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Toptomcat

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  1. How impressive are 10th-level characters in this setting? Is the average sheriff's deputy in a one-horse town a 1st-level Warrior, a 1st-level Fighter (Trench Fighter), a 4th-level Gunslinger (Gunfighter)? Are we the best in a town, a city, some of the fastest guns to ever roam the Wastes? On a related note, how harsh are the Wastes, and how powerful the mutants and killer machines that roam it? Is it more of a 'badlands with mean predators, raiding tribes and magitech ruins that are dangerous to those who fuck with 'em but mostly benign otherwise' kind of thing, or closer to the unholy love child of Athas, Fallout and Attack on Titan? Expand on the laws of the Empire: are we expected to serve as hitmen for the Horologian Orthodoxy or anything else that would be grossly out of line with the 1850s-American roots of the genre? Was the War of Reconciliation six centuries ago the same war that scarred the surface, obliterated the unnamed Precursors, and consolidated the power of the Horologian church and Aetherian state? Or was that much longer ago? What would the average bright, well-educated person know about the Precursors?
  2. Jonas Mojżesz Brązowien- half-elf Blacksmith (Techsmith) 9 | Alchemist (Paizo Gun Chemist, Mortal Chemist) 9 Statblock Strength: 13 +1 (+14 for carrying capacity) Dexterity: 20 +5 (+2 racial) (+2 enhancement) (+4 alchemical w/mutagen) Constitution: 14 +2 Intelligence: 22 +6 (+2 racial) (+2 level) (+2 enhancement) (-2 alchemical w/mutagen) Wisdom: 12 +1 Charisma: 10 +0 BAB: +9/+4 CMB: +10 (+9 BAB, +1 Str) CMD: 26 (10 +9 BAB +1 Str +5 Dex +1 deflection) (+2 w/mutagen) Fort: +6 base, +2 Con, +2 resistance, +10 total Ref: +6 base, +5 Dex, +2 resistance, +13 total (+2 w/mutagen) Will: +6 base, +1 Wis, +2 resistance, +9 total AC: 23 (10 +6 armor +5 Dex +1 deflection +1 natural) (+4 w/mutagen) Flat-footed: 18 (+2 w/mutagen) Touch: 23 (+2 w/mutagen) [Unamored Training] HP: 9d10+18 (108 HP) Initiative: +5 (+2 w/mutagen) Speed: 50 ft (30' base) Attacks: Dragoon musket +15 ranged, 1d12+1+1d6 nonlethal bludgeoning and piercing, 20/x3 crit, range 120', capacity 3, misfire 1 Dragoon musket (Standard-action attack) +15 ranged, 2d12+1+1d6 nonlethal bludgeoning and piercing and 3 bleed, 20/x3 crit, range 120', capacity 3, misfire 1 (0 w/Alchemical Ordnance or Reliability improvement) Skills and Languages Craft (alchemy) 9 ranks, +3 class, +6 Int, +1 circumstance, +9 competence, +28 total (Work at double speed) (-1 w/mutagen) Craft (traps) 9 ranks, +3 class, +6 Int, +2 circumstance, +20 total (-1 w/mutagen) Stealth 9 ranks, +5 Dex, +5 competence, +19 total (+2 w/mutagen) (Sniping is at -5, not the usual -20: further +4 competence to it if I move at least 10' and end in cover or concealment and not in the same square I started in, snipe as a swift action rather than a move with martial focus) Profession (blacksmith) 9 ranks, +3 class, +1 Wis, +2 circumstance, +4 competence, +3 Skill Focus, +2 Master Craftsman, +24 total Linguistics 9 ranks, +3 class, +6 Int, +18 total (-1 w/mutagen) Perception 9 ranks, +3 class, +1 Wis, +13 total Knowledge (engineering) 9 ranks, +3 class, +6 Int, +18 total (-1 w/mutagen) Appraise 9 ranks, +3 class, +6 Int, +18 total (-1 w/mutagen) Climb 9 ranks, +3 class, +1 Str, +2 circumstance, +15 total Swim 9 ranks, +3 class, +1 Str, +13 total Ride 9 ranks, +5 Dex, +14 total Acrobatics 9 ranks, +3 class, +5 Dex, +5 competence, +22 total (+2 w/mutagen) (+8 'racial' and +5 competence to jump, for a total of +13) Disable Device 9 ranks, +3 class, +6 Int, +2 circumstance, +20 total (-1 w/mutagen) Artistry (clockwork toys and other automata) 9 ranks, +3 class, +6 Int, +18 total (-1 w/mutagen) Bluff 9 ranks, +0 Cha, +1 racial, +10 total Sense Motive 5 ranks, +1 Wis, +6 total Languages spoken: Polish Latin German Lithuanian Russian English French Spanish Taldane Common Elven Chondathan Giant (Eberronian dialect) Riedran Akitsushi Androffan Suloise Alzhedo Saderan Malbaogni Cimmerian Solamnic Minrothad Patois Sindarin Feats and Traits Feats: Racial Heritage (Goblin) (1st) Skill Focus (Profession: Blacksmith) (1st-level racial bonus) Gunsmithing (1st-level Gun Chemist bonus) Heroic Resolve (1st-level racial bonus) Ability Focus (Alchemical Ordnance) (2nd-level campaign bonus) Extra Discovery (3rd) Burn! Burn! Burn! (4th-level campaign bonus) Extra Discovery (5th) Barroom Brawler (6th-level campaign bonus) Master Craftsman [Profession: Blacksmith] (6th-level Smithing Insight bonus) Rapid Reload (Dragoon Musket) (6th-level Gun Chemist bonus) Craft Magical Arms and Armor (6th-level Smithing Insight bonus) Create Enhanced Firearm (7th) Craft Wondrous Item (8th-level campaign bonus) Vital Strike (9th) Traits: Adopted (Fiendish Sniper) Focused Burn Class Features Combat Training: +1 martial talent per Blacksmith level and +3/4 of one per Alchemist level: highest of Int and Con is practitioner mod Equipment Specialist: +1 Equipment talent Maintenance/Rapid Maintenance: 3 allies (Con-based) can each get two of a large number of benefits after an 8-hour rest with me. I usually won't pick from that list, because... Technical Maintenance: A Technical Improvement from the Technician invention list can substitute for a Maintenance, and they'll usually be better. Rather than anyone but me suffering penalties to use the customized items, it's anyone but the person who it was customized for. Thunderous Blows: +5d6 damage when making an attack action or AoO on a construct or object, or when making a successful sunder attempt. Don't provoke AoOs for sunder: when sundering, excess damage is applied to the item's weilder. May make sunder attempts on natural weapons and natural armor, dealing normal weapon damage *without* the +5d6 to them: sundering a natural weapon imposes -5 to attack rolls for 1 round, sundering natural armor reduces natural armor bonus to AC by 5 (but not below 0) until any amount of magical healing or a standard-action DC 15 Heal check is applied. Skilled Craftsman/Reforge: Substitute Profession (blacksmith) for all Craft and Spellcraft checks made to create, modify, repair, and enchant weapons, armor and shields. +4 competence to all Profession (blacksmith) checks. Also, may restore 2 HP/level to an object as a standard action that doesn't provoke an AoO, removing the broken condition from it if that takes it above half HP. I need all the pieces for this to work. This works on magic items, but my class level must be equal to or higher than their CL. This ability does not affect creatures, including constructs. Objects warped or otherwise transmuted can't have these reversed. Nonmagical weapons, armor and shields that have been destroyed may be restored with this. Magical ones destroyed *by sunder attacks specifically* can also be restored with 8 hours of work at a forge. Spend 1 hour per effective +1 to an enchanted weapon, armor or shield to change it into another of the same type and material, of the same size or smaller- so Medium bastard sword to Medium scimitar, Medium greatsword, or Small dagger, but not greatclub or quarterstaff, and not Small dagger to Medium dagger. Or light wooden shield to heavy wooden shield or tower shield, but not heavy metal shield. Or plate to chain shirt, but not leather. Smithing Insight (2nd): Economic Crafting (Mundane items made at 1/4 cost, not 1/3: 10% magic item creation discount, which is also what I'll be using for Greater Craftsman and Gunsmithing, though arguments could be made for the mundane discount as written, some mathmatical equivilent thereof like a 20% discount, and no discount at all) Smithing Insight (4th): Mechanical Insight (Additional invention options) Smithing Insight (6th): Magic Craftsmanship (Gain the Master Craftsman and the Craft Magical Arms and Armor feats) Smithing Insight (8th): Greater Craftsman (May make permanent Inventions for gold, not just temporary ones: I'll treat this as magic item creation for purposes of Economic Crafting) Alchemical Ordnance/Gunsmith: Each day, infuse 15 rounds (Int-based) of ammunition as a free action, taking effect for 6 rounds. Such shots deal +5d6+10+1d4 [Int-based] fire damage, not multiplied by a critical hit or by using feats such as Vital Strike. This round deals full damage to a swarm of any size, and when using alchemical ordinance to make a scattering shot with a weapon with the scatter quality, each creature in the area instead takes 11 fire damage (Int-based). Anyone but me trying to fire a gun with alchemical ordinance in it increases that gun's misfire value by 4. If the firearm would explode as the result of such a misfire, the explosion deals additional fire damage equal to that of the alchemical ordnance. Alchemical ordnance is treated like an alchemist's bomb for the purpose of discoveries, though such discoveries ignore any effects associated with a bomb's splash damage or radius unless I also apply the exploding bullet discovery. A scattering shot modified by a discovery applies additional effects as though affected creatures were caught in the splash damage of a bomb rather than subject to a direct hit. The DCs of saving throws associated with alchemical ordnance are equal to 14 + Int mod. Alternatively, expend a use of alchemical ordinance as a standard action to remove the broken condition from single firearm I'm currently wielding, as long as that condition was gained from a misfire. Mutagen (Take 1 hour to brew a dose of hyped-up super-coffee: upon imbibing it, gain +2 to natural armor, +4 alchemical to Dexterity, one trait from any Alteration sphere talent which does not require a spell point to grant, and -2 alchemical to Intelligence for 90 minutes. A non-alchemist who drinks it must make a Fort save DC 20 [Int-based] or become nauseated for 1 hour, and can never benefit from it. Note: Camouflage for +5 to Stealth checks, Elemental Purity version of Fire Movement for base land speed 100' or Air Movement with fly (perfect) 100', Undead Resistances for +3 to lots of stuff, or Evasion is a good start) Discovery (2nd): Chemical Stability (Alchemical ordnance reduces misfire value of a firearm by 1 and ignores any increased misfire chance from an alchemical cartridge) Discovery (Bonus 3rd, feat): Immolation Bomb (Rather than +5d6+10+1d4 fire damage, alchemical ordnance may instead deal 1d6+10+1d4 fire damage per round for 5 rounds. A target can attempt to extinguish the flames by making a DC 22 Reflex save (Int-based) as a full-round action: rolling on the ground grants no bonus and immersion is not an auto-success.) Discovery (4th): Hedgewitch Secret (Amateur Hedgewitch: Spiritualism) (5e-style Advantage on Knowledge checks) Discovery (Bonus 5th, feat): Hedgewitch Secret (Extra Spirit) Discovery (6th): Hedgewitch Secret (Bodily Possession) (Net effect of this and the previous talent: Take a standard or move action to gain the benefit of two combat talents I don't possess for 9 minutes, or a swift action to get one. 2 talents per day.) Discovery (8th): Gene-Splicing (Adds the Alteration sphere talent to my mutagen) Cartridge Savant: Saves vs. alchemical Dragon's Breath, Entangling Shot, and Flare cartridges, [as well as Alchemy sphere talents applied to firearm ammunition?], are increased by 3, to a maximum of DC 22. Dragon's Breath shots increase damage dealt by my Int mod. Alchemical Expertise/Swift Alchemy: Alchemy sphere and Master Chemist as bonus talents, +9 competence to Craft (alchemy) checks and create alchemical items at double speed, use Craft (alchemy) to ID potions as if using Detect Magic if I hold it for at least 1 round. Apply poison to a weapon as a move action. Blacksmith talents: 9/9 Alchemist talents: 6/6 Martial tradition: 4/4, plus 2 (discipline) talents via Gestalt rules Bonus from Blacksmith: 1 Equipment talent Bonus from Alchemist: Alchemy sphere and Master Chemist ALCHEMY (formulae, poison) Master Chemist Improved Alchemist's Fire (formulae) Lasting Application Degenerating Poison (toxin) Painful Venin II Panacea (formulae) Salve (formulae) Elixir (formulae) Improved Tanglefoot Bag (formulae) Chemical Coating SNIPER Lethal Precision Hindering Projectiles (snipe) Tangling Shot (snipe) TRAP (Slow Worker sphere drawback) Bear Trap (snare) Persistent Trap DUELIST Perforating Wounds (bleed) FENCING SCOUT Somnambulance II Active Camouflage EQUIPMENT Huntsman Training (discipline) Outrider Training (discipline) Unarmored Training Racial Traits Race: Slavic Engineer from 1880 Reincarnated into Elf Body As Half-Elf, with alterations: Alternate Racial Trait: Dreamless Sleep Abilities: Flexible [2] Feat and Skill: Gift of Tongues [2] (Member of a multilingual, multiethnic state in a heavily multilingual Europe) Flexible Bonus Feat [4] (Human heritage) Movement: Terrain Stride (Urban) [1] ("You call this a city? Now, Warsaw- that's a city!") Offense: Poison Use [1] (Adder venom is kind of quaint compared to fuming nitric acid) Favored class A: Alchemist (as Half-Orc Alchemist, +4 bomb damage) Favored class B, Multitalented: Blacksmith (as elf Technician (Inventions count as having 2 fewer improvements to determine the penalty for others to use my inventions) Gatewalking (Sp): Planar travel, with 30 minutes of work Tongues: Constant Equipment 45613.5/46k spent Headband of Int +2 (Value 4,000, crafting cost 1,800) Belt of Dex +2 (Value 4,000, crafting cost 1,800) Custom combination Muleback Cords+Cloak of Resistance +2/Cloak of Elvenkind (Value [1,000 * 1.5] + [2,500 * 1.5]+4,000=9,250, crafting cost 4,162.5) Amulet of Natural Armor +1 (Value 2,000, crafting cost 900) Ring of Protection +1 (2,000) Traveler's Any-Tool (Value 250 gp, crafting cost 112.5) 240x alchemical paper cartridge (Value 2,880, crafting cost 1,296) 480x dose powder and shot (Value 5,280, crafting cost 575.2, 32 lb) Featherglass portable alchemist's lab (375 gp, 2.5 lb) Explorer's outfit Greater Invention (Effective technician level 9, two improvements) (9,000 gp) w/Create Enhanced Firearm premium (900 gp) Base weapon: Masterwork dragoon musket (2,300 gp) w/Create Enhanced Firearm premium (230 gp) Permanent improvement 1: Speed Lever, base reload time to move action Permanent improvement 2: Improved Rifling, range increment to 120' Enchantments: +1 enhancement bonus, Merciful property (8,000 gp, 800 gp Create Enhanced Firearm premium), Attendant property (500 gp, 50 gp Create Enhanced Firearm premium) Typical temporary Maintenance improvement 1: Enhanced Reliability Typical temporary Maintenance improvement 2: Explosive Rounds NET VALUE: 21,780 (2,430 purely mundane Gunsmithing, 9,900 Greater Invention, 9,350 magical) NET COST: 13,369.5 (2,430 * 0.4 + 9,900 * 0.9 + 9,350 * 0.5 * 0.9) Greater Invention (Effective technician level 5, one improvement) (2,500) Base item: Masterwork Backpack (50 gp) Improvement 1: Improved Backpack (+5 to Str for carrying capacity) Net value: 2,550 gp Net cost: 2,500 * 0.9 + 50 * 0.25 = 2262.5 gp Greater Invention (Effective Technician level 5, one improvement) (2,500) Base item: Purchased Boots of Striding & Springing (5,500 gp) Improvement 1: Motorized Steps Net value: 8,000 gp Net cost: (5,500 + 2,500 * 0.9) = 7,750 gp Greater Invention (Effective Technician level 5, one improvement) (2,500) Base item: Purchased Gloves of Reconnaisance (2,000 gp) Improvement 1: Climbing Claws Net value: 4,500 Net cost: (2,500 * 0.9 + 2,000) = 4,250 gp Greater Invention (Effective Technician level 5, one improvement (2,500)) Base item: Purchased Eyes of the Eagle (2,500 gp) Improvement 1: Telescope Lens (+1 per 50') Net value: 5,000 gp Net cost: (2,500 + 2,500 * 0.9) = 4,750 gp Fluff: "People like me aren't that common in this business of haring about the greater cosmos and getting into trouble. There are swordsmen and archers, martial artists and wrestlers, learned wizards and divine wonderworkers- but few gunmen, and very few of those not hauling around what I would recognize as some antique of a flintlock. Actual engineers are rarer still. It makes some kind of sense, I suppose- there wasn't nearly as much magic on my original world as most of you have. If learning the kind of secrets of the Universe that get you fireballs or zombies or a pet wolf the size of a bear is an option, maybe your best and brightest focus more on that and less on the kind that get you telegraphs and steamboats and smokeless powder. People like me aren't that common, but I've met a few. And what I hear...it makes me worry. As far as I can tell, no one's from exactly where I am- nobody's ever heard of the Federal Republic of Poland-Lithuania, the Hessian Empire or the Osman League, and ordinary Gatewalking doesn't seem to cut it to get there- but every now and then I meet someone from someplace a bit familiar. None of their homes the same as mine, exactly, nor any of them the same as each others', but Tanya, Yoshika and Walter all came from somewhere with a Europe I can broadly recognize, if I squint a bit. Thing is, Tanya said it was 1926, Walter and Yoshika said 1944- and all of them said their world was in the grip of a big damn war, a world war, with tens of millions dead and whole nations put to the torch. Walter and Yoshika said the second such war in just a few decades. And I left the Republic in 1885. And it's been ten years. I've put down vampire outbreaks, redesigned satyrs' distilleries, saved princesses from dragons (and once a dragon from a princess!), taught dwarves to make crucible steel, defended cities from rampaging giants. It's all been a grand adventure, and I'm proud of the good I've done for them all- but if the time's coming up for every world with a Europe in it to start tearing itself to shreds, maybe it's time for me to put all that experience to work in keeping a lid on that. Now all I have to do is to puzzle through forty pages of dogeared, decade-old mimeographed notes. Notes attributed to Baba Yaga. In Old East Slavic. In code. That have reliably produced disasters the last six or seven times I've tried. ...what's life without a challenge, eh?" Personality and Appearance: Pragmatic, ingenious, skeptical, a lateral thinker. He can be casually arrogant- generally not condescending, narcissistic or megalomaniacal, just overused to being the smartest guy in the room. He carries a battered old black-and-white photograph of a dark-haired fellow of late middle age with a formidable walrus mustache, a sharp gaze and a formal waistcoat- himself, before he made a hundred tiny cannon for a kingdom of fairies and was offered anything within their power in return. He asked if they could restore him to the prime of his youth- and they obliged with a Reincarnation. He's now altogether different- a foot shorter, wiry, blonde, more cute than dignified, and an elf. He does miss the mustache and being able to reach the top shelf, but considers it to have been a marvelous deal, on the whole. Jonas has a democrat's disdain for inherited status- an emperor is "Mr. So-and-So", same as a slave- but enough cosmopolitan respect for foreign ways of life not to get revolutionary about it unless it's obviously an evil empire.
  3. , any further guidance on your timeline? Your ideas intrigue me and I wish to subscribe to your newsletter.
  4. Aaaargh. I'm terribly sorry to do this to y'all, but RL just doesn't want to slow down and I think I'm going to have to drop from this. My apologies.
  5. Terribly sorry about my absence: my ass got COVID, then the rest of my family got COVID. Hasn't been a fun time. I'll have a post up by the end of the day tomorrow.
