Zarametia Chendyr Wanynbrinr | CN | ||
Character Name | Alignment | ||
Striker (Voidrusher) 5
, Incanter 1
, Legendary Wizard (Familiar Wizard) 1
, Prodigy (Void Dancer) 2
, Aremiger (Taskmaster) 3
, Summoner Unchained (Champion, Void Conduit) 12 |
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Character Level | |||
Djin Returned Aasimar
Type: Outsider (Native, Aasimar)
PB: 7, 7, 18, 18, 9, 10 |
M | ||
Race | Size | ||
F | 136 (379) | ||
Gender | Age | ||
6'5" | 175 | ||
Height | Weight | ||
- | - | ||
Hair | Eyes |
Chaos Itself | |
Player | |
- | Bayt |
Deity | Homeland |
- | 0 |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
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Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +23 | +7 | CON +9 | +4 | +3 | +0 |
Reflex | +16 | +7 | DEX +2 | +4 | +3 | +0 |
Will | +9 | +8 | WIS -2 | +4 | -1 | +0 |
Outfit Dependant vs. Environmental
Combat Maneuver Bonus CMB | |||||
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CMB | BaB | STR | Size | Misc | |
+11 | +10 | +1 | +0 | +0 |
Combat Maneuver Defense CMD | ||||||
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CMD | Base | BaB | STR | DEX | Size | Misc |
34 | 10 | +10 | +1 | +2 | +0 | +11 |
Mortal Tongues | Humanoid
Common, Cylcops, Dwarven, Elven, Giant
Ancient Osirian
Flail Snail
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Magic Tongues | Elemental
Aquan, Auran, Ignan, Terran
Aklo, Senzar, Sylvan
Aboleth, Draconic, Sphinx, Treeant
Abyssal, Celestial, Infernal
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Spherecasting | ||||
Conjuration CL 13+7 | Wanynbrinr - CL 16+7
Archetype: Avatar; Base Form: Biped;Forms (7+1): Otherworldly Paragon, Natural Aspect (Fast Healing 1), (x2) Battle Creature, Armored Companion, Sage Companion, Greater Healing (Fast Healing +3), Planar Creature (Chaotic: ER, DR), Regenerating Companion (Cold or Slashing)
Bound Creature - Archetype: Mage; Base Form: Serpentine; Forms (1): Magical Companion, Implement Bearer, Altered Size (Small to Tiny)
Mythic Conduit Wanynbrinr delivers touch spells, sphere abilities that require touch attacks, spells, and mythic effects in Zarametia's stead. It is summoned to perform these spell effects and then remains targetable until the end of Zarametia's next turn.
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Warp CL12+7 | Teleport
Standard Action; Teleport self and up to heavy load to a location within close range. You must of have line of sight to your destination.
She can use her Genie lamp as an extradimensional space, which can store up to 125lbs per CL plus the weight limit added by the Pocket Space trait (+10lbs; 2385lbs total). This space cannot hold anything larger than a small object (or a number of smaller objects roughly equal in size). only inanimate, unattended objects can be pulled into of retrieved from the space as a move action--which counts as drawing equipment normally. A portal can be made to store or retrieve objects anywhere within arm's reach.
You can imbue a creature with magic that bridges the distance between them and anything they reach or move towards, contorting space to their benefit. The target gains a +10 feet enhancement bonus to their movement speed and adds 10 feet to their natural reach, though they do not threaten with this additional reach. Both bonuses increase by 5 feet per 5 caster levels. This effect lasts as long as you concentrate, but you may spend a spell point to allow it to remain for 1 minute per caster level without concentration.
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Wizard Spellbook | Cantrips
Cantrips: All Wizard Cantrips not of Abjuration or Transmutation Schools
Ant haul, Arcane Pocket, Crafter's Fortune, Deja Vu, Endure Elements, Identify, Mount, Unseen Servant
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Wizard (Path of the Diligent) Spells Prepared | Cantrips
Detect Magic, Light, Read Magic
Crafter's Fortune, Deja Vu, Endure Elements
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Casting Tradition
| Proficiencies
| CL
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Blended Talents: 19 Talents | Might Talents: 14 Talents | Power Talents: 16 Talents |
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Conjuration Talents: 11 Talents | Tinker Talents: 7 Talents | |
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Adventuring Skills | |||||
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CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +14 | (DEX) +2 | +12 | +0 | |
Bluff | +40 | (INT) +13 | +12 | +15 | |
Climb | -2 | (STR) +1 | +0 | -3 | |
Diplomacy | +3 | (CHA) +1 | +0 | +2 | |
Disable Device* | +14 | (DEX) +2 | +12 | +0 | |
Disguise | -3 | (CHA) +1 | +0 | -4 | |
Escape Artist | -1 | (DEX) +2 | +0 | -3 | |
Fly | -1 | (DEX) +2 | +0 | -3 | |
Heal | -6 | (WIS) -2 | +0 | -4 | |
Intimidate | +3 | (CHA) +1 | +0 | +2 | |
