Majescrea Vom Clarost | CN | ||
Character Name | Alignment | ||
Armorist (Spirit Blade 3 , Armiger (Antiquarian) 2 , Legendary Cavalier (Iron General) 6 , Legendary Monk (Champion of the People) 1 , Legendary Magus (Ruinious Blade) 2 | |||
Character Level | |||
Spirit Blade
Construct (Dwarf, Shapechanger)
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object M | ||
Race | Size | ||
F | Alledgedly 5386 | ||
Gender | Age | ||
- | 6 lbs | ||
Height | Weight | ||
- | - | ||
Hair | Eyes |
Won Truth | |
Player | |
Bornarak | Heim |
Deity | Homeland |
- | 0 |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
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Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +8 | +6 | CON +2 | +0 | +0 | +0 |
Reflex | +5 | +5 | DEX +0 | +0 | +0 | +0 |
Will | +6 | +6 | WIS +0 | +0 | +0 | +0 |
Combat Maneuver Bonus CMB | |||||
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CMB | BaB | STR | Size | Misc | |
+8 | +8/3 | +0 | +0 | +0 |
Combat Maneuver Defense CMD | ||||||
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CMD | Base | BaB | STR | DEX | Size | Misc |
18 | 10 | +8/3 | +0 | +0 | +0 | +0 |
Telepathy (with wielder only, no range limit), Common, Undercommon, Dwarven, Celestial, Sylvan
Telekinesis CL9 | TK Range & Speed
Base: close (45'), 25' speed, and 50' accelerate
Scizore Active: medium (190'), 50' speed, and 100' accelerate
Bludgeon Can use Lifted Target as a means of attack, striking a creature within the Lifted Target's melee reach. Make a Ranged Attack roll, using Casting Mod instead of Dex and without taking penalties for inappropriately sized weapons, and deal damage appropriate to the weapon type or based off of size, applying Casting Mod as a bonus to damage. This attack counts as your choice of Ranged, a Vile Amalgamate of Thrown and Melee, or Melee weapons--with this choice being changeable once per round per individual bludgeon--and Bludgeons may perform attack actions appropriate to their category.
Bludgeons threaten an area appropriate as if wielded by a creature of their size, allowing you to make attacks of opportunity or gain and provide flanking from these weapons.
When you lift an object with your telekinesis and move it into your square or drop an item you are holding, you may place it in a passive orbit around you. An object in orbit drifts slowly around you, moving with you when you move as if you carried it, and does not require concentration to remain in orbit, though it does nothing except drift passively. At any point you may begin concentrating on it again, directing it and using it normally with your telekinesis, or you may pick up an item in orbit as a free action. You may have multiple objects around you at one time so long as their total size does not exceed the size limit of your telekinesis. If you possess the Dancing Weapon talent, you are considered to be wielding any object in your orbit and may use them to make attacks, though they are still made through the Dancing Weapon talent. Items caught with Catch may immediately be placed into orbit. You may not use Hostile Lift in conjunction with Orbit.
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Enhancement CL7 |
Casting Tradition
| Martial Tradition
| CL
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Blended Talents | Combat talents | Magic Talents |
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Adventuring Skills | |||||
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CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +9 | (DEX) +0 | +6 | +3 | |
Bluff | +7 | (CHA) +7 | +0 | +0 | |
Climb | +0 | (STR) +0 | +0 | +0 | |
Diplomacy | +18 | (CHA) +7 | +6 | +5 | |
Disguise | +7 | (CHA) +7 | +0 | +0 | |
Escape Artist | +0 | (DEX) +0 | +0 | +0 | |
Fly | +0 | (DEX) +0 | +0 | +0 | |
Heal | +0 | (WIS) +0 | +0 | +0 | |
Intimidate | +16 | (CHA) +7 | +6 | +3 | |
Knowledge: Arcana | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Dungeoneering | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Local | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Nature | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Planes | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Religion | +7 | (INT) +1 | +6 | +0 | |
Perception | +9 | (WIS) +0 | +6 | +3 | |
Ride | +0 | (DEX) +0 | +0 | +0 | |
Sense Motive | +9 | (WIS) +0 | +6 | +3 | |
Spellcraft* | +10 | (INT) +1 | +6 | +3 | |
Stealth | +0 | (DEX) +0 | +0 | +0 | |
Survival | +0 | (WIS) +0 | +0 | +0 | |
Swim | +0 | (STR) +0 | +0 | +0 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | +6 | (INT) +1 | +5 | +0 | |
Handle Animal* | +16 | (CHA) +7 | +6 | +3 | |
Knowledge: Engineering | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Geography | +1 | (INT) +1 | +0 | +0 | |
Knowledge: History | +1 | (INT) +1 | +0 | +0 | |
Knowledge: Nobility | +10 | (INT) +1 | +6 | +3 | |
Linguistics* | +2 | (INT) +1 | +1 | +0 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Non-Leveling Feats | Enhancing Telekinesis
When you lift an object with your telekinesis, as part of the same action you may enhance it with one enhancement you possess. You may concentrate on lifting and enhancing the item with a single action. Only a single object can benefit from this combination, even if you can enhance or lift more than one at a time.
