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Makallun'abad PaizoPbP Info

Mar 29th, 2015
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  1. [b]THANE MAKALLUN'ABAD - The Stalwart Peak, The Fire Beneath the Mountain, The Stonebeard, The Earthen Defender[/b]
  2. [b]Neutral Good deity of Mountains, Stone and Steel[/b]
  3. Male [url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/dwarves.html]Dwarf[/url]
  4. [url=http://www.d20pfsrd.com/psionics-unleashed/classes/aegis]Aegis[/url] 3
  5. [url=http://paizo.com/pathfinderRPG/prd/classes/druid.html]Druid[/url] ([url=http://www.d20pfsrd.com/classes/core-classes/druid/archetypes/paizo---druid-archetypes/goliath-druid]Goliath Druid[/url]) 3
  6. [url=http://www.d20pfsrd.com/path-of-war/classes/stalker]Stalker[/url] 3
  7. Gestalt 3
  8. [url=http://paizo.com/pathfinderRPG/prd/mythicAdventures/mythicHeroes/champion.html]Champion[/url]/[url=http://paizo.com/pathfinderRPG/prd/mythicAdventures/mythicHeroes/guardian.html]Guardian[/url] Tier 1
  9. NG Medium Humanoid (Dwarf)
  10. [b]Init[/b] +8; [b]Senses[/b] Darkvision, Perception +10
  11.  
  12. --------------------
  13. DEFENSE
  14. --------------------
  15.  
  16. [b]AC[/b] 18, touch 15, flat-footed 15. . (+2 Dex, +3 armor, +1 dodge, +2 divine) [26 AC, 23 touch, 19 flat-footed when recovering maneuvers]
  17. [b]HP[/b] 62 (3d15+9+8)
  18. [b]Fort[/b] +10, [b]Ref[/b] +10, [b]Will[/b] +11 (+3 on all saves vs. poison, spells and spell-like abilities; +2 on all saves vs. charm and compulsion effects)
  19. [b]Defensive Abilities[/b] defensive training, hard to kill, sudden block; [b]DR[/b] 2/-
  20.  
  21. --------------------
  22. OFFENSE
  23. --------------------
  24.  
  25. [b]Speed[/b] 60 ft. (Light Armor)
  26. [b]Melee[/b] Masterwork Cestus +7 (1d4+3/18-20/x2)
  27. . . Spiked Carapace +7 (1d6+3/19-20/x2)
  28. . . Unarmed Strike +7 (1d4+3/19-20/x2)
  29. . . Dagger +7 (1d4+3/18-20/x2)
  30. [b]Ranged[/b] Sling +5 (1d4+3/19-20/x2)
  31. . . Dagger +5 (1d4+3/18-20/x2)
  32. [b]Special Abilities[/b] astral repair (Ps), form astral suit (Su), primal empathy (Ex), woodland stride (Ex), trackless step (Ex), ki pool (Su, 5 points), deadly strike +1d6 (Ex), combat insight (Su), deadly recovery (Ex, 5 AoOs), sudden attack (Ex), sudden block (Su), ever ready (Ex)
  33. [b]Druid Spells[/b] (CL 3rd, Concentration +7)
  34. . . 2nd [2+1/day] [url=http://paizo.com/pathfinderRPG/prd/spells/barkskin.html#barkskin]barkskin[/url], [url=http://paizo.com/pathfinderRPG/prd/advanced/spells/campfireWall.html#campfire-wall-]campfire wall[/url], [url=http://paizo.com/pathfinderRPG/prd/spells/chillMetal.html#chill-metal]chill metal[/url], [url=http://paizo.com/pathfinderRPG/prd/spells/delayPoison.html#delay-poison]delay poison[/url], [url=http://www.d20pfsrd.com/magic/all-spells/d/determine-depth]determine depth[/url], [url=http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/frigidTouch.html#frigid-touch]frigid touch[/url], [url=http://paizo.com/pathfinderRPG/prd/ultimateCombat/spells/frostFall.html#frost-fall]frost fall[/url], [url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/dwarves.html#groundswell]groundswell[/url], [url=http://paizo.com/pathfinderRPG/prd/spells/gustOfWind.html#gust-of-wind]gust of wind[/url], [url=http://www.d20pfsrd.com/magic/all-spells/i/ice-slick]ice slick[/url], [url=http://www.d20pfsrd.com/magic/all-spells/i/ironskin]ironskin[/url], [url=http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/masterworkTransformation.html#masterwork-transformation]masterwork transformation[/url], [url=http://paizo.com/pathfinderRPG/prd/spells/resistEnergy.html#resist-energy]resist energy[/url], [url=http://paizo.com/pathfinderRPG/prd/spells/restoration.html#restoration-lesser]restoration, lesser [1][/url], [url=http://paizo.com/pathfinderRPG/prd/spells/softenEarthAndStone.html#soften-earth-and-stone]soften earth and stone[/url], [url=http://paizo.com/pathfinderRPG/prd/spells/spiderClimb.html#spider-climb]spider climb[/url], [url=http://paizo.com/pathfinderRPG/prd/advanced/spells/stoneCall.html#stone-call]stone call[/url], [url=http://paizo.com/pathfinderRPG/prd/advancedClassGuide/spells/stoneDiscus.html]stone discus[/url], [url=http://paizo.com/pathfinderRPG/prd/spells/summonNatureSAlly.html#summon-nature-s-ally-ii]summon nature's ally II[/url], [url=http://paizo.com/pathfinderRPG/prd/spells/bullSStrength.html#bull-s-strength]bull's strength [D, 1][/url]
  35. . . 1st [3+1/day] [url=http://paizo.com/pathfinderRPG/prd/advanced/spells/alterWinds.html#alter-winds]alter winds[/url], [url=http://paizo.com/pathfinderRPG/prd/advanced/spells/antHaul.html#ant-haul-]ant haul[/url], [url=http://paizo.com/pathfinderRPG/prd/spells/cureLightWounds.html#cure-light-wounds]cure light wounds[/url], [url=http://paizo.com/pathfinderRPG/prd/spells/endureElements.html#endure-elements]endure elements[/url], [url=http://paizo.com/pathfinderRPG/prd/spells/enlargePerson.html#enlarge-person]enlarge person (self-only)[/url], [url=http://paizo.com/pathfinderRPG/prd/spells/entangle.html#entangle]entangle[/url], [url=http://paizo.com/pathfinderRPG/prd/advanced/spells/expeditiousExcavation.html#expeditious-excavation]expeditious excavation[/url], [url=http://paizo.com/pathfinderRPG/prd/spells/faerieFire.html#faerie-fire]faerie