Knowledge: Arcana | +30 | (INT) +13 | +12 | +5 | |
Knowledge: Dungeoneering | +30 | (INT) +13 | +12 | +5 | |
Knowledge: Local | +30 | (INT) +13 | +12 | +5 | |
Knowledge: Nature | +30 | (INT) +13 | +12 | +5 | |
Knowledge: Planes | +30 | (INT) +13 | +12 | +5 | |
Knowledge: Religion | +30 | (INT) +13 | +12 | +5 | |
Knowledge: Psionics | +30 | (INT) +13 | +12 | +5 | |
Knowledge: Martial | +30 | (INT) +13 | +12 | +5 | |
Perception | -6 | (WIS) -2 | +0 | -4 | |
Ride | -1 | (DEX) +2 | +0 | -3 | |
Sense Motive | -5 | (WIS) -2 | +0 | -3 | |
Spellcraft* | +28 | (INT) +13 | +10 | +5 | |
Stealth | +14 | (DEX) +2 | +12 | +0 | |
Survival | -6 | (WIS) -2 | +0 | -4 | |
Swim | -2 | (STR) +1 | +0 | -3 | |
Use Magic Device* | +12 | (CHA) +1 | +12 | -1 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | +30 | (INT) +13 | +12 | +5 | |
Craft: Arcatech | +30 | (INT) +13 | +12 | +5 | |
Craft: Alchemy | +30 | (INT) +13 | +12 | +5 | |
Knowledge: Engineering | +30 | (INT) +13 | +12 | +5 | |
Knowledge: Geography | +30 | (INT) +13 | +12 | +5 | |
Knowledge: History | +31 | (INT) +13 | +12 | +6 | |
Knowledge: Nobility | +31 | (INT) +13 | +12 | +6 | |
Linguistics* | +30 | (INT) +13 | +12 | +5 | |
Perform: Puppet Shows | +12 | (CHA) +1 | +12 | -1 | |
Perform: Piano | +12 | (CHA) +1 | +12 | -1 | |
Perform: Other | -3 | (CHA) +1 | +0 | -4 | |
Profession: All | -6 | (WIS) -2 | +0 | -4 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Autohypnosis | +10 | (WIS) -2 | +12 | +0 |
Skill Bonuses | Circumstance Bonus
+1 to Swim Tool: Diving Suit
+1 to Knowledge (History & Nobility) (Background)
+3 to Bluff (Familiar: Viper)
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Conditional Skill Bonuses | Trait Bonus
+5 to bluff to tell believable lies (Innocent)
+5 to skill checks made to identify abilities or weaknesses of creatures. (Conduit Vissage: Sage Form)
| Skill Penalties | Madnesses
-4 penalty to Wisdom and Charisma skills and cannot take 10 on such checks (Disonant Realities)
| Skill Ranks | Skill Points: 229
(2(summoner)+2(background)+13(int))*11(lvl)+20(incanter/striker/prodigy/armiger)+4(int-sage:Dungeoneering, Appraise, Geography, Disable Device)*12(lvl)
Fencing: 4+ talents = 20 ranks of Bluff
Tinker: 4+ talents = 20 ranks of Craft Arcatech |
Bonus Feats | Eternal Transformation (Background ∴ lvl 1)
Gain benefits of the Orb Transformation talent's Aura of Facination and Float traits, granting a float speed of 30'+5'/5HD at a height of 5'+5'/5HD off the ground and a 30' aura in which creatures must make a will save (DC Int-Based) or be facinated until they leave the aura. The aura does not function if stunned, paralyzed, unconscious, dead, or otherwise incapacitated. Finally, the Float speed causes her to fall at a speed of 30' per round and can be used while falling to move in any direction (including upwards) at a rate of 30' per round. This is done through Anthropomorphic Transformation, and thus acts akin to Blank Transformation and does not alter or remove her physical or racial abilities prior to this transformation.
+1 DC for Conjuration spells.
+1 CL for Conjuration Spells, always take the penalties of being encumbered at medium load.
+1 CL for Conjuration Spells, gain Acid Splash as a Spell-Like Ability 3/day.
Item Creation Feats (Firearm Proficiency ∴ lvl 1, L. Wiz 1 ∴ lvl 3) Gunsmithing (Firearm Proficiency), Scribe Scroll (L. Wiz 1)
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Leveling Feats | 1) Companion Teleport
When you teleport yourself, you may also teleport a companion creature with you. Both you and the touched companion creature count as a single creature for the teleport. This functions regardless of the Personal Warp drawback.
Reduce the time to reload a firearm by 1 step.
Gain Transportation Mastery talent of the Tinker sphere
Gain the Charming Smile, Cunning Soul exemplar trait.
Gain the Clever Wordplay and Mental Discipline traits.
You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.
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Mythic | Tradition Drawback) Spell Channel (Wanynbrinr)
Your ability to channel spells through your companion is expanded. While your companion is within range of your Spell Conduit ability, you can treat it as the point of origin for any spell that you cast.
Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells. This doesn’t grant you access to mythic abilities or greater versions of mythic spells at a lower tier than you would normally need to be to get them, nor does it grant you additional uses of mythic power or adjust the dice you roll for your surge.
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Combat Spheres | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Traits | Binder's Blood (Social)
Having been transformed into a bound genie, she gains a +2 trait bonus on any Charisma-based checks when directly interacting with a genie.
You gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks. This bonus increases by 1 for every two other social traits you have.
Bluff is an Int skill.
No one can believe someone as pure as you could be deceptive in any way. You have an air of innocence about you, and people have a hard time believing you could ever do anyone harm. When you make a Bluff check to tell a lie, your target always wants to believe you, granting you the standard +5 bonus on your Bluff check. This bonus only applies if the lie you tell is either believable or unlikely.
As a swift action, you can swap an outfit you are currently wearing for another outfit in your possession, as well as don or remove individual pieces of clothing or jewelry. If you choose to affect a magical piece of clothing (such as a hat or ring) you are limited to only affecting it, either swapping it with another magical item of the same slot, removing it, or donning it. You may not use this trait to don or remove armor, but you may draw things from an extradimensional storage from the Warp sphere. This trait is a supernatural ability.
You have had some basic training in mental control. Autohypnosis is always considered a class skill for you, and you get a +1 trait bonus to Autohypnosis checks.
Her genie Lamp can store an addtional 5 lbs, increasing by 5 lbs at 5th level and every 5 levels thereafter.
You have consumed the Sun Orchid Elixir and gained a measure of its restorative properties. Once per day, you can regain a number of hit points equal to your Constitution modifier as an immediate action.
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Drawbacks | Idle Theorist (Drawback)
Her fragmented memories sometimes taint her understanding of the world, recalling similar things and conflating them with what is before her. when she fails a skill check or rolls a natural 1 while attempting to recall information, she recalls a piece of incorrect but believable information. cannot take 10 or use the Aid Another action with checks made to recall information.
You always go last in initiative order. You cannot take Improved Initiative. If multiple creatures with Overly Cautious are in the same encounter, they roll initiative only to determine what order they go in after all other characters have gone each round.
-2 Strength
-6 initiative modifier
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Oaths | Forbidden Knowledge (Disonant Realities): +4op
Oath: Filled with too many fragmented memories, too much knowledge for a feeble mortal body to hold, Zarametia's mind wanders and becomes disoriented across the centuries. she takes a -4 penalty on Wisdom and Charisma based checks, cannot take 10 on such checks and must succeed a DC 22 will save or become confused for 1d6 rounds when finding herself in a stressful situation (such as combat).
Defiance Penalty: The only method by which you may come to terms with your knowledge is by erasing it from your mind. If you ever cure yourself of this severance, you take a penalty on Intelligence checks and skill checks equal to half your character level. Atonement: To regain this forbidden knowledge, you must rediscover what nightmarish secrets you have forgotten, which involves at least 3 days worth of research or exploration into the source which once fueled your forbidden abilities. After this time, you regain the severance associated with this oath. As a great curse, Zarametia is bound to her lamp, carrying it along as it's weight baloons in her hands, consuming a carry weight no less than her light load+1 lb.
Oath: You must perform a specific physical or magical ritual every day to maintain your abilities. This ritual takes one hour to perform and can be performed anywhere, but requires that you either spend 5 gp per character level or reduce your maximum hit points by an amount equal to your character level for 24 hours every time you perform the ritual.
Defiance Penalty: Any day which you do not perform the ritual, all of your ability scores are treated as being 2 lower for all purposes. Atonement: To atone, you must perform the ritual once again every day for at least 3 days, making an additional sacrifice worth 100 gp x your character level squared on one of those days. |
Oath Boons | Bonus Talents: -3op
Gain bonus Blended Talents, one each at levels 2, 6, 10, 14, and 18.
Your Oath grants you strength and acuity beyond that of your kin. At 4th level and every even-numbered level thereafter, you gain a +2 enhancement bonus to one of your ability scores. These bonuses do not stack with each other until you are at least 10th level, at which point they may stack up to a maximum of +4. This improves to a maximum of +6 at 13th level. From level 13 onwards, you gain two +2 ability score bonuses at every level rather than just one at even-numbered levels.
+0 str, +0 dex, +2 con, +2 int, +0 wis, +2 cha Resistance bonus to saves: +1/3HD; max +5
Enhancement bonus to natural armor: +1/3(HD-2 max +5 |
Racial Traits | Ability Scores
+2 to Str, Dex, & Con; +4 to Int; -2 to Wis
4/6 Striker Art
60' Darkvision
Low-Light Vision The Returned gains a +2 dodge bonus to AC and a +2 racial bonus on combat maneuver checks made to grapple against creatures of the Humanoid (Orc) type.
The Returned gains a +2 racial bonus to all saving throws. This blessing manifests as subtle, almost imperceptible whispers that seem to guide them away from harm.
Replaces: Eternal Hope & Lucky Gain SR 11+HD
Gain Proficiency with the Orc Hornbow and the Kopesh
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Gen Trad | Life Span
Elven aging and lifespan, these are two drawbacks and two boons and do not differ from a typical Elven Returned Aasimar.
Due to her transformation into her genie form taking place at a young age, she did not gain the benefits of normal socialization in her upbringing, with most of her interactions with others becoming limited to being called forth from her lamp to grant some selfish wish.