  6. Statblocks with buffs available in current round LONG-TERM CL 25 casting of Greater Enhance Equipment on every item of weaponry except the grenades, another of Natural Enhancement on everyone's natural armor. Effect: +6 enhancement bonus to attack and damage and +6 to natural armor for everyone, lasting 25h CL 35 casting of the Invigorate ability of the Life sphere, augmented by Deeper Healing and Greater Invigorate. 86 temp HP for everyone, lasting 35 hours. CL 33 casting of Latent Healing (cure option)+Deeper Healing- everyone has one application of 6d8+33 HP healing they can activate as a swift action (WM Chance 220%, rolled upon use rather than upon buffing) CL 33 casting of Latent Healing (Invigorate option)+Deeper Healing- everyone has one application of 66 temp HP they can activate as a swift action (WM Chance 220%, rolled upon use rather than upon buffing) CL 25 casting of the Mind sphere talent Terrifying Mind- +5 morale against mind-affecting, +10 morale vs. fear CL 25 casting of the Protection (ward) talent Inner Peace- +4 morale against fear, emotional and mind-affecting, all such affects permit a save even if not normally allowed. If it doesn't normally grant one, default to (10 + 1/2 HD of attacker + attacker's appropriate ability mod) PROBLEM: Immunity to mind-affecting is immunity to morale bonuses. Edited to remove benefits. CL 25 casting of the Protection (ward) talent Mystic Shell- 3 layers, whenever a magical effect on me would be successfully dispelled, a layer is lost instead. CL 33 Contingency on the Tanya-self body: Warp effect. Whenever Tanya identifies an opponent using a Disjunction or Antimagic Field effect, teleport two miles straight up, leaving behind a beacon she can choose to teleport back to without spending an action at any point in the next 33 rounds. (WM chance 175%, reduced by -50% w/Careful Caster: WM effect doesn't happen until the Contingency triggers) CL 25 casting of Totem of Tactical Coordination, augmented by Monument and the Inspired Surge'd War sphere talents Penetrating Totems and Totem Merger, attached to the ornate, obdurium flagpole on a big 'ol concrete base kept in Visha's Enveloping Pit. Net effect: my allies within 25 miles of the flagpole never deal each other HP damage, and automatically succeed on saving throws forced by allies' effects- and the five-mile range applies to all other Totems cast.  Totem of Foresight: any ally attacking an enemy can pick two, roll an attack for each, and pick their target after rolling both. TEMP WHOLE-MAP BATTLEFIELD CONTROL EFFECTS CONTROL WEATHER 1, TICKING ON VISHA'S INIT A casting of Control Weather, base 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, total WM chance 120%. [A use of the Wild Fire invocation is used off of the Tap Chaos to add +8 to attacks, saves and AC for 15 rounds.]. Two spell points have been spent on Greater Weather to allow three categories of weather to be affected at once, another point on Severe Weather to improve the severity level I can raise it to, and  another two on Radiation Lord to let me control Fallout- increasing Precipitation, Wind and Fallout to Category 7+2 at a speed of 3 level changes per round via the Tempestarii's Rapid Weather class feature. Three spell points have been spent via Climatic Shift to make it a permanent, undispellable effect replacing the natural weather, and this change in weather is effective to a 3,500' radius. One has been spent on Impossible Magic to make it uncounterable. 2 spell points have been spent on Baleful Storm. Once Precipitation hits severity 4, I can reanimate any number of corpses within the area as a move action without paying the Reanimate ability's base cost: they only last as long as the rain does. Such undead creatures will get a +8 enhancement bonus to their Dexterity via Superior Reanimation, and are raised as Fast, Relentless, Gasburst (Mustard Gas) Zombies via Expanded Necromancy. The wind is set to blow towards my opponent, bypassing the usual 1d4 roll to determine the wind's direction when releasing mustard gas from a gas cylinder. DCs to avoid being blown away in the area, to move against the wind when checked, and the wind-based penalty to Perception checks are increased by +16, and wind-based penalties to ranged attacks are increased by -8.  When lightning strikes begin when Wind and Precipitation hit severity 4, they happen once a round, not once a minute, and I can dictate where they go.  Via the Contamination Lord talent, once Wind and Fallout hit severity 4, the fallout ignores immunity to poison, ability damage, and ability drain. Creatures without Strength or Constitution scores take 8 points of fire damage for every point of ability damage that they would otherwise take. Damage done to objects by weather effects within the area is doubled: if the damage is area damage, it ignores the halving of energy damage that objects normally experience. All damage dealt by weather effects within the area is maximized. Via the Contamination Lord talent, once Wind and Fallout hit severity 4, the fallout ignores immunity to poison, ability damage, and ability drain. Creatures without Strength or Constitution scores take 8 points of fire damage for every point of ability damage that they would otherwise take. Damage done to objects by weather effects within the area is doubled: if the damage is area damage, it ignores the halving of energy damage that objects normally experience. All damage dealt by weather effects within the area is maximized.   CONTROL WEATHER 2, TICKING ON OVERMIND'S INIT PREVAILING WEATHER CONDITIONS: South-to-north Wind of Severity 4. -12 to ranged attacks with normal, but not siege, weapons, and -12 to Perception checks: Small creatures are checked and Tiny creatures blown away, barring a DC 26 Strength check on the ground or a DC 36 Fly check in the air: unprotected nonmagical flames are automatically extinguished, protected ones have a 50% chance to go out. Precipitation of Severity 4: An additional -4 to Perception checks for a total of -16, and range penalties -2 per 10 feet rather than -1. If you can outright ignore wind but not rain for some bizarre reason, you still suffer the same penalties to ranged attacks and Perception checks as the above, you just aren't checked. Unprotected flames are auto-extinguished, protected ones have a second 50% chance to go out. Wind+Precipitation: Storm conditions. A lightning bolt strikes in a square of my discretion 1/rnd, dealing 36 electricity damage- Reflex DC 46 half. Fallout of Severity 4: No immediate effect.  Category 5 Heat: No immediate consequences. Category 3 Ash: No immediate consequences. Category 3 Vog: All sight beyond 5' is obscured. Creatures within 5' have concealment. EVERYONE CL 35 Enhancement/Physical Enhancement effect, +12 enhancement to Dex+Con for 350 min overlapping with existing Dex/Con bonuses for an effective further +6. +8 untyped to all saves. Lasts 250 minutes for Squadron members, 3 more rounds for non-Squadron members. +6 deflection to AC. Lasts 25 hours for Squadron members, 3 more rounds for non-Squadron members. Magic Sink: any attempt to counterspell or dispel an effect on me must first roll against the Magic Sink, only rolling against the intended effect once this is a success. Cannot be itself dispelled. Lasts 250 minutes for Squadron members, 4 rounds for non-Squadron members. CL 33 of Mind (charm) talent Courage, Greater Charm version: +7 morale to attacks, saves and skill/ability checks (not magic skill checks) for 33 minutes for Squadron members and 4 rounds for non-Squadron members. PROBLEM: Immunity to mind-affecting is immunity to morale bonuses. Edited to remove benefits. CL 33 casting of Divination/Prescience: +3 insight to attack, expend as a free for +26 insight to one attack. Lasts 33 hours for non-resurrected squadron members. CL 33 casting of the Motif Swords: +3 to attack rolls, expend as a free action to ignore concealment and get +16 to confirm crits for 1 minute. Lasts 33 hours for non-resurrected squadron members. CL 33 casting of the Motif the Hermit: targets may Aid themselves for +10 as a swift action, can't Aid others Lasts 33 hours for non-resurrected squadron members. ALL NON-RESURRECTED SQUADRON MEMBERS (Visha, Tanya, Richtofen, the tank, and the three Mortar Troops) CL 25 Temporal Haste. +60' enhancement to speed, +3 untyped to attack, +3 dodge to AC and Reflex saves. +6 AoOs per round. One additional move or swift action per round. 25 round duration. CL 35 Clear Skies mantle from Weather sphere. Tenacious- harder to dispel. -5 steps to experienced weather severity. CL 25 Flight effect from Telekinesis. Fly 90' (perfect). CL 25 Decoy effect from Illusion: 10 decoy illusions exist, granting a 50% miss chance. Any miss caused by this destroys 1 decoy illusion. Not automatically negated by blindsense, blindsight, Detect Magic, echolocation, scent, lifesense, or tremorsense: True Seeing or thoughtsense will do it. THE GUN CREW AND REGIMENTAL MUSICIANS CL 35 Mana sphere effect: Bulwark. Two layers of Magical Barrier and two of Physical Barrier apiece. Magical Barrier: The next time a magical effect would affect your target, the caster must succeed at a magic skill check against MSD 43. On a failure, the magic effect excludes the target from its effects, otherwise functioning normally. Physical Barrier: The next time the target is attacked by a weapon attack, the attacker must succeed at a magic skill check against MSD 43. The attacker may substitute their CR (or total hit dice, if they possess no racial hit dice) for their MSB on this check. On a failure, the attack is deflecdted. This effect triggers before an attack roll is made. Lasts 35 minutes for Richtofen, and 4 rounds for the rest. Gun Crew #6-9: Down 1 Physical Barrier each Gun Crew #10: Both Physical Barriers down TANYA, VISHA AND THE OVERMIND The Overmind hosts a Flow manabond, using Tanya and Visha's spell point pools in preference to its own until they hit 2 spell points [just in case they're somehow cut off and need to save their own hides.] TANYA +8 to attacks, saves and AC for 15 rounds from Wild Fire Invocation 110' aura of updraft, imposing -17 to Fly checks [including her own!] and granting all creatures with Fly speeds the ability to hover regardless of maneuverability Deluxe Mage Barrier From Alteration traits (all for 25m): base movement speed to 150', Sprint (1/minute as a free action, increase one base move speed by 70'), ethereal, Ghost Touch, concealment in normal light, 50% miss chance penetrated by True Seeing, but anyone who does must make a DC 37 Will save vs. mind-affecting or be staggered for 1d4 rounds, airborne targets have -3 to attack and damage vs. her, +4 to hearing-based Per checks and -4 to saves vs. sonic effects +16 to Wis for 1 minute -16 to Stealth for 33 minutes from a cloud of undead insects following Pillar of light following Tanya at 110/rnd, will blind her if she ends her round within it Has the Verbal Casting tradition drawback Hostiles within 105' of Tanya make a DC 42 Will save vs. treating all Lawful Evil creatures (just her) as invisible, inaudible, and otherwise undetectable even with special senses for 16 rounds [Tia failed!] Auras, effectively my entire deployment zone and 110' from Tanya: Tug Fate. Rolls of a natural 10 get a +26 luck bonus, reroll one natural 1/round per instance. And Cat's Luck- natural rolls of 17, 18 or 19 are treated as natural 20s. Both last 33 rounds. The next time Tanya's targeted with an attack roll, everyone within 105' needs to make a DC 42 Will save or be confused for 1 round, and all hostile creatures make another or be panicked for 1 round. All sphere effects Tanya uses are auto-Extended for 2 rounds. Tanya gains the Plant type for 1 hour. This gives...no immunities I don't already have. VISHA +8 to attacks, saves and AC for 15 rounds from Wild Fire Invocation Deluxe Mage Barrier From Alteration traits [all for 25m]: Burrow 150', Earth Glide (as an Earth elemental), size change to Fine [+8 AC, -8 CMD, +16 Stealth], +2 Dodge to AC, evasion, +4 initiative, darkvision 60', low-light vision PANZER IIz Deluxe Mage Barrier NON-RICHTOFEN REGIMENTAL MUSICIANS 7 temporary spell points that must be spent on only one effect, expiring in 3 rounds RICHTOFEN Hosting the Soulmate manabond, permitting him to clone single-target effects he's subject to to the other [non-Squadron] regimental musicians and gun crew for 4 rounds. +16 enhancement to Charisma for 35 minutes GUN CREW 1 Will leak antimagic goop on Round 3 and Round 4, if he's still alive. This is Round 2 for him. Has the Addictive Casting drawback GUN CREW 3 Recieving magical healing nausates for 1d4 rounds GUN CREW 4 The next beneficial spell that is cast upon Gun Crew 4 is instead granted to a random enemy within close range. The caster is not aware of this effect, and the benefiting creature may choose to not activate this ability if the effect does not satisfy them, instead waiting for a different one to apply it to. I think it's fair to treat any effect cloned onto Gun Crew 4 with a Manabond as cast on 'em, because I'm not directly targeting him much. The first thing Gun Crew 4 must do with his action next round is to close to an enemy and make a melee attack. Dead insects animate and follow Gun Crew 4 for 330 minutes, imposing -16 to Stealth for the duration. GUN CREW 9 +1 to natural armor for 1 minute Permanent electric blue anime hair May recast the CL 35 Mana sphere Bulwark effect once without spending spell points. Has the Vulnerable Caster tradition drawback OVERMIND AND II KOMPANIE Have the Empowered Abilities boon: +1 CL when half out of spell points, +2 when altogether out II KOMPANIE Martial Focus expended! AREA EFFECTS, APPLYING TO PRETTY MUCH MY ENTIRE DEPLOYMENT ZONE All allies have a 25% miss chance vs. attacks from time stutters and skips for 2 rounds All applicable weapons gain the Keen quality All manufactured weapons of enemies, only, gain the Fragile quality even if magical or masterwork, no save, no SR All objects multiply their weight by 4 5e-style Advantage on all rolls for 5 rounds Tug Fate. Rolls of a natural 10 get a +26 luck bonus, reroll one natural 1/round per instance. Cat's Luck- natural rolls of 17, 18 or 19 are treated as natural 20s. Both last 33 rounds. All my allies have immunity to the Blood, Conjuration, Dark, Fallen Fey, Light, Bear, Technomancy, and Veilweaving spheres. All my allies have +6 to saves vs. poison and disease, and -6 to saves against bleed effects, for 33 rounds. All allies ignore the shaken condition and treat frightened as shaken for 7 rounds. All enemies whose SR was penetrated by II Kompanie's Scourging Totem lose the benefits of all teamwork feats for 5 rounds All allies gain fast healing 16 for 33 rounds All enemies take 12 fire, electricity, cold, and acid damage per round [Cold negated by the following WM effect!] All creatures have cold resistance 33 All non-native outsiders in the arena have -33 DR, energy resistance, and spell resistance. Energy immunity is treated as resistance equal to twice their Hit Dice, which is then reduced by 33. Until the end of II Kompanie's next turn, all movement by every ally provokes AoOs without exception, even 5' steps. +7 circumstance to allied weapon damage, enemy fast healing and regeneration is halved.   SMALL ZONES IN MY DEPLOYMENT ZONE Various effects written on the map. Underlined: Reflects active and miscellaneous effects not incorporated into the statblocks. All other above buffs are reflected. Highlighted in yellow on the sheet- results of ridiculous wild magic, not part of the typical buff routine   SPELL POINT ACCOUNTING 7 temporary spell points on the non-Richtofen musicians 6 temp spell points on *everyone* but Gun Crew #3 and #4 as well as the Mortar Troops and the Overmind 3 temporary spell points on *everyone* that grant effects I use 'em with +4 CL Overmind SP 47/135 Oberstleutnant Tanya Degurecheff (S) Strength: 25 +7 Dexterity: 39 +14 Constitution: 33 +11 Intelligence: 48 +18 Wisdom: 38 +14 (+16 for 1 minute) Charisma: 35 +12 BAB: +20/+16/+10/+5 (Prowess to +15) CMB: +38 (non-finesse weapon), +53 (finesse weapon) (+20 BAB +1 epic +3 Haste +8 Wild Fire, +7 Str or +14 Dex as appropriate) CMD: 68 (10 +20 BAB +1 epic +7 Str +14 Dex +6 deflection +1 Dodge feat dodge +3 Haste dodge +8 Wild Fire dodge -2 Berserking) (+12 vs. sunder) Fort: +51 (+10 base, +2 epic, +16 Int, +5 resistance, +2 Great Fortitude, +8 Wild Fire, +8 Staunch Resistance) Ref: +49 (+10 base, +2 epic, +14 Dex, +5 resistance, +8 Wild Fire +3 dodge [Haste], +8 Staunch Resistance)  Will: +53 (+12 base, +2 epic, +16 Int, +5 resistance, +2 Iron Will, +8 Wild Fire, +8 Staunch Resistance) (+3 vs. mind-affecting) (+20 vs. illusions) Notes: -4 vs. sonic If it doesn't normally grant one, all mind-affecting things give a save, defaulting to (10 + 1/2 HD of attacker + attacker's appropriate ability mod) NOPE Wild Fire active for 15r Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), death effects, energy drain, negative energy, sleep and stunning, any magic which impedes movement [paralysis, solid fog, slow, web...], grappling, underwater movement penalties, polymorph and transmutation effects, bleed effects, disease, paralysis, poison, fear, inhaled poisons and other nonmagical effects that require breathing 25% chance to negate a Con-damage effect reflecting blood loss 6 levels' worth of Spell Turning +1 to all saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire +4 vs. energy drain, death effects: +2 vs. necromancy. Which I'm immune to, but shit happens. Held items automatically negate and reflect any attempt to make them nonmagical: non-held owned items recieve saves vs. effects as if attended, and get +12 on all saves. Mettle when under half HP 1/day, autopass a failed save as an immediate action with Ring of Nine Lives 1/day, reroll a nat 1 on a save from Fearless Destiny Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell 1/day, +1d6 to an attack, save or check from Heroic Destiny AC: 57 (10 +14 Dex +11 armor +6 deflection +6 natural +1 dodge +3 Haste dodge -2 Berserking +8 Wild Fire) (-6 vs. AoOs) Flat-footed: 57 (Uncanny Dodge) Touch: 51 (10 +14 Dex +11 armor [special, Unarmored Training] +6 deflection +1 dodge +3 Haste dodge -2 Berserking +8 dodge from Wild Fire) Notes: Non-Concealment 20% miss chance vs. ranged in a round I move more than 5' Non-Concealment 25% miss chance for all attacks from time stuttering [lost outside deployment zone} Concealment (20% miss) in normal light A miss chance that isn't explicitly 'concealment', but certainly seems to be described as one- 50%, penetrated by True Seeing, but anyone who does must make a DC 37 Will save vs. mind-affecting or be staggered for 1d4 rounds Airborne foes have -3 to attack and damage Incorporeal: flatly immune to nonmagical corporeal things, 50% miss chance for magic that isn't force effects or specifically corporeal-affecting Wild Fire active for 15r 10 decoy illusions causing 50% miss chance. Any miss caused by this destroys 1 decoy illusion. Not automatically negated by blindsense, blindsight, Detect Magic, echolocation, scent, lifesense, or tremorsense: True Seeing or thoughtsense will do it. HP: 324 (16d6+128+8+16+16+12+48) (290-HP Greater Barrier, reduces all damage dealt to it by 14, recovers 14 HP at the start of each turn) (120 temp HP) 9 Nonlethal  BARRIER HP: 290 (D) Notes: Delayed damage pool 100 DR 2/-- Immunities: Energy damage, crits and precision [when berserking only] Upon dropping below 0 HP, heal for 20 HP and expend a charge of Ring of Nine Lives With martial focus, die at -98, not -46, and act as if staggered and disabled rather than unconscious when negative: without it, die at -49 May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus 1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine. Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew' Gain 22 temp HP/round w/Berserking Initiative: +24 (+14 Dex, +10 Superior Initiative) Speed: 825', fly 825' (perfect) (Base 150' from Alteration traits, +35' competence from Swift Movement, +30' from Time sphere Incanter specialization, +60' enhancement from Haste, for 275' total- then tripled by Angel Rings to 825' and turned into a Perfect maneuverability fly speed) (Sprint: 1/minute as a free action, increase base move speed by 70' bringing the whole shebang to 1,035') Attacks: Elektrokarabiner 43 +57 ranged, 1d10+29+2d10 piercing and bludgeoning + 14d4 untyped + 4d6 electricity, 20/x4 crit, range 640', misfire 0, capacity 5 [reload swift, magazine]: touch attack within first range increment, only -1 range penalty per increment rather than 2 Struck target must make a DC 46 Fortitude save or treat all creatures as if they had concealment for 1r [Int-based] Attack: +20 BAB +1 epic +16 Int [Primal Blast] +6 enhancement +3 Haste +3 insight [Prescience] (May expend as a free for +26 to one attack) +3 (Swords motif) (May expend as an immediate for +13 on crit confirms and ignoring concealment-related msis chances for 1 minute) +8 for 15r w/Wild Fire (+1d6 w/Heroic Destiny) Damage: +16 Int [Primal Blast] +6 enhancement +7 competence (Totem of War) +4d6 electricity [Crackling, 6 rounds] +2d[weapon dice size] Improved Vital Strike (Sneak attack +1d6) (+10d6 w/Pressurized Shot: takes a move action to recharge) (In precipitation severity 4 or higher, may hold up as a full-round action to gain +[Severity - 3]d6 electricity damage for 6 rounds) (+6d6 if expending martial focus on a Deadly Shot) Notes: Ghost Touch No penalty for firing into melee -12 to enemy energy resistance, DR and Hardness With martial focus, a 1 doesn't automiss, and reroll a natural 1 1/round A supernatural ability or spell that negates my attack, like Wind Wall, has to make a CL check against my attack roll or get ignored: an extraordinary ability, like Deflect Arrows, needs to make a combat maneuver check or likewise fail Struck target takes -2 to attacks, CMD and AC until they dig the bullet out: the penalty stacks indefinitely, one takes a move action, more take a single full-round action for all of 'em Piercing Eye permits reduction of concealment miss chance by 60% as a move action, as well as rolling twice and choosing the most favorable result when attacking Mirror Image or similar Far-Sight Scope grants +4 to attack and halved range penalties for a move action Far-Reaching Sight permits a full-round action attack to hit touch AC regardless of range First five shots are Greater Burrowing Bullets that render the opponent staggered with pain for 1d3+2 rounds or until they make a DC 20 Heal check as a full-round action, and carry Megapede Venom forcing a DC 50 Fort save vs. 2d6 Con damage + 1d4 Dex damage, and another vs. the same in 1 minute. May subtract 6 from attack and damage at the start of the round to add the same to any Destructive Blast, and increase its save DC by 3. On hit, target glows for 1 round- illuminating as a torch, suppressing any active concealment or invisibility effects, and making stealth impossible 1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack) Skills: Perception +58 (extraordinary True Seeing, darkvision 120', blindsense 60', -1 to visual Per checks every 20' rather than 10', double low-light vision, +15 morale when Berserking, +4 on auditory) Stealth +50 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS. Invisible: +20 except vs. See Invisible, True Seeing, etc.) (-16 for half an hour from cloud of undead insects) Acrobatics +48 Fly +27 (-17 from Wild Magic updraft effect) Knowledge (engineering): +53 (+55 for spellcasting) Knowledge (arcana) +64 Knowledge (everything else, including martial) +47 Spellcraft +64 Disguise +40 Bluff +40 Diplomacy +40 Sense Motive +43 (5e-style Disadvantage on hunches) Intimidate +43 Survival +37 Sleight of Hand +39 Heal +34 Use Magic Device +38 (all checks are automatically a natural 20) When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks. Feats: Extra Casting Talent x7, Extra Combat Talent x3, Spell Attack, Counterspell, Improved Counterspell, Greater Counterspell, Harmonic Counter, Counterspell Mastery, Chaotic Counter [Wild Magic], Spellthief Traits: Steel Body Resurrected Class Features: 0/32 independent spell points TELEKINESIS (Sphere Drawback: Flight)     Flight     Greater Speed PROTECTION (Sphere Drawback: Limited Protection, Ward)     Mobile Ward DESTRUCTION     Energy Strike (blast shape) MIND (Sphere Drawback: Empath)     Mind Shield (charm)     Powerful Charm DIVINATION     Fast Divinations     Greater Divine     Lingering Divination     Sniper's Eye (sense)     Cartographer's Divinations (divine) Martial talents: EQUIPMENT     Firearm Proficiency (discipline)     Unarmored Training SNIPER     Perfect Shot     Unblockable     Hindering Projectiles (snipe)     Targeted Assault Equipment: Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.) Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus) Soldier's uniform Web gear (as adventurer's sash) Shrink Item'd concrete bunker/hat Antimagic Field defense Elektrokarabiner 43 Ausf. E (as dwarvencraft M1891 Mosin-Nagant with five permanent Technician inventions using the Greater Craftsman and Aesthetic Insight Technician Insights: Railgun, Enhanced Reliability, Pressurized Shot, Improved Rifling, and Far-Sight Scope improvements taken. The scope is also a Far-Reaching Sight and a Modern Firearms-style Scope, a vial of Oil of Silence is taped to the stock, and it's enchanted as a +4 caster-level Implement for the Destruction and Protection spheres, as well as a Weapon +6 of Distance, Greater Destructive Focus, and Assassination, with additional flat-rate enchantments Attendant, Crackling, Impervious, and Spellblade (Epic Counterspell). A Weapon Augment Crystal of Greater Revelation is attached. It's loaded with a 5-round clip of Greater Burrowing Bullets, each poisoned with Megapede Venom. 30 regular rounds in reloads are available. Hardness 31, HP 44: cannot rot or warp, even magically CL 25 Destruction sphere scroll-grenade: Spend a standard action and pick a point within 85'. Everyone within a 170' radius, except the caster and seven other creatures they select, take 187 + (25d6)*0.5 untyped damage: they must make *two* Reflex saves, DC 28, to halve that damage. If they failed either, they must also make two DC 28 Fortitude saves or be blinded for 13 rounds and deafened for 12. Furthermore, whether or not they made any of those saves, they also take 50 bleed damage...but a target who fails *any* of those saving throws can't heal hit point damage by any means, including fast healing or regeneration, for 12 rounds. Even if they made 'em, the bleed can be negated only through a magical skill/caster level/class level check against DC 35, or a DC 40 Heal check. If the target is undead or in any way vulnerable to sunlight, the damage is 275 + (25d8)*0.5 instead.  The blast hits ethereal or incorporeal targets as if they weren't, and is not subject to spell resistance. Traveler's Any-Tool Mess kit and canteen Handy Haversack Scroll-autoinjector A: As a swift action targeting only myself which can be accomplished even if normally unable to cast due to a condition which this could restore, cure 84 + (3d8 * 0.5) HP, heal all ability damage to any ability score as well as all ability drain to one ability score, remove 2 temporary negative levels or suppress 2 permanent ones for 8 minutes, and make a check at +8 against the CL of each negative magical effect that has a duration or can be removed with Break Enchantment or Remove Curse, dispelling it on a success. Gain DR 4/-- and immmunity to any spell so removed for 2 rounds: if *all* negative levels were removed, also gain immunity to them for the same duration. This is not a positive energy effect and works on undead just as well as the living. Additionally, gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed. Scroll-autoinjector B: As a swift action targeting only myself which can be accomplished even if normally unable to cast due to a condition which this could restore, cure 84 + (3d8 * 0.5) HP, negate the dazzled, shaken, frightened, panicked, confused, dazed, staggered, battered, fatigued, exhausted, sickened, or nauseated condition, as well as any temporary/magical removal of senses- and make a check at +8 against the DC of any poison or disease I'm suffering from to negate it as well. Gain DR 4/-- and immunity to any removed condition, poison or disease for 2 rounds. This is not a positive energy effect and works on undead just as well as the living. Additionally, gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed. Scroll-autoinjector C: As a swift action targeting only myself which can be accomplished even if normally unable to cast due to a condition which this could restore, cure 84 + (3d8 * 0.5) HP, gain an immediate Escape Artist check at a +12 circumstance bonus to any applicable condition such as entangled or grappled, remove the stunned condition, and negate any lessening of a movement speed, removal of a movement type, or loss of the power of speech. If under a paralysis effect, make a check at +8 against it, removing it on a success. Gain DR 4/-- and immunity to any condition so negated for 2 rounds. This is not a positive energy effect and works on undead just as well as the living. Additionally, gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed- and the next time a negative condition which could be removed by a Life sphere restore or Break Enchantment would affect me, it's delayed by 2 rounds before taking effect.  Scroll-autoinjector D: As a swift action targeting only myself which can be accomplished even if the damage it would cure killed me within the last 4 rounds, cure 84 + (3d8 * 0.5) HP, and gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed. Gas mask and 2 replacement canisters Grants to the gestalt, will be lost if killed: Telekinesis talents Flight and Greater Speed (shared with Visha) Mind sphere (Empath drawback), Mind Shield talent, Greater Charm talent Divination sphere, Fast Divinations, Greater Divine, Lingering Divination, Sniper's Eye sense, Cartographer's Divinations Sniper sphere, Perfect Shot, Unblockable, Hindering Projectiles (snipe), Targeted Assault !All of the counterspelling capability! Counterspell: Spend a spell point as a standard action to dispel a magical effect on a creature, item or location within 350'- or ready an action to counter a spell or sphere effect as someone casts it. When targeting a creature, item, or location, I can target a specific effect if I've ID'd it, otherwise the one with the highest CL is automatically targeted. Make a check at +31 against their Magic Skill Defense (levels in a spellcasting class + 11: permanent general bonuses to caster level like that of an orange ioun stone generally apply, and so do increases to CL specific to dispel resistance, like that of a Ring of Enduring Arcana. Temporary bonuses to CL, or bonuses to CL specific to a particular school of magic or spell, generally do not apply. On a success, the targeted effect is destroyed- or, in the case of a non-artifact magic item, suppressed for 1d4 rounds. When targeting a creature or object, I can spend an additional spell point to target an additional 5 effects, for a total of 6. Alternatively, I can spend an additional spell point to affect multiple effects in a 20' burst. Roll one check at +31 and apply it to every creature in the area [once], every object with a spell or effect active on it [but not permanent magic items], and every area effect with an origin in that area. Also roll to dispel area effects covering that area with an origin outside, but only dispel them for that area. Alternatively, I can spend two additional spell points to attempt to dispel every effect on every creature, every ongoing magical effect, and every magic item within 40'. This, uniquely, has a 25% chance to dispel an antimagic field. Permanent magic items dispelled this way have their benefits return in 1 minute, not 1d4 rounds. Alternatively, I can spend two additional spell points to target one item. I make a check at +36 against it: a success renders it permanently nonmagical. This has a 25% chance of working against artifacts, but if I do it, I need to make a DC 25 Will save vs. permanently losing all spherecasting and have a 95% chance of attracting unwanted extraplanar attention. Alternatively, I can spend an additional spell point to perform a counterspell as an immediate action. This one only works for countering an effect as it's being cast. Whenever I would counterspell an effect on a creature or object, I may instead choose to reassign its targets, taking over concentration for it if concentration is required: the effect's originator loses any ability to dismiss it that they may have had. Whenever I would counterspell anything, the caster suffers a 100% increase in their wild magic chance until end of turn. They are not aware of this increase. Oberleutnant Viktoriya 'Visha' Serebryakov (S) Strength: 17 +3 [-8 size] Dexterity: 47 +18 [+8 size] Constitution: 39 +11 Intelligence: 48 +16 Wisdom: 28 +6 Charisma: 35 +12 BAB: +20/+16/+10/+5 (Prowess to +15) CMB: +47 CMD: 62 (10 +20 BAB +1 epic +3 Str +18 Dex +1 dodge Dodge feat +2 dodge Alteration trait +3 Haste dodge -2 berserking +6 deflection -8 size +8 Wild Fire) (Wild Fire expires in 15 rounds.) Fort: +46 (+10 base, +2 epic, +16 Int, +2 Great Fortitude, +8 Staunch Resistance +8 Wild Fire) (Wild Fire expires in 15 rounds.) Ref: +49 (+10 base, +2 epic, +18 Dex, +3 Haste dodge, +8 Staunch Resistance +8 Wild Fire) (Evasion) (Wild Fire expires in 15 rounds.) Will: +53 (+12 base, +2 epic, +16 Int, +5 resistance, +8 Staunch Resistance +2 Iron Will +8 Wild Fire) (+3 vs. mind-affecting) (+20 vs. illusions) (Wild Fire expires in 15 rounds.) Notes: If it doesn't normally grant one, all mind-affecting things give a save, defaulting to (10 + 1/2 HD of attacker + attacker's appropriate ability mod) NOPE Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, inhaled poisons and other nonmagical effects that require breathing, fear +1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire +2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens. Items get +12 on all saves. Mettle of Will when under half HP 1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives 1/day, reroll a nat 1 on a save from Fearless Destiny Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell 1/day, +1d6 to an attack, save or check from Heroic Destiny AC: 71 (10 +24 Dex +11 armor +1 Dodge feat dodge +2 Alteration trait dodge +3 Haste dodge -2 berserking +8 size +6 deflection +6 natural +8 Wild Fire) (-6 vs. AoOs) (Wild Fire expires in 15 rounds.) Flat-footed: 71 (Uncanny Dodge) Touch: 65 (10 +24 Dex +11 armor [special, Unarmored Training], +1 Dodge feat dodge +2 Alteration trait dodge +3 Haste dodge -2 berserking +6 deflection +8 Wild Fire) Notes: 20% miss chance vs. ranged in a round I move more than 5' 25% miss chance for all attacks from time stuttering [lost outside deployment zone] 10 decoy illusions causing 50% miss chance. Any miss caused by this destroys 1 decoy illusion. Not automatically negated by blindsense, blindsight, Detect Magic, echolocation, scent, lifesense, or tremorsense: True Seeing or thoughtsense will do it. HP: 324 (16d6+128+8+16+16+12+96+48) (290-HP Greater Barrier, reduces all damage dealt to it by 14, recovers 14 HP at the start of each turn) (120 temp HP) BARRIER HP: 290 (D) Notes: Immunity: crits and precision [when berserking only] Delayed damage pool 100 With martial focus, die at -98, not -46, and act as if staggered and disabled rather than unconscious when negative: without it, die at -49 May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus 1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine. Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew' Gain 22 temp HP/round w/Berserking Initiative: +32 (+18 Dex, +10 Superior Initiative, +4 Alteration trait) Speed: 155' (+35' competence, +30' Fast, +60' enhancement) Burrow 240' (100 from Earth Transformation, then +50 for its bonus- then +30' from Fast and +60' enhancement from Haste). Earth Glide (material just has to be earthy/rocky to burrow through, not limited to loose earth) Attacks: Vortex gun +61 ranged touch*, 1d4+2d4+29 force + 14d4 untyped, 19-20/x2 crit (and make a trip check at +35 on target), range 100' cone [scatter only], effective capacity 3 [reload standard] Struck target must make a DC 44 Fortitude save [Int-based] or treat all creatures as if they had concealment for 1r, and a DC 18 Fortitude save vs. 1 round of nausea Attack: +20 BAB +1 epic +6 enhancement +3 insight [Prescience] (May expend as a free for +26 to one attack) +3 (Swords motif) (May expend as an immediate for +13 on crit confirms and ignoring concealment-related msis chances for 1 minute) +16 Int [Primal Blast] +3 Haste +8 size -2 scatter -4 nonproficiency +8 for 15r w/Wild Fire Damage: +16 Int [Primal Blast] +6 enhancement +7 circumstance [Totem of War] +2d[weapon dice size] Improved Vital Strike -many die sizes from size (+6d6 if expending martial focus on a Deadly Shot) Notes: No penalty for firing into melee -12 to enemy energy resistance, DR and Hardness With martial focus, a 1 doesn't automiss, and reroll a natural 1 1/round A supernatural ability or spell that negates my attack, like Wind Wall, has to make a CL check against my attack roll or get ignored: an extraordinary ability, like Deflect Arrows, needs to make a combat maneuver check or likewise fail Struck target takes -2 to attacks, CMD and AC until they dig the... 'bullet'... out: the penalty stacks indefinitely, one takes a move action, more take a single full-round action for all of 'em Piercing Eye permits reduction of concealment miss chance by 60% as a move action, as well as rolling twice and choosing the most favorable result when attacking Mirror Image or similar 1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack) Skills: Don't forget Tanya's aura of -6 to physical skills, not incorporated here! Perception +50 (darkvision 60', low-light vision, extraordinary True Seeing, +15 morale when Berserking) Stealth +63 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS) Acrobatics +54 Fly +58 Knowledge (engineering): +53 (+55 for spellcasting) Knowledge (arcana) +64 Knowledge (everything else, including martial) +47 Spellcraft +64 Disguise +40 Bluff +40 Diplomacy +40 Sense Motive +44 (5e-style Disadvantage on hunches) Intimidate +44 Survival +44 Sleight of Hand +42 Heal +32 Use Magic Device +38 (all checks are automatically a natural 20) When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks. Feats: Extra Magic Talent (x6), Extra Combat Talent (x5), True Believer (Kurrulmak), Inspired Surge [Wild Magic], Manipulate Result [Wild Magic], Risk Management [Wild Magic], Careful Caster [Wild Magic], Overpower Resistance [Wild Magic] Traits: Steel Body, Resurrected Class Features: 0/32 independent spell points Casting Talents: TELEKINESIS (Sphere Drawback: Flight)     Flight     Greater Speed PROTECTION (Sphere Drawback: Limited Protection, Ward)     Greater Barrier     Mobile Ward DESTRUCTION     Energy Strike (blast shape) ALTERATION     Elemental Transformation     Elemental Purity     Size Change     Greater Changes     Extreme Changes     Lingering Transformation         Animalistic Transformation (transformation) LIFE     Esoteric Healing     Greater Restore Martial Talents: GUARDIAN (Indifferent Defender)     Greater Delayed Damage x2     Durable     Cold Iron Call     Indomitable Equipment: Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.) Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus) Soldier's uniform Web gear (as adventurer's sash) Shrink Item'd concrete bunker/hat Antimagic Field defense Masterwork Vortex Gun, waist pack of six extra Batteries connected by Power Cable CL 25 Destruction sphere scroll-grenade: Spend a standard action and pick a point within 85'. Everyone within a 170' radius, except the caster and seven other creatures they select, take 187 + (25d6)*0.5 untyped damage: they must make *two* Reflex saves, DC 28, to halve that damage. If they failed either, they must also make two DC 28 Fortitude saves or be blinded for 13 rounds and deafened for 12. Furthermore, whether or not they made any of those saves, they also take 50 bleed damage...but a target who fails *any* of those saving throws can't heal hit point damage by any means, including fast healing or regeneration, for 12 rounds. Even if they made 'em, the bleed can be negated only through a magical skill/caster level/class level check against DC 35, or a DC 40 Heal check. If the target is undead or in any way vulnerable to sunlight, the damage is 275 + (25d8)*0.5 instead.  The blast hits ethereal or incorporeal targets as if they weren't, and is not subject to spell resistance. Traveler's Any-Tool Mess kit and canteen Handy Haversack Scroll-autoinjector A: As a swift action targeting only myself which can be accomplished even if normally unable to cast due to a condition which this could restore, cure 84 + (3d8 * 0.5) HP, heal all ability damage to any ability score as well as all ability drain to one ability score, remove 2 temporary negative levels or suppress 2 permanent ones for 8 minutes, and make a check at +8 against the CL of each negative magical effect that has a duration or can be removed with Break Enchantment or Remove Curse, dispelling it on a success. Gain DR 4/-- and immmunity to any spell so removed for 2 rounds: if *all* negative levels were removed, also gain immunity to them for the same duration. This is not a positive energy effect and works on undead just as well as the living. Additionally, gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed. Scroll-autoinjector B: As a swift action targeting only myself which can be accomplished even if normally unable to cast due to a condition which this could restore, cure 84 + (3d8 * 0.5) HP, negate the dazzled, shaken, frightened, panicked, confused, dazed, staggered, battered, fatigued, exhausted, sickened, or nauseated condition, as well as any temporary/magical removal of senses- and make a check at +8 against the DC of any poison or disease I'm suffering from to negate it as well. Gain DR 4/-- and immunity to any removed condition, poison or disease for 2 rounds. This is not a positive energy effect and works on undead just as well as the living. Additionally, gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed. Scroll-autoinjector C: As a swift action targeting only myself which can be accomplished even if normally unable to cast due to a condition which this could restore, cure 84 + (3d8 * 0.5) HP, gain an immediate Escape Artist check at a +12 circumstance bonus to any applicable condition such as entangled or grappled, remove the stunned condition, and negate any lessening of a movement speed, removal of a movement type, or loss of the power of speech. If under a paralysis effect, make a check at +8 against it, removing it on a success. Gain DR 4/-- and immunity to any condition so negated for 2 rounds. This is not a positive energy effect and works on undead just as well as the living. Additionally, gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed- and the next time a negative condition which could be removed by a Life sphere restore or Break Enchantment would affect me, it's delayed by 2 rounds before taking effect.  