fire[/url], [url=http://paizo.com/pathfinderRPG/prd/advanced/spells/featherStep.html#feather-step]feather step[/url], [url=http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/frostbite.html#frostbite]frostbite [1][/url], [url=http://paizo.com/pathfinderRPG/prd/spells/longstrider.html#longstrider]longstrider[/url], [url=http://paizo.com/pathfinderRPG/prd/spells/obscuringMist.html#obscuring-mist]obscuring mist[/url], [url=http://paizo.com/pathfinderRPG/prd/spells/shillelagh.html#shillelagh]shillelagh[/url], [url=http://paizo.com/pathfinderRPG/prd/spells/summonNatureSAlly.html#summon-nature-s-ally-i]summon nature's ally I[/url], [url=http://paizo.com/pathfinderRPG/prd/advancedClassGuide/spells/thunderstomp.html]thunderstomp [1][/url], [url=http://paizo.com/pathfinderRPG/prd/spells/enlargePerson.html#enlarge-person]enlarge person [D, 1][/url]
  36. . . 0 [at-will] [url=http://paizo.com/pathfinderRPG/prd/spells/createWater.html#create-water]create water [1][/url], [url=http://paizo.com/pathfinderRPG/prd/spells/detectMagic.html#detect-magic]detect magic [1][/url], [url=http://paizo.com/pathfinderRPG/prd/spells/detectPoison.html#detect-poison]detect poison[/url], [url=http://paizo.com/pathfinderRPG/prd/spells/guidance.html#guidance]guidance[/url], [url=http://paizo.com/pathfinderRPG/prd/spells/knowDirection.html#know-direction]know direction[/url], [url=http://paizo.com/pathfinderRPG/prd/spells/light.html#light]light [1][/url], [url=http://paizo.com/pathfinderRPG/prd/spells/mending.html#mending]mending[/url], [url=http://paizo.com/pathfinderRPG/prd/spells/purifyFoodAndDrink.html#purify-food-and-drink]purify food and drink[/url], [url=http://paizo.com/pathfinderRPG/prd/spells/readMagic.html#read-magic]read magic [1][/url], [url=http://paizo.com/pathfinderRPG/prd/spells/resistance.html#resistance]resistance[/url], [url=http://paizo.com/pathfinderRPG/prd/advanced/spells/spark.html#spark-]spark[/url], [url=http://paizo.com/pathfinderRPG/prd/spells/stabilize.html#stabilize]stabilize[/url]
  37. [b]Stalker Maneuvers[/b] (IL 3rd)
  38. . . 2nd -- [strike] flick of the wrist [1]; [boost] -; [counter] -
  39. . . 1st -- [stance] inner sphere stance, pugilist stance [1]; [strike] dimensional strike, disturbing blow, flurry strike [1], pommel bash [1], shards of iron strike, swift claws [1]; [boost] -; [counter] inner sense [1]
  40.  
  41. --------------------
  42. STATISTICS
  43. --------------------
  44.  
  45. [b]Str[/b] 16, [b]Dex[/b] 12 [14], [b]Con[/b] 16, [b]Int[/b] 12, [b]Wis[/b] 18, [b]Cha[/b] 9
  46. [b]Base Atk[/b] +3; [b]CMB[/b] +6; [b]CMD[/b] 19 (23 vs/ bullrush/trip on the ground)
  47. [b]Feats[/b] [url=http://paizo.com/pathfinderRPG/prd/feats.html#improved-unarmed-strike]Improved Unarmed Strike[/url], [url=http://paizo.com/pathfinderRPG/prd/advanced/advancedFeats.html#breadth-of-experience]Breadth of Experience[/url], [url=http://paizo.com/pathfinderRPG/prd/mythicAdventures/mythicFeats.html#dual-path-mythic]Dual Path [Mythic][/url]
  48. [b]Traits[/b] [url=http://paizo.com/pathfinderRPG/prd/advanced/advancedNewRules.html#birthmark]Birthmark[/url], [url=http://www.d20pfsrd.com/traits/regional-traits/glory-of-old-dwarf-regional-trait]Glory of Old[/url], [url=http://paizo.com/pathfinderRPG/prd/advanced/advancedNewRules.html#reactionary]Reactionary[/url]
  49. [b]Skills[/b] Acrobatics 3 ranks (+8) Autohypnosis 1 rank (+8), Bluff 0 ranks (-1), Climb 1 rank (+7), Craft (mountain) 0 ranks (+2), Diplomacy 0 ranks (-1), Fly 0 ranks (+2), Handle Animal 3 ranks (+5), Heal 0 ranks (+4), Intimidate 0 ranks (-1), Knowledge (nature) 3 ranks (+9), Knowledge (history) 0 ranks (+3, +5 when concerning Dwarves and their enemies), Knowledge (any other) 0 ranks (+3), Perception 3 ranks (+10), Profession (any) 0 ranks (+6), Sense Motive 3 ranks (+10), Spellcraft 3 ranks (+7), Stealth 3 ranks (+8), Survival 3 ranks (+10), Swim 1 rank (+7)
  50. [b]Languages[/b] Common, Druidic, Dwarven, Giant
  51. [b]Combat Gear[/b] flask of acid (5), flask of alchemist's fire (5), flask of holy water (2); [b]Other Gear[/b] 30pp 11gp 8sp 0cp, masterwork studded leather armor, masterwork cestus, dagger (4), sling, sling bullet (20), handy haversack, adventurer's outfit, druid's kit (animal feed (5 days), belt pouch, blanket, flint and steel, holly, mistletoe, iron pot, mess kit, satchel, soap, spell component pouch, torch (10), trail ration (5 days), waterskin) [i](Light encumbrance)[/i]
  52.  
  53. --------------------
  54.  
  55. [spoiler=Special Abilities (Alphabetized)][b]+2 Constitution, +2 Wisdom, –2 Charisma[/b]: Dwarves are both tough and wise, but also a bit gruff.
  56.  
  57. [b]Astral Repair (Ps)[/b]: An aegis is capable of repairing mundane items, restoring 2 hit points of damage to the touched item as a standard action usable at will. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this ability to function. This ability has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
  58.  
  59. [b]Birthmark[/b]: You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, it increases your devotion to your god—you gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result.
  60.  
  61. [b]Bonus Languages[/b]: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
  62.  
  63. A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.
  64.  
  65. A goliath druid with an Intelligence bonus can select Giant as a bonus language.
  66.  