Instead of passing to the afterlife upon death, she reincarnates into a new body elsewhere, losing all be the vaguest of sense for the events of her past lives from her memory. This reincarnation is not instant, and does not prevent resurrections that occur within 22 years of her death.
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WEAPONS | ||||||
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Name | AB | Critical | Type | Range | Ammo | Dmg |
Kopesh | +6 | 19-20x2 | S | - | - | 1d8 |
Orc Hornbow | +7 | x3 | P | 80' | - | 2d6 |
Battered Pistol | +7 | x4 | B&P | 20' | 1 cap | 1d8 |
Revolver | +7 | x4 | B&P | 20' | 6 cap | 1d8 |
Wanynbrinr Slam | +17 | x2 | B | - | - | 1d4+11 |
Wanynbrinr Kopesh | +17 | 19-20/x2 | S | - | - | 1d8+9 |
Wanynbrinr Revolver | +19 | x4 | B&P | 20' | 6 cap | 1d8+2 |
Wanynbrinr Longbow | +19 | x3 | P | 110' | - | 1d8+9 |
ARMOUR | ||||||
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Name | ACB | Type | Check Penality | Spell Failure | Weight | Properties |
Armored Companion | +7 | Armor | - | - | - | Conduit Visage |
Otherworldly Shield | +1/2Int+2 | Class Feature | - | - | - | to touch and flat-foot, does not stack with monk Medium Load |
Encumbrance |
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Mechanoid Encumbrance |
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Weapons | Battered Pistol
Source: Firearm Proficiency Martial Tradition
Value: 4d10gp; Weight: 4lbs; Hardness: 5; HP: 5 Category: One-Handed; Proficiency: Exotic, Yes; Weapon Groups: Firearms Misfire: 1 (5' Capacity: 1; Firearm Category: Early Value: 20gp; Weight: 8lbs; Hardness: 10; HP: 5
Category: One-Handed; Proficiency: Exotic, Yes; Weapon Groups: Heavy Blades Special: Trip Value: 130gp; Weight: 7lbs; Hardness: 5; HP: 5
Category: Ranged; Proficiency: Exotic, Yes; Weapon Groups: Bows Mighty: +0 Value: 4000 (400)gp; Weight: 4lbs; Hardness: 5; HP: 5
Category: One-Handed; Proficiency: Exotic, Yes; Weapon Groups: Firearms Misfire: 1; Capacity: 6; Firearm Category: Advanced | ||||||||||||
Ammo | Adamantine Cartridges
Value: 650 (65)gp; Unit Count: 10 cartridges
Value: 1000 (100)gp; Weight: 5lbs; Unit Count: 100 doses
Value: 300 (30)gp; Unit Count: 10 cartridges
Value: 270 (27)gp; Unit Count: 10 cartridges
Value: 100 (10)gp; Unit Count: 100 bullets
Value: 100 (10)gp; Unit Count: 10 cartridges
Value 200 (200)gp; Unit Count: 10 blades
Value: 780 (78)gp; Unit Count: 52 rounds
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Clothing | Outfits: the Shifting Resplendence
Session 107: Tree p3 The Shifting Resplendence
Aura: Strong Transmutation;
Caster Level: 15;
Body Slot: none (clothing
Price: ;
Weight: 2 lbs
This dress fits over the skin, almost like the scales on a snake, somehow seeming both pliable and form-fitting, creating a tight outfit. In it's natural form, it serves to accentuate the wearer's figure to the utmost degree, leaving behind soft trails of fabric behind it. As a magical item, it can be commanded to transform into any outfit at the bearer's desire of any design. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. Combines both the Cold Weather Outfit and additional Furs
Value: 20gp; Weight: 12lbs Provides a +5 Circumstance bonus and a +2 untyped bonus to Fotitude saves to resist cold weather. The untyped bonus does not stack with the bonus provided by the survival skill. Value: 10gp; Weight: 2lbs
This one-piece suit of clothing reduces one’s drag in the water, making swimming easier. It provides a +1 circumstance bonus on Swim checks. This clothing item does not provide its benefits in conjuction with wearing armor or other clothing items over top of it, and damage from slashing or piercing attacks over multiple rounds can render the suit useless until repaired. Value: 8gp; Weight: 4lbs
+2 bonus on Fortitude saves to resist warm or hot weather. This bonus does not stack with the bonus gained from the survival skill. Value: 180gp; Weight: 10lbs
Includes 100 gold worth of jewelry and a signet ring of the Wanynbrinr family. Head: Snow Goggles Value: 12gp
You are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You take a –4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance). In addition, they provide immunity to polar mirages. Value: 72000gp; Weight: 1lbs; Slot: none
These large hoop earings act as a +2 conjuration/warp implement Value: 5gp
Any Land-dweller wearing goggles can use visual perception like an aquatic native (do not take -4 penalty and risk of harm to eyes). | ||||||||||||
Tools | Masterwork Backpack
Value: 50gp; Weight: 5lbs
Increase strength score for purposes of carry capacity by +1. Session 107: Tree p3 Nobleman's Table
Aura: Strong Divination & Conjuration;
Caster Level: 15;
Body Slot: none;
Price: ;
Weight: 5 lbs
This disk is shockingly lightweight and portable. easily held , it looks akin to a plate. Upon using a command word, this plate can be transformed into a table which can seat 2, 4, 6, or 8 people. When transformed, it creates plates and tea sets, and confectioneries for the guests to be seated at the table. When all guests are seated, soft gentle and enjoyable music can be heard. Value: 115gp; Weight: 65lbs
Holds 10 Medium creatures comfortably, additionally has space to include a small fire inside the tent. This tent takes 90 minutes to set up. | ||||||||||||
Misc | Bound Genie Lamp (Integral Oath of Burdens)
Weight: enough to bring her into the minimum for Medium Load on its own (Currently 39 lbs)
The Lamp with which she was transformed into a djin and bound to the service of her former masters for 300 years. The Lamp still binds her and is bound to her, though it can be difficult to notice the trickling mist that links them. It is as much a part of her as her hips from which it hangs. Storing 88 of 130 lbs. (see Warp spells):
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Champion Sphere Summoner Unchained (Void Conduit) | Avatar - Wanynbrinr
Gain a Conjuration Companion as a bonus talent, granting the gained companion the Avatar Achetype. Sphere Summoners are considered High-Casters specifically with regards to their Avatar's strength. The Avatar counts as the Summoner's Eidolon.