gain a blended talent
You may cause a weapon to float in mid-air for a brief moment. This allows you to take your hands off it as a free action and then grab it again (including with your telekinetic limb, if you have one) as a free action, during which time you may use them to perform any other action. If you move, your weapon follows you, remaining floating in your square. While floating you cannot make attacks with them, but they count as attended and either wielded or sheathed by you (whichever is more beneficial).
Your telekinetic powers give you an additional arm made of telekinetic force. Your telekinetic limb functions much as a normal arm can, but to an extent can also act independently.
As a swift action you can use it to draw a sheathed or hidden weapon, ready a shield, retrieve a stored item, load a crossbow, open a door, pick up an unattended item, sheathe or store an item, or take other non-offensive actions involving manipulating objects. Your telekinetic limb cannot effectively wield weapons or shields or activate magic items, but can pass such items to another hand as part of any other action it takes. |
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Leveling Feats | 1) Imbued Strike (+5)
As a free action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every +5 magic skill bonus you possess, this bonus increases by +1, to a maximum of +5. This ability counts as Arcane Strike for the purposes of qualifying or using feats, items, and abilities, and the bonus from this ability does not stack with the bonus from Arcane Strike. Any feat, item, or ability referencing the caster level of Arcane Strike instead uses the magic skill bonus. In addition, you are considered an arcane caster for the purpose of qualifying for feats that require Arcane Strike as a prerequisite.
Your arcane strike or imbued strike is in effect at all times without you needing to take an action to activate it. In addition, when you use this ability with an attack action that only affects one target and has only one attack roll, the bonus on damage rolls for your strike is increased 100% for every +5 base attack bonus you possess.
The bonus damage granted by your Arcane Strike feat is increased by 3 points. In addition, when you activate your Arcane Strike you can choose to reduce its bonus damage. For every 2 points you reduce the damage by (to a minimum of 0), you gain a cumulative +1 (circumstance) bonus to hit with your imbued weapons.
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Class/Race Feats |
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Mythic Feats | 1) Advanced Magic Training
Treat your levels in non-casting classes as mid-casting classes when determining your total caster level.
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Athletics, Brute, Equipment, & Open Hand BAB8 | A Vile Amalgamate of Thrown and Melee
Thrown weapon attacks can be treated as melee attacks, using melee attack bonus with range increment penalties and situational ranged attack penalties. Attack actions, Attacks of Opportunity, or additional attacks granted by class features or talents can cause thrown weapons to return to your free hand or your square if you have no free hands.
Weapons granted proficiency through Unarmed Training and natural attacks are treated an unarmed strikes for the purpose of interactions with abilities. If you have Flurry of Blows, you can do a haha funny additional attack as a free action on attack actions, by incurring a -2 to the attack action and on the additional attack. When using Spell Combat, or when making a full attack, gain an additional unarmed strike at a -2 penalty.
You may deal bludgeoning, piercing, or slashing damage with your unarmed strikes, rather than only bludgeoning damage, chosen each time you make an unarmed attack. Whenever you deal unarmed strike damage to a target as an attack action, you may spend a swift action to rip the damaged creature’s flesh; the creature takes 1 bleed damage and has their natural armor reduced by 1 (minimum 0) for as long as they are suffering this bleed damage. For every 6 base attack bonus you possess, the bleed damage and natural armor reduction caused by this talent increase by 1. AC is only reduced by 1 on a charge. When making an attack as part of a charge, you may make a thrown weapon attack from up to 30' away from the target. When making a thrown weapon attack as part of a charge, you must only move closer to the target, not necessarily to the closest available square. All allies within 60' gain a +1 moral bonus on attack rolls as part of a charge.
