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Kosmar HedgewitchZweihanderSentinel PaizoPbP info

Feb 24th, 2019
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  1. [b]KOSMAR[/b]
  2. Male [url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/halfOrcs.html]Half-orc[/url]
  3. Hedgewitch 1
  4. [url=http://www.d20pfsrd.com/path-of-war/classes/warder]Warder[/url] ([url=http://www.d20pfsrd.com/path-of-war/classes/warder/warder-archetypes/zweihander-sentinel-warder-archetype]Zweihander Sentinel[/url]) 1
  5. Gestalt 1
  6. CN Medium Humanoid (Human, Orc)
  7. [b]Init[/b] +1; [b]Senses[/b] Darkvision, Scent, Perception +2
  8.  
  9. --------------------
  10. DEFENSE
  11. --------------------
  12.  
  13. [b]AC[/b] 18, touch 11, flat-footed 17. . (+6 armor, +1 shield, +1 Dex)
  14. [b]HP[/b] 14 (1d12+1+1)
  15. [b]Fort[/b] +5, [b]Ref[/b] +3, [b]Will[/b] +5
  16. [b]Defensive Abilities[/b] Aegis +1; [b]Immune[/b] ingested poison, disease caused by eating/drinking tainted faire
  17.  
  18. --------------------
  19. OFFENSE
  20. --------------------
  21.  
  22. [b]Speed[/b] 30 ft. (Heavy Armor)
  23. [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft.
  24. [b]Melee[/b] Spiked Chain +5 (2d4+6/20/x2) [b]OR[/b] +4 (2d4+9/20/x2)
  25. . . Armament Weapon +5 (1d3+4/20/x2) [b]OR[/b] +4 (1d3+6/20/x2)
  26. . . Cestus +5 (1d4+4/19-20/x2) [b]OR[/b] +4 (1d4+6/19-20/x2)
  27. . . Dagger +5 (1d4+4/19-20/x2) [b]OR[/b] +4 (1d4+6/19-20/x2)
  28. [b]Special Abilities[/b] arcane pool (3 points), channel spirit allies (4/day), armament shield, defensive focus (+5 ft.)
  29. [b]Hedgewitch Talents[/b] (spell points 5, CL 1st, Concentration +4)
  30. . . [1SP/use] shapeshift* (blank form, size change)
  31. [b]Warder Maneuvers and Stances Known[/b] (IL 1st, 3 readied)
  32. . . [maneuvers] crushing blow (DC14 Fort) PF, iron shell IT [1], primal wrath PF [1], scything strike ST, throwing shell IT [1]
  33. . . [stances] running hunter’s stance PF [1]
  34. [b]Martial Tradition[/b] ordre des repas exotiques
  35.  
  36. *= May be sustained through concentration for no spell point cost.
  37.  
  38. --------------------
  39. STATISTICS
  40. --------------------
  41.  
  42. [b]Str[/b] 18, [b]Dex[/b] 13, [b]Con[/b] 12, [b]Int[/b] 16, [b]Wis[/b] 12, [b]Cha[/b] 8
  43. [b]Base Atk[/b] +1; [b]CMB[/b] +5; [b]CMD[/b] 16
  44. [b]Feats[/b] [url=http://paizo.com/pathfinderRPG/prd/feats.html#power-attack]Power Attack (-1/+2)[/url], [url=http://paizo.com/pathfinderRPG/prd/feats.html#combat-reflexes]Combat Reflexes (4 AoOs/round)[/url] (Class)
  45. [b]Traits[/b] [url=http://paizo.com/pathfinderRPG/prd/ultimateCampaign/characterBackground/traits.html#faith-traits]Fate's Favored (+1 to Luck bonuses)[/url], ?TBD?
  46. [b]Skills[/b] Acrobatics +2, Appraise +3, Bluff -1, Climb +1, Craft (armor) +7, Diplomacy -1, Disguise -1, Escape Artist -2, Fly -2, Heal +1, Intimidate +5, Knowledge (arcana) +7 (+9 to identify creatures), Knowledge (martial) +7 (+9 to identify creatures), Knowledge (religion) +7 (+9 to identify creatures), Knowledge (any other) +3 (+5 to identify creatures), Perception +2, Profession (chef) +5, Ride -2, Sense Motive +5, Spellcraft +7, Stealth -2, Survival +5, Swim +1; [b]Racial Bonuses[/b] Intimidate +2
  47. [b]Languages[/b] Abyssal, Common, Draconic, Giant, Orc
  48. [b]SQ[/b] darkvision, intimidating, orc blood, sacred tattoo, chain fighter, casting, drawbacks (focus casting, magical signs), magic talents (2; alteration, size change), spell pool (5 points), traditions (combat, spiritualism), tradition benefits, tradition powers, tradition secrets, aegis +1, armament shield, defensive focus (+5 ft.), zweihander training
  49. [b]Combat Gear[/b] flask of acid (3), flask of alchemist's fire (1); [b]Other Gear[/b] 0pp 4gp 8sp 0cp, kikko with armored kilt, spiked chain, cestus, dagger (3), sling, sling bullet (20), bloodrager's kit (backpack, blanket, belt pouch, flint and steel, iron pot, soap, torch (10), trail ration (5) waterskin) [i](Light encumbrance)[/i]
  50.  