As a Swift Action, grant the Avatar a single Move, Standard, or Swift action immediately. This ability has a 1d4 round cooldown.
+1/4HD bonus to AC & CMD
Whenever the void conduit would take hit point damage, the void conduit may transfer an amount of damage equal to their casting ability modifier to their avatar (if summoned). Damage transferred by this talent cannot be prevented, resisted, or otherwise redirected further.
Whenever the Void Conduit successfully makes an attack, or has a creature fail a save against its abilities, the conduit gains an amount of stacking Temp HP equal to their HD. This Temp Hp cannot exceed 1/2 their Max HP. targets with HD less than 1/2 the conduit's level do not count for triggering this ability.
At 5th level, once per day as a standard action, the void conduit may choose a single (form) talent, gaining that (form) talent for a number of minutes equal to the void conduit’s class level (as though applying the (form) talent to themselves with the conduit’s visage ability). If the void conduit chooses a (form) talent that requires a spell point, the void conduit must spend that spell point when choosing it this way.
The void conduit may use this an additional time at 9th level, and every 4 levels thereafter. Multiple uses of this ability do not stack; if the void conduit uses this ability while already having a (form) talent this way, the previous (form) talent is immediately lost. |
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Striker (Voidrusher) | Reaper's Tools
gain a bonus Equipment Sphere talent and treat all melee weapons she is proficient in as unarmed strikes for purposes of striker class features.
She can gain a maximum amount of tension equal to her Constitution modifier+1. If she remains out of combat for a minute or longer, she loses all her tension. She can gain Tension, once per round each, in the following ways:
Tension can be spent as a free action in the following ways:
When she spends a point of tension, she builds up a pool of expent tension at a one to one value. At the start of her turn, she gains an amount of Umbral Tension equal to half this expent tension, and returns her amount of expent tension to 0. She may only possess a maximum amount of Umbral Tension equal to half her maximum amount of Tension. Umbral Tension can be used as a free action in the following ways:
Whenever she uses an Umbral Technique that makes an attack roll while enshrouded, her avatar can make the attack instead. And, whenever the avatar attacks, it benefits from and may use any combat sphere talents the voidrusher possesses, in addition to any combat talents it already possesses.
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Incanter | Sphere Specialization (Conjuration)
+1 Caster Level to Conjuration Sphere.
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Legendary Wizard (Familiar Wizard) | Arcane School (Conjuration)
+1 Caster Level to the Conjuration School.
Gain a familiar, because haha funny meme, me want her have more pets. This is entirely gratuitous at this point.
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Prodigy (Void Dancer) | Sequence (4 links)
Sequences have three parts: openers, link components, and finishers. The maximum length of a sequence is 4 links plus 1 link per 3 class levels. Attempts to add additional links have no effect and anything that would cause the sequence to lose a link acts normally. A prodigy may only have one sequence active at a time; any actions affect the currently active sequence. Any time a prodigy begins her turn without having added a link to her sequence since the beginning of her last turn, her active sequence loses one link. Should this reduce the sequence to 0 links, the sequence ends and must be started again. If the prodigy becomes dazed, dead, helpless, paralyzed, stunned, or unconscious, the sequence immediately ends.
A sequence requires the rush induced by real danger. As such, a sequence cannot be started prior to rolling initiative and ends automatically 1 round after there is no longer any apparent immediate threat (such as a hostile creature capable of making an attack or casting a spell or sphere effect).
While the prodigy has an active sequence, she gains an insight bonus on attack and damage rolls and caster level equal to half the length of her sequence (minimum 1).
The prodigy may open her mind to a flash of insight, temporarily discovering skills she didn’t know she had. At 2nd level, as a standard action, the prodigy may grant himself the benefit of any one magic talent or combat talent she doesn’t possess. This effect lasts for 1 minute. The prodigy must possess that talent’s base sphere and meet any prerequisites (if an advanced talent). The prodigy may use this ability a number of times per day equal to 3 + 1/2 her class level. Multiple uses of this ability do not stack. If the prodigy uses this ability again before the previous duration has expired, it replaces the previous use.