When making the charge action and performing an unarmed strike as part of it, make an additional unarmed strike at a -2 penalty. All unarmed strikes as part of a charge are attack actions. Additionally, you can push your way through obstacles blocking your path, be they creatures, objects, or others. You may charge over difficult terrain. This movement still costs twice as much as normal. Additionally, when making a charge, you may attempt to overrun a creature in the path of the charge, or to make a Strength check to break an unattended object such as a door or wall that is in your way, as a free action that does not provoke an attack of opportunity. If the check is successful, you may complete the charge. If the check is unsuccessful, the charge ends in the space directly in front of that creature or object. For every 5 base attack bonus you possess you may attempt to break or overrun an additional target, but suffer a cumulative -2 penalty on each additional check made. You may initiate a charge through squares that you do not have line of sight to. You may resolve your charge attack against any valid target within 30' of the charge’s path after passing through the barriers (creature or object) blocking your line of sight. |
Boxing | Headfake
As long as you have martial focus, whenever a creature attempts to make an attack of opportunity against you, they must roll their attack roll twice, taking the worse result. Creatures capable of making multiple attacks of opportunity per round may instead expend two attacks of opportunity instead of one to make an attack of opportunity as normal.
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Dual Wielding | Dual Attack
Whenever you make an attack action with a light or one-handed weapon, you can make an additional attack with a light or one-handed weapon held in your off-hand, though both attacks take a -2 penalty on their attack rolls when doing so; only your initial main hand attack qualifies as an attack action, and the additional attack cannot be made with the same weapon as your initial main hand attack. Your off-hand attack only applies 1/2 your Strength modifier, and if your off-hand attack is made with anything other than a light weapon, both attacks take an additional -2 penalty.
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WEAPONS | ||||||
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Name | AB | Critical | Type | Range | Ammo | Dmg |
+2 Throwing Scizore | +19 | 19-20/x2 | B/P/S | 10' | - | 12d8+15 |
Scizore Charge | +18^/15>/15</16^/13>/13</16^/13>/13</13^/10>/10< | 19-20/x2 | B/P/S | 10' | - | 24d8+20^or12d8+15>or6d8+15< |
+2 Throwing Main Katar | +19 | 19-20/x2 | B/P/S | 10' | - | 8d8+15 |
Main Katar Charge | +18^/15>/15</16^/13>/13</16^/13>/13</13^/10>/10< | 19-20/x2 | B/P/S | 10' | - | 16d8+20^or8d8+15>or6d8+15< |
+2 Throwing Sub Katars | +19 | 19-20/x2 | B/P/S | 10' | - | 6d8+15 |
Armiger | Custom Weapons/Mystic Bond
At 1st level, an armiger may customize up to three sets of weapons in a process that takes 8 hours of modification, drilling, and practice each, reworking scabbards, modifying grips, adding hooks and straps, and other tweaks to suit her personal fighting style. Each set may consist of: a single weapon, a pair of weapons that are wielded simultaneously, up to 10 identical thrown weapons, or up to 50 pieces of ammunition. A given weapon cannot be part of more than one set simultaneously. The armiger always treats her active weapon as if it were masterwork.
The armiger may choose to customize a new weapon by spending 8 hours, choosing which existing customizations to lose. The armiger must be proficient with the weapon to customize it and may not customize siege weapons. If the armiger possesses proficiency with shields, she may customize a shield with one of her weapon customization sets, either as a single weapon or as part of a pair of weapons. The enhancement bonus from enhanced customization only applies to using the shield as a weapon. The customization process allows the armiger to train in additional talents unique to each customized weapon. At first level, each customized weapon grants a single sphere or talent. A customized weapon must possess a base sphere before additional talents of that sphere may be added unless the armiger possesses that sphere, such as through the bonus talents gained from possessing the combat training class feature, from the Extra Combat Talent feat, or levels in another class. The armiger may not use talents gained from a customized weapon to qualify for feats or to meet other prerequisites unless otherwise noted. Customization talents may be changed with the same action required to customize a new weapon. Spheres and talents that grant skill retraining never grant it when gained via a customized weapon. The armiger may only benefit from the talents granted by one customized weapon at a time. The weapon she is currently gaining talents from is the active weapon. A customized weapon may be activated as part of drawing it or otherwise recovering it (such as picking it up from the ground) with no action cost. The active weapon must be wielded (or able to be drawn, in the case of ammunition) to provide its benefits; should the active weapon be disarmed, stowed, destroyed, or otherwise no longer wielded (or able to be drawn, in the case of ammunition), the armiger loses access to the granted talents immediately. If the weapon is thrown as part of an attack, the armiger retains any benefits from the weapon until the end of her turn. If the armiger customizes a set of thrown weapons or ammunition, she retains the granted talents as long as at least one of the set remains wielded. If a pair of weapons are customized to be wielded together and one is not being wielded, the armiger loses the benefits of the granted talents until the second weapon is recovered. Should the armiger be wielding weapons from two separate customization sets at the same time, she may choose which weapon is active at the beginning of each turn. At 3rd level and every 4 levels thereafter (7th, 11th, 15th, etc.), each customized weapon grants an additional talent. The armiger gains an additional customized weapon at her 11th and 19th levels.