  67. [b]Breadth of Experience[/b]: Although still young for your kind, you have a lifetime of knowledge and training. You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
  68.  
  69. [b]Combat Insight (Su)[/b]: At 2nd level, the keen senses and awareness of the stalker delivers him a sort of sixth sense. This insight performs as an intuitive alarm, alerting him of danger. Through his rigorous practice and learning to trust his instincts and intuition to an unearthly level, the senses of the stalker are unusually sharp.
  70.  
  71. At 2nd level, the stalker's combat sense opens his third eye, granting him defensive reflexes that protect him in combat. The stalker may add his Wisdom modifier to his initiative score and to Reflex saving throws as an insight bonus.
  72.  
  73. At 4th level, the heightened perceptions of the stalker allow him to know when his prey could get the jump on him, granting him the uncanny dodge class feature (see rogue class for details).
  74.  
  75. At 8th level, the killer's instinct in the stalker is honed to a razor's fine edge, allowing him to add his Wisdom modifier as a competence bonus to confirm critical hits. This ability counts as if the character possessed the Critical Focus feat, and for the purposes of taking critical feats that the character qualifies for. The character may not select the Critical Focus feat once he has this ability, and should he have it before he gains this ability, he loses the Critical Focus feat and may select a critical feat in its place.
  76.  
  77. At 12th level, the stalker's insight allows him to funnel the ki of his foes into his form with his deadly attacks. The character can recover a single expended maneuver when he scores a successful critical hit against a living creature. This ability does not function against constructs, undead, or creatures with under 1/2 HD.
  78.  
  79. At 18th level, the heightened precognitive abilities of the stalker manifest in his ability to sense things around him that others cannot, granting him blindsight of 30-ft.. This is a supernatural ability.
  80.  
  81. [b]Craftsman[/b]: Beginning at 2nd level, an aegis gains a +1 bonus to any one Craft skill of his choice. At 6th level and every four levels thereafter, this bonus increases by 1.
  82.  
  83. [b]Critical Edge (Ex)[/b]: The stalker's deadly efficiency in combat allows him to increase the critical threat range of any weapon he wields by +1. This bonus is applied after abilities such Improved Critical or the keen weapon property and cannot be doubled.
  84.  
  85. [b]Damage Reduction[/b]: Starting at 2nd level, when an aegis is wearing his astral suit, he gains damage reduction 2/-, regardless of what type of astral suit he is wearing. At 5th level and every three levels thereafter, this damage reduction improves by 1.
  86.  
  87. [b]Darkvision[/b]: Dwarves can see in the dark up to 60 feet.
  88.  
  89. [b]Deadly Recovery (Ex)[/b]: The stalker's deadly nature is reflected when he is considered to be most vulnerable. While recovering maneuvers as a full round action, the stalker gains the use of the Combat Reflexes feat (using his Wisdom modifier in place of his Dexterity modifier). He may also add his deadly strike damage to any attacks of opportunity he makes while he is recovering maneuvers.
  90.  
  91. [b]Deadly Strike (Ex)[/b]: The stalker is capable of maximizing his deadliness whenever he lands a critical blow upon his opponent, opening his target up for future punishment as the stalker becomes attuned to his prey. The stalker's deadly strike activates whenever the stalker scores a successful critical hit against a target, and is active against that target for a number of rounds equal to his Wisdom modifier. Deadly strike inflicts extra damage, to only this target creature, on all of the stalker's attacks. This extra damage is 1d6 at 1st level, and increases by 1d6 for every four stalker levels thereafter. When the stalker scores a critical hit, this extra damage is not multiplied, it is simply added to the damage. If the stalker scores a successful critical hit during the time his deadly strike is active, the duration of this ability is extended by one round (no more than one extension can be made per round). Ranged attacks can count as deadly strikes only if the target is within 30-ft.. Deadly strike is more effective with weapons with higher critical multipliers, such as scythes and battle axes. Weapons with a x3 critical multiplier inflict damage with deadly strikes using a d8 instead of a d6, and weapons with a critical multiplier of x4 use d10's. Damage multipliers higher than x4 use d10's for deadly strikes damage.
  92.  
  93. Deadly strike may not be used with weapons that inflict non-lethal damage. The stalker must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Creatures immune to critical hits or precision damage cannot be targeted by a deadly strike. A stalker cannot deadly strike while attacking a creature who has concealment.
  94.  
  95. [b]Defensive Training[/b]: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
  96.  
  97. [b]Dodge Bonus (Ex)[/b]: The stalker's heightened perception of danger allows him to defend himself from attacks as they are made against him, anticipating the attacks as they come. A stalker gains a +1 dodge bonus to his Armor Class at 2nd level, which improves by an additional +1 every four stalker levels thereafter. When recovering maneuvers as a full round action, the character may add his Wisdom modifier to his AC as an additional dodge bonus; his defensive precognition being heightened by centering his ki through maneuver recovery.
  98.  
  99. [b]Dual Path[/b]: You follow two mythic paths. Select a mythic path other than the path you selected at your moment of ascension. You gain that path's 1st-tier ability (either archmage arcana, champion's strike, divine surge, guardian's call, marshal's order, or trickster attack). Each time you gain a path ability, you can select that path ability from either path's list or the list of universal path abilities.
  100.  
  101. [b]Ever Ready (Ex)[/b]: Whenever you make an attack of opportunity, you gain a bonus on the attack and damage rolls equal to your mythic tier. You can make attacks of opportunity while flat-footed, even if you don't have the Combat Reflexes feat. At 3rd, 6th, and 9th tier, the number of attacks of opportunity you can make each round increases by one.
  102.  
  103. [b]Favored Class: Aegis/Druid/Stalker[/b] (HP) x3
  104.  
  105. [b] Glory of Old[/b]: In your veins flows the blood of dwarven heroes. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
  106.  
  107. [b]Invigorating Suit (Su)[/b]: An aegis of at least 3rd level wearing his astral suit gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
  108.  
  109. [b]Medium[/b]: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.
  110.  
  111. [b]Form Astral Suit (Su)[/b]:Every aegis learns to draw forth ectoplasm and form an astral suit around their form. The aegis can select from three different types when forming his astral suit— skin, armor, or juggernaut. An aegis is always considered to be proficient with his astral suit, even if he does not have the appropriate armor proficiency. The amount of time forming this astral suit takes depends on the type of suit being formed. Different astral suit forms grant different free customizations. These free customizations never count against the aegis's total number of customization points spent on his astral suit.
  112.  