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Armiger (Taskmaster) | Task Center
At 1st level, the taskmaster gains the Tinker sphere, selecting the (computation) package, and gains the Tinker sphere Cognitive Set talent as a bonus talent.
The taskmaster may craft a unique routine known as a “task center”; the taskmaster’s task center does not count against the taskmaster’s gizmo limit and always uses the taskmaster as the host gizmo (rather than being installed into one of the taskmaster’s gizmos). A task center routine functions similarly to mental augmentation gizmo modified by the Cognitive Set brain jack ability (functioning as a storage routine that can store memories for the taskmaster), and grants its competence bonus based on the active task-set (see below).
At 1st level, the taskmaster gains the Equipment sphere as a bonus sphere, selecting a talent of their choice. The taskmaster may spend 1 minute observing, handling, or practicing with a piece of equipment to change this Equipment sphere talent, losing the previously selected Equipment sphere talent and gaining a new one in its place. This talent may be either a (discipline) talent or other talent related to the equipment’s use (such as Expert Reloading if studying a crossbow or firearm, or Throw Bash with a throwable shield, and so on). The taskmaster may deplete 1 battery gizmo in their possession as a free action to use this ability immediately (rather than spending 1 minute). This ability may be used with a non-weapon to suffer no penalties when using that specific object as an improvised weapon (in place of gaining a new Equipment talent).
At 3rd level, as an immediate action, the taskmaster may deplete a battery gizmo to regain martial focus. Whenever the taskmaster succeeds at a combat maneuver, confirms a critical hit, or reduces a foe to 0 or fewer hit points, the taskmaster may instead use this ability as a free action (that can be taken even when it is not the taskmaster’s turn).
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Mythic Spheremaster | Mythic Casting
+1 to Conjuration and Warp spheres, as if an implement bonus and stacking with implements. Bonus increases by +1 at every odd mythic tier beyond 1st.
Once per day, you may expend one use of mythic power at the start of your turn to gain your maximum amount of tension. If you have the striker's ultimate tension ability, immediately replace this ability with mythic ultimate tension.
+1 BAB/Skill Rank to Barrage and Tinker spheres. Does not allow Mechanoid or AI HD to increase. Bonus increases by +1 at every odd mythic tier beyond 1st.
Add your tier to your maximum tension.
You gain a daily pool of bonus tension points equal to your tier. You may spend these points to activate your tension techniques, even if you do not otherwise have tension. Once per day, as a free action you may take during your turn, you may expend one mythic power to refill this bonus tension pool.
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Wishgranter | Building Burnout
Whenever you are last in initiative order, you gain half your mythic tier (rounded down) as an increase to the maximum number of links in your sequence or points of tension.
Whenever you break your word (either purposefully or unintentionally), you lose access to all mythic powers (including path abilities, mythic feats, etc., but excluding passive bonuses like increased hit points and ability scores), and are sickened for 24 hours or until you meet your obligation, whichever comes first.
This form is considered a natural part of your body and uses your character level as your caster level and uses your casting ability modifier or practitioner modifier (your choice, or your Charisma modifier if you lack either) to determine its effects.
Limbs: 1 head, 2 arms, either 2 legs or no legs, however your body is visibly bound to your relic, as a stream of smoke or fire emitting from the tip, Whilst in this form, your clothing is always framed in the most physically temptatious and distracting form possible. Speech: Yes; Hands: Yes Speed: 30 FT Flying (Good) 60 FT Flying (Perfect) at Tier 5, 40FT Land (if legs are chosen) Natural Weapons: 2 Slams (Primary) 1d6 Medium AC: +2 Natural Armor bonus, +1 per 5 caster levels Special: Darkvision 60 ft. If you spend an additional spell point when granting this form, the target also gains a 25% ability to ignore critical hits and precision damage, which increases by 25% per 5 caster levels to a maximum of 100%.
Additionally you gain the “Spell Stand-in” casting tradition drawback, except in place of gaining a conjuration companion, your Eidolon is treated as the conjuration companion for the purposes of this drawback. This does not later prevent you from gaining a conjuration companion through talent expenditure. When attempting to cast any spell and the stand in is not present, the stand-in is forcibly summoned to perform the spell cast and may be targeted by hostile effects until the end of the next turn.
At the start of combat in which you are last in the initiative order, (Barring creatures which act twice), you may choose to gain either one point of tension, or one link to your sequence. If you choose to increase your links, you may spend a mythic power to increase this to be half your mythic tier (rounded down).
Your mythic powers only function while you remain in possession of a relic (usually one that granted you mythic power). You lose all mythic abilities and bonuses immediately if separated, but your powers return immediately if you regain possession of the relic.
Your casting tradition applies when you use your mythic power. You must have at least three general casting drawbacks to take this mythic drawback; if you do not, you may gain additional general casting drawbacks when you first gain this drawback (though only with your GM’s permission). You may not gain or use the drawback freedom path ability nor any other effect that allows you to bypass your casting drawbacks, including for regular casting.
