Wrath of the Righteous

Xander Avari

Pitkä ja voimakasrakenteinen, vaalea mies jonka hopeanharmaat silmät hohtavat valkoista valoa. Valkoinen pitkä hupullinen viitta peittää ajeltua päälakea, johon on tatuoitu niin sanottu "Mestarin Rebuusi", eräänlainen pyhä symboli, joka on itseasiassa kuvakirjoitus Irorin nimestä.
Hänen kätensä ovat kiedottu kullanhohtoiseen, riimukirjailtuun käärinliinaan, joka kiertää oikean käden kämmentä, rannetta ja käsivartta ylös, laskeutuen symmetrisesti vasenta kättä. Tämä liina hohtaa samaa valkoista valoa kuin miehen silmätkin, mistä voikin olettaa niillä olevan mahdollisesti jonkinlainen yhteys.

AasimarAngelkin; Scion of Humanity "Sanctified Fist of Irori" 8; fcb: +1 bonus skill rank/Sacred Fist level (Iroran Paladin 2/Sacred Fist 6)
LG Medium Humanoid & Outsider (Human & Native)
Init +4 (+3 Dex, +1 Sacred, +X mythic)
Senses Darkvision 60 ft., Perception +9, Sense Motive +18
Deity Irori


Str 22, Dex 16, Con 14, Int 11, Wis 20, Cha 14+
AC 27, touch 22, flat-footed 20
Base (+4 Mage Armor, +5 Wis, +3 Dex, +2 Cha, +2 Dodge, +1 Natural)
Shield of Faith (+3 Deflection)
Crane Style (+4 Dodge Fighting Defensively; +7 Dodge Total Defense)
Hit Points 101 (2d10+6d8+8*2 con+8*3 trait+5*2 tier+5 devotion)
BAB +6; FoB +5/+5/+0; CMB +12 (+6 bab+6 str); CMD 34 (10+6 bab+6 str+3 dex+5 wis+2 dodge+2 Sacred)


Speed 60 ft; 70 ft. for 1 hour with one point of Mythic Power
Melee Unarmed "Radiance" (Attacks considered Cold Iron with +2 enhancement; Power Attack -3/+6)

  • +13 (1d8+12); 20/x2 Power Attack
  • +11 (1d8+12); 20/x2 Power Attack w/Crane Style
    • +16 (1d8+15) Power Attack & Divine Favor
    • +14 (1d8+15) Power Attack & Divine Favor w/Crane Style
  • Flurry of Blows +11/+11/+6 (1d8+14); 20/x2 Power Attack
  • Flurry of Blows +9/+9/+4 (1d8+14); 20/x2 Power Attack w/Crane Style
    • Flurry of Blows +14/+14/+9 (1d8+17) Power Attack & Divine Favor
    • Flurry of Blows +12/+12/+7 (1d8+17) Power Attack & Divine Favor w/Crane Style

Melee +1 Adamantine Morningstar (2-handed Power Attack -2/+6)

  • +11 (1d8+16, 20/x2 Power Attack
  • +9 (1d8+16, 20/x2 Power Attack w/Crane Style
    • +14 (1d8+19), 20/x2 Power Attack & Divine Favor
    • +12 (1d8+19), 20/x2 Power Attack & Divine Favor w/Crane Style

Ranged Mwk Composite Longbow(+3 Str)

  • +9 (1d8+3); 20/x3
  • +12 (1d8+6); 20/x3 Divine Favor

Fort +14 (base +8, con +2, Cha +2, Resistance +2); If successful, take no effects at all!
Ref +10 (base +2, dex +3, Cha +2, Resistance +2, +1 trait)
Will +17 (base +8, wis +5, Cha +2, Resistance +2)