  51. --------------------
  52.  
  53. [spoiler=Skills]
  54. 6 + Int + 2 = 11 skill points/level
  55.  
  56. Trained:
  57.  
  58. Acrobatics: 1 rank + 3 class + 1 Dex - 3 ACP = +2
  59. Craft (weapons): 1 rank + 3 class + 3 Int = +7
  60. Intimidate: 1 rank + 3 class - 1 Cha + 2 Intimidating = +5
  61. Knowledge (arcana): 1 rank + 3 class + 3 Int = +7
  62. Knowledge (martial): 1 rank + 3 class + 3 Int = +7
  63. Knowledge (religion): 1 rank + 3 class + 3 Int = +7
  64. Perception: 1 rank + 1 Wis = +2
  65. Profession (chef): 1 rank + 3 class + 1 Wis = +5
  66. Spellcraft: 1 rank + 3 class + 3 Int = +7
  67. Sense Motive: 1 rank + 3 class + 1 Wis = +5
  68. Survival: 1 rank + 3 class + 1 Wis = +5
  69.  
  70.  
  71. Untrained:
  72.  
  73. Appraise: 3 Int = +3
  74. Bluff: -1 Cha = -1
  75. Climb: 4 Str - 3 ACP = +1
  76. Diplomacy: -1 Cha = -1
  77. Disguise: -1 Cha = -1
  78. Escape Artist: 1 Dex - 3 ACP = -2
  79. Fly: 1 Dex - 3 ACP = -2
  80. Heal: 1 Wis = +1
  81. Ride: 1 Dex - 3 ACP = -2
  82. Stealth: 1 Dex - 3 ACP = -2
  83. Swim: 4 Str - 3 ACP = +1[/spoiler]
  84.  
  85. [spoiler=Special Abilities][b][url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/halfOrcs.html]+2 to One Ability Score[/url][/b]: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  86.  
  87. [b][url=http://www.d20pfsrd.com/path-of-war/classes/warder]Aegis +1 (Ex)[/url][/b]: At 1st level, the warder's defensive prowess extends to those who choose to stay near to him. Allies who are within 10 ft. of the warder's position gain a +1 morale bonus to Armor Class and to Will saves under the warder's defensive aegis, her presence bolstering and shepherding the defenses of her allies. This bonus improves to +2 at 5th level (+3 at 9th level, +4 at 13th level, and +5 at 17th level). The warder does not receive this bonus, but may receive the benefits of this ability from another warder. If the ally cannot see or hear the warder, then the ally does not gain the benefits of this ability (such as if the warder is concealed or invisible).
  88.  
  89. [b][url=http://www.d20pfsrd.com/path-of-war/classes/warder/warder-archetypes/zweihander-sentinel-warder-archetype]Armament Shield (Ex)[/url][/b]: When wielding a one-handed weapon in two hands or a two-handed weapon, the weapon is treated as a light shield for the purposes of performing a shield bash attack on an opponent. The warder smashes with the butt of a spear-haft, the pommel of a greatsword, or the broadside of her axe. All are essentially the same and are treated as light shields for the purposes of shield- bash attacks or martial maneuvers to be used with a weapon of this type (such as Iron Tortoise maneuvers that require a shield to function).
  90.  
  91. [b][url=http://www.d20pfsrd.com/path-of-war/classes/warder]Bonus Feat[/url][/b]: At 3rd level and every 5th level thereafter, a warder receives a bonus combat or teamwork feat. She must meet all prerequisites for these feats.
  92.  
  93. [b]Casting:[/b] A hedgewitch may combine spheres and talents to create magical effects. A hedgewitch is considered a Mid-Caster and may use either Intelligence, Wisdom, or Charisma as her casting ability modifier and must make this choice at 1st level. Once made, this choice cannot be changed. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
  94.  
  95. [b][url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/halfOrcs.html]Chain Fighter[/url][/b]: Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.
  96.  
  97. [b][url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/halfOrcs.html]Darkvision[/url][/b]: Half-orcs can see in the dark up to 60 feet.
  98.  
  99. [b][url=http://www.d20pfsrd.com/path-of-war/classes/warder]Defensive Focus (Ex)[/url][/b]: At 1st level, the defensive prowess of the warder is second to none, allowing her to focus her actions purely on defending himself and her allies in ways that cannot be replicated. The warder gains the Combat Reflexes feat as a bonus feat, using her Intelligence modifier in place of her Dexterity modifier to determine the number of additional attacks of opportunity she may make each round.
  100.  
  101. When recovering maneuvers as a full round action, the warder sets up a defensive perimeter around himself to defend her allies, increasing her threatened area by 5 ft. for every 5 initiator levels she possesses. Until the beginning of her next turn, she may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. She may move as part of these attacks of opportunity, provided her total movement before her next turn does not exceed her speed (his movement provokes attacks of opportunity as normal). Additionally, while using defensive focus, the warder adds her Intelligence modifier plus her class level to her CMD for the purposes of defending against enemies trying to use the Acrobatics skill to prevent her from getting attacks of opportunity against them.
  102.  