Scroll-autoinjector D: As a swift action targeting only myself which can be accomplished even if the damage it would cure killed me within the last 4 rounds, cure 84 + (3d8 * 0.5) HP, and gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed. Gas mask and 2 replacement canisters Amulet of Second Chances Enveloping Pit Contents: 20-ft long, 2 inch thick solid obdurium flagpole flying a silk Imperial flag, freestanding with a one-ton concrete base, with a CL 11 casting of Hardening on it: serves as the target for War sphere talent Monument 3,000 cubic feet worth of alchemical concrete 3,000 cubic feet of sand in sandbags A great deal of lumber for concrete molds, duckboards, reinforcement of trench positions and miscellaneous construction, a few hundred pounds of iron nails and other odd metal reinforcements, and miscellaneous tools collectively amounting to a Trap Bag Grants to the gestalt, will be lost if killed: True Believer (Kurrulmak) and the ability to remove things from the Enveloping Pit Telekinesis talents Flight and Greater Speed (shared with Tanya) Alteration talents: Size Change, Greater Changes, Extreme Changes, Lingering Transformation, Animalistic Transformation (transformation) Life sphere, Esoteric Healing, Greater Restore Guardian sphere (no package), Greater Delayed Damage x2, Durable, Cold Iron Call, Indomitable !Virtually all my Wild Magic feats! Inspired Surge: When using a spherecasting effect, +100% WM for +2 talents known in a base sphere I've already got Manipulate Result: When a non-major WM effect is triggered, spend an immediate to roll twice and pick the best 6/day Risk Management: After triggering a non-major WM event, spend a spell point to ignore it and roll once on the universal WM table: after triggering a major one, spend a spell point to roll four times on the universal WM table Careful Caster: Increase casting time of a sphere effect to reduce WM chance by 50% Overpower Resistance: +50% to WM chance of a spherecasting effect for +5 on SR penetration rolls   I Kompanie, 'Rock of the Rhine' (S) Strength: 34 +12 Dexterity: 39 +14 Constitution: 33 +11 Intelligence: 42 +16 Wisdom: 28 +6 Charisma: 35 +12 Note: All ability scores -12 in 24 rounds! BAB: +20/+16/+10/+5 (Prowess to +15) CMB: +40 CMD: 56 (10 +20 BAB +1 epic +12 Str +14 Dex +1 Dodge feat dodge -2 Berserking) Notes: Immune to combat maneuver attempts that are not applied to every creature in an area Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude) Ref: +26 (+10 base, +2 epic, +14 Dex) Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance, +2 Iron Will) (+3 vs. mind-affecting) (+20 vs. illusions) Notes: If it doesn't normally grant one, all mind-affecting things give a save, defaulting to (10 + 1/2 HD of attacker + attacker's appropriate ability mod) NOPE Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, anything targeting a single creature, inhaled poisons and other nonmagical effects that require breathing +1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire +2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens. Items get +12 on all saves. Mettle of Will when under half HP 1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives 1/day, reroll a nat 1 on a save from Fearless Destiny Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell 1/day, +1d6 to an attack, save or check from Heroic Destiny Defensive Abilities: Troop traits, gas masks AC: 44 (10 +14 Dex +11 armor +1 Dodge feat dodge +10 natural -2 Berserking) (-6 vs. AoOs) Flat-footed: 44 (Uncanny Dodge) Touch: 34 (10 +14 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking) HP: 16/356 (16d8+128+16+8+16+12+96+48) (22 temp HP) Notes: Immunity: crits and precision [when berserking only] Delayed damage pool 100, With martial focus, die at -98, not -46, and act as if staggered and disabled rather than unconscious when negative: without it, die at -49 May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus 1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine. Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew' Gain 22 temp HP/round w/Berserking Initiative: +24 (+14 Dex, +10 Superior Initiative) Speed: 155' (+35' competence, +30' Fast, +60' enhancement) Attacks: Troop, 4d6+25 slashing, bludgeoning and peircing Special Attacks: Fusillade: As a standard action, create four 200' lines originating from any corner of the troop's space: anyone in 'em takes 6d10+19 bludgeoning and peircing damage, Ref DC 34 half (Dex-based) Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6+13 piercing and slashing damage, Ref DC 32 half (Dex-based) Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6+13 bludgeoning, peircing and slashing damage, Ref DC 32 half (Dex-based)  Space/Reach: 20' space, 5' reach: freely, amorphously reshapable Skills: Don't forget Tanya's aura of -6 to physical skills, not incorporated here! Perception +49 (extraordinary True Seeing, +15 morale when Berserking) Stealth +62 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS) Acrobatics +52 Fly +50 Knowledge (engineering): +53 (+55 for spellcasting) Knowledge (arcana) +63 Knowledge (everything else, including martial) +47 Spellcraft +64 Disguise +40 Bluff +40 Diplomacy +40 Sense Motive +44 (5e-style Disadvantage on hunches) Intimidate +44 Survival +44 Sleight of Hand +42 Heal +34 Use Magic Device +40 (all checks are automatically a natural 20) When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks. Feats: Ability Focus (fusillade), Combat Reflexes, Dodge, Great Fortitude, Iron Will, Skill Focus (Perception), Skill Focus (Stealth), Toughness, Fearless, Heroic Destiny, Fearless Destiny, Ability Focus (mortar), Endurance, Remain Conscious, Extra Combat Talent [Guardian sphere, Indifferent Defender drawback], Extra Combat Talent [Durable], Protected Destiny Traits: Steel Body, Resurrected Equipment: Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.) Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus) Grants to the gestalt, will be lost if killed: Shared with every other Mortar Troop: Combat Reflexes Dodge Great Fortitude, Iron Will Skill Focus (Perception, Stealth) Toughness Shared with Visha: Extra Combat Talent [Guardian sphere, Indifferent Defender drawback], Extra Combat Talent [Durable] Unique: Fearless, Heroic Destiny, Fearless Destiny, Ability Focus (mortar), Endurance, Remain Conscious, Protected Destiny II Kompanie, 'Totenkopf' (S) Strength: 34 +12 Dexterity: 39 +14 Constitution: 33 +11 Intelligence: 42 +16 Wisdom: 28 +6 Charisma: 35 +12 Note: All ability scores -12 in 24 rounds! BAB: +20/+16/+10/+5 (Prowess to +15) CMB: +40 CMD: 56 (10 +20 BAB +1 epic +12 Str +14 Dex +1 Dodge feat dodge -2 Berserking) Notes: Immune to combat maneuver attempts that are not applied to every creature in an area Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude) Ref: +26 (+10 base, +2 epic, +14 Dex) Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance, +2 Iron Will) (+3 vs. mind-affecting) (+20 vs. illusions) Notes: If it doesn't normally grant one, all mind-affecting things give a save, defaulting to (10 + 1/2 HD of attacker + attacker's appropriate ability mod) NOPE Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, anything targeting a single creature, inhaled poisons and other nonmagical effects that require breathing +1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire +2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens. Items get +12 on all saves. Mettle of Will when under half HP 1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives 1/day, reroll a nat 1 on a save from Fearless Destiny Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell 1/day, +1d6 to an attack, save or check from Heroic Destiny Defensive Abilities: Troop traits, gas masks AC: 44 (10 +14 Dex +11 armor +1 Dodge feat dodge +10 natural -2 Berserking) (-6 vs. AoOs) Flat-footed: 44 (Uncanny Dodge) Touch: 34 (10 +14 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking) HP: 16/356 (16d8+128+16+8+16+12+96+48) (22 temp HP) Notes: Immunity: crits and precision [when berserking only] Delayed damage pool 100, With martial focus, die at -98, not -46, and act as if staggered and disabled rather than unconscious when negative: without it, die at -49 May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus 1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine. Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew' Gain 22 temp HP/round w/Berserking Initiative: +24 (+14 Dex, +10 Superior Initiative) Speed: 155' (+35' competence, +30' Fast, +60' enhancement) Attacks: Troop, 4d6+25 slashing, bludgeoning and peircing Special Attacks: Fusillade: As a standard action, create four 200' lines originating from any corner of the troop's space: anyone in 'em takes 6d10+19 bludgeoning and peircing damage, Ref DC 34 half (Dex-based) Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6+13 piercing and slashing damage, Ref DC 32 half (Dex-based) Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6+13 bludgeoning, peircing and slashing damage, Ref DC 32 half (Dex-based)  Space/Reach: 20' space, 5' reach: freely, amorphously reshapable Skills: Don't forget Tanya's aura of -6 to physical skills, not incorporated here! Perception +49 (extraordinary True Seeing, +15 morale when Berserking) Stealth +62 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS) Acrobatics +52 Fly +50 Knowledge (engineering): +53 (+55 for spellcasting) Knowledge (arcana) +63 Knowledge (everything else, including martial) +47 Spellcraft +64 Disguise +40 Bluff +40 Diplomacy +40 Sense Motive +44 (5e-style Disadvantage on hunches) Intimidate +44 Survival +44 Sleight of Hand +42 Heal +34 Use Magic Device +40 (all checks are automatically a natural 20) When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks. Feats: Ability Focus (fusillade), Combat Reflexes, Dodge, Great Fortitude, Iron Will, Skill Focus (Perception), Skill Focus (Stealth), Toughness, Extra Combat Talent (Berserker sphere), Extra Combat Talent (Deathless), Extra Combat Talent (Atavism), Extra Combat Talent (Warp Spasm), Improved Atavism (Magical Beast), True Rage, Improved Toughness, Dragon's Toughness Traits: Steel Body, Resurrected Equipment: Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.) Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus) Grants to the gestalt, will be lost if killed: Shared with every other Mortar Troop: Combat Reflexes Dodge Great Fortitude, Iron Will Skill Focus (Perception, Stealth) Toughness Unique: Berserker sphere, talents Deathless, Atavism [Magical Beast: Perception], Warp Spasm Improved Atavism (Magical Beast) True Rage Improved Toughness Dragon's Toughness III Kompanie, 'Wiesel' (S) Strength: 34 +12 Dexterity: 39 +14 Constitution: 33 +11 Intelligence: 42 +16 Wisdom: 28 +6 Charisma: 35 +12 Note: All ability scores -12 in 24 rounds! BAB: +20/+16/+10/+5 (Prowess to +15) CMB: +40 CMD: 56 (10 +20 BAB +1 epic +12 Str +14 Dex +1 Dodge feat dodge -2 Berserking) Notes: Immune to combat maneuver attempts that are not applied to every creature in an area Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude) Ref: +26 (+10 base, +2 epic, +14 Dex) Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance, +2 Iron Will) (+3 vs. mind-affecting) (+20 vs. illusions) Notes: If it doesn't normally grant one, all mind-affecting things give a save, defaulting to (10 + 1/2 HD of attacker + attacker's appropriate ability mod) NOPE Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, anything targeting a single creature, inhaled poisons and other nonmagical effects that require breathing +1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire +2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens. Items get +12 on all saves. Mettle of Will when under half HP 1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives 1/day, reroll a nat 1 on a save from Fearless Destiny Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell 1/day, +1d6 to an attack, save or check from Heroic Destiny Defensive Abilities: Troop traits, gas masks AC: 44 (10 +14 Dex +11 armor +1 Dodge feat dodge +10 natural -2 Berserking) (-6 vs. AoOs) Flat-footed: 44 (Uncanny Dodge) Touch: 34 (10 +14 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking) HP: 16/356 (16d8+128+16+8+16+12+96+48) (22 temp HP) Notes: Immunity: crits and precision [when berserking only] Delayed damage pool 100, With martial focus, die at -98, not -46, and act as if staggered and disabled rather than unconscious when negative: without it, die at -49 May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus 1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine. Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew' Gain 22 temp HP/round w/Berserking Initiative: +24 (+14 Dex, +10 Superior Initiative) Speed: 155' (+35' competence, +30' Fast, +60' enhancement) Attacks: Troop, 4d6+25 slashing, bludgeoning and peircing Special Attacks: Fusillade: As a standard action, create four 200' lines originating from any corner of the troop's space: anyone in 'em takes 6d10+19 bludgeoning and peircing damage, Ref DC 34 half (Dex-based) Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6+13 piercing and slashing damage, Ref DC 32 half (Dex-based) Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6+13 bludgeoning, peircing and slashing damage, Ref DC 32 half (Dex-based)  Space/Reach: 20' space, 5' reach: freely, amorphously reshapable Skills: Don't forget Tanya's aura of -6 to physical skills, not incorporated here! Perception +49 (extraordinary True Seeing, +15 morale when Berserking) Stealth +62 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS) Acrobatics +52 Fly +50 Knowledge (engineering): +53 (+55 for spellcasting) Knowledge (arcana) +63 Knowledge (everything else, including martial) +47 Spellcraft +64 Disguise +40 Bluff +40 Diplomacy +40 Sense Motive +44 (5e-style Disadvantage on hunches) Intimidate +44 Survival +44 Sleight of Hand +42 Heal +34 Use Magic Device +40 (all checks are automatically a natural 20) When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks. Feats: Ability Focus (fusillade), Combat Reflexes, Dodge, Great Fortitude, Iron Will, Skill Focus (Perception), Skill Focus (Stealth), Toughness, Extra Combat Talent (Trap sphere), Extra Combat Talent (Persistent Trap I), Extra Combat Talent (Persistent Trap II), Extra Combat Talent (Razor Wire), Extra Combat Talent (Terrain Trap), Extra Combat Talent (Opportunist), Extra Combat Talent (Penetrating Trap), Extra Combat Talent (Gladiator sphere, Humble Combatant: Uncowed) Traits: Steel Body, Resurrected Equipment: Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.) Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus) Grants to the gestalt, will be lost if killed: Shared with every other Mortar Troop: Combat Reflexes Dodge Great Fortitude, Iron Will Skill Focus (Perception, Stealth) Toughness Unique: Gladiator sphere (Humble Combatant drawback), Uncowed talent Trap sphere, talents Persistent Trap II, Razor Wire, Terrain Trap, Opportunist, Penetrating Trap (and the Craft (traps) ranks that come with 'em) Razor Wire: may place as a full-round action- or a standard, with martial focus- with a DC 5 Craft (traps) check. Persists for 1 round per point by which I beat the DC, or 10 minutes per if I instead place it as a 1-minute action, or 1 hour per if I instead place it as a 10-minute action. Occupies 6 contiguous 5' squares of my choice, and the DC to detect it is 53*. Creatures who see me set it are aware of the square I set it in, and get +5 on Perception checks against it and Reflex saves against it. If it's detected with a Perception check, it can be deactivated as a full-round action with a DC 53* Disable Device check- or attacked. It has Hardness 25, AC 35 and 65 HP. A creature who triggers it must make a DC 37 Reflex save or fall prone, take 12d6 slashing damage which overcomes magic, cold iron, silver, adamantine, and alignment-based DR. Running and charging creatures take -2 to their save. Terrain Trap: may place as a full-round action- or a standard, with martial focus- with a DC 5 Craft (traps) check. This creates a 35' radius of difficult terrain which deals 5d6 slashing and piercing damage to anyone who enters the area or ends their turn there, Reflex DC 37 for half. This damage overcomes magic, cold iron, silver, adamantine, and alignment-based DR. It returns to normal after 1 minute. Feldwebele Richtofen, Kleist and von Zeiten, regimental musicians (3) (Only Richtofen is Squadron member) Strength: 25 +7 Dexterity: 39 +14 Constitution: 33 +11 Intelligence: 48 +18 Wisdom: 22 +6 Charisma: 35 +12 BAB: +20/+16/+10/+5 (Prowess to +15) CMB: +28 (non-finesse weapon), +35 (finesse weapon) CMD: 51 (10 +20 BAB +1 epic +7 Str +14 Dex +1 dodge -2 berserking) Fort: +32 (+10 base, +2 epic, +18 Int, +2 Great Fortitude) Ref: +26 (+10 base, +2 epic, +14 Dex) Will: +39 (+12 base, +2 epic, +18 Int, +5 resistance, +2 Iron Will) (+8 vs. mind-affecting or +13 against fear) (+20 vs. illusions) Notes: If it doesn't normally grant one, all mind-affecting things give a save, defaulting to (10 + 1/2 HD of attacker + attacker's appropriate ability mod) NOPE Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, inhaled poisons and other nonmagical effects that require breathing, fear +1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire +2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens. Items get +12 on all saves. Mettle of Will when under half HP 1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives 1/day, reroll a nat 1 on a save from Fearless Destiny Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell 1/day, +1d6 to an attack, save or check from Heroic Destiny 1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack) AC: 34 (10 +14 Dex +11 armor +1 dodge -2 berserking) (-6 vs. AoOs) Flat-footed: 34 (Uncanny Dodge) Touch: 34 (10 +14 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking) Notes: 20% miss chance vs. ranged in a round I move more than 5' HP: 3d10+24+3+3+12+18+9 (16/81 HP) Notes: Immunity: crits and precision [when berserking only] Delayed damage pool 100 With martial focus, die at -98, not -46, and act as if staggered and disabled rather than unconscious when negative: without it, die at -49 May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus 1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine. Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew' Gain 22 temp HP/round w/Berserking Initiative: +24 (+14 Dex, +10 Superior Initiative) Speed: 95' (+35' competence, +30' Fast) Attacks: Karabiner 23k +43 ranged, 1d10+29+2d10 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine) Socket bayonet +43 melee, 1d6+29+2d6 piercing + 14d4 untyped, 19-20/x2 crit Struck target must make a DC 38 Fortitude save or treat all creatures as if they had concealment for 1r Attack: +20 BAB +1 epic +16 Int [Primal Blast] +6 enhancement (-2 w/fixed bayonet) (+8 for 15r w/Wild Fire) Damage: +16 Int [Primal Blast] +6 enhancement +7 circumstance +2d[weapon dice size] Improved Vital Strike (+6d6 if expending martial focus on a Deadly Shot) Notes: No penalty for firing into melee -12 to enemy energy resistance, DR and Hardness With martial focus, a 1 doesn't automiss, and reroll a natural 1 1/round A supernatural ability or spell that negates my attack, like Wind Wall, has to make a CL check against my attack roll or get ignored: an extraordinary ability, like Deflect Arrows, needs to make a combat maneuver check or likewise fail Struck target takes -2 to attacks, CMD and AC until they dig the bullet out: the penalty stacks indefinitely, one takes a move action, more take a single full-round action for all of 'em Piercing Eye permits reduction of concealment miss chance by 60% as a move action, as well as rolling twice and choosing the most favorable result when attacking Mirror Image or similar 1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack) Skills: Don't forget Tanya's aura of -6 to physical skills, not incorporated here! Perception +49 (extraordinary True Seeing, +15 morale when Berserking) Stealth +62 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS) Acrobatics +54 Fly +50 Knowledge (engineering): +53 (+55 for spellcasting) Knowledge (arcana) +63 Knowledge (everything else, including martial) +47 Spellcraft +64 Disguise +40 Bluff +40 Diplomacy +40 Sense Motive +43 (5e-style Disadvantage on hunches) Intimidate +43 Survival +43 Sleight of Hand +42 Heal +34 Use Magic Device +38 (all checks are automatically a natural 20) (Richtofen: +8) When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks. Feats: Extra Combat Talent x4  Traits: Savant, Agent of Chance Class Features: EQUIPMENT Firearm Proficiency (discipline) Unarmored Training WARLEADER Bandmaster Rousing Claxon (shout) Persisting Influence Semaphore Strategically Distant Examination Rallying Speech (shout) Equipment: Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.) Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus) Soldier's uniform Web gear (as adventurer's sash) Karabiner 23k (as M1891 Mosin-Nagant) with socket bayonet 115 rifle rounds 2x M24 Stielhandgranate (as M1919 fragmentation grenade) Folding shovel Mess kit and canteen Common backpack Healer's kit and 1 dose of opium Gas mask and 2 replacement canisters Lyre of Building Notes: '2 cubic feet a minute' is the rate given for Shovel, '30 minutes of playing is equal to the work of 100 humans laboring for 3 days' implies 30 minutes of playing produces 300 man-days = 7,200 man-hours = 432,000 man-minutes = 30 minutes of playing to 432,000 man-minutes of construction work = 1 minute of playing to 14,400 man-minutes of construction work = 1 minute of playing to 28,800 cubic feet a minute = 1 round of playing to 2,880 cubic feet a round = one serviceable two-foot wide, five-foot deep, 290-ft long trench in one six-second round per Lyre of Building Grants to the gestalt, will be lost if killed: The Warleader talents Bandmaster, Rousing Claxon (shout), Rallying Speech (shout), Persisting Influence, Semaphore, and Strategically Distant Examination (redundantly provided by all three regimental musicians: only lost if all three are dead) Gun crew, 7.7 cm field gun #1 and #2 (10) Strength: 25 +7 Dexterity: 39 +14 Constitution: 33 +11 Intelligence: 48 +18 Wisdom: 22 +6 Charisma: 35 +12 BAB: +20/+16/+10/+5 (Prowess to +15) CMB: +28 (non-finesse weapon), +35 (finesse weapon) CMD: 51 (10 +20 BAB +1 epic +7 Str +14 Dex +1 dodge -2 berserking) Fort: +32 (+10 base, +2 epic, +18 Int, +2 Great Fortitude) Ref: +26 (+10 base, +2 epic, +14 Dex) Will: +39 (+12 base, +2 epic, +18 Int, +5 resistance, +2 Iron Will) (+8 vs. mind-affecting or +13 against fear) (+20 vs. illusions) Notes: If it doesn't normally grant one, all mind-affecting things give a save, defaulting to (10 + 1/2 HD of attacker + attacker's appropriate ability mod) NOPE Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, inhaled poisons and other nonmagical effects that require breathing, fear +1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire +2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens. Items get +12 on all saves. Mettle of Will when under half HP 1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives 1/day, reroll a nat 1 on a save from Fearless Destiny Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell 1/day, +1d6 to an attack, save or check from Heroic Destiny 1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack) AC: 34 (10 +14 Dex +11 armor +1 dodge -2 berserking) (-6 vs. AoOs) Flat-footed: 34 (Uncanny Dodge) Touch: 34 (10 +14 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking) Notes: 20% miss chance vs. ranged in a round I move more than 5' HP: 3d10+24+3+3+12+18+9 (16/81 HP) Notes: Immunity: crits and precision [when berserking only] Delayed damage pool 100 With martial focus, die at -98, not -46, and act as if staggered and disabled rather than unconscious when negative: without it, die at -49 May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus 1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine. Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew' Gain 22 temp HP/round w/Berserking Initiative: +24 (+14 Dex, +10 Superior Initiative) Speed: 95' (+35' competence, +30' Fast) Attacks: Karabiner 23k +43 ranged, 1d10+29+2d10 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine) Socket bayonet +43 melee, 1d6+29+2d6 piercing + 14d4 untyped, 19-20/x2 crit Struck target must make a DC 38 Fortitude save or treat all creatures as if they had concealment for 1r Attack: +20 BAB +1 epic +16 Int [Primal Blast] +6 enhancement (-2 w/fixed bayonet) (+8 for 15r w/Wild Fire) Damage: +16 Int [Primal Blast] +6 enhancement +7 circumstance +2d[weapon dice size] Improved Vital Strike (+6d6 if expending martial focus on a Deadly Shot) Notes: No penalty for firing into melee -12 to enemy energy resistance, DR and Hardness With martial focus, a 1 doesn't automiss, and reroll a natural 1 1/round A supernatural ability or spell that negates my attack, like Wind Wall, has to make a CL check against my attack roll or get ignored: an extraordinary ability, like Deflect Arrows, needs to make a combat maneuver check or likewise fail Struck target takes -2 to attacks, CMD and AC until they dig the bullet out: the penalty stacks indefinitely, one takes a move action, more take a single full-round action for all of 'em Piercing Eye permits reduction of concealment miss chance by 60% as a move action, as well as rolling twice and choosing the most favorable result when attacking Mirror Image or similar 1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack) Skills: Don't forget Tanya's aura of -6 to physical skills, not incorporated here! Perception +49 (extraordinary True Seeing, +15 morale when Berserking) Stealth +62 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS) Acrobatics +54 Fly +50 Knowledge (engineering): +53 (+55 for spellcasting) Knowledge (arcana) +63 Knowledge (everything else, including martial) +47 Spellcraft +64 Disguise +40 Bluff +40 Diplomacy +40 Sense Motive +43 (5e-style Disadvantage on hunches) Intimidate +43 Survival +43 Sleight of Hand +42 Heal +34 Use Magic Device +38 (all checks are automatically a natural 20) (Richtofen: +8) When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks. Feats: Ability Focus (Reflex save on 6-pounder shell explosion) for gunner, Skill Focus (Profession: Seige Engineer) for everyone else: human bonus feat is Rapid Reload. Traits: Steel Body, Patient Calm (Profession: Seige Engineer) Class Features: EQUIPMENT Firearm Proficiency (discipline) Custom Training (Hotchkiss 6 pounder, Aasen mortar, Lawrence 1917 flamethrower) Unarmored Training SNIPER Equipment: Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.) Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus) Soldier's uniform Web gear (as adventurer's sash) Karabiner 23k (as M1891 Mosin-Nagant) with socket bayonet 115 rifle rounds 2x M24 Stielhandgranate (as M1919 fragmentation grenade) Folding shovel Mess kit and canteen Common backpack Healer's kit and 1 dose of opium Gas mask and 2 replacement canisters Grants to the gestalt, will be lost if killed: Next to nothing- they're pretty much just there as bodies and artillery crewmen, not feat-and-talent engines. I guess they grant the base Sniper sphere, but nothing else, redundantly with Tanya. And proficiency with their own artillery piece and the Profession (siege engineer) ranks required to use it. Whitmann and Bäke, tank crewmen Strength: 37 +13 Dexterity: 51 +20 Constitution: 45 +17 Intelligence: 54 +22 Wisdom: 34 +12 Charisma: 47 +18 Note: All ability scores -12 in 25 rounds BAB: +20/+16/+10/+5 (Prowess to +15) CMB: +34 (non-finesse weapon), +41 (finesse weapon) CMD: 64 (10 +20 BAB +1 epic +13 Str +20 Dex +1 dodge -2 berserking) Fort: +36 (+10 base, +2 epic, +22 Int, +2 Great Fortitude) Ref: +32 (+10 base, +2 epic, +20 Dex) Will: +43 (+12 base, +2 epic, +22 Int, +5 resistance) (+8 vs. mind-affecting or +13 against fear, +2 Iron Will) (+20 vs. illusions) Notes: If it doesn't normally grant one, all mind-affecting things give a save, defaulting to (10 + 1/2 HD of attacker + attacker's appropriate ability mod) Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, inhaled poisons and other nonmagical effects that require breathing, fear +1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire +2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens. Items get +12 on all saves. Mettle of Will when under half HP 1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives 1/day, reroll a nat 1 on a save from Fearless Destiny Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell 1/day, +1d6 to an attack, save or check from Heroic Destiny 1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack) AC: 46 (10 +20 Dex +11 armor +1 dodge -2 berserking +6 natural) (-6 vs. AoOs) Flat-footed: 46 (Uncanny Dodge) Touch: 40 (10 +20 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking) Notes: 20% miss chance vs. ranged in a round I move more than 5' 25% miss chance for all attacks from time stuttering [lost outside deployment zone] HP: 41 (1d10+8+1+1+12+6+3) (-6 current and max HP in 25 rounds when Con drops) (86 temp HP) Notes: Immunity: crits and precision [when berserking only] Delayed damage pool 100 With martial focus, die at -92, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -46 May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus 1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine. Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew' Gain 22 temp HP/round w/Berserking Initiative: +30 (+20 Dex, +10 Superior Initiative) Speed: 95' (+35' competence, +30' Fast) Attacks: Karabiner 23k +49 ranged, 1d10+28+2d10 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine) Socket bayonet +49 melee, 1d6+28+2d10 piercing + 14d4 untyped, 19-20/x2 crit Struck target of anything but the Maxim must make a DC 44 Fortitude save or treat all creatures as if they had concealment for 1r Attack: +20 BAB +1 epic +22 Int [Primal Blast] +6 enhancement (-2 w/fixed bayonet) (+8 for 15r w/Wild Fire) Damage: +22 Int [Primal Blast] +6 enhancement (+6d6 if expending martial focus on a Deadly Shot) Notes: No penalty for firing into melee -12 to enemy energy resistance, DR and Hardness With martial focus, a 1 doesn't automiss, and reroll a natural 1 1/round A supernatural ability or spell that negates my attack, like Wind Wall, has to make a CL check against my attack roll or get ignored: an extraordinary ability, like Deflect Arrows, needs to make a combat maneuver check or likewise fail Struck target takes -2 to attacks, CMD and AC until they dig the bullet out: the penalty stacks indefinitely, one takes a move action, more take a single full-round action for all of 'em Piercing Eye permits reduction of concealment miss chance by 60% as a move action, as well as rolling twice and choosing the most favorable result when attacking Mirror Image or similar 1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack) Skills: Perception +56 (extraordinary True Seeing, +15 morale when Berserking) Stealth +65 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS) Acrobatics +57 Fly +53 Knowledge (engineering): +59 (+61 for spellcasting) Knowledge (arcana) +68 Knowledge (everything else, including martial) +53 Spellcraft +70 Disguise +46 Bluff +46 Diplomacy +46 Sense Motive +70 (5e-style Disadvantage on hunches) Intimidate +50 Survival +50 Sleight of Hand +45 Heal +40 Use Magic Device +46 (all checks are automatically a natural 20) Profession (driver) +16 (+2 when taking 10) When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks. Feats: Racial Heritage (Kobold) and Kobold Confidence for driver: Ability Focus (Reflex save on cannon shell) and Rapid Reload for gunner Traits: Steel Body, Patient Calm (Profession: Driver) Class Features: Gunner: EQUIPMENT Firearm Proficiency (discipline) Custom Training (Hotchkiss 6 pounder, Maxim gun, Cannon) BARRAGE Driver: EQUIPMENT Firearm Proficiency (discipline) ATHLETICS (Driver drawback, run package) Ace Pilot Swift Movement Shoot and Scoot   Equipment: Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.) Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus) Soldier's uniform Web gear (as adventurer's sash) Karabiner 23k (as M1891 Mosin-Nagant) with socket bayonet 115 rifle rounds 2x M24 Stielhandgranate (as M1919 fragmentation grenade) Folding shovel Mess kit and canteen Common backpack Healer's kit and 1 dose of opium Gas mask and 2 replacement canisters Panzer IIz light tank. Crewed statistics are: PzKpfw IIz, Colossal construct (S) Strength: 58 +24 Dexterity: 29 +9 Constitution: -- Intelligence: -- Wisdom: -- Charisma: -- All ability scores -12 in 25 rounds! AC 59 (10 +9 Dex -8 size +7 armor +26 natural +6 enhancement to natural +3 Haste dodge +6 deflection) Touch: 20 Flat-footed: 50 25% miss chance for all attacks from time stuttering [lost outside deployment zone] 10 decoy illusions causing 50% miss chance. Any miss caused by this destroys 1 decoy illusion. Not automatically negated by blindsense, blindsight, Detect Magic, echolocation, scent, lifesense, or tremorsense: True Seeing or thoughtsense will do it. HP 280 (Hardness 41, DR 3/-- until that DR blocks 30 damage, Regeneration 3/acid: becomes helpless at 0 HP instead of 'unconcious') (290-HP Greater Barrier, reduces all damage dealt to it by 14, recovers 14 HP at the start of each turn) Barrier HP: 250 max Fort +26 (+6 base, +12 Artifact Lord, +8 Staunch Resistance) (Construct immunities) Ref +38 (+6 base, +12 Artifact Lord, +3 dodge, +8 Staunch Resistance, +9 Dex) Will +26 (+6 base, +12 Artifact Lord, +8 Staunch Resistance) (Construct immunities: really, truly no-joke mindless) Speed 125' (+60' enhancement, Haste) Space 30', Reach 20' Ranged Attacks: Cannon +50 ranged, 12d6+35+10d6 [not multiplied on a crit] bludgeoning and peircing +14d4 untyped, 20/x3 crit, range increment 400'. Reload takes 4 rounds, but happens automatically without needing to spend actions on it so long as at least one move action was spent to move: otherwise, 1 move action. Does not target touch AC, but all those within 15' of the target suffer half damage, DC 24 Reflex save negates. 40 rounds. Maxim gun +45/+45 ranged, 2d8+13 bludgeoning and piercing, 20/x4 crit, range 120', misfire 1-2. Targets touch within first range increment. Attacks all creatures in a line, making a separate attack roll against each until striking an impenetrable barrier or a range of 1200' is reached: concealment doesn't apply, misfire occurs only if all attacks misfire. Special Qualities: DC 10 Profession (driver) check from at least one crew member required for it to be able to take actions Treated as a quadruped for carrying capacity, fully encloses all occupants and crewmen granting total cover Grants to the gestalt, will be lost if killed: Kobold Confidence feat Barrage sphere Athletics talents: Ace Pilot, Shoot and Scoot
  7. No wide-area BFC during buff rounds, even if not damaging or hindering enemy at start of play! I'm putting a new Buff Round's worth of actions here without removing the last one so as to be able to use the old one as a reference. (S) denotes a Squadron member. Overmind (S) Standard: A casting of the Clear Skies mantle on squadron member Tanya: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. One spell point for the base effect, another to mirror the effect across every member of the squadron via the Mass Command feat- reducing the effect's duration to an hour. She, and every other squadron member, treats the weather as five steps less severe. Another spell point has been spent on the Tenacious Spell metamagic, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed and increasing the casting time to a full-round action- and another two (reduced with Metamagic Enhancement) to bump the casting time down from a full-round to a standard action with Quicken Spell. Swift: CL 25 casting of the Time sphere Haste ability on squadron member Tanya: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Improved Haste and Temporal Haste talents. A spell point has been spent to enable it to last 25 rounds without concentration, another for Temporal Haste to work and another to mirror the effect across every member of the squadron via the Mass Command feat. The casting has been decreased to a swift action with 2 spell points (reduced with Metamagic Enhancement class feature) Move: Use Directed Motion to grant all cohorts an extra move action that can only be used to move. Move 2 (Directed Motion): Swift 2 (Twist Time): Use Deluxe Mage Barrier sphere-like ability on Tanya-self. This breaks line of effect for anything that requires it until you chew through 290 HP, and requires a DC 49 Perception check to perceive: see the Other Notes section of my sheet for full details. Move/Swift 3 (Temporal Haste): CL 25 casting of the Flow manabond. One spell point spent to get it going, a second to permit me to target both my Tanya-self and Visha-self via Magical Conduit, and persists indefinitely at infinite range via Infinite Bond. Its ordinary effects are made pretty much irrelevant by the effects of the Vassalize talent, which permit the overmind to use the spell points of the targets as they were its own on spherecasting effects- which it does in preference to its own, since they're effectively lost if they're taken out. [Note: Switch out this one for the default Mystical Bond for free CL boosts, or maybe Inspired Surge up another.] Multispell:   Visha (S): Standard: Empty held Portable Hole, dumping its contents- 3,000 cubic feet of sand in sandbags, a great deal of lumber for concrete molds, duckboards, reinforcement of trench positions and miscellaneous construction, a few hundred pounds of iron nails and other odd metal reinforcements, and miscellaneous tools collectively amounting to a Trap Bag- and a 20-foot long, 2-inch thick flagpole flying a silk Imperial flag on a one-ton concrete base, shaped to be self-righting. Move: Draw Vortex Gun. Swift: Use Deluxe Mage Barrier sphere-like ability on self. This breaks line of effect for anything that requires it until you chew through 290 HP, and requires a DC 49 Perception check to perceive: see the Other Notes section of my sheet for full details. Swift 2 (Twist Time): A CL 25 use of the Alteration sphere Shapeshift ability on herself: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Size Change and Size Mastery talents. A spell point has been spent to let the effect last 250 minutes without concentration, another to use Size Mastery, and another two to decrease the casting time to a swift action with Quicken Spell (cost reduced with Metamagic Enhancement class feature). This grants 1 trait (base) + 5 (1 per 5 CL) + 1 (Greater Changes) + 1 (Extreme Changes) = 8 traits. Trait 1: The Earth variation of the Elemental Movement trait of Elemental Transformation, giving me a 100' burrow speed and Earth Glide Trait 2: The Earth variation of the Elemental Movement trait of Elemental Transformation, using the option to boost a movement speed rather than replacing it to boost my Burrow move to 150' Trait 3: A Size Change to Fine Trait 4: The Dodge trait from Agile Trait 5: The Evasion trait from Agile Trait 6: The Initiative trait from Agile Trait 7: Darkvision 60' Trait 8: Low-light vision Move 2 (Directed Motion): Move/Swift 3 (Temporal Haste): Multispell:   Richtofen (Musician 1): (S) Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement].  This barrier breaks Line of Effect for any effect requiring it until it's busted! Swift: CL 25 casting of a manabond. +100% Wild magic chance to gain the effects of the Soulmate (manabond) talent and What's Yours is Ours via Inspired Surge. One spell point spent to get it going, a second to permit me to target each other regimental musician and all 10 of the gunnery crew, and persists indefinitely at infinite range via Infinite Bond. Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on fortifying the start zone. Lay down sandbag walls in central area. Swift 2 (Twist Time): Multispell: Move 2/Swift 3 (Temporal Haste): Kleist (Musician 2): Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement].  This barrier breaks Line of Effect for any effect requiring it until it's busted! Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on fortifying the start zone. Bridge outlying pillars. Swift: Swift 2 (Twist Time): Multispell: Move 2/Swift 3 (Temporal Haste): von Zeiten (Musician 3): Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement].  This barrier breaks Line of Effect for any effect requiring it until it's busted! Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on fortifying the start zone. Secure each end of the bridge with pitons and alchemical concrete, lay sandbag walls on outlying pillars. Swift: Swift 2 (Twist Time): Multispell: Move 2/Swift 3 (Temporal Haste): I Kompanie (S) Move: Move into position now that bridges are in place. Standard: Trigger Mustard Gas cylinder. Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): Move/Swift 3 (Temporal Haste): II Kompanie (S) Move: Move into position now that bridges are in place. Standard: Trigger Mustard Gas cylinder. Swift: Use a CL 25 Quicken Spell'd application of Telekinesis on self for 2 SP, reduced by Metamagic Enhancement- spending a spell point on Sustained Force to let it apply for 25 minutes, and spending another on Mass Command to clone the effect across every Squadron member- gaining them all a fly speed of 90'. They're still manning the sandbag line, for now- this is just in case someone has the bright idea of wrecking the bridges. Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): Move/Swift 3 (Temporal Haste): III Kompanie: (S) Move: Move into position now that bridges are in place. Standard: Trigger Mustard Gas cylinder. Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): Move/Swift 3 (Temporal Haste):   Tanya (S) Swift: A CL 25 use of the Alteration sphere Shapeshift ability on herself: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Cosmic Body and Star-Spawn Body talents. A spell point has been spent to let the effect last 250 minutes without concentration, another to use Star-Spawn Body traits, another to use the Ethereal trait, and another two to decrease the casting time to a swift action with Quicken Spell (cost reduced with Metamagic Enhancement class feature). This grants 1 trait (base) + 5 (1 per 5 CL) + 1 (Greater Changes) + 1 (Extreme Changes) = 8 traits. Trait 1: The Fire variation of the Elemental Movement trait of Elemental Transformation, replacing my base racial 30' movement speed with a 100' one Trait 2: The Fire variation of the Elemental Movement trait of Elemental Transformation, using the option to boost a movement speed rather than replacing it to boost my base move to 150' Trait 3: The Sprint trait of Animalistic Transformation: 1/minute as a free action, increase one base move speed by +70' Trait 4: Ethereal, via Cosmic Body Trait 5: Spiritual Touch, via Cosmic Body: weapons and natural weapons have Ghost Touch Trait 6: Shadow Blend, via Cosmic Body: concealment in normal light, though not bright light Trait 7: Impossible Geometries, via Star-Spawn Body: 50% miss chance against all attacks. True Seeing negates, but anyone who does has to make a DC 37 Will save vs. mind-affecting or be staggered for 1d4 rounds Trait 8: Air Mastery: airborne targets have -3 on attack and damage towards me Standard: Ready action: full move straight up the moment my initiative hits. Move:  Move 2 (Directed Motion): Move/Swift 3 (Temporal Haste):      Author Posted August 12 (edited) Prefight buffs for everyone: CL 25 casting of Greater Enhance Equipment on every item of weaponry except the grenades, another of Natural Enhancement on everyone's natural armor. Effect: +6 enhancement bonus to attack and damage and +6 to natural armor for everyone, lasting 25h CL 35 casting of the Invigorate ability of the Life sphere, augmented by the Chaotic Flexibility'd talents Deeper Healing and Greater Invigorate. 86 temp HP for everyone, lasting 35 hours (WM Chance: 270%, reduced by 50% w/Careful Caster, 2/5 of yesterday's Manipulate Result used for 5e-style Advantage on wild magic rolls, extra spell point spent on Risk Management for four rolls on the Universal table rather than a major event if the 70% shakes out badly) CL 33 casting of the Chaotic Flexibility'd talent Latent Healing (cure option)+Deeper Healing, with the help of two Inspired Surge'd (cure) talents- everyone has one application of 6d8+99 HP healing they can activate as a swift action (WM Chance 220%, rolled upon use rather than upon buffing) CL 33 casting of the Chaotic Flexibility'd talent Latent Healing (Invigorate option)+Deeper Healing, with the help of an Inspired Surge'd Greater Invigorate- everyone has one application of 82 temp HP they can activate as a swift action (WM Chance 220%, rolled upon use rather than upon buffing) CL 25 casting of the Inspired Surge'd Mind sphere talent Terrifying Mind- +5 morale against mind-affecting, +10 morale vs. fear (WM chance 110%) CL 25 casting of the Inspired Surge'd Protection (ward) talent Inner Peace- +4 morale against fear, emotional and mind-affecting, all such affects permit a save even if not normally allowed. If it doesn't normally grant one, default to (10 + 1/2 HD of attacker + attacker's appropriate ability mod) (WM chance 110%) CL 25 casting of the Inspired Surge'd Protection (ward) talent Mystic Shell- 3 layers, whenever a magical effect on me would be successfully dispelled, a layer is lost instead. (WM chance 110%) CL 25 casting of Totem of Tactical Coordination, augmented by Monument and the Inspired Surge'd War sphere talents Penetrating Totems and Totem Merger, attached to the ornate, obdurium flagpole on a big 'ol concrete base kept in Visha's Enveloping Pit. (WM chance 110%) CL 33 Contingency on the Tanya-self body: Warp effect. A Chaotic Flexibility'd Distant Teleport + Unseeing Teleport and an Inspired Surge'd True Teleport+Recall effect combine to produce the following effect: whenever Tanya identifies an opponent using a Disjunction or Antimagic Field effect, teleport two miles straight up, leaving behind a beacon she can choose to teleport back to without spending an action at any point in the next 33 rounds. This takes up 3 spell points. (WM chance 175%, reduced by -50% w/Careful Caster: WM effect doesn't happen until the Contingency triggers) PLANNED 1ST-ROUND BUFF ROUTINE Recheck SP counts. Overmind (S) 24 SP Standard: A casting of Control Weather, base 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, total WM chance 120%. [A use of the Wild Fire invocation is used off of the Tap Chaos to add +8 to attacks, saves and AC for 15 rounds.]