Special Abilities

  • Resist 5 (Negative Energy)
  • +4 bonus(+2 racial+2 sacred) on saving throws against death effects
  • +2 bonus on saving throws against insanity or confusion effects
  • +2 bonus on saving throws against energy drain
  • +2 bonus on saving throws against negative energy
  • +2 bonus on saving throws against spells or spell-like abilities of the necromancy school
  • If Xander gains negative levels, he does not lose hit points.
  • Crane Style: (You take only a –2 penalty on attack rolls for fighting defensively. While using this style and Fighting Defensively or using the Total Defense action, you gain an additional +1 dodge bonus to your Armor Class: +4 with Fighting Defensively and +7 with Total Defense)
    • Crane Wing: (Once per round, when fighting defensively with at least one hand free, you can designate one melee attack being made against you before the roll is made. You receive a +4 dodge bonus to AC against that attack. If you're using the total defense action instead, you can deflect one melee attack that would normally hit you. An attack so deflected deals no damage and has no other effect (instead treat it as a miss). You do not expend an action when using this feat, but you must be aware of the attack and not flat-footed.)
  • Exposed to Awfulness
    • Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll that saving throw as a free action.
    • +3 hit points per level. When reduced to negative hit points by an attack or effect from a demon, as an immediate action can expend one use of mythic power to heal damage equal to 2d6 + twice her mythic tier. This healing occurs after the damage is done - if the damage is enough to kill the PC, she cannot activate this ability.
  • Righteus Medal(As a swift action, gain a sacred bonus to associated ability score for 1 min.)
    • Of Agility(DEX +2) (+1 Sacred bonus to Initiative)
    • Of Clarity(INT +2) (+2 Sacred bonus on saving throws against insanity or confusion effects)
    • Of Valor(STR +2) (+2 Sacred bonus to CMD.)
    • Of Vigor(CON +2) (+2 sacred bonus on saving throws against death effects)
  • Alter Self(Sp; CL 19 = 19 minutes) (1/day)
    • To medium humanoid: +2 strength (+1 attack & damage)
  • Mythic Power (7/day)
  • Surge (add 1d6 to any 1d20 roll you just made)
    • Champion's Strike (Fleet Charge) (As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.)
    • Guardian's Call (Sudden Block) (As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally's AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction.)
    • Guardian's Call (Absorb Blow) (As an immediate action, whenever you take hit point damage from a single source (such as a dragon’s breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 10 (5 per tier), to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy. Reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.)
  • Personal Trial (Swift Action 1/day)
    • Declare one target within line of sight as a personal trial. Xander gains a +1 insight bonus on attack rolls and damage rolls against that creature, to his AC against attacks made by the target, and on saving throws against the target’s spells and special abilities. This bonus increases by 1 at 4th level and every 4 levels thereafter, to a maximum bonus of +6 at 20th level. The personal trial effect remains until the target of the trial is dead or the next time the Xander rests and regains daily uses of this ability. At 4th level and every three levels thereafter, Xander can use personal trial one additional time per day.
  • Fervor (3d6, Swift Action, 9/day)
    • Can expend one use to cast a spell targeting only you as a swift action.
  • Blessings(Su) (6/day)
    • Healing (Swift action. You can treat any cure spell you cast as if it were empowered (as the Empower Spell feat), causing it to heal 50% more damage (or deal 50% more damage if used against undead). This ability doesn’t stack with itself or the Empower Spell feat.)
    • Knowledge (Standard Action. You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if your result on the appropriate Knowledge skill check were 24 (15 + your warpriest level + your Wisdom modifier))

Spells (Concentration +13, Caster Level Check +8)
Orisons (5; DC 15) Mending: Makes minor repairs on an object.
Purify Food & Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Stabilize: Cause a dying creature to stabilize.
Spark: Ignites flammable objects.
1st-lvl (DC: 16)

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2nd-lvl (DC: 17)