  103. At 10th level, her defensive focus improves further, causing the ground within her melee reach to be treated as if it were difficult terrain, hampering her foes' movement around him. If a foe tries to move through a space within her reach, the movement through those squares costs double (x2). Additionally, while using her defensive focus to make an attack of opportunity, her movement does not provoke attacks of opportunity.
  104.  
  105. [b][url=http://www.d20pfsrd.com/path-of-war/classes/warder/warder-archetypes/zweihander-sentinel-warder-archetype]Disciplines[/url][/b]: The warder gains access to the Scarlet Throne discipline and loses access to Broken Blade. Bluff is no longer a class skill; Sense Motive is now a class skill.
  106.  
  107. [b]Focus Casting[/b]: Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. Using magic without your focus requires you to make a concentration check (DC 20 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it. At the GM’s discretion, however, another caster’s focus may be used instead.
  108.  
  109. [b][url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/halfOrcs.html]Intimidating[/url][/b]: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
  110.  
  111. [b][url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/halfOrcs.html]Languages[/url][/b]: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
  112.  
  113. [b]Magical Signs[/b]: Your magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.
  114.  
  115. [b]Magic Talents[/b]: A hedgewitch gains a magic talent every time he gains a caster level, according to Table: Hedgewitch.
  116.  
  117. [b][url=http://www.d20pfsrd.com/path-of-war/classes/warder]Maneuvers[/url][/b]: A warder begins her career with knowledge of five martial maneuvers. The disciplines available to her are Broken Blade, [s]Golden Lion[/s], Iron Tortoise, [s]and[/s] Primal Fury [i]and Scarlet Throne[/i]. Once she knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by warders is considered an extraordinary ability unless otherwise noted in its description. Her maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one. She learns additional maneuvers at higher levels, as shown on Table: The Warder. The warder must meet a maneuver's prerequisites to learn it. See the Systems and Use chapter.
  118.  
  119. Upon reaching 4th level, and at every even numbered warder level after that, she can choose to learn a new maneuver in place of one she already knows. In effect, the warder loses the old maneuver in exchange for the new one. The warder need not replace the old maneuver with a maneuver of the same level. She can choose a new maneuver of any level she likes, as long as she observes her restriction on the highest-level maneuvers she knows. The warder can swap only a single maneuver at any given level. A warder's initiation modifier is Intelligence.
  120.  
  121. [b][url=http://www.d20pfsrd.com/path-of-war/classes/warder]Maneuvers Readied[/url][/b]: A warder can ready three of her five starting maneuvers, but as she advances in level and learns more maneuvers, she must choose which maneuvers to ready. She readies her maneuvers by going over battle tactics, through weapon drills, or spending time meditating in prayer for 10 minutes. The maneuvers she chooses remain readied until she decides to repeat this again and change them. Any given maneuver may only be readied once. Warders do not need to sleep or be well rested to ready their maneuvers; any time they spend 10 minutes in practice or meditation, they can change their readied maneuvers. She begins an encounter with all readied maneuvers unexpended, regardless of how many times she may have already used them since she chose them. When the warder initiates a maneuver, she expends it for the current encounter, so each of her readied maneuver can be used once per encounter (until they are recovered, see below).
  122.  
  123. For a warder to recover expended maneuvers, she must take stock of her situation to plan for her next movement. By focusing entirely on a defensive position to prepare her next move, she is able to regain maneuvers expended to assist her to victory. By taking a full round action to plan her next move (activating her defensive focus class feature, see below), she recovers a number of expended maneuvers equal to her Intelligence modifier (minimum of 2). Alternately, she may take a brief pause in battle and recover a single maneuver of her choosing by spending a standard action on her turn.
  124.  
  125. [b][url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/halfOrcs.html]Medium[/url][/b]: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
  126.  
  127. [b][url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/halfOrcs.html]Normal Speed[/url][/b]: Half-orcs have a base speed of 30 feet.
  128.  
  129. [b][url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/halfOrcs.html]Orc Blood[/url][/b]: Half-orcs count as both humans and orcs for any effect related to race.
  130.  
  131. [b][url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/halfOrcs.html]Sacred Tattoo[/url][/b]: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
  132.  
  133. [b]Spell Pool[/b]: A hedgewitch gains a small reservoir of energy she
  134. can call on to create truly wondrous effects, called a spell pool.
  135. This pool contains a number of spell points equal to her class
  136. level + her casting ability modifier (minimum: 1). This pool replenishes
  137. once per day after roughly 8 hours of rest.
  138.  
  139. [b][url=http://www.d20pfsrd.com/path-of-war/classes/warder]Stances Known[/url][/b]: Warders begin play with knowledge of one stance from any discipline open to warders. At the indicated levels (see class table), the warder selects an additional new stance. Unlike maneuvers, stances are not expended, and she does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the warder cannot learn a new stance at higher levels in place of one she already knows.
  140.  
  141. [b]Traditions[/b]: Hedgewitches draw power from their traditions, blending magic and hidden knowledge to powerful effect. A hedgewitch chooses two traditions at 1st level, gaining their class skills, tradition benefits, tradition powers, and their tradition masteries at 20th level. In addition, each tradition grants access to a number of secrets the hedgewitch may choose whenever she gains a secret.