. Two spell points have been spent on Greater Weather to allow three categories of weather to be affected at once, another point on Severe Weather to improve the severity level I can raise it to, and another two on Radiation Lord to let me control Fallout- increasing Precipitation, Wind and Fallout to Category 7+2 at a speed of 3 level changes per round via the Tempestarii's Rapid Weather class feature. Three spell points have been spent via Climatic Shift to make it a permanent, undispellable effect replacing the natural weather, and this change in weather is effective to a 3,500' radius. A spell point has been spent on Ectoplasmic Spell: the unnatural weather extends to the Astral and Ethereal and has full effect against incorporeal creatures. One has been spent for Disruptive Spell: to use a spherecasting effect or spell, anyone affected by a weather effect must make a Concentration check with a DC equal to that weather effect + 1/2 the CL of the sphere ability or spell. Three have been spent on Burrowing Magic: the unnatural weather ignores all barriers and there is no shelter against it. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a standard action with 2 spell points (reduced with Metamagic Enhancement class feature) and a use of Quicken Spell.   2 spell points have been spent on Baleful Storm. Once Precipitation hits severity 4, I can reanimate any number of corpses within the area as a move action without paying the Reanimate ability's base cost: they only last as long as the rain does. Such undead creatures will get a +8 enhancement bonus to their Dexerity via Superior Reanimation, and are raised as Fast, Relentless, Gasburst (Mustard Gas) Zombies via Expanded Necromancy. The wind is set to blow towards my opponent, bypassing the usual 1d4 roll to determine the wind's direction when releasing mustard gas from a gas cylinder. DCs to avoid being blown away in the area, to move against the wind when checked, and the wind-based penalty to Perception checks are increased by +16, and wind-based penalties to ranged attacks are increased by -8.  When lightning strikes begin when Wind and Precipitation hit severity 4, they happen once a round, not once a minute, and I can dictate where they go. Via the Contamination Lord talent, once Wind and Fallout hit severity 4, the fallout ignores immunity to poison, ability damage, and ability drain. Creatures without Strength or Constitution scores take 8 points of fire damage for every point of ability damage that they would otherwise take. Damage done to objects by weather effects within the area is doubled: if the damage is area damage, it ignores the halving of energy damage that objects normally experience. All damage dealt by weather effects within the area is maximized. Swift: CL 25 casting of the Time sphere Haste ability on squadron member Richtofen: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Improved Haste and Temporal Haste talents. A spell point has been spent to enable it to last 25 rounds without concentration, another for Temporal Haste to work and another to mirror the effect across every member of the squadron via the Mass Command feat. The casting has been decreased to a swift action with 2 spell points (reduced with Metamagic Enhancement class feature) Move: Directed Motion: every cohort gets a move action which can be used only to move Swift 2 (Twist Time): Swift/Move 2 (Temporal Haste): CL 25 casting of the Flow manabond. One spell point spent to get it going, a second to permit me to target both my Tanya-self and Visha-self via Magical Conduit, and persists indefinitely at infinite range via Infinite Bond. Its ordinary effects are made pretty much irrelevant by the effects of the Vassalize talent, which permit the overmind to use the spell points of the targets as they were its own on spherecasting effects- which it does in preference to its own, since they're effectively lost if they're taken out. [Note: Switch out this one for the default Mystical Bond for free CL boosts, or maybe Inspired Surge up another.] Multispell: Use Deluxe Mage Barrier sphere-like ability on Tanya-self. Tanya (S) 9 SP Delays until after Visha if higher Initiative Swift: A CL 25 use of the Alteration sphere Shapeshift ability on herself: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Cosmic Body and Star-Spawn Body talents. A spell point has been spent to let the effect last 250 minutes without concentration, another to use Star-Spawn Body traits, another to use the Ethereal trait, and another two to decrease the casting time to a swift action with Quicken Spell (cost reduced with Metamagic Enhancement class feature). This grants 1 trait (base) + 5 (1 per 5 CL) + 1 (Greater Changes) + 1 (Extreme Changes) = 8 traits. Trait 1: The Fire variation of the Elemental Movement trait of Elemental Transformation, replacing my base racial 30' movement speed with a 100' one Trait 2: The Fire variation of the Elemental Movement trait of Elemental Transformation, using the option to boost a movement speed rather than replacing it to boost my base move to 150' Trait 3: The Sprint trait of Animalistic Transformation: 1/minute as a free action, increase one base move speed by +70' Trait 4: Ethereal, via Cosmic Body Trait 5: Spiritual Touch, via Cosmic Body: weapons and natural weapons have Ghost Touch Trait 6: Shadow Blend, via Cosmic Body: concealment in normal light, though not bright light Trait 7: Impossible Geometries, via Star-Spawn Body: 50% miss chance against all attacks. True Seeing negates, but anyone who does has to make a DC 37 Will save vs. mind-affecting or be staggered for 1d4 rounds Trait 8: Air Mastery: airborne targets have -3 on attack and damage towards me Multispell: Free Action: Activate Sprint, boosting fly speed to 1,035' (base land speed 150', +60' enhancement from Temporal Haste, +35' competence from Swift Movement, +30' from Time sphere Incanter specialization, +70' from Haste, 345' total- tripled to 1,035' w/Angel Rings) Full-Round: Run action straight up. This gets me to an altitude of 5,175 ft. Swift 2 (Twist Time): Use Illusion. One spell point to create a Glamer (of self moving in a wide, clockwise circle over the ground) incorporating all five senses plus magical aura, another to make it a Lingering Illusion, and two on Archwizard-cost-reduced Quicken Spell to make it a swift action. Move: Move straight up. Move 2 (Directed Motion): Move straight up Move/Swift 3 (Temporal Haste): Move at a 45' angle up and southeast. Altitude should be 7,760', 530' southeast from starting location. Visha (S): 12 SP Move/Swift 3 (Temporal Haste): A casting of the Clear Skies mantle on squadron member Tanya: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. One spell point for the base effect, another to mirror the effect across every member of the squadron via the Mass Command feat- reducing the effect's duration to an hour. She, and every other squadron member, treats the weather as five steps less severe. Another spell point has been spent on the Tenacious Spell metamagic, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed and increasing the casting time to a full-round action- and another two (reduced with Metamagic Enhancement) to bump the casting time down from a full-round to a move action. Swift 2 (Twist Time): A CL 25 use of the Alteration sphere Shapeshift ability on herself: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Size Change and Size Mastery talents. A spell point has been spent to let the effect last 250 minutes without concentration, another to use Size Mastery, and another two to decrease the casting time to a swift action with Quicken Spell (cost reduced with Metamagic Enhancement class feature). This grants 1 trait (base) + 5 (1 per 5 CL) + 1 (Greater Changes) + 1 (Extreme Changes) = 8 traits. Trait 1: The Earth variation of the Elemental Movement trait of Elemental Transformation, giving me a 100' burrow speed and Earth Glide Trait 2: The Earth variation of the Elemental Movement trait of Elemental Transformation, using the option to boost a movement speed rather than replacing it to boost my Burrow move to 150' Trait 3: A Size Change to Fine Transformation: The shape of a pygmy mouse via Animalistic Transformation Trait 4: The Dodge trait from Agile Trait 5: The Evasion trait from Agile Trait 6: The Initiative trait from Agile Trait 7: Darkvision 60' Trait 8: Low-light vision Standard: Empty Portable Hole Move: Earth Glide 150'- initially straight downwards for 100', then northwest 45'. Swift: Use Deluxe Mage Barrier sphere-like ability on self. Multispell: Move 2 (Directed Motion):   I Kompanie (S) Standard: Trigger Mustard Gas cylinder. Move: Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): Move/Swift 3 (Temporal Haste): II Kompanie (S) Standard: Trigger Mustard Gas cylinder. Move: Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): Move/Swift 3 (Temporal Haste): III Kompanie: (S) Standard: Trigger Mustard Gas cylinder. Move: Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): Move/Swift 3 (Temporal Haste): Richtofen (Musician 1): (S) 6 SP Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement].  Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): Move/Swift 3 (Temporal Haste): Kleist (Musician 2): 6 SP Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement].  Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system Swift: CL 25 casting of a manabond. +100% Wild magic chance to gain the effects of the Soulmate (manabond) talent and What's Yours is Ours via Inspired Surge. One spell point spent to get it going, a second to permit me to target each other regimental musician and all 10 of the gunnery crew, and persists indefinitely at infinite range via Infinite Bond. Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): von Zeiten (Musician 3): 6 SP Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement].  Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): Gun Crew #1: Standard: +100% Wild magic chance via Inspired Surge to gain the effects of the Transfer and Retained Imbuement Mana talents via Inspired Surge. Spend a spell point to target Richtofen with Transfer, granting him seven temporary spell points that can only be spent on the next Spherecasting effect he uses, otherwise lasting 25 minutes. Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds. Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion):   Author Posted August 12 (edited) Prefight buffs for everyone: CL 25 casting of Greater Enhance Equipment on every item of weaponry except the grenades, another of Natural Enhancement on everyone's natural armor. Effect: +6 enhancement bonus to attack and damage and +6 to natural armor for everyone, lasting 25h CL 35 casting of the Invigorate ability of the Life sphere, augmented by the Chaotic Flexibility'd talents Deeper Healing and Greater Invigorate. 86 temp HP for everyone, lasting 35 hours (WM Chance: 270%, reduced by 50% w/Careful Caster, 2/5 of yesterday's Manipulate Result used for 5e-style Advantage on wild magic rolls, extra spell point spent on Risk Management for four rolls on the Universal table rather than a major event if the 70% shakes out badly) CL 33 casting of the Chaotic Flexibility'd talent Latent Healing (cure option)+Deeper Healing, with the help of two Inspired Surge'd (cure) talents- everyone has one application of 6d8+99 HP healing they can activate as a swift action (WM Chance 220%, rolled upon use rather than upon buffing) CL 33 casting of the Chaotic Flexibility'd talent Latent Healing (Invigorate option)+Deeper Healing, with the help of an Inspired Surge'd Greater Invigorate- everyone has one application of 82 temp HP they can activate as a swift action (WM Chance 220%, rolled upon use rather than upon buffing) CL 25 casting of the Inspired Surge'd Mind sphere talent Terrifying Mind- +5 morale against mind-affecting, +10 morale vs. fear (WM chance 110%) CL 25 casting of the Inspired Surge'd Protection (ward) talent Inner Peace- +4 morale against fear, emotional and mind-affecting, all such affects permit a save even if not normally allowed. If it doesn't normally grant one, default to (10 + 1/2 HD of attacker + attacker's appropriate ability mod) (WM chance 110%) CL 25 casting of the Inspired Surge'd Protection (ward) talent Mystic Shell- 3 layers, whenever a magical effect on me would be successfully dispelled, a layer is lost instead. (WM chance 110%) CL 25 casting of Totem of Tactical Coordination, augmented by Monument and the Inspired Surge'd War sphere talents Penetrating Totems and Totem Merger, attached to the ornate, obdurium flagpole on a big 'ol concrete base kept in Visha's Enveloping Pit. (WM chance 110%) CL 33 Contingency on the Tanya-self body: Warp effect. A Chaotic Flexibility'd Distant Teleport + Unseeing Teleport and an Inspired Surge'd True Teleport+Recall effect combine to produce the following effect: whenever Tanya identifies an opponent using a Disjunction or Antimagic Field effect, teleport two miles straight up, leaving behind a beacon she can choose to teleport back to without spending an action at any point in the next 33 rounds. This takes up 3 spell points. (WM chance 175%, reduced by -50% w/Careful Caster: WM effect doesn't happen until the Contingency triggers) PLANNED 1ST-ROUND BUFF ROUTINE Recheck SP counts. Overmind (S) 24 SP Standard: A casting of Control Weather, base 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, total WM chance 120%. [A use of the Wild Fire invocation is used off of the Tap Chaos to add +8 to attacks, saves and AC for 15 rounds.]. Two spell points have been spent on Greater Weather to allow three categories of weather to be affected at once, another point on Severe Weather to improve the severity level I can raise it to, and another two on Radiation Lord to let me control Fallout- increasing Precipitation, Wind and Fallout to Category 7+2 at a speed of 3 level changes per round via the Tempestarii's Rapid Weather class feature. Three spell points have been spent via Climatic Shift to make it a permanent, undispellable effect replacing the natural weather, and this change in weather is effective to a 3,500' radius. A spell point has been spent on Ectoplasmic Spell: the unnatural weather extends to the Astral and Ethereal and has full effect against incorporeal creatures. One has been spent for Disruptive Spell: to use a spherecasting effect or spell, anyone affected by a weather effect must make a Concentration check with a DC equal to that weather effect + 1/2 the CL of the sphere ability or spell. Three have been spent on Burrowing Magic: the unnatural weather ignores all barriers and there is no shelter against it. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a standard action with 2 spell points (reduced with Metamagic Enhancement class feature) and a use of Quicken Spell.   2 spell points have been spent on Baleful Storm. Once Precipitation hits severity 4, I can reanimate any number of corpses within the area as a move action without paying the Reanimate ability's base cost: they only last as long as the rain does. Such undead creatures will get a +8 enhancement bonus to their Dexerity via Superior Reanimation, and are raised as Fast, Relentless, Gasburst (Mustard Gas) Zombies via Expanded Necromancy. The wind is set to blow towards my opponent, bypassing the usual 1d4 roll to determine the wind's direction when releasing mustard gas from a gas cylinder. DCs to avoid being blown away in the area, to move against the wind when checked, and the wind-based penalty to Perception checks are increased by +16, and wind-based penalties to ranged attacks are increased by -8.  When lightning strikes begin when Wind and Precipitation hit severity 4, they happen once a round, not once a minute, and I can dictate where they go. Via the Contamination Lord talent, once Wind and Fallout hit severity 4, the fallout ignores immunity to poison, ability damage, and ability drain. Creatures without Strength or Constitution scores take 8 points of fire damage for every point of ability damage that they would otherwise take. Damage done to objects by weather effects within the area is doubled: if the damage is area damage, it ignores the halving of energy damage that objects normally experience. All damage dealt by weather effects within the area is maximized. Swift: CL 25 casting of the Time sphere Haste ability on squadron member Richtofen: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Improved Haste and Temporal Haste talents. A spell point has been spent to enable it to last 25 rounds without concentration, another for Temporal Haste to work and another to mirror the effect across every member of the squadron via the Mass Command feat. The casting has been decreased to a swift action with 2 spell points (reduced with Metamagic Enhancement class feature) Move: Directed Motion: every cohort gets a move action which can be used only to move Swift 2 (Twist Time): Swift/Move 2 (Temporal Haste): CL 25 casting of the Flow manabond. One spell point spent to get it going, a second to permit me to target both my Tanya-self and Visha-self via Magical Conduit, and persists indefinitely at infinite range via Infinite Bond. Its ordinary effects are made pretty much irrelevant by the effects of the Vassalize talent, which permit the overmind to use the spell points of the targets as they were its own on spherecasting effects- which it does in preference to its own, since they're effectively lost if they're taken out. [Note: Switch out this one for the default Mystical Bond for free CL boosts, or maybe Inspired Surge up another.] Multispell: Use Deluxe Mage Barrier sphere-like ability on Tanya-self. Tanya (S) 9 SP Delays until after Visha if higher Initiative Swift: A CL 25 use of the Alteration sphere Shapeshift ability on herself: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Cosmic Body and Star-Spawn Body talents. A spell point has been spent to let the effect last 250 minutes without concentration, another to use Star-Spawn Body traits, another to use the Ethereal trait, and another two to decrease the casting time to a swift action with Quicken Spell (cost reduced with Metamagic Enhancement class feature). This grants 1 trait (base) + 5 (1 per 5 CL) + 1 (Greater Changes) + 1 (Extreme Changes) = 8 traits. Trait 1: The Fire variation of the Elemental Movement trait of Elemental Transformation, replacing my base racial 30' movement speed with a 100' one Trait 2: The Fire variation of the Elemental Movement trait of Elemental Transformation, using the option to boost a movement speed rather than replacing it to boost my base move to 150' Trait 3: The Sprint trait of Animalistic Transformation: 1/minute as a free action, increase one base move speed by +70' Trait 4: Ethereal, via Cosmic Body Trait 5: Spiritual Touch, via Cosmic Body: weapons and natural weapons have Ghost Touch Trait 6: Shadow Blend, via Cosmic Body: concealment in normal light, though not bright light Trait 7: Impossible Geometries, via Star-Spawn Body: 50% miss chance against all attacks. True Seeing negates, but anyone who does has to make a DC 37 Will save vs. mind-affecting or be staggered for 1d4 rounds Trait 8: Air Mastery: airborne targets have -3 on attack and damage towards me Multispell: Free Action: Activate Sprint, boosting fly speed to 1,035' (base land speed 150', +60' enhancement from Temporal Haste, +35' competence from Swift Movement, +30' from Time sphere Incanter specialization, +70' from Haste, 345' total- tripled to 1,035' w/Angel Rings) Full-Round: Run action straight up. This gets me to an altitude of 5,175 ft. Swift 2 (Twist Time): Use Illusion. One spell point to create a Glamer (of self moving in a wide, clockwise circle over the ground) incorporating all five senses plus magical aura, another to make it a Lingering Illusion, and two on Archwizard-cost-reduced Quicken Spell to make it a swift action. Move: Move straight up. Move 2 (Directed Motion): Move straight up Move/Swift 3 (Temporal Haste): Move at a 45' angle up and southeast. Altitude should be 7,760', 530' southeast from starting location. Visha (S): 12 SP Move/Swift 3 (Temporal Haste): A casting of the Clear Skies mantle on squadron member Tanya: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. One spell point for the base effect, another to mirror the effect across every member of the squadron via the Mass Command feat- reducing the effect's duration to an hour. She, and every other squadron member, treats the weather as five steps less severe. Another spell point has been spent on the Tenacious Spell metamagic, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed and increasing the casting time to a full-round action- and another two (reduced with Metamagic Enhancement) to bump the casting time down from a full-round to a move action. Swift 2 (Twist Time): A CL 25 use of the Alteration sphere Shapeshift ability on herself: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Size Change and Size Mastery talents. A spell point has been spent to let the effect last 250 minutes without concentration, another to use Size Mastery, and another two to decrease the casting time to a swift action with Quicken Spell (cost reduced with Metamagic Enhancement class feature). This grants 1 trait (base) + 5 (1 per 5 CL) + 1 (Greater Changes) + 1 (Extreme Changes) = 8 traits. Trait 1: The Earth variation of the Elemental Movement trait of Elemental Transformation, giving me a 100' burrow speed and Earth Glide Trait 2: The Earth variation of the Elemental Movement trait of Elemental Transformation, using the option to boost a movement speed rather than replacing it to boost my Burrow move to 150' Trait 3: A Size Change to Fine Transformation: The shape of a pygmy mouse via Animalistic Transformation Trait 4: The Dodge trait from Agile Trait 5: The Evasion trait from Agile Trait 6: The Initiative trait from Agile Trait 7: Darkvision 60' Trait 8: Low-light vision Standard: Empty Portable Hole Move: Earth Glide 150'- initially straight downwards for 100', then northwest 45'. Swift: Use Deluxe Mage Barrier sphere-like ability on self. Multispell: Move 2 (Directed Motion):   I Kompanie (S) Standard: Trigger Mustard Gas cylinder. Move: Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): Move/Swift 3 (Temporal Haste): II Kompanie (S) Standard: Trigger Mustard Gas cylinder. Move: Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): Move/Swift 3 (Temporal Haste): III Kompanie: (S) Standard: Trigger Mustard Gas cylinder. Move: Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): Move/Swift 3 (Temporal Haste): Richtofen (Musician 1): (S) 6 SP Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement].  Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): Move/Swift 3 (Temporal Haste): Kleist (Musician 2): 6 SP Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement].  Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system Swift: CL 25 casting of a manabond. +100% Wild magic chance to gain the effects of the Soulmate (manabond) talent and What's Yours is Ours via Inspired Surge. One spell point spent to get it going, a second to permit me to target each other regimental musician and all 10 of the gunnery crew, and persists indefinitely at infinite range via Infinite Bond. Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): von Zeiten (Musician 3): 6 SP Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement].  Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): Gun Crew #1: 1 SP Standard: +100% Wild magic chance via Inspired Surge to gain the effects of the Transfer and Retained Imbuement Mana talents via Inspired Surge. Spend a spell point to target Richtofen with Transfer, granting him seven temporary spell points that can only be spent on the next Spherecasting effect he uses, otherwise lasting 25 minutes. Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds. Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion):   Gun Crew #2: Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer.  Standard: Use Chaotic Flexibility invocation to get 1d3 of the following talents in this order: Mental Enhancement, Physical Enhancement, Inherent Enhancement. Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion):     Gun Crew #3: 4 SP Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer.  Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor. Spend one spell point to grant a +12 untyped bonus to Constitution. Spend another on Dual Enhancement to also grant one to Dexterity. Spend another to let it last for 1 round per caster level without concentration. Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat. Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Dex or Con damage by 6 each via Supply Vigor. Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds. Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): Gun Crew #4: 4 SP Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer.  Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor. Spend one spell point to grant a +12 untyped bonus to Intelligence. Spend another on Dual Enhancement to also grant one to Wisdom. Spend another to let it last for 1 round per caster level without concentration. Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat. Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Wis or Int damage by 6 each via Supply Vigor. Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds. Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion):   Gun Crew #5: 3 SP Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer.  Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor. Spend one spell point to grant a +12 untyped bonus to Charisma. Spend another to let it last for 1 round per caster level without concentration. Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat. Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Wis or Int damage by 6 each via Supply Vigor. Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds. Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion):   Gun Crew #6: 3 SP Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer.  Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor. Spend one spell point to grant a +12 untyped bonus to Strength. Spend another to let it last for 1 round per caster level without concentration. Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat. Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Wis or Int damage by 6 each via Supply Vigor. Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds. Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion):   Gun Crew #7: 2 SP Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer.  Standard: Use Enhance on Squadron member Richtofen at CL 25, using the Mana Sink enhancement. Spend a spell point to let it last for 1 round per caster level without concentration. Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat. Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds. Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): Gun Crew #8: 0 SP Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer.  Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Staunch Resistance talent. Spend one spell point to grant a +8 untyped bonus to Fortitude saves. Spend another with Dual Enhancement to also grant a +8 untyped bonus to Reflex saves. Spend another to let it last for 250 minutes without concentration. Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat. Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds. Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): Gun Crew #9: 0 SP Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer.  Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Staunch Resistance talent. Spend one spell point to grant a +8 untyped bonus to Will saves. Spend another to let it last for 250 minutes without concentration. Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat. Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds. Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion):   Gun Crew #10: 0 SP Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer.  Immediate: +100% Wild magic chance via Inspired Surge to gain the effects of the Spell Mastery (amp) Mana talent via Inspired Surge. Using Tap Chaos for +8 to the CL for +110% Wild Magic chance. Using the Durable option to grant the next sphere effect +4 to MSD. Standard: Use a Mana sphere manipulation on Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Bulwark talent, which I spend one spell point to use. There are two Magical Barriers and two Physical Barriers. Magical Barrier: The next time a magical effect would affect your target, the caster must succeed at a magic skill check against MSD 43. On a failure, the magic effect excludes the target from its effects, otherwise functioning normally. Physical Barrier: The next time the target is attacked by a weapon attack, the attacker must succeed at a magic skill check against MSD 43. The attacker may substitute their CR (or total hit dice, if they possess no racial hit dice) for their MSB on this check. On a failure, the attack is deflected. This effect triggers before an attack roll is made. Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds. Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): Whitmann (Tank): Standard: Move: Swift: Deluxe Mage Barrier on the tank. Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): Bäke (Tank): Standard: Start operating the tank Move: Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): Panzer IIz: (S) Standard: Move: Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): Move/Swift 3 (Temporal Haste):
  8. Opposition Research Kazuya Mishima is a martial-arts beatstick drawing heavily from Librim Eterna content. Whole lotta stuff from a whole lotta disciplines, at least partially so as to take full advantage of Proof of Victory. Justice is an enormous statstick and heavily fear-oriented. At first glance, it doesn't look like either of them have much ability to deal with weather or catch Tanya in a power climb.
  9. Prefight buffs for everyone: CL 25 casting of Greater Enhance Equipment on every item of weaponry except the grenades, another of Natural Enhancement on everyone's natural armor. Effect: +6 enhancement bonus to attack and damage and +6 to natural armor for everyone, lasting 25h CL 35 casting of the Invigorate ability of the Life sphere, augmented by the Chaotic Flexibility'd talents Deeper Healing and Greater Invigorate. 86 temp HP for everyone, lasting 35 hours (WM Chance: 270%, reduced by 50% w/Careful Caster, 2/5 of yesterday's Manipulate Result used for 5e-style Advantage on wild magic rolls, extra spell point spent on Risk Management for four rolls on the Universal table rather than a major event if the 70% shakes out badly) CL 33 casting of the Chaotic Flexibility'd talent Latent Healing (cure option)+Deeper Healing, with the help of two Inspired Surge'd (cure) talents- everyone has one application of 6d8+99 HP healing they can activate as a swift action (WM Chance 220%, rolled upon use rather than upon buffing) CL 33 casting of the Chaotic Flexibility'd talent Latent Healing (Invigorate option)+Deeper Healing, with the help of an Inspired Surge'd Greater Invigorate- everyone has one application of 82 temp HP they can activate as a swift action (WM Chance 220%, rolled upon use rather than upon buffing) CL 25 casting of the Inspired Surge'd Mind sphere talent Terrifying Mind- +5 morale against mind-affecting, +10 morale vs. fear (WM chance 110%) CL 25 casting of the Inspired Surge'd Protection (ward) talent Inner Peace- +4 morale against fear, emotional and mind-affecting, all such affects permit a save even if not normally allowed. If it doesn't normally grant one, default to (10 + 1/2 HD of attacker + attacker's appropriate ability mod) (WM chance 110%) CL 25 casting of the Inspired Surge'd Protection (ward) talent Mystic Shell- 3 layers, whenever a magical effect on me would be successfully dispelled, a layer is lost instead. (WM chance 110%) CL 25 casting of Totem of Tactical Coordination, augmented by Monument and the Inspired Surge'd War sphere talents Penetrating Totems and Totem Merger, attached to the ornate, obdurium flagpole on a big 'ol concrete base kept in Visha's Enveloping Pit. (WM chance 110%) CL 33 Contingency on the Tanya-self body: Warp effect. A Chaotic Flexibility'd Distant Teleport + Unseeing Teleport and an Inspired Surge'd True Teleport+Recall effect combine to produce the following effect: whenever Tanya identifies an opponent using a Disjunction or Antimagic Field effect, teleport two miles straight up, leaving behind a beacon she can choose to teleport back to without spending an action at any point in the next 33 rounds. This takes up 3 spell points. (WM chance 175%, reduced by -50% w/Careful Caster: WM effect doesn't happen until the Contingency triggers) PLANNED 1ST-ROUND BUFF ROUTINE EDIT: The below is outdated. See below.   Old buff stuff Overmind (S) 24 SP Standard: A casting of Control Weather, base 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, total WM chance 120%. [A use of the Wild Fire invocation is used off of the Tap Chaos to add +8 to attacks, saves and AC for 15 rounds.]. Two spell points have been spent on Greater Weather to allow three categories of weather to be affected at once, another point on Severe Weather to improve the severity level I can raise it to, and another two on Radiation Lord to let me control Fallout- increasing Precipitation, Wind and Fallout to Category 7+2 at a speed of 3 level changes per round via the Tempestarii's Rapid Weather class feature. Three spell points have been spent via Climatic Shift to make it a permanent, undispellable effect replacing the natural weather, and this change in weather is effective to a 3,500' radius. A spell point has been spent on Ectoplasmic Spell: the unnatural weather extends to the Astral and Ethereal and has full effect against incorporeal creatures. One has been spent for Disruptive Spell: to use a spherecasting effect or spell, anyone affected by a weather effect must make a Concentration check with a DC equal to that weather effect + 1/2 the CL of the sphere ability or spell. Three have been spent on Burrowing Magic: the unnatural weather ignores all barriers and there is no shelter against it. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a standard action with 2 spell points (reduced with Metamagic Enhancement class feature) and a use of Quicken Spell.   2 spell points have been spent on Baleful Storm. Once Precipitation hits severity 4, I can reanimate any number of corpses within the area as a move action without paying the Reanimate ability's base cost: they only last as long as the rain does. Such undead creatures will get a +8 enhancement bonus to their Dexerity via Superior Reanimation, and are raised as Fast, Relentless, Gasburst (Mustard Gas) Zombies via Expanded Necromancy. The wind is set to blow towards my opponent, bypassing the usual 1d4 roll to determine the wind's direction when releasing mustard gas from a gas cylinder. DCs to avoid being blown away in the area, to move against the wind when checked, and the wind-based penalty to Perception checks are increased by +16, and wind-based penalties to ranged attacks are increased by -8.  When lightning strikes begin when Wind and Precipitation hit severity 4, they happen once a round, not once a minute, and I can dictate where they go. Via the Contamination Lord talent, once Wind and Fallout hit severity 4, the fallout ignores immunity to poison, ability damage, and ability drain. Creatures without Strength or Constitution scores take 8 points of fire damage for every point of ability damage that they would otherwise take. Damage done to objects by weather effects within the area is doubled: if the damage is area damage, it ignores the halving of energy damage that objects normally experience. All damage dealt by weather effects within the area is maximized. Swift: CL 25 casting of the Time sphere Haste ability on squadron member Richtofen: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Improved Haste and Temporal Haste talents. A spell point has been spent to enable it to last 25 rounds without concentration, another for Temporal Haste to work and another to mirror the effect across every member of the squadron via the Mass Command feat. The casting has been decreased to a swift action with 2 spell points (reduced with Metamagic Enhancement class feature) Move: Directed Motion: every cohort gets a move action which can be used only to move Swift 2 (Twist Time): Swift/Move 2 (Temporal Haste): CL 25 casting of the Flow manabond. One spell point spent to get it going, a second to permit me to target both my Tanya-self and Visha-self via Magical Conduit, and persists indefinitely at infinite range via Infinite Bond. Its ordinary effects are made pretty much irrelevant by the effects of the Vassalize talent, which permit the overmind to use the spell points of the targets as they were its own on spherecasting effects- which it does in preference to its own, since they're effectively lost if they're taken out. [Note: Switch out this one for the default Mystical Bond for free CL boosts, or maybe Inspired Surge up another.] Multispell: Use Deluxe Mage Barrier sphere-like ability on Tanya-self. Tanya (S) 9 SP Delays until after Visha if higher Initiative Swift: A CL 25 use of the Alteration sphere Shapeshift ability on herself: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Cosmic Body and Star-Spawn Body talents. A spell point has been spent to let the effect last 250 minutes without concentration, another to use Star-Spawn Body traits, another to use the Ethereal trait, and another two to decrease the casting time to a swift action with Quicken Spell (cost reduced with Metamagic Enhancement class feature). This grants 1 trait (base) + 5 (1 per 5 CL) + 1 (Greater Changes) + 1 (Extreme Changes) = 8 traits. Trait 1: The Fire variation of the Elemental Movement trait of Elemental Transformation, replacing my base racial 30' movement speed with a 100' one Trait 2: The Fire variation of the Elemental Movement trait of Elemental Transformation, using the option to boost a movement speed rather than replacing it to boost my base move to 150' Trait 3: The Sprint trait of Animalistic Transformation: 1/minute as a free action, increase one base move speed by +70' Trait 4: Ethereal, via Cosmic Body Trait 5: Spiritual Touch, via Cosmic Body: weapons and natural weapons have Ghost Touch Trait 6: Shadow Blend, via Cosmic Body: concealment in normal light, though not bright light Trait 7: Impossible Geometries, via Star-Spawn Body: 50% miss chance against all attacks. True Seeing negates, but anyone who does has to make a DC 37 Will save vs. mind-affecting or be staggered for 1d4 rounds Trait 8: Air Mastery: airborne targets have -3 on attack and damage towards me Multispell: Free Action: Activate Sprint, boosting fly speed to 1,035' (base land speed 150', +60' enhancement from Temporal Haste, +35' competence from Swift Movement, +30' from Time sphere Incanter specialization, +70' from Haste, 345' total- tripled to 1,035' w/Angel Rings) Full-Round: Run action straight up. This gets me to an altitude of 5,175 ft. Swift 2 (Twist Time): Use Illusion. One spell point to create a Glamer (of self moving in a wide, clockwise circle over the ground) incorporating all five senses plus magical aura, another to make it a Lingering Illusion, and two on Archwizard-cost-reduced Quicken Spell to make it a swift action. Move: Move straight up. Move 2 (Directed Motion): Move straight up Move/Swift 3 (Temporal Haste): Move at a 45' angle up and southeast. Altitude should be 7,760', 530' southeast from starting location. Visha (S): 12 SP Move/Swift 3 (Temporal Haste): A casting of the Clear Skies mantle on squadron member Tanya: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. One spell point for the base effect, another to mirror the effect across every member of the squadron via the Mass Command feat- reducing the effect's duration to an hour. She, and every other squadron member, treats the weather as five steps less severe. Another spell point has been spent on the Tenacious Spell metamagic, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed and increasing the casting time to a full-round action- and another two (reduced with Metamagic Enhancement) to bump the casting time down from a full-round to a move action. Swift 2 (Twist Time): A CL 25 use of the Alteration sphere Shapeshift ability on herself: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Size Change and Size Mastery talents. A spell point has been spent to let the effect last 250 minutes without concentration, another to use Size Mastery, and another two to decrease the casting time to a swift action with Quicken Spell (cost reduced with Metamagic Enhancement class feature). This grants 1 trait (base) + 5 (1 per 5 CL) + 1 (Greater Changes) + 1 (Extreme Changes) = 8 traits. Trait 1: The Earth variation of the Elemental Movement trait of Elemental Transformation, giving me a 100' burrow speed and Earth Glide Trait 2: The Earth variation of the Elemental Movement trait of Elemental Transformation, using the option to boost a movement speed rather than replacing it to boost my Burrow move to 150' Trait 3: A Size Change to Fine Transformation: The shape of a pygmy mouse via Animalistic Transformation Trait 4: The Dodge trait from Agile Trait 5: The Evasion trait from Agile Trait 6: The Initiative trait from Agile Trait 7: Darkvision 60' Trait 8: Low-light vision Standard: Empty Portable Hole Move: Earth Glide 150'- initially straight downwards for 100', then northwest 45'. Swift: Use Deluxe Mage Barrier sphere-like ability on self. Multispell: Move 2 (Directed Motion):   I Kompanie (S) Standard: Trigger Mustard Gas cylinder. Move: Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): Move/Swift 3 (Temporal Haste): II Kompanie (S) Standard: Trigger Mustard Gas cylinder. Move: Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): Move/Swift 3 (Temporal Haste): III Kompanie: (S) Standard: Trigger Mustard Gas cylinder. Move: Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): Move/Swift 3 (Temporal Haste): Richtofen (Musician 1): (S) 6 SP Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement].  Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): Move/Swift 3 (Temporal Haste): Kleist (Musician 2): 6 SP Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement].  Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system Swift: CL 25 casting of a manabond. +100% Wild magic chance to gain the effects of the Soulmate (manabond) talent and What's Yours is Ours via Inspired Surge. One spell point spent to get it going, a second to permit me to target each other regimental musician and all 10 of the gunnery crew, and persists indefinitely at infinite range via Infinite Bond. Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): von Zeiten (Musician 3): 6 SP Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement].  Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): Gun Crew #1: 1 SP Standard: +100% Wild magic chance via Inspired Surge to gain the effects of the Transfer and Retained Imbuement Mana talents via Inspired Surge. Spend a spell point to target Richtofen with Transfer, granting him seven temporary spell points that can only be spent on the next Spherecasting effect he uses, otherwise lasting 25 minutes. Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds. Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion):   Gun Crew #2: 0 SP Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer.  Standard: Use Chaotic Flexibility invocation to get 1d3 of the following talents in this order: Mental Enhancement, Physical Enhancement, Inherent Enhancement. Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion):   Gun Crew #3: 4 SP Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer.  Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor. Spend one spell point to grant a +12 untyped bonus to Constitution. Spend another on Dual Enhancement to also grant one to Dexterity. Spend another to let it last for 1 round per caster level without concentration. Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat. Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Dex or Con damage by 6 each via Supply Vigor. Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds. Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): Gun Crew #4: 4 SP Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer.  Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor. Spend one spell point to grant a +12 untyped bonus to Intelligence. Spend another on Dual Enhancement to also grant one to Wisdom. Spend another to let it last for 1 round per caster level without concentration. Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat. Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Wis or Int damage by 6 each via Supply Vigor. Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds. Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion):   Gun Crew #5: 3 SP Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer.  Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor. Spend one spell point to grant a +12 untyped bonus to Charisma. Spend another to let it last for 1 round per caster level without concentration. Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat. Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Wis or Int damage by 6 each via Supply Vigor. Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds. Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion):   Gun Crew #6: 3 SP Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer.  Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor. Spend one spell point to grant a +12 untyped bonus to Strength. Spend another to let it last for 1 round per caster level without concentration. Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat. Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Wis or Int damage by 6 each via Supply Vigor. Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds. Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion):   Gun Crew #7: 2 SP Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer.  Standard: Use Enhance on Squadron member Richtofen at CL 25, using the Mana Sink enhancement. Spend a spell point to let it last for 1 round per caster level without concentration. Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat. Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds. Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): Gun Crew #8: 0 SP Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer.  Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Staunch Resistance talent. Spend one spell point to grant a +8 untyped bonus to Fortitude saves. Spend another with Dual Enhancement to also grant a +8 untyped bonus to Reflex saves. Spend another to let it last for 250 minutes without concentration. Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat. Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds. Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): Gun Crew #9: 0 SP Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer.  Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Staunch Resistance talent. Spend one spell point to grant a +8 untyped bonus to Will saves. Spend another to let it last for 250 minutes without concentration. Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat. Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds. Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion):   Gun Crew #10: 0 SP Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer.  Immediate: +100% Wild magic chance via Inspired Surge to gain the effects of the Spell Mastery (amp) Mana talent via Inspired Surge. Using Tap Chaos for +8 to the CL for +110% Wild Magic chance. Using the Durable option to grant the next sphere effect +4 to MSD. Standard: Use a Mana sphere manipulation on Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Bulwark talent, which I spend one spell point to use. There are two Magical Barriers and two Physical Barriers. Magical Barrier: The next time a magical effect would affect your target, the caster must succeed at a magic skill check against MSD 43. On a failure, the magic effect excludes the target from its effects, otherwise functioning normally. Physical Barrier: The next time the target is attacked by a weapon attack, the attacker must succeed at a magic skill check against MSD 43. The attacker may substitute their CR (or total hit dice, if they possess no racial hit dice) for their MSB on this check. On a failure, the attack is deflected. This effect triggers before an attack roll is made. Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds. Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): Whitmann (Tank): 15 SP Standard: A casting of Control Weather, CL 25. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Volcano Lord and Fire Tornadoes talents. Two spell points have been spent on Greater Weather to allow three categories of weather to be affected at once, another point on Severe Weather to improve the severity level I can raise it to, and another two on Volcano Lord to let me control Ash and Vog- increasing Heat, Ash and Vog to category 7 at a speed of 3 level changes per round via the Tempestarii's Rapid Weather class feature. Three spell points have been spent via Climatic Shift to make it a permanent, undispellable effect replacing the natural weather, and this change in weather is effective to a 3,500' radius. A spell point has been spent on Ectoplasmic Spell: the unnatural weather extends to the Astral and Ethereal and has full effect against incorporeal creatures. One has been spent for Disruptive Spell: to use a spherecasting effect or spell, anyone affected by a weather effect must make a Concentration check with a DC equal to that weather effect + 1/2 the CL of the sphere ability or spell. Three have been spent on Burrowing Magic: the unnatural weather ignores all barriers and there is no shelter against it. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement], then increased to a standard action with Careful Caster to reduce the wild magic chance effect of the effect by 50%- for a total wild magic chance of 10% (base) + 100% (Wild Surge) - 50% = 60%.  Via the Boiling Lord talent, once Heat and Precipitation hit category 4, all creatures in the affected area take 6 fire damage per Precipitation severity level from boiling rain. Via the Fire Tornadoes talent, once Wind and Heat hit severity 7, anything affected by a tornado also takes 36 fire damage. (Yes, while it's raining. Little particles of Caesium-137 mixed in with the fallout? Who knows.) Damage done to objects by weather effects within the area is doubled: if the damage is area damage, it ignores the halving of energy damage that objects normally experience. All damage dealt by weather effects within the area is maximized. Move: Swift: Deluxe Mage Barrier on the tank. Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): Bäke (Tank): Standard: Move: Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): Panzer IIz: (S) Standard: Move: Swift: Swift 2 (Twist Time): Multispell: Move 2 (Directed Motion): Move/Swift 3 (Temporal Haste):  
  10. To do: Teamwork feats! Oberstleutnant Tanya Degurecheff Strength: 25 +7 Dexterity: 33 +11 Constitution: 27 +8 Intelligence: 42 +16 Wisdom: 22 +6 Charisma: 35 +12 BAB: +20/+16/+10/+5 (Prowess to +15) CMB: +28 (non-finesse weapon), +32 (finesse weapon) CMD: 53 (10 +20 BAB +1 epic +7 Str +11 Dex +5 deflection +1 dodge -2 Berserking) (+12 vs. sunder) Fort: +35 (+10 base, +2 epic, +16 Int, +5 resistance, +2 Great Fortitude) Ref: +28 (+10 base, +2 epic, +11 Dex, +5 resistance)  Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance, +2 Iron Will) (+3 vs. mind-affecting) (+20 vs. illusions) Notes: Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), death effects, energy drain, negative energy, sleep and stunning, any magic which impedes movement [paralysis, solid fog, slow, web...], grappling, underwater movement penalties, polymorph and transmutation effects, bleed effects, disease, paralysis, poison, fear, inhaled poisons and other nonmagical effects that require breathing 25% chance to negate a Con-damage effect reflecting blood loss 6 levels' worth of Spell Turning +1 to all saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire +4 vs. energy drain, death effects: +2 vs. necromancy. Which I'm immune to, but shit happens. Held items automatically negate and reflect any attempt to make them nonmagical: non-held owned items recieve saves vs. effects as if attended, and get +12 on all saves. Mettle when under half HP 1/day, autopass a failed save as an immediate action with Ring of Nine Lives 1/day, reroll a nat 1 on a save from Fearless Destiny Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell 1/day, +1d6 to an attack, save or check from Heroic Destiny AC: 41 (10 +11 Dex +11 armor +5 deflection +5 natural +1 dodge -2 Berserking) (-6 vs. AoOs) Flat-footed: 41 (Uncanny Dodge) Touch: 36 (10 +11 Dex +11 armor [special, Unarmored Training] +5 deflection +1 dodge -2 Berserking) Notes: 20% miss chance vs. ranged in a round I move more than 5' HP: 276 (16d6+128+8+16+16+12) Notes: Delayed damage pool 100 DR 2/-- Immunities: Energy damage, crits and precision [when berserking only] Upon dropping below 0 HP, heal for 20 HP and expend a charge of Ring of Nine Lives With martial focus, die at -92, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -46 May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus 1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine. Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew' Gain 22 temp HP/round w/Berserking Initiative: +21 (+11 Dex, +10 Superior Initiative) Speed: 285', fly 285' (perfect) (Base 30', +35' competence from Swift Movement, +30' from Time sphere Incanter specialization, for 95' total- then tripled by Angel Rings to 285' and turned into a Perfect maneuverability fly speed) Attacks: Elektrokarabiner 43 +43 ranged, 1d10+22+2d10 piercing and bludgeoning + 14d4 untyped, 20/x4 crit, range 640', misfire 0, capacity 5 [reload swift, magazine]: touch attack within first range increment, only -1 range penalty per increment rather than 2 Struck target must make a DC 40 Fortitude save or treat all creatures as if they had concealment for 1r Attack: +20 BAB +1 epic +16 Int [Primal Blast] +6 enhancement (+8 for 15r w/Wild Fire) (+1d6 w/Heroic Destiny) Damage: +16 Int [Primal Blast] +6 enhancement (Sneak attack +1d6) (+10d6 w/Pressurized Shot: takes a move action to recharge) (In precipitation severity 4 or higher, may hold up as a full-round action to gain +[Severity - 3]d6 electricity damage for 6 rounds) (+6d6 if expending martial focus on a Deadly Shot) Notes: No penalty for firing into melee -12 to enemy energy resistance, DR and Hardness With martial focus, a 1 doesn't automiss, and reroll a natural 1 1/round A supernatural ability or spell that negates my attack, like Wind Wall, has to make a CL check against my attack roll or get ignored: an extraordinary ability, like Deflect Arrows, needs to make a combat maneuver check or likewise fail Struck target takes -2 to attacks, CMD and AC until they dig the bullet out: the penalty stacks indefinitely, one takes a move action, more take a single full-round action for all of 'em Piercing Eye permits reduction of concealment miss chance by 60% as a move action, as well as rolling twice and choosing the most favorable result when attacking Mirror Image or similar Far-Sight Scope grants +4 to attack and halved range penalties for a move action Far-Reaching Sight permits a full-round action attack to hit touch AC regardless of range First five shots are Greater Burrowing Bullets that render the opponent staggered with pain for 1d3+2 rounds or until they make a DC 20 Heal check as a full-round action, and carry Megapede Venom forcing a DC 50 Fort save vs. 2d6 Con damage + 1d4 Dex damage, and another vs. the same in 1 minute. May subtract 6 from attack and damage at the start of the round to add the same to any Destructive Blast, and increase its save DC by 3. On hit, target glows for 1 round- illuminating as a torch, suppressing any active concealment or invisibility effects, and making stealth impossible 1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack) Skills: Perception +50 (extraordinary True Seeing, darkvision 120', blindsense 60', -1 to visual Per checks every 20' rather than 10', double low-light vision, +15 morale when Berserking) Stealth +69 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS) Acrobatics +51 Fly +47 Knowledge (engineering): +53 (+55 for spellcasting) Knowledge (arcana) +62 Knowledge (everything else, including martial) +47 Spellcraft +64 Disguise +40 Bluff +40 Diplomacy +40 Sense Motive +44 (5e-style Disadvantage on hunches) Intimidate +44 Survival +44 Sleight of Hand +39 Heal +34 Use Magic Device +38 (all checks are automatically a natural 20) When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks. Feats: Extra Casting Talent x7, Extra Combat Talent x3, Spell Attack, Counterspell, Improved Counterspell, Greater Counterspell, Harmonic Counter, Counterspell Mastery, Chaotic Counter [Wild Magic], Spellthief Traits: Steel Body Resurrected Class Features: 32 independent spell points TELEKINESIS (Sphere Drawback: Flight)     Flight     Greater Speed PROTECTION (Sphere Drawback: Limited Protection, Ward)     Mobile Ward DESTRUCTION     Energy Strike (blast shape) MIND (Sphere Drawback: Empath)     Mind Shield (charm)     Powerful Charm DIVINATION     Fast Divinations     Greater Divine     Lingering Divination     Sniper's Eye (sense)     Cartographer's Divinations (divine) Martial talents: EQUIPMENT     Firearm Proficiency (discipline)     Unarmored Training SNIPER     Perfect Shot     Unblockable     Hindering Projectiles (snipe)     Targeted Assault Equipment: Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.) Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus) Soldier's uniform Web gear (as adventurer's sash) Shrink Item'd concrete bunker/hat Antimagic Field defense Elektrokarabiner 43 Ausf. E (as dwarvencraft M1891 Mosin-Nagant with five permanent Technician inventions using the Greater Craftsman and Aesthetic Insight Technician Insights: Railgun, Enhanced Reliability, Pressurized Shot, Improved Rifling, and Far-Sight Scope improvements taken. The scope is also a Far-Reaching Sight and a Modern Firearms-style Scope, a vial of Oil of Silence is taped to the stock, and it's enchanted as a +4 caster-level Implement for the Destruction and Protection spheres, as well as a Weapon +6 of Distance, Greater Destructive Focus, and Assassination, with additional flat-rate enchantments Attendant, Crackling, Impervious, and Spellblade (Epic Counterspell). A Weapon Augment Crystal of Greater Revelation is attached. It's loaded with a 5-round clip of Greater Burrowing Bullets, each poisoned with Megapede Venom. 30 regular rounds in reloads are available. Hardness 31, HP 44: cannot rot or warp, even magically CL 25 Destruction sphere scroll-grenade: Spend a standard action and pick a point within 85'. Everyone within a 170' radius, except the caster and seven other creatures they select, take 187 + (25d6)*0.5 untyped damage: they must make *two* Reflex saves, DC 28, to halve that damage. If they failed either, they must also make two DC 28 Fortitude saves or be blinded for 13 rounds and deafened for 12. Furthermore, whether or not they made any of those saves, they also take 50 bleed damage...but a target who fails *any* of those saving throws can't heal hit point damage by any means, including fast healing or regeneration, for 12 rounds. Even if they made 'em, the bleed can be negated only through a magical skill/caster level/class level check against DC 35, or a DC 40 Heal check. If the target is undead or in any way vulnerable to sunlight, the damage is 275 + (25d8)*0.5 instead.  The blast hits ethereal or incorporeal targets as if they weren't, and is not subject to spell resistance. Traveler's Any-Tool Mess kit and canteen Handy Haversack Scroll-autoinjector A: As a swift action targeting only myself which can be accomplished even if normally unable to cast due to a condition which this could restore, cure 84 + (3d8 * 0.5) HP, heal all ability damage to any ability score as well as all ability drain to one ability score, remove 2 temporary negative levels or suppress 2 permanent ones for 8 minutes, and make a check at +8 against the CL of each negative magical effect that has a duration or can be removed with Break Enchantment or Remove Curse, dispelling it on a success. Gain DR 4/-- and immmunity to any spell so removed for 2 rounds: if *all* negative levels were removed, also gain immunity to them for the same duration. This is not a positive energy effect and works on undead just as well as the living. Additionally, gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed. Scroll-autoinjector B: As a swift action targeting only myself which can be accomplished even if normally unable to cast due to a condition which this could restore, cure 84 + (3d8 * 0.5) HP, negate the dazzled, shaken, frightened, panicked, confused, dazed, staggered, battered, fatigued, exhausted, sickened, or nauseated condition, as well as any temporary/magical removal of senses- and make a check at +8 against the DC of any poison or disease I'm suffering from to negate it as well. Gain DR 4/-- and immunity to any removed condition, poison or disease for 2 rounds. This is not a positive energy effect and works on undead just as well as the living. Additionally, gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed. Scroll-autoinjector C: As a swift action targeting only myself which can be accomplished even if normally unable to cast due to a condition which this could restore, cure 84 + (3d8 * 0.5) HP, gain an immediate Escape Artist check at a +12 circumstance bonus to any applicable condition such as entangled or grappled, remove the stunned condition, and negate any lessening of a movement speed, removal of a movement type, or loss of the power of speech. If under a paralysis effect, make a check at +8 against it, removing it on a success. Gain DR 4/-- and immunity to any condition so negated for 2 rounds. This is not a positive energy effect and works on undead just as well as the living. Additionally, gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed- and the next time a negative condition which could be removed by a Life sphere restore or Break Enchantment would affect me, it's delayed by 2 rounds before taking effect.  Scroll-autoinjector D: As a swift action targeting only myself which can be accomplished even if the damage it would cure killed me within the last 4 rounds, cure 84 + (3d8 * 0.5) HP, and gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed. Gas mask and 2 replacement canisters Grants to the gestalt, will be lost if killed: Telekinesis talents Flight and Greater Speed (shared with Visha) Mind sphere (Empath drawback), Mind Shield talent, Greater Charm talent Divination sphere, Fast Divinations, Greater Divine, Lingering Divination, Sniper's Eye sense, Cartographer's Divinations Sniper sphere, Perfect Shot, Unblockable, Hindering Projectiles (snipe), Targeted Assault !All of the counterspelling capability! Counterspell: Spend a spell point as a standard action to dispel a magical effect on a creature, item or location within 350'- or ready an action to counter a spell or sphere effect as someone casts it. When targeting a creature, item, or location, I can target a specific effect if I've ID'd it, otherwise the one with the highest CL is automatically targeted. Make a check at +31 against their Magic Skill Defense (levels in a spellcasting class + 11: permanent general bonuses to caster level like that of an orange ioun stone generally apply, and so do increases to CL specific to dispel resistance, like that of a Ring of Enduring Arcana. Temporary bonuses to CL, or bonuses to CL specific to a particular school of magic or spell, generally do not apply. On a success, the targeted effect is destroyed- or, in the case of a non-artifact magic item, suppressed for 1d4 rounds. When targeting a creature or object, I can spend an additional spell point to target an additional 5 effects, for a total of 6. Alternatively, I can spend an additional spell point to affect multiple effects in a 20' burst. Roll one check at +31 and apply it to every creature in the area [once], every object with a spell or effect active on it [but not permanent magic items], and every area effect with an origin in that area. Also roll to dispel area effects covering that area with an origin outside, but only dispel them for that area. Alternatively, I can spend two additional spell points to attempt to dispel every effect on every creature, every ongoing magical effect, and every magic item within 40'. This, uniquely, has a 25% chance to dispel an antimagic field. Permanent magic items dispelled this way have their benefits return in 1 minute, not 1d4 rounds. Alternatively, I can spend two additional spell points to target one item. I make a check at +36 against it: a success renders it permanently nonmagical. This has a 25% chance of working against artifacts, but if I do it, I need to make a DC 25 Will save vs. permanently losing all spherecasting and have a 95% chance of attracting unwanted extraplanar attention. Alternatively, I can spend an additional spell point to perform a counterspell as an immediate action. This one only works for countering an effect as it's being cast. Whenever I would counterspell an effect on a creature or object, I may instead choose to reassign its targets, taking over concentration for it if concentration is required: the effect's originator loses any ability to dismiss it that they may have had. Whenever I would counterspell anything, the caster suffers a 100% increase in their wild magic chance until end of turn. They are not aware of this increase. Oberleutnant Viktoriya 'Visha' Serebryakov Strength: 25 +7 Dexterity: 33 +11 Constitution: 27 +8 Intelligence: 42 +16 Wisdom: 22 +6 (Native Wisdom actually higher, but the rules for Possession aren't 'best of the two') Charisma: 35 +12 BAB: +20/+16/+10/+5 (Prowess to +15) CMB: +28 (non-finesse weapon), +32 (finesse weapon) CMD: 49 (10 +20 BAB +1 epic +7 Str +11 Dex +1 dodge -2 berserking) Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude) Ref: +23 (+10 base, +2 epic, +11 Dex) Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance) (+3 vs. mind-affecting, +2 Iron Will) (+20 vs. illusions) Notes: Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, inhaled poisons and other nonmagical effects that require breathing, fear +1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire +2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens. Items get +12 on all saves. Mettle of Will when under half HP 1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives 1/day, reroll a