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Basic Feats Power Attack1st, Dodge3rd, Improved Unarmed StrikeB, Weapon Focus (Unarmed)5th, Crane Style7th, Crane WingBS
Devotion Feat Additional Traits (Magical Knack — Warpriest & Deft Dodger)
Mythic Feats Dual Path (Champion)
Skill Ranks: 22 (4 pal+12 war+6 fcb) (ACP 0)

Acrobatics +13 (8)
Appraise +0 (0)
Bluff +2 (0)
Climb +4 (0)
Craft +0 (0)
Diplomacy +9 (2); +2 Racial
Disable Device +3 (0)
Disguise +2 (0)
Escape Artist +3 (0)
Fly +3 (0)
Handle Animal +2 (0)
Heal +5 (0)
Intimidate +2 (0)
Knowledge (Arcana) +0 (0)
Knowledge (Dungeoneering) +0 (0)
Knowledge (Geography) +0 (0)
Knowledge (History) +4 (1)
Knowledge (Local) +0 (0)
Knowledge (Nobility) +4 (1)
Knowledge (Nature) +0 (0)
Knowledge (Planes) +0 (0)
Knowledge (Religion) +4 (1)
Linguistics +3 (1); +2 Racial; 2 languages per rank
Perception +9 (1)
Perform +2 (0)
Profession +5 (0)
Ride +3 (0)
Sense Motive +18 (7); +2 Racial
Sleight of Hand +3 (0)
Spellcraft +0 (0)
Stealth +3 (0)
Survival +5 (0)
Swim +4 (0)
Use Magic Device +2 (0)

Traits Fate's Favored, Exposed to Awfulness, Magical Knack(Warpriest), Deft Dodger
Languages Abyssal, Celestial, Taldane
SQ Angelkin Traits (+2 Str & Cha, Darkvision 60 ft., Deathless Spirit, Scion of Humanity, Skilled - +2 Diplomacy, Truespeaker), Aura of Law & Good (Strong), Confident Defense (+2 Cha), Personal Trial 1/Day, Sense Perfection, Unarmed Strike, Divine Grace, AC Bonus, Healing & Knowledge Blessings (minor), Flurry of Blows, Fervor+Lay on Hands (3d6; 9/day), Orisons, Unarmed Strike, Blessed Fortitude, Channel Positive Energy (DC 17), Bonus Style Feats
Gear Radiance (+2 Cold Iron; Wraps around arms and shoulders; Hand Slot), Amulet of Natural Armor +1, Bracers of Armor +1, Headband of Inspired Wisdom +2, Belt of Giant's Strength +2, Cloak of Resistance +2, Righteous Medals of Agility, Clarity, Valor and Vigor
Wealth (in a belt pouch)
Encumbrance without Backpack, with BackpackB (L:86/M:173/H:260)


Mythic Abilities:

  • Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
  • Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (7/day at 2nd tier, 9/day at 3rd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
  • Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Houserules:

  • Paladin's Lay on Hands effective level stacks with Warpriest effective level as Fervor
  • Paladin's Aura stacks with Warpriest's Aura for both aspects of law & good
    • Aura Strength:
      Lvl 1: Faint
      Lvl 2-4: Moderate
      Lvl 5-10: Strong
      Lvl 11+: Overwhelming
= Class Skill
= Cross-Class Skill

Mythic Path (Guardian)

TierAbility ScoreMythic FeatMythic Abilities
1stDual Path (Champion)Champion's Strike (Fleet Charge), Guardian's Call (Sudden Block), Hard to Kill, Mythic Power, Surge +1d6, Impossible Speed
2nd+2 StrAmazing Initiative, Additional Call (Absorb Blow)
3rdMythic Power AttackRecuperation, Precision
4th2ndSurge +1d8, Impervious Body
5th3rdMythic Saves, Path Ability
6th3rdForce of Will, Impervious Body
7th4thSurge +1d10, Path Ability
8th4thUnstoppable, Path Ability
9th5thImmortal, Impervious Body
10th5thLegendary Hero, Surge +1d12, Path Ability

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