  142. . . [b]Combat[/b]
  143. [b][smaller]Class Skills[/b][/smaller]: Climb, Intimidate, Swim
  144. You have studied martial traditions and how to implement magic on a battlefield.
  145. [b][smaller]Tradition Benefit[/b][/smaller]: You gain proficiency with medium armor, shields (but not tower shields), and 1 martial weapon of your choice. You may count half your hedgewitch levels as fighter levels when meeting combat feat prerequisites.
  146. [b][smaller]Tradition Power[/b][/smaller]: You gain an arcane pool as the [url=http://paizo.com/pathfinderRPG/prd/ultimateMagic/spellcasters/magus.html#arcane-pool]magus class feature[/url], with a number of arcane points equal to 3 + 1/2 your hedgewitch level. If you gain an arcane pool from another source, combine those levels with your hedgewitch levels when determining the number of arcane points it contains. At 1st level, you may expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
  147. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
  148. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time you use this ability. These bonuses do not function if the weapon is wielded by anyone other than you.
  149. You may not have more than one weapon enhanced in this manner at a time. If you use this ability again, the first use immediately ends.
  150. . . [b]Spiritualism[/b]
  151. [b][smaller]Class Skills[/b][/smaller]: Knowledge (History), Knowledge (Local), Knowledge (Religion).
  152. Your allies are not from the mortal world, and whisper secrets in your ear.
  153. [b][smaller]Tradition Benefit[/b][/smaller]: You may make Knowledge checks untrained. Whenever you make a Knowledge check, roll twice and take the higher result.
  154. [b][smaller]Tradition Power[/b][/smaller]: You may channel spirit allies into yourself, temporarily gaining their knowledge and experience. As a standard action, you may grant yourself the benefit of any one magic talent or combat feat you don’t possess. This effect lasts for 1 minute. You must meet all of the feat’s prerequisites, or if gaining a magic talent other than a base sphere, you must possess that talent’s base sphere. You may use this ability a number of times per day equal to 3 + 1/2 your hedgewitch level (minimum 1).
  155. Multiple uses of this ability do not stack. If you use this ability again before the previous duration has expired, it replaces the previous use. If a feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.
  156. At 5th level, you may use this ability to gain the benefits of two combat feats or magic talents at the same time. You may select one feat or magic talent as a move action or two feats or magic talents as a standard action. You may use one of these feats or magic talents to meet a prerequisite of the second feat or magic talent; doing so means that you cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat or magic talent selected counts toward your daily uses of this ability.
  157. At 9th level, you may gain the benefits of two feats or magic talents as a move action or one feat or magic talent as a swift action.
  158. At 13th level, you may use this ability to gain the benefits of three combat feats or magic talents at the same time. You may select one feat or magic talent as a free action, two feats or magic talents as a swift action, or three feats or magic talents as a move action. You may use one of the feats or magic talents to meet a prerequisite of the second and third feats or magic talents and use the second feat or magic talent to meet a prerequisite of the third feat or magic talent. Each individual feat or magic talent selected counts toward a daily uses of this ability.
  159. At 17th level, you may gain the benefit of one combat feat or magic talent as an immediate action or three combat feats or magic talents as a swift action. Each individual feat or magic talent selected counts toward your daily uses of this ability.
  160.  
  161. [b](Hedgewitch) Weapon and Armor Proficiency[/b]: A hedgewitch is proficient with all simple weapons and light armor.
  162.  
  163. [b][url=http://www.d20pfsrd.com/path-of-war/classes/warder](Warder) Weapon and Armor Proficiency[/url][/b]: Warders are proficient with all simple weapons and martial melee weapons, and with all armor, but not with shields. ([url=http://www.d20pfsrd.com/path-of-war/classes/warder/warder-archetypes/zweihander-sentinel-warder-archetype]Zweihander Sentinel weapon and armor proficiencies.[/url])
  164.  
  165. [b][url=http://www.d20pfsrd.com/path-of-war/classes/warder/warder-archetypes/zweihander-sentinel-warder-archetype]Zweihander Training[/url][/b]: At 1st level, when wielding a two-handed weapon or a one-handed weapon in both hands, the warder gains a shield bonus to his armor class equal to his aegis class feature bonus.[/spoiler]
  166.  
  167. --------------------
  168.  
  169. [b][url=http://www.d20pfsrd.com/path-of-war]The Art of the Blade - Path of War[/url][/b]
  170.  
  171. [spoiler=Stances][b][bigger]===1st Level===[/bigger][/b]
  172.  
  173. [b]RUNNING HUNTER STANCE[/b]
  174. Discipline: Primal Fury (Stance)
  175. Level: 1
  176. Initiation Action: 1 swift action
  177. Range: Personal
  178. Target: One creature
  179. Duration: Stance
  180. The swiftest hunter catches the prey, and the Primal Fury disciple has trained his body mercilessly to increase his speed and sharpen his senses. While in this stance, the initiator gains a +10 enhancement bonus to his base land speed and gains the scent special ability.[/spoiler]
  181.  
  182. [spoiler=Maneuvers][b][bigger]===1st Level===[/bigger][/b]
  183.  