Any creature who touches you or your Eidolon may make a request which must be immediately fulfilled. Should there be a magical way of resolving the issue, you may spend a mythic point to cast any vancian spell. Creatures that touch you are aware of the ability for them to make a wish, but they must be able to communicate the request in a way you understand.
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The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Vulnerable to Critical Hits: Whenever a robot takes extra damage from a critical hit, it must succeed at a DC 15 Fortitude save or be stunned for 1 round. If the robot succeeds at the save, it is staggered for 1 round. The robot remains immune to all other sources of the stunned condition.
Mechanoid Upgrades (11 max) | ||||||||||
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Arsenal Slot (Gauntlet): 1U
The Mechanoid has an inbuilt gauntlet. The mechanoid can draw or stow the Gauntlet within itself as a free action, and gains a +20 circumstance bonus to conceal the equipment. An innate weapon does not give the mechanoid any extra attacks, but otherwise can be wielded normally.
+2 HP/GL
The mechanoid gains a +2 enhancement bonus to Strength and Dexterity, +2 per 5 gizmo levels. (+6 total)
The mechanoid is crafted with a specialized cockpit that allows a pilot to operate with increased precision. An immersive cockpit is treated as a single passenger seat for other effects. A pilot must be of the same size category or smaller than the mechanoid. A pilot using an immersive cockpit may always choose to pilot the mechanoid normally (granting the mechanoid actions as a standard or move action, but does not benefit from the immersive cockpit if piloted this way). When piloting a mechanoid with an immersive cockpit, the pilot may still perform actions not related to the mechanoid (for example, throwing a bomb out an open window or other using another gizmo).
An immersive cockpit allows the pilot and mechanoid to act as a single creature, using the mechanoid’s physical statistics and the pilot’s mental statistics. The mechanoid is treated as being continuously piloted (instead of piloting the mechanoid as a full or partial action) and the pilot may use their actions, abilities, and gear normally as though they were the mechanoid (moving normally, making attacks, using the mechanoid or the pilot’s abilities, benefiting from the mechanoid or pilot’s skill bonuses). The pilot and mechanoid may still be targeted separately (such as by targeted spells, Intimidate skill checks to demoralize, etc. the enclosure upgrade (or similar) can protect the pilot from being attacked directly. A pilot treats an immersive cockpit-piloted mechanoid as though they were wearing armor (and cannot benefit from their own worn armor while piloting this way). A pilot may initiate full integration as a 1 minute process; once complete, the pilot is “fully integrated” with the mechanoid (the integrated pilot). The integrated pilot treats the mechanoid as a full extension of their body, gaining its physical ability scores, statistics, and all abilities possessed by the mechanoid. Any ongoing effects are shared by the pilot and mechanoid (provided the effect could target the other creature normally), such as a barkskin spell, cast on the integrated pilot would affect the mechanoid and the integrated pilot’s resulting statistics. Magic item slots are shared between the integrated pilot and mechanoid (even if the mechanoid does not possess the appropriate magic item slot in case of a conflict, the integrated pilot selects which magic item slot is active between their own magic item slots or the mechanoid’s magic item slots (the unchosen magic item slot becoming dormant while integrated). The integrated pilot and mechanoid are treated as a singular creature for all effects (but may be targeted separately by targeted effects, applying resistances, bonuses, and immunities as appropriate). The integrated pilot may choose to be affected by an effect in place of their mechanoid (such as for beneficial spells, healing, etc., but not substituting themselves for hit point damage taken by the mechanoid). Attacks made against the integrated pilot and mechanoid deal damage to the mechanoid first, and saving throws are attempted by the integrated pilot on behalf of both the integrated pilot and mechanoid. The Mechanoid possesses 4 arms
The mechanoid weighs as if it were 3 size categories smaller (minimum Fine). When deactivated, the mechanoid reduces its size to be 3 size categories smaller (this does not change its weight further) and returns to its normal size when activated.