  113. The aegis chooses the appearance of his astral suit, although its shape must reflect the selections the aegis has chosen: astral skin would cover the aegis like a psychoactive skin, astral juggernaut would appear to cover the aegis like plate armor, etc.
  114.  
  115. An astral suit can be dismissed as a free action.
  116.  
  117. An astral suit does not function in areas where psionics do not work, such as a null psionics field. Dismiss ectoplasm can be used against an astral suit; treat the manifester level as the aegis's class level, although the aegis can simply form his astral suit again on his next turn.
  118.  
  119. [b]Hatred[/b]: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
  120.  
  121. [b]Hard to Kill (Ex)[/b]: 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.
  122.  
  123. [b]Hardy[/b]: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  124.  
  125. [b]Impossible Speed (Ex)[/b]: Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.
  126.  
  127. [b]Improved Unarmed Strike[/b]: You are skilled at fighting while unarmed. You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
  128.  
  129. [b]Ki Pool (Su)[/b]: At 1st level, a stalker gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in the stalker's ki pool is equal to 1/2 her stalker level + his Wisdom modifier (minimum of 1).
  130.  
  131. At 1st level, the stalker may spend 1 point of ki to grant himself a +4 insight bonus to a single Perception or Sense Motive check as an immediate action, as he uses his ki to feel out the vibrations of others and their hidden motives.
  132.  
  133. At 5th level, the stalker may use his deadly strikes in conjunction with his combat insight to "read" his opponent's defenses and deliver devastating blows beyond his foe's guard. The stalker spends one point of ki as a swift action to read his target opponent, and may apply his deadly strike to all martial strikes initiated by the stalker for a number of rounds equal to his Wisdom modifier against this target. If the stalker scores a successful critical hit against the target while this ability is active, then he activates deadly strike as normal.
  134.  
  135. At 7th level, the stalker may spend 1 point from his ki pool to gain a +4 insight bonus on a saving throw as an immediate action.
  136.  
  137. At 9th level, the stalker can delve into his subconscious in battle and remember key lessons from his training. The stalker envisions potential scenarios where martial abilities he has not readied come into play and gains a momentary burst of martial insight. A number of times per day equal to his Wisdom modifier, the stalker can spend one ki point as a swift action and trade one readied maneuver for another maneuver known of the same level or lower. The new maneuver is immediately readied and accessible for use. The character may initiate this maneuver and recover it as if he had prepared at the beginning of the day (or when ever the stalker readied his maneuvers last) until the end of the combat encounter.
  138.  
  139. The ki pool is replenished each day after 8 hours of rest and meditation; these hours do not need to be consecutive. If the stalker possesses levels in another class that grants points to a ki pool, stalker levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The stalker can now use ki points from this pool to power the abilities of every class he possesses that grants a ki pool.
  140.  
  141. [b]Languages[/b]: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
  142.  
  143. [b]Lorekeeper[/b]: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
  144.  
  145. [b]Maneuvers[/b]: A stalker begins his career with knowledge of six martial maneuvers. The disciplines available to him are Broken Blade, Solar Wind, Steel Serpent, Thrashing Dragon, and Veiled Moon. Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by stalkers is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown above. The stalker must meet a maneuver's prerequisite to learn it. See the Systems and Use chapter.
  146.  
  147. Upon reaching 4th level, and at every even numbered stalker level after that, he can choose to learn a new maneuver in place of one he already knows. In effect, the stalker loses the old maneuver in exchange for the new one. The stalker need not replace the old maneuver with a maneuver of the same level. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The stalker can swap only a single maneuver at any given level. A stalker's initiator modifier is Wisdom.
  148.  
  149. [b]Maneuvers Readied[/b]: A stalker can ready four of his six starting maneuvers, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by meditating and focusing his ki for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. Stalkers do not need to sleep or be well rested to ready their maneuvers; any time he spends 10 minutes in meditation, he can change his readied maneuvers. He may not ready any individual maneuver more than once. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the stalker initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (until they are recovered, see below).
  150.  
  151. Stalkers may recover their maneuvers in one of two ways. The stalker may either center his awareness of the combat momentarily as a standard action and recover a single expended maneuver of his choice.
  152.  
  153. Alternately, he may recover his Wisdom modifier in expended maneuvers (min of 2) as a full round action that does not provoke attacks of opportunity, centering his spirit completely to re-align his perceptions of the battle and change his place in it. When recovering his maneuvers as a full round action, he may move up to his base speed and adds a +4 insight bonus to his Armor Class as his ki defends his form while he re-centers himself. The next attack or martial strike he attempts after recovering his maneuvers adds his deadly strike's damage to the attack if successful.
  154.  
  155. [b]Mythic Power (Su)[/b]: 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 (5/day at 1st tier, 7/day at 2nd, 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.
  156.  
  157. [b]Primal Bond (Ex)[/b]: When a goliath druid forms a nature bond, if she selects a cleric domain, she must selected from the Animal, Destruction, or Strength domains, or the Ferocity, Growth, or Rage subdomains.
  158.  
  159. If the goliath druid selects an animal companion, she must select a dinosaur or megafauna. If she has a dinosaur or megafauna animal companion, she can target it with enlarge person even though the companion isn't of the humanoid type. This ability alters nature bond.
  160.  
  161. [b]Primal Empathy (Ex)[/b]: A goliath druid's wild empathy functions only with creatures that are Large or larger. This ability alters wild empathy.
  162.  
  163. [b]Primal Size[/b]: A goliath druid adds enlarge person to her list of class spells. She can cast this spell only on herself.
  164.  
  165. She can also channel stored spell energy to cast this spell without preparing it—she can lose a prepared spell of 1st level or higher to cast enlarge person. This ability replaces nature sense.
  166.  
  167. [b]Reactionary[/b]: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
  168.  
  169. [b]Reconfigure[/b]: Starting at 3rd level, an aegis can reconfigure up to his Intelligence modifier in customization points on his astral suit once per day as a standard action. Every two levels thereafter, he can use this ability an additional time per day.
  170.  
  171. [b]Rock Stepper[/b]: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
  172.  
  173. [b]Slow and Steady[/b]: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  174.  
  175. [b]Spontaneous Casting[/b]: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nature's ally spell of the same level or lower.
  176.  
  177. [b]Stability[/b]: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
  178.  
  179. [b]Stalker Arts[/b]: As a stalker gains experience, he learns a number of arts that aid him and confound his foes. Starting at 1st level, a stalker gains one art; he gains an additional art at 3rd level and new arts every four class levels attained after 3rd level. A stalker cannot select an individual art more than once (unless noted). Stalkers select their arts from the following list.