  184. [b]CRUSHING BLOW[/b]
  185. Discipline: Primal Fury (Strike)
  186. Level: 1
  187. Initiation Action: 1 standard action
  188. Range: Melee attack
  189. Target: One creature
  190. Duration: Instant
  191. Saving Throw: Fortitude partial
  192. By bringing his weapon high and bringing it down with ferocious finality, the disciple's forceful blow is enough to weaken the defenses of his foe momentarily. The initiator makes an attack and if successful, the strike inflicts an additional 1d6 points of damage and may potentially render his foe flat-footed until its next turn on a failed Fortitude save (DC 11 + initiation modifier).
  193.  
  194. [b]IRON SHELL[/b]
  195. Discipline: Iron Tortoise (Counter)
  196. Level: 1
  197. Initiation Action: 1 immediate action
  198. Range: Personal
  199. Target: You
  200. A shield is used for defense primarily, a basic martial truth. It turns aside harm, and the shield of a disciple of the Iron Tortoise can do the same thing in ways that others cannot. The initiator makes an opposed attack roll as if making a shield bash attempt at his full base attack bonus plus his shield bonus to AC against his enemy's attack roll to deflect a single enemy's melee or missile attack (that is not a spell or power).
  201.  
  202. [b]PRIMAL WRATH[/b]
  203. Discipline: Primal Fury (Strike)
  204. Level: 1
  205. Initiation Action: 1 standard action
  206. Range: Melee attack
  207. Target: One creature
  208. Duration: Instant
  209. A wild but powerful strike is better than a frail and accurate one, says the disciple of Primal Fury. By sacrificing accuracy for potency, the disciple achieves his desired result. The initiator inflicts an additional 4 points of damage upon a successful attack, or an additional 6 points of damage if the initiator is wielding the weapon in two hands.
  210.  
  211. [b]SCYTHING STRIKE[/b]
  212. Discipline: Scarlet Throne (Strike)
  213. Level: 1
  214. Initiation Action: 1 standard action
  215. Range: Melee attack
  216. Target: One creature
  217. Duration: Instant
  218. The principles of the Scarlet Throne teach its disciples that every swing must be made with precision and excellence; no movement is wasted and no attack should be fruitless. The disciple may make a single attack against two adjacent enemies using the same attack roll and applying it to each target.
  219.  
  220. [b]THROWING SHELL[/b]
  221. Discipline: Iron Tortoise (Strike)
  222. Level: 1
  223. Initiation Action: 1 standard action
  224. Range: Ranged attack
  225. Target: One creature
  226. Duration: Instant
  227. Using a special technique developed for surprisingly effective ranged attacks, the disciple of the Iron Tortoise knows how to deliver his shield in a powerful throw in a manner similar to a champion discus thrower. The initiator throws his shield (light or heavy shields; this does not work with bucklers or tower shields) with a range increment of 20 ft. as a ranged attack, inflicting damage as if the character had just shield bashed his opponent and inflicting an additional 1d6 points of damage and the shield falls to a space adjacent of his target (the player may choose which space it lands in). If the attacked target is within the first two range increments, then the initiator may catch the shield as a free action and regain use of his shield on his turn.[/spoiler]
  228.  
  229. [spoiler=Ordre des Repas Exotiques][b][bigger]Ordre des Repas Exotiques[/b][/bigger]
  230. [b]Alignment[/b]: Any
  231. [b]Symbol[/b]: A pair of chef’s knives, crossed over a campfire
  232. [b]Disciplines[/b]: A Chef of the Ordre des Repas Exotiques may trade access to one martial discipline of their choice for access to the Steel Serpent discipline.
  233. [b]Oath[/b]: Joining the Ordre des Repas Exotiques is deceptively simple. A potential recruit is asked to prove their courage by hunting a mighty beast or monster, and then prove the worth of their art by cooking it. Fail to slay the beast, or please the Chefs, and the recruit is told to try again next year. Those whose dish passes muster are asked to swear the following oath to their fellow Chefs.
  234.  
  235. [i]"I swear to be a true and faithful artist - to never compromise my vision because of petty traditions or banalities, and to accept and learn from the mistakes I place on the plate. I will not waste the beasts I hunt, nor tarnish the names of my fellow Chefs without just cause, and may my faithless tongue choke my unworthy throat if I am false."[/i]
  236.  
  237. [b]Allegiance Benefit[/b]: In addition to access to the Steel Serpent discipline (exchanging a discipline of their choice), a Chef of the Ordre des Repas Exotiques benefits from a +2 insight bonus on Knowledge checks made to identify creatures and can make such checks untrained. Additionally, the Chef is immune to the effects of ingested poisons and cannot contract diseases by eating or drinking tainted faire (she may still contract diseases in other ways).
  238.  
  239. A Chef that violates her oath (such as by falsely slandering one of her fellows in the Ordre) loses her insight bonus to Knowledge checks, as well as her immunity to ingested poisons and diseases. She may atone by hosting a grand feast worth (character level x 500) gp for her fellow Chefs, or by hunting and cooking a creature with a CR equal to or greater than her character level.
  240.  
  241. [b]Description[/b]: The warrior-chefs of the Ordre des Repas Exotiques consider themselves artists without peer. Ambition drives them to seek out legendary monsters and otherworldly horrors as tests of their might, and to prepare such beasts as culinary delights not known in this world or any other. Each challenges her peers to outdo their latest accomplishment, and together they spread through the world looking to immortalize their name on a plate.