The mechanoid gains the following innate gizmos:
Compact Pilot, Ejector, Quick Entry, & Cover
The mechanoid can carry a total number of Medium creatures equal to twice its size category (4 Medium creatures can fit inside a Large mechanoid, 8 Medium creatures can fit inside a Huge mechanoid, etc.), which is modified for their size category (Small counts as half a Medium, and Large counts as double a Medium). Creatures can mount or dismount the mechanoid as a move action and gain partial cover while mounted. Any creature seated in the mechanoid is referred to as a “passenger”. A single passenger seat can be designated as the pilot seat (the “pilot”; the pilot is still a passenger). A mechanoid that has a pilot seat may only be piloted manually from the pilot seat (or another appropriate control means, such as a remote control). A pilot must be able enter the pilot seat (appropriate size to mount the mechanoid passengers are not treated as being “mounted” for the purposes of mounted combat rules, although may considered as such subject to GM discretion (such as a bike ridden by a single character being a “mount”, whereas an armored personnel character with 16 orc assault troopers not being a “mount”). A mechanoid with a compact pilot seat may be piloted by a creature the same size category as the mechanoid. Ejector seats have an ejector system built into each seat the passenger seats upgrade accommodates. When the mechanoid is destroyed (or its enclosure, if it possesses the enclosure upgrade), each passenger is ejected 30 feet from the mechanoid in a straight line. An individual passenger may willingly use the ejector seat belonging to their seat as an immediate action. The direction an ejector seat moves the passenger is chosen when the mechanoid is first crafted or after being adjusted by the pilot. A passenger seat is depleted after being used (each individual passenger seat may be depleted this way) and may be restored when the crafter maintains their gizmos. The pilot can spend a swift action to adjust any number of ejector seats, choosing any of the following: disable or enable any number of ejector seats for individual passengers, trigger any number of ejector seats for individual passengers, or change the direction the ejector seats will move the passenger for each individual passenger. If an ejector seat is used to avoid an attack or area effect that would harm the passenger, that passenger gains evasion and a +2 dodge bonus to their AC or Reflex save against the attack or effect; an unwilling passenger may attempt a Reflex save to avoid being ejected (remaining inside or atop the vehicle but without a seat). May choose to make the passenger seats be quick entry seats. Quick entry seats can be mounted or dismounted as a move or swift action (instead of only a move action). The mechanoid grants creatures in its passenger seats cover, instead of partial cover, against effects from outside of the mechanoid. The mechanoid is crafted with an innate power plant gizmo. This power plant counts towards the maximum number of power plants you can maintain. This upgrade increases the project cost of the mechanoid by the project cost of the power plant. The power plant must be at least one size category smaller than the mechanoid. A mechanoid with this upgrade can attach a battery crafted by their innate power plant to their other innate gizmos as a free action; the mechanoid’s allies can retrieve one or more batteries crafted by this innate power plant as a swift action when adjacent to the mechanoid.
Size Huge; Speed 8/hour; limit 36; Max 12 You grant the mechanoid four upgrades (other than this upgrade the mechanoid may only use two of these four upgrades at any given time, but may switch between both sets of two of these four upgrades as part of a full round action.
Battery Use: The user may deplete 1 battery as a free action to change between the two upgrade sets.
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Statblocks for companions, followers and other allies.
The avatar is affected by any non-instantaneous effects which affect its caster, both beneficial and detrimental. An effect applied to the avatar this way ignores all immunities the avatar possesses, and if the effect ends for the caster, it ends for the avatar. Whenever the avatar’s caster would benefit from an effect that restores hit points or removes a condition or effect (such as ability damage, negative levels, etc.), the avatar also benefits from that effect. The avatar shares the effects of any magic items the caster benefits from (with the exception of magic weapons, armor, shields, or which otherwise need to be wielded to function). The avatar does not need to possess the appropriate appendages to benefit from a magic item this way.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
DC 24
This modification is attached to simple and martial weapons. The attached equipment is treated as masterwork and impose no penalties for non-proficiency. When confirming a critical hit, add a +3 circumstance bonus to the roll. When dealing damage, all damage from the basic weapon is treated as the user's choice of Bludgeoning, Piercing, and Slashing, which may be changed as a standard action, this damage change extends to ammunition fired by the modified weapon.
The device is equipped with a Camera, Microphone, Scent Recorder, and Playback System, allowing it to record and display pictures, video, sound, and smells.
The device can be activated and used through verbal commands, allowing it to be used verbally from range. When verbally commanded, only a single gizmo can be activated with each action.
Battery Use:
DC 23
This modification is attached to any “sensory assisting device” (such as a normal pair of glasses or spyglass, a hearing aid or eavesdropping device, or an equivalent sensory gizmo, such as a camera or microphone). Whenever the user attempts a Perception check while using the attached object, they benefit from a +3 circumstance bonus to the check.
Additionally, the device has the following active function:
DC 24
This device functions as a battery
280,000 pages of data can be stored within this device.
This dress fits over the skin, almost like the scales on a snake, somehow seeming both pliable and form-fitting, creating a tight outfit. In it's natural form, it serves to accentuate the wearer's figure to the utmost degree, leaving behind soft trails of fabric behind it. As a magical item, it can be commanded to transform into any outfit at the bearer's desire of any design. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise.
Should the wearer not be fully imaginative of it's design, the outfit will trill, trim, and improve the design to make it more elegant and resplendent. Thus, it gives a circumstance bonus of +4 to Bluff, Diplomacy, and Intimidate.
Three times per day as a free action out of turn, the wearer can cause the scales of this dress to appear, increasing the fortification of the wearer by 75% for 1 round.
This disk is shockingly lightweight and portable. easily held , it looks akin to a plate. Upon using a command word, this plate can be transformed into a table which can seat 2, 4, 6, or 8 people. When transformed, it creates plates and tea sets, and confectioneries for the guests to be seated at the table. When all guests are seated, soft gentle and enjoyable music can be heard.
All guests at the table gain the benefits of Tongues / Share Language, in that their words are clearly translated down to the intent in the most comfortable language for the listener. Only guests at the table can hear each other and the music, those who are not guests cannot hear anything at the table. Additionally, due to the proper and noble nature of the table, diplomacy, bluff, and intimidate can be used interchangeably.
The food and drink are often considered delectable and delicacies, but are not enough to satiate someone. They do however, provide a 1d10+8 temp bonus to HP.