  180.  
  181. [b]Stances Known[/b]: Stalkers begin play with knowledge of one stance from any discipline open to stalkers. At the indicated levels (see class table), the stalker selects an additional new stance. Unlike maneuvers, stances are not expended and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the stalker cannot learn a new stance at higher levels in place of one he already knows.
  182.  
  183. [b]Sudden Attack (Ex)[/b]: As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.
  184.  
  185. [b]Sudden Block (Su)[/b]: 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.
  186.  
  187. [b]Surge (Su)[/b]: 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.
  188.  
  189. [b]Trackless Step (Ex)[/b]: Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
  190.  
  191. [b]Weapon Familiarity[/b]: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
  192.  
  193. [b]Woodland Stride (Ex)[/b]: Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.[/spoiler]
  194.  
  195. [spoiler=Special Abilities (Class and Level)][b]Favored Class: Aegis/Druid/Stalker[/b] (HP) x3
  196.  
  197. ===
  198.  
  199. [b][bigger][url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/featuredRaces/tengus.html][Dwarf][/bigger][/url][/b]
  200.  
  201. [b][1] Darkvision
  202. [1] Defensive Training
  203. [1] Hatred
  204. [1] Hardy
  205. [1] Lorekeeper
  206. [1] Rock Stepper
  207. [1] Slow and Steady
  208. [1] Stability
  209. [1] Weapon Familiarity[/b]
  210.  
  211. ===
  212.  
  213. [b][bigger][url=http://www.d20pfsrd.com/psionics-unleashed/classes/aegis][Aegis][/url][/bigger][/b]
  214.  
  215. [b][1] [url=http://www.d20pfsrd.com/psionics-unleashed/classes/aegis#TOC-Astral-Repair-Ps-]Astral Repair (Ps)[/url][/b]
  216. [b][1] [url=http://www.d20pfsrd.com/psionics-unleashed/classes/aegis#TOC-Form-Astral-Suit-Su-]Form Astral Suit (Su)[/url][/b]
  217. [b][2] [url=http://www.d20pfsrd.com/psionics-unleashed/classes/aegis#TOC-Craftsman]Craftsman (+1)[/url][/b]
  218. [b][2] [url=http://www.d20pfsrd.com/psionics-unleashed/classes/aegis#TOC-Damage-Reduction]Damage Reduction (2/-)[/url][/b]
  219. [b][3] [url=http://www.d20pfsrd.com/psionics-unleashed/classes/aegis#TOC-Invigorating-Suit-Su-]Invigorating Suit (Su)[/url][/b]
  220. [b][3] [url=http://www.d20pfsrd.com/psionics-unleashed/classes/aegis#TOC-Reconfigure]Reconfigure[/url][/b] (1/day)
  221.  
  222. ===
  223.  
  224. [b][bigger][url=http://paizo.com/pathfinderRPG/prd/classes/druid.html][Druid][/url] [url=http://www.d20pfsrd.com/classes/core-classes/druid/archetypes/paizo---druid-archetypes/goliath-druid](Goliath Druid)[/url][/bigger][/b]
  225.  
  226. [b][1] [url=http://www.d20pfsrd.com/classes/core-classes/druid/archetypes/paizo---druid-archetypes/goliath-druid]Primal Bond (Ex)[/url]: [url=http://paizo.com/pathfinderRPG/prd/classes/cleric.html#strength-domain]Strength Domain[/url][/b]
  227. . . [1] Strength Surge (Su, 7/day)
  228. [b][1] [url=http://www.d20pfsrd.com/classes/core-classes/druid/archetypes/paizo---druid-archetypes/goliath-druid]Primal Size[/url][/b]
  229. [b][1] [url=http://www.d20pfsrd.com/classes/core-classes/druid/archetypes/paizo---druid-archetypes/goliath-druid]Primal Empathy (Ex)[/url][/b]
  230. [b][2] [url=http://paizo.com/pathfinderRPG/prd/classes/druid.html#woodland-stride-druid]Woodland Stride (Ex)[/url][/b]
  231. [b][3] [url=http://paizo.com/pathfinderRPG/prd/classes/druid.html#trackless-step]Trackless Step (Ex)[/url][/b]
  232.  
  233. ===
  234.  
  235. [b][bigger][url=http://www.d20pfsrd.com/path-of-war/classes/stalker][Stalker][/bigger][/url][/b]
  236.  
  237. [b][1] [url=http://www.d20pfsrd.com/path-of-war/classes/stalker]Maneuvers[/url][/b]
  238. [b][1] [url=http://www.d20pfsrd.com/path-of-war/classes/stalker]Maneuvers Readied[/url][/b]
  239. [b][1] [url=http://www.d20pfsrd.com/path-of-war/classes/stalker]Stances Known[/url][/b]
  240. [b][1] [url=http://www.d20pfsrd.com/path-of-war/classes/stalker]Ki Pool (Su)[/url][/b] (5 points)
  241. [b][1] [url=http://www.d20pfsrd.com/path-of-war/classes/stalker]Deadly Strike (Ex, +1d6)[/url][/b]
  242. [b][1] [url=http://www.d20pfsrd.com/path-of-war/classes/stalker]Stalker Arts[/url][/b]
  243. . . [1] Deadly Recovery (Ex)
  244. . . [3] Critical Edge (Ex)
  245. [b][2] [url=http://www.d20pfsrd.com/path-of-war/classes/stalker]Combat Insight (Su)[/url][/b]
  246. . . [2] Defensive Reflexes
  247.  
  248. ===
  249.  
  250. [b][bigger][url=http://paizo.com/pathfinderRPG/prd/mythicAdventures/mythicHeroes.html][Mythic][/url] ([url=http://paizo.com/pathfinderRPG/prd/mythicAdventures/mythicHeroes/champion.html]Champion[/url]/[url=http://paizo.com/pathfinderRPG/prd/mythicAdventures/mythicHeroes/guardian.html]Guardian[/url])[/bigger][/b]
  251.  