  242.  
  243. The Chefs of the Ordre des Repas Exotiques work with a fervor that borders on insanity. Each looks to push the limits of cooking into new and exciting places, and to push their own personal limits against tougher challenges, mightier foes, and deadlier hunts. They join forces with adventuring parties to hone their craft and to experiment with their dishes with a live audience, and to immortalize their names as warriors. Some members are recruited as apprentice chefs (or warriors) with potential, while others are invited in recognition of their skills, but all are selected for their artistic drive.
  244. Surprising many who hear of them, the Chefs of the Ordre des Repas Exotiques tend to approach their battles like assassins or hunters, because a quick, clean kill leaves more of the monster (be it flesh, vegetable, or something stranger) to be used in cooking. This is also the reason they have learned to favor the Steel Serpent discipline; its psuedo-poisons do not taint the meat, but provide a quick, painless kill that is merciful to the beast. It is a grave sin against the laws of the Ordre des Repas Exotiques to let a kill go to waste, and all parts of their enemies are used either in cooking or to, in some way, better the world. Indeed, it is common practice for a fallen Chef that cannot be resurrected to be buried with a fruit tree planted in their body so that they might continue to feed the world. As cooks and hosts themselves, most Chefs have a keen respect for the laws of hospitality and are quick to step up and defend their hosts, or guests, from attack or dishonor.
  245.  
  246. As may be expected, the Ordre des Repas Exotiques has a dark reputation amongst sapient monsters. While some of its Chefs would never consume a sapient being, many disagree; even good-aligned chefs might cook a naga they have slain, either to honor its valor or so that its death does not entail senseless waste. Conflicts between the Chefs of the Ordre and such monsters can be especially desperate and savage, and there is little love lost between either side. Curiously, monsters already in the habit of consuming sapient beings - such as dragons - are more sanguine about the entire affair, and are less concerned with the potential fate of their corpse. The Chefs, after all, will not defile it with undeath or other atrocities.
  247.  
  248. [b]Common Tasks[/b]: The Ordre des Repas Exotiques may rope its Chefs into helping prepare a grand feast, agree to slay a mighty monster, or retrieve a legendary (or even magical) recipe. Additionally, a Chef may be asked to gather exotic ingredients for allied alchemists, or to test a new formula in the field. These tests do not always end well.
  249.  
  250. [b]Available Services[/b]: The Ordre des Repas Exotiques maintains relations with cutting-edge suppliers of weapons, and equipment around. Because its members are nomadic, they often do not have their own kitchens, and the Ordre des Repas Exotiques maintains ties with inns, restaurants, and houses of hospitality the world over in order to secure facilities for its members. Thanks to advantageous contacts and lucky recruitments, a Chef can also seek advice from world-class monster hunters and alchemists, many of whom will offer discounts to the warrior-chefs.[/spoiler]
  251.  
  252. --------------------
  253.  
  254. [b][url=https://docs.google.com/document/d/1cv0G3GgAa-_dUH6qgZqQLHxvoTdUkF2tTrTRIEIUNS8/edit?usp=sharing]Spheres of Power[/url][/b]
  255.  
  256. [spoiler=Spheres Abilities][b][bigger]Shapeshift[/b][/bigger] (Alteration): As a standard action you may shapeshift yourself or a touched creature, changing their form for as long as you concentrate. If the target is unwilling, this costs a spell point, and they are allowed a Fortitude save to negate. You may spend a spell point to allow a shapeshift to remain for 1 minute per caster level without concentration. You may dismiss your shapeshift as a free action.
  257.  
  258. Shapeshift is a polymorph effect. A target may only be affected by one shapeshift at any one time. If a caster attempts to place a second shapeshift on a target, he must succeed at a magic skill check. If he succeeds, the second shapeshift is successfully placed on the target, dismissing and dispelling the first.
  259.  
  260. When shapeshifting a target, the caster must choose a form and a series of traits for them. Forms constitute a creature’s basic physical makeup (humanoid, draconic, animalistic, avian, etc.) while traits are special characteristics or alterations (natural attacks, creature size, monster special abilities, etc.). A caster may grant up to 1 trait + 1 per 5 caster levels and cannot grant the same trait more than once unless the trait indicates it may be granted multiple times.
  261.  
  262. With the exception of Blank Form (detailed below), placing a form on a creature causes that creature’s physical body to change into that of another creature. The target gains the listed number of limbs and loses all others. The target loses any extraordinary or supernatural abilities, natural attacks, and movement types dependent on their original form (darkvision, scent, wings, claws, etc.) and gains the listed benefits in their place. Alternate sources of physical traits (such as a dragon sorcerer’s ability to grow claws) still function. In addition, the target’s equipment melds into their new form, causing them to lose their armor and shield bonuses and the ability to pull any item from a backpack or belt. They also cannot activate magic items (although constant bonuses from magic items still remain).
  263.  
  264. This cannot be used to assume the guise of a specific individual creature, but otherwise adds a +10 bonus to Disguise checks made to appear as a different race, gender, or species. The caster may cause the target to cosmetically appear as whatever type of creature he desires, although if the target is not granted the right physical attributes (for example, granting the right size category or number of legs), the disguise may fail completely.
  265.  