At 1st level, an armiger gains the benefits of the Quick Draw feat with her customized weapons and may stow customized weapons as a free action once per round, plus one additional time at 5th level and every 5 levels thereafter. This class feature counts as possessing the Quick Draw feat for the purposes of meeting the prerequisites of other feats, though any feat qualified for this way may only be applied to customized weapons.
At 2nd level and every even level thereafter, the armiger may gain a prowess from the following list. Each prowess may only be selected once unless otherwise noted. Any time a prowess requires selecting a specific customized weapon, the benefits of that prowess may be moved to a different weapon at any time a new weapon is customized. All prowesses are extraordinary abilities unless noted.
At 3rd level, while using her active weapon, whenever the armiger succeeds on a combat maneuver, confirms a critical hit, or reduces a foe to 0 or fewer hit points, she may regain martial focus by activating a different customized weapon as an immediate action, stowing the current weapon and drawing the new one as needed.
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Armorist | Bound Equipment/Weapon Form
An armorist gains a bond with a specific weapon, shield, or suit of armor that is far greater than with her other summoned equipment. Bound equipment is summoned and treated just like summoned equipment, except it does not cost a spell point to summon, cannot be used by anyone other than the armorist herself (the item’s magic does not function in another’s hands), comes with limitless ammunition, and disappears 1 round after leaving the armorist’s hands. She gains another piece of bound equipment at 5th level, 10th level, 15th level, and 20th level, and may bond implements beginning at 5th level.
Bound equipment is masterwork quality, and gains a +1 enhancement bonus for every odd armorist level possessed. A piece of bound equipment’s enhancement bonus cannot exceed +1, +1 per 3 armorist levels (maximum +5 all enhancement bonus beyond this must be traded for special abilities. An armorist may give her bound weapon special abilities from Table: Bound Equipment, trading enhancement bonus for other benefits. Bound equipment cannot be enchanted through any other means than gaining armorist levels and must retain at least a +1 enhancement bonus. Bound implements use the rules presented in the Magic Items chapter, granting the armorist enhancement bonuses to her caster level with one sphere, chosen when the implement is created. A piece of bound equipment may be an implement or a weapon/shield/suit of armor, but not both at the same time. Once a piece of bound equipment has been selected, or once its special abilities have been chosen, they may only be changed if the armorist spends 8 hours (1 day) meditating to dismiss the old piece of bound equipment and create a new piece of bound equipment to take its place. The armorist’s bound equipment can be damaged and sundered, but always returns to full health the following day. A bound double-weapon must divide its enhancement bonuses and special abilities between the two ends (for example, a +5 bound quarterstaff could have a +3 bonus on one end and a +2 bonus on the other). Alternatively, the armorist may bind each end of the double weapon as a separate piece of bound equipment, thus granting full bonuses to each half. If one end of the double weapon has no bonuses, it is still considered masterwork.
At 2nd level, the spirit blade may spend a spell point to attempt to actively possess any creature that wields her, treating her spirit blade levels as wraith levels for determining the possession DC. The spirit blade’s weapon form body is not absorbed into the host; instead the host may wield it as a weapon while possessed. This otherwise functions as the possession ability of the wraith class.
At 2nd level, the wraith may attempt to possess a creature within his natural reach as a standard action. This is a mind-affecting possession effect. The challenge rating of the creature determines the duration of the possession, per the Table: Possession Duration (creatures such as animal companions, Conjuration sphere companions, and familiars are treated as having a CR of their Hit Dice - 2 for this purpose).
At 2nd level and every even-numbered level thereafter, the armorist gains an arsenal trick, representing the ways she has chosen to focus her study of equipment and its uses. Unless otherwise specified, an individual arsenal trick can only be gained once.
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L. Cavalier | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
L. Magus | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
L. Monk |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.