  252. [b][1] [url=http://paizo.com/pathfinderRPG/prd/mythicAdventures/mythicHeroes.html]Hard to Kill (Ex)[/url][/b]
  253. [b][1] [url=http://paizo.com/pathfinderRPG/prd/mythicAdventures/mythicHeroes.html]Mythic Power (Su)[/url][/b]
  254. [b][1] [url=http://paizo.com/pathfinderRPG/prd/mythicAdventures/mythicHeroes.html]Surge (Su, +1d6)[/url][/b]
  255. [b][1] [url=http://paizo.com/pathfinderRPG/prd/mythicAdventures/mythicHeroes/champion.html]Sudden Attack (Ex)[/url][/b]
  256. [b][1] [url=http://paizo.com/pathfinderRPG/prd/mythicAdventures/mythicHeroes/guardian.html]Sudden Block (Su)[/url][/b]
  257. [b][1] [url=http://paizo.com/pathfinderRPG/prd/mythicAdventures/mythicHeroes/guardian.html]Ever Ready (Ex)[/url][/b]
  258. [b][1] [url=http://paizo.com/pathfinderRPG/prd/mythicAdventures/mythicHeroes/champion.html]Impossible Speed (Ex)[/url][/b][/spoiler]
  259.  
  260. [spoiler=Astral Suits][url=http://www.d20pfsrd.com/psionics-unleashed/classes/aegis/astral-suits]Astral Suits and Customizations[/url]
  261.  
  262. [b]Astral Skin (Skin of the Mountain)[/b]: Formed as a swift action, +0 AC, -0 ACP, 0% ASF. Does not enclose worn armor. Free customizations: Speed (x2), Nimble, Evasion.
  263.  
  264. [b]Astral Armor (Armor of the Mountain)[/b]: Formed as a move action, +6 AC, -3 ACP, 30% ASF. Encloses worn armor. Free customizations: Brawn, Improved Damage, Flexible Suit.
  265.  
  266. [b]Astral Juggernaut (Juggernaut of the Mountain)[/b]: Formed as a full-round action, +8 AC, -6 ACP, 40% ASF. Encloses worn armor. Free customizations: Fortification, Hardy, Stalwart.
  267.  
  268. [b]Customizations (5 points)[/b]: Crystallized Weapon (2), Push (1), Spiked Carapace (1), Stalwart (1)
  269.  
  270. ===
  271.  
  272. [b]Brawn[/b] (2 CP): The aegis gains a +2 enhancement bonus to Strength while he is wearing his astral suit. This customization can be selected a second time beginning at 5th level, and a third time starting at 10th level. Each subsequent time it is taken, the enhancement bonus to Strength is increased by +2.
  273.  
  274. [b]Crystallized Weapon[/b] (2 CP): The aegis’s astral suit envelopes his melee weapon. The weapon is treated as if made from deep crystal. This treats the weapon as a masterwork weapon if it was not already, and the aegis can pay two power points to charge the weapon with psionic energy which deals 2d6 additional points of damage on its next hit. The weapon stays charged for 1 minute or until it successfully hits, whichever comes first.
  275.  
  276. [b]Evasion[/b] (1 CP): As long as the aegis is wearing the astral suit, if the aegis is subjected to an attack that normally allows a Reflex save for half damage, he takes no damage if he makes a successful saving throw. The aegis must be at least 2nd level before selecting this customization.
  277.  
  278. [b]Flexible Suit[/b] (1 CP): The aegis’s armor check penalty is reduced by 1 (to a minimum of 0). The aegis may also sleep in his astral suit without becoming fatigued, if he was not already able to do so (such as if in astral skin form).
  279.  
  280. [b]Fortification[/b] (2 CP): The aegis gains 25% chance to negate critical hits or sneak attacks (so damage is rolled normally instead). This does not stack with armor with the same special ability. This ability can be selected again starting at 8th level and at 12th level, increasing the chance to negate critical hits or sneak attacks by an additional 25% for every additional time it is taken.
  281.  
  282. [b]Hardy[/b] (2 CP): The aegis gains a +2 enhancement bonus to Constitution while he is wearing his astral suit. This customization can be selected a second time beginning at 5th level, and a third time starting at 10th level. Each subsequent time it is taken, the enhancement bonus to Constitution is increased by +2.
  283.  
  284. [b]Improved Damage[/b] (2 CP): The aegis’s melee attacks deal additional damage. If wielding a two-handed weapon, the aegis deals 3 additional points of damage on a successful hit. If wielding a one-handed weapon, the aegis deals 2 additional points of damage on a successful hit. If wielding a light weapon, the aegis deals 1 additional point of damage on a successful hit. If dual-wielding, each weapon is affected separately.
  285.  
  286. [b]Nimble[/b] (2 CP): The aegis gains a +2 enhancement bonus to Dexterity while he is wearing his astral suit. This customization can be selected a second time beginning at 5th level, and a third time starting at 10th level. Each subsequent time it is taken, the enhancement bonus to Dexterity is increased by +2.
  287.  
  288. [b]Push[/b] (1 CP): The aegis gains the ability to push creatures away with a successful attack. Whenever the aegis makes a successful melee attack, he can attempt a free combat maneuver check. If successful, the target of the attack is pushed 5 feet directly away from the aegis. This ability only works on creatures of a size equal to or smaller than the aegis. Creatures pushed in this way do not provoke attacks of opportunity. If there is insufficient room for the target to be pushed away, the attempt automatically fails.
  289.  
  290. [b]Speed[/b] (1 CP): The aegis’s base land speed is increased by 5 feet. This customization can be selected up to five times. Its effects stack.
  291.  
  292. [b]Spiked Carapace[/b] (1 CP): The astral suit is covered in sharp spikes as if equipped with armor spikes.
  293.  
  294. [b]Stalwart[/b] (1 CP): As long as the aegis is wearing the astral suit,if the aegis is subjected to an attack that normally allows a Fortitude or Will save for a reduced or partial effect, he ignores the effect if he makes a successful saving throw. The aegis must be at least 2nd level before selecting this customization.[/spoiler]
  295.  
  296. --------------------
  297.  
  298. [b][url=http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers]The Art of the Blade - Path of War[/url][/b]
  299.  
  300. [spoiler=Stances][b][bigger]===1st Level===[/bigger][/b]
  301.  
  302. [b]INNER SPHERE STANCE[/b]
  303. Discipline: Thrashing Dragon (Stance)
  304. Level: 1
  305. Initiation Action: 1 swift action
  306. Range: Personal
  307. Target: You
  308. Duration: Stance
  309. A defensive stance that focuses on using the disciple's dance-like movements to confound his foe, Inner Sphere Stance allows the disciple to use erratic movements to defend himself and bolster his confidence. When wielding two weapons while in this stance, the disciple gains a +2 dodge bonus to AC and a +2 morale bonus to Will saves. These bonuses increase by +1 when the character's initiator level reaches 6th, and increases again by +1 at 12th and 18th initiator level.
  310.  