  266. When a caster first gains the Alteration sphere, they may grant creatures the Blank Form and the traits listed below.
  267.  
  268. [b]Blank Form[/b]: Unlike other forms, the Blank Form does not change the creature’s basic makeup. They do not gain the +10 bonus to Disguise checks, nor do they lose their abilities, equipment, natural attacks, or any other aspect of their unaltered form. The Blank Form allows a caster to add traits to a creature without fundamentally changing the target first.
  269.  
  270. A caster may grant the following traits to a creature affected by their shapeshift. A target must possess the appropriate limb where listed, and cannot grant a natural attack to a limb that already possesses a natural attack.
  271. • Darkvision 60 ft
  272. • Low-light vision
  273. • 2 claw attacks (Primary attacks, 1d4, 1d3 small, requires arms)
  274. • 1 bite attack (Primary attack, 1d6, 1d4 small, requires head)
  275. • 1 gore attack (primary, 1d6, 1d4 small, requires head)
  276. • 2 slam attacks (primary, 1d4, 1d3 small, requires arms)
  277. • 2 pincers (secondary, 1d6, 1d4 small, requires arms)
  278. • You change the target’s cosmetic appearance. This could include changing the target’s apparent age, making an elf into an orc, disguising a large dog as a small pony, changing a male into a female, or some other such alteration. This grants the target a +10 bonus to Disguise checks. This trait may only be applied to the Blank Form, as such changes are assumed with other forms.
  279.  
  280. [b]Size Change[/b]: As a trait, you may change a creature’s size. You may enlarge or reduce a creature’s size by one category, plus an additional size category per 5 caster levels. You cannot enlarge beyond Huge size, nor reduce a creature beyond Diminutive size. Creatures gain a +1 bonus to attack rolls and to AC, as well as a +2 bonus to Fly checks and a +4 bonus to Stealth checks for every size category they are reduced, and suffer a -1 penalty to attack rolls and AC, as well as a -2 penalty to Fly checks and a -4 to Stealth checks for every size category they are enlarged. (These numbers are doubled when moving to or from Diminutive size.) Ability scores are also adjusted according to the charts below; these increases and decreases are cumulative for each category increased or decreased (thus, moving from Medium to Huge would cumulate in a +8 bonus to Strength and a -4 to Dexterity).[/spoiler]
  281.  
  282. --------------------
  283.  
  284. [spoiler=Background]Kosmar was born of a pair of mercenaries, the orc shamaness Tan and the human soldier Loric. A more mismatched couple was hard to find, and even among the mercenary troupe, the odd pair was met with raised eyebrows and whispered insults. It was in this situation that the half-orc was raised, his parents somehow finding time to raise him while also continuing their work. Though his parents had the strength of arm and mystical arts that allowed them to cow the rest of the company into a grudging acceptance, their young son had nothing of the sort. Though he was bigger and stronger than others of his age, Kosmar had no peers of his own age to be compared against. So, as expected, the young half-orc was held to the standards of young human men in their late teens and early twenties, a lopsided comparison at the very best. As soon as he was old enough, the mercenaries began to stick him with the jobs around camp that they hated the most: almost all of them related to cooking, cleaning dishes and generally handling the troupe’s food situation. This ended up requiring the young half-orc to take part in all parts of food preparation, including hunting and bringing the food back to camp. With all this effort, it was not long before Kosmar began to match and exceed the strength and prowess of the younger mercenaries. His blood ran true, and the training from both of his parents helped him grow strong and tall, with a sharp mind to match. But more than just that, Kosmar grew to love cooking, finding the kitchen to provide him a welcome rest from the prejudice of the mercenaries. They couldn’t badmouth him when they were so busy stuffing their faces full of his meals, after all!
  285.  
  286. When he turned twenty, however, Kosmar decided to leave his parents and the mercenaries. Intent on making a life for himself, away from the protection of his parents and the grudging acceptance of the other members of the troupe, the half-orc set off to make a name for himself. However, the things you know are the most comfortable, and Kosmar was soon a member of a different mercenary band, called the Crow's Talons. Though he met some resistance as the newest member, his strength, skill and quick wits helped earn him a place as a Talon. What truly earned him the respect of his fellow Talons, however, was none other than the meal he prepared for them, a soup made from the meat of a mighty buck. Throwing himself into his new job, the young half-orc began to truly enjoy living for himself. Soon, he became the apprentice of the Talons’ chef, a man feared and renowned for his skill with the blade both on the battlefield and in the kitchen. Under his tutelage, Kosmar was initiated into the Ordre des Repas Exotiques, a school of killing chefs that served that valued a tradition of truthfulness and a lack of waste. In this environment, the half-orc thrived, becoming a skilled chef and swordsman.
  287.  
  288. Though he took orders and did what was asked of him, Kosmar was always just looking out for number one. He never went out of his way for his fellow mercenaries, still unwilling to open himself up to others, for fear of being treated as he had been so many years before. But not long ago, a mission for the Talons changed Kosmar's life forever. The entire company was sent to deal with a particularly heinous coven of witches that had been troubling a local town. Departing in force, few of the mercenaries knew exactly how formidable the witches would be, and many of the Crow's Talons were slain that day. Among the small group that made it to the coven's high priestess, and the one to land the final blow against her, Kosmar was the first to take his spoils from the slain. Pulling the chain that hung around the priestess' neck and holding it aloft, the bright red stone hanging from it glinted despite the darkness. Looking into the crystal, his vision dimmed and his companion's voices were drowned out by a horrific droning, as if the entire room was filled with a rushing river of blood and the moans of the dying.
  289.  
  290. [i]'Y-you will do...'[/i] a voice had whispered into his mind, soft and cloying, yet exhausted, and he could do nothing but recoil in response. The darkness that enveloped his vision suddenly gave way to horrific thoughts and images flooding his mind. The stone was a collection of the high priestess' most foul intentions, her evil, hateful psyche given form. Calling itself Hotet, it tried to steal Kosmar's body and soul, to wear him like a suit of armor. But with the high priestess' death, the phylactery found itself significantly weaker than it normally was, and had underestimated the half-orc's will. It was in this instant of weakness that the mercenary reached out and reversed the process, forcing his mind to subjugate the stone in turn. Shrieking within his skull, Hotet spat curses and demanded blood, but was beaten down by Kosmar. Retying the chain around his neck, the half-orc stomped back towards town, woozy but triumphant.
  291.  
  292. It was only later that Kosmar realized that bending the mass of seething hatred to his will awakened dark powers within him, ones that whispered sweet promises of power and riches if he would only submit. Knowing how that kind of power corrupts and ruins men, the mercenary ignored the voices, instead training himself to use his new powers for his benefit. He now uses this fel might to protect those who cannot protect themselves, and to keep it from overwhelming him. Able to transform his body with the power of his mind, he seeks to find a way to gain complete control over Hotet and his newfound abilities.
  293.  
  294. In the meantime, however, Kosmar has been glad to continue his work for the mercenary troupe. His most recent job has him escorting a low-ranking noble to the town of Holver's Ferry. The noble, a charismatic old fellow by the name of Danrath, seemed rather tolerant of the half-orc's presence, and most of the journey was made to the sound of their small talk. Finding the red pendant hanging around Kosmar's neck disconcerting, however, Danrath spent most of his time riding slightly behind his bodyguard. Arriving in the town on time, both of the newcomers were surprised to hear of a strange illness that is ravaging the townsfolk.
  295.  
  296. Choosing to go find the people in charge of the town, Danrath thanked Kosmar and promised he'd get word back to his superiors and the Crow's Talons leadership that the job had been completed successfully. Giving the old man a hearty pat on the back, the mercenary sent him off to handle his business, but couldn't help but worry for his safety. With his job completed, but the strange disease afflicting Holver's Ferry, Kosmar's curiosity is piqued, and he heads into the town to seek out whoever else might be interested in discerning its cause. With his strength of arm and mental prowess, the half-orc is confident in his ability to help out, but little does he know that the problems facing the small village are bigger than anything he could imagine...[/spoiler]
  297.  
  298. [spoiler=Personality and Appearance]Kosmar was originally a simple mercenary, out for himself and only concerned for the men he fought with because they kept him alive. When he discovered the stone that spoke into his mind and called itself Hotet, however, he began to understand that there were more important things that protecting his own hide.
  299.  
  300. Now burdened with Hotet's evil agenda, Kosmar struggles to maintain his humanity, throwing himself into the protection of his allies and crushing the forces of evil with its own power. This task has left the half-orc grumpy and nihilistic, but clearly intent on doing the right thing, or at least the right thing by his standards.
  301.  
  302. Of average height and weight for a half-orc, Kosmar takes most of his physical features from his human father. His skin is more tan than his mother's dark brown, but his eyes are the same shade of crimson red. His tusks just barely peek out of lips, and on the whole, he is closer to passing for human than most of his kin. Despite this, however, Kosmar was subject to much prejudice and hatred as a child and young man. He is almost always found wearing a full-face helmet, or at least a deep hood that he can use to hide both his facial features and the ritualistic orc tattoos that cover his arms, chest and back.
  303.  
  304. [url=http://i.imgur.com/ANV2Pq8.jpg]Portrait of Kosmar.[/url][/spoiler]
  305.  
  306. --------------------
  307.  
  308. [spoiler=Attacks][dice=Spiked Chain attack (Power Attack)]1d20+4[/dice
  309. [dice=Spiked Chain damage (Power Attack)]2d4+9[/dice]
  310.  
  311. [dice=Armament Shield attack (Power Attack)]1d20+4[/dice
  312. [dice=Armament Shield damage (Power Attack)]1d3+6[/dice][/spoiler]
  313.  
  314. [spoiler=Current Status][ HP: 14/14 | AC: 18, T: 11, FF: 17 | CMB: +5, CMD: 16 | Fort: +5, Ref: +3, Will: +5 | Init: +1, Per: +2 | Arcane Pool: 3/3, Channel Spirit Allies: 4/4 | Spell Points: 5/5 ]
  315.  
  316. Effects: Running Hunter Stance
  317. Reach: 5 ft.
  318.  
  319. Manuevers and Stances:
  320. . . [maneuvers] iron shell IT [1/1], primal wrath PF [1/1], throwing shell IT [1/1]
  321. . . [stances] running hunter’s stance PF [1] [/spoiler]
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