  311. [b]PUGILIST STANCE[/b]
  312. Discipline: Broken Blade (Stance)
  313. Level: 1
  314. Initiation Action: 1 swift action
  315. Range: Personal
  316. Target: You
  317. Duration: Stance
  318. By adopting a powerful kickboxing stance, the initiator positions himself for lightning fast, potent strikes with his hands and feet. While in this stance, unarmed or discipline weapon strikes inflict an additional 1d6 points of damage.[/spoiler]
  319.  
  320. [spoiler=Maneuvers][b][bigger]===1st Level===[/bigger][/b]
  321.  
  322. [b]DIMENSIONAL STRIKE[/b]
  323. Discipline: Veiled Moon (Strike)
  324. Level: 1
  325. Initiation Action: 1 standard action
  326. Range: Melee or ranged attack
  327. Target: One creature
  328. Duration: Instant
  329. By shifting slightly between two worlds, the disciple confuses the senses of his foe so he may land his attack more easily. The initiator initiating this strike causes his foe to be flat-footed to this attack.
  330.  
  331. [b]DISTURBING BLOW[/b]
  332. Discipline: Veiled Moon (Strike) [mind-affecting]
  333. Level: 1
  334. Initiation Action: 1 standard action
  335. Range: Melee attack
  336. Target: One creature
  337. Duration: Special
  338. By establishing counter-resonance within the spirit of an enemy with a well-placed blow, the disciple may disrupt and disturb its next action. The initiator must make a melee attack against a target creature, and if successful, cause the target to suffer a -4 penalty to the next d20 roll that he makes.
  339.  
  340. [b]FLURRY STRIKE[/b]
  341. Discipline: Broken Blade (Strike)
  342. Level: 1
  343. Initiation Action: 1 standard action
  344. Range: Melee attack
  345. Target: One creature
  346. Duration: Instant
  347. The disciple of the Broken Blade learns to maximize openings in his opponent's defenses and makes lightning fast attacks whenever possible. As a standard action, the initiator may make two attacks at his full base attack bonus.
  348.  
  349. [b]INNER SENSE[/b]
  350. Discipline: Veiled Moon (Counter)Level: 1
  351. Initiation Action: 1 immediate action
  352. Range: Personal
  353. Target: You
  354. Duration: Instant
  355. By sensing ripples in the spiritual world around him, the Veiled Moon disciple is capable of better avoiding dangerous effects and situations. This counter grants the disciple a +2 insight bonus to a single saving throw.
  356.  
  357. [b]POMMEL BASH[/b]
  358. Discipline: Broken Blade (Strike)
  359. Level: 1
  360. Initiation Action: 1 standard action
  361. Range: Melee attack
  362. Target: One creature
  363. Duration: Instant
  364. When watching a Broken Blade fighter work his art, most watch for the fists and feet. The disciple knows this, and surprises his foe, catching him unaware. The disciple makes a surprise elbow strike to the foe that leaves them reeling. The initiator makes an unarmed attack against the target's flat-footed armor class, and the blow inflicts 1d6 points of additional damage. Creatures immune to sneak attacks and critical hits are unaffected by this extra damage.
  365.  
  366. [b]SHARDS OF IRON STRIKE[/b]
  367. Discipline: Broken Blade (Strike)
  368. Level: 1
  369. Initiation Action: 1 standard action
  370. Range: Melee attack
  371. Target: One creature
  372. Duration: Instant
  373. By mimicking the speed and piercing power of the legendary shattered blade of the founder of this discipline, the disciple makes a hard jabbing strike at his opponent's vulnerable spots for maximum pain. The initiator makes an attack against his target foe and if successful, the target is staggered for one round in addition to normal damage.
  374.  
  375. [b]SWIFT CLAWS[/b]
  376. Discipline: Thrashing Dragon (Strike)
  377. Level: 1
  378. Initiation Action: 1 standard action
  379. Range: Melee attack
  380. Target: One creature
  381. Duration: Instant
  382. The Thrashing Dragon disciple's skill with his dual weapons allows him to strike with practiced speed and alacrity, allowing him to make an attack with two wielded weapons (or unarmed strikes), using the same attack action. Creatures with more than two arms may still only strike with two wielded weapons.
  383.  
  384. [b][bigger]===2nd Level===[/bigger][/b]
  385.  
  386. [b]FLICK OF THE WRIST[/b]
  387. Discipline: Thrashing Dragon (Strike)
  388. Level: 2
  389. Initiation Action: 1 full-round action
  390. Range: Melee attack
  391. Target: One creature
  392. Duration: Instant
  393. With two rapid slaps from his blades, the Thrashing Dragon disciple's ferocity puts an opponent off balance and with a flick of the wrist the disciple takes away the weapon of his foe. The initiator makes two rapid attack rolls at his full base attack bonus against the target's AC with a +2 bonus. If both attacks are successful, the target is disarmed of his primary weapon (no roll needed). Resolve damage from the two attacks made as part of this strike as normal. If the target is using natural attacks or the target has a locked gauntlet, then this maneuver is ineffective for disarming a foe.[/spoiler]
  394.  
  395. --------------------
  396.  
  397. [spoiler=Myth]In the beginning, Torag and his ilk were. And they decided that they wished to have a new home in the material plane. So, with his mighty forging hammer, Torag built the world. At first, it was just round and flat. But in his imagination, he pictured something unique. Something interesting, with features that would be counted among his most adept creations. And so he began to carve, to change. Deep caverns and bodies of water, high mountains and skies. And when he was done, he was pleased. But he had not the time to further care for all the individual things he had created, for the forge called to him once more. So Torag chose from his family to care for each of his creations. To one of his middle sons, Makallun'abad, who was a calm and gentle soul, he entrusted the quiet but imposing mountains of the world.
  398.  
  399. Makallun'abad took to his duty with fervor and resolve. He helped all the creatures above and below the mountain to learn to survive in their environment. He taught the underground beings how to live in harmony with the caves and caverns that they built their homes in. He taught the above-ground beings how to live on and survive the varied climates of the mountains themselves. And most importantly, he taught all the beings how to share nature's bounty: only the necessary food, rock, minerals and ore were to be collected. Greed would lead to the mountain rising against them, the ice and snow of the peaks rushing down to crush the gluttonous in an avalanche, the fire and magma from the mountain's depths spilling forth to burn every trace of those who take from the mountain for the purpose of filling their coffers. To the humble and faithful, however, he is both kind and generous, providing as much as is needed for the mountainfolk to survive in their disparate climes.[/spoiler]
  400.  
  401. [spoiler=History]The dwarven pantheon of deities has always focused on Torag and his kin. The Father of Creation has many children and relatives, so many that only a handful ever truly saw the devotion of the dwarven people. Makallun'abad is one such son, mostly forgotten to the halls of his people. Some might say, however, that Makallun'abad has no one to blame for this but himself. A deity of mountains and the nature in and around them, he eschews many of the traditional dwarven values of community and toil. Though he values all the metals and minerals found inside and under the mountains, and the act of turning them into useful goods for his people, he believes in a more peaceful, reflective lifestyle. He embodies the idea that dwarves should live together with the mountain, not bending it to their will. Rather than subjugation, peaceful coexistence.
  402.  
  403. Though the rest of the dwarven deities were, by no means, truly harming the mountain, the Stonebeard felt they did not venerate and protect the holy lands of the dwarven people as they should, and drew away from the rest of the pantheon. It was less that the rest of Torag's family pushed Makallun'abad out, and more that he chose to purposefully distance himself from his kin. However, even in his solitude, the Stalwart Peak found followers that appreciated his love of nature and the simple lives that entailed. Living such a simple existence, Makallun'abad slowly began to fade from the dwarven consciousness. Save for a few short encounters with the goddess Sarenrae, as an intermediary for his father, the Fire Beneath the Mountain spent his time in quiet reflection, tending to the mountains of Golarion and the many creatures dwelling in and on them.
  404.  
  405. Even after his estrangement, however, Makallun'abad was not freed of his worries. Droskar, an old student of his father, began to encroach on the Earthen Defender's mountain ranges. Digging his way from deep beneath the earth to collect the bounties beneath the mountain for his own nefarious work, the Dark Smith began to destroy ancient caves and ecosystems that had survived for millennia under the Stonebeard's watchful eye. It is no surprise that the two soon came to blows. For many centuries, the two deities fought small skirmishes as the Earthen Defender struggled to protect his realm. Mostly ignored by the rest of the pantheon, Makallun'abad and Droskar butted heads until Makallun'abad's fall from grace.
  406.  
  407. Even the Fire Beneath the Mountain is not entirely sure how he was brought low. It is believed that he was taken unawares by a powerful foe, and his divine spark stripped from him, but even the mountainlord himself cannot recall what happened that day.[/spoiler]
  408.  
  409. [spoiler=Clergy and Domains]Most of Makallun'abad's followers are dwarves, and nearly all of his priesthood are druids. However, there are a number of gnomes, halflings, and most surprisingly, giants that worship the Fire Beneath the Mountain. The gnomes and halflings find him a much more palatable deity than the rest of the dwarven pantheon, and the giants believe he once used his might to grow to massive size and sire the first mountain giants. Whether this is true or not, the Stalwart Peak has never confirmed nor denied it.
  410.  
  411. Though his followers were few even in his heyday, they are completely nonexistent now that his divine spark has been torn from him. The dwarves venerate the mountains they call home due to habit instead of piety, and the giants no longer can recall how they came to exist on Golarion.
  412.  
  413. Makallun'abad is associated with the Earth, Good, Protection and Strength domains, as well as the Caves, Defense and Resolve subdomains.[/spoiler]
  414.  
  415. [spoiler=Relationships]Makallun'abad is one the sons of Torag and his wife, Folgrit. He estranged himself from his parents and kin due to distaste for how they treated the mountains he holds so dear. He still had contact with Folgrit, but it was rare and usually rather terse.
  416.  
  417. Makallun'abad is, unlike his father, actually rather friendly with Sarenrae. He still finds worship of the sun to be odd, but the two deities find they share similar beliefs on working towards the common good.
  418.  
  419. Until his fall, he was constantly at odds with Droskar, another minor dwarven deity. Droskar's dark smithing would take advantage of people and the earth, both, with a callous disregard for the beauty and value of either. Determined to destroy him and his evil forges, Makallun'abad worked tirelessly towards that end.[/spoiler]
  420.  
  421. [spoiler=Appearance and Personality]Taller and stouter than other dwarves, Makallun'abad looks every bit the son of the Father of Creation. Handsome and muscled, he lives up to his name, "He Who Is A Frozen Mountain." On his right shoulder blade is a small birthmark that resembles a snow-capped volcano shooting smoke into the sky. Generally found wearing a simple suit of leather armor over cloth and hide outfits, the Stonebeard dresses as simply as he lives. Prefering clothing in black, dark greens and greys, it is hard to picture the dwarf as anything but a mountain man.
  422.  
  423. The armor the Earthen Defender can summon is a suit of stone bound in tree roots. Able to form it from nothing, Makallun'abad assures others that the mountains themselves spring from the ground to protect the dwarf against their common enemies.
  424.  
  425. Makallun'abad is a calm, friendly dwarf who has a deep reverence for the mountains he protects. He is quiet and generally keeps to himself, however. Despite this mild manner, those that earn his ire rarely live long enough to regret it. Like the mountains themselves, the Stalwart Peak can go from complete quiet to a raging volcanic eruption or unstoppable avalanche in mere moments.
  426.  
  427. [url=http://i.imgur.com/ZBt4Gtk.jpg]Portrait of Makallun'abad in his Armor of the Mountain (temporary).[/url][/spoiler]
  428.  
  429. --------------------
  430.  
  431. [spoiler=Current Status]| HP: 62/62 | AC: 18 T: 15 FF: 15 | DR 2/- | CMB: +6 CMD: 19 | F: +10 R: +11 W: +11 (+3 vs. poison, spells and spell-like abilities) | Initiative: +7 Perception: +10 |
  432. | 1st: 3+1/3+1, 2nd: 2+1/2+1 | Reconfigure: 1/1, Strength Surge: 7/7, Ki Pool: 5/5 | Mythic Power: 5/5 | AoOs: 1/1 |
  433.  
  434. Effects: Astral Skin, Psionic Focus, Pugilist Stance
  435.  
  436. Spells:
  437. . . 2nd [2+1/day] -- lesser restoration [1/1], bull's strength [D, 1/1]
  438. . . 1st [3+1/day] -- frostbite [1/1], thunderstomp [1/1], enlarge person [D, 1/1]
  439. . . 0 [4, at-will] -- create water, detect magic, light, read magic
  440. Manuevers:
  441. . . 2nd -- [strike] flick of the wrist [1/1]; [boost] -; [counter] -
  442. . . 1st -- [stance] inner sphere stance, pugilist stance [1]; [strike] dimensional strike, disturbing blow, flurry strike [1/1], pommel bash [1/1], shards of iron strike, swift claws [1/1]; [boost] -; [counter] inner sense [1/1][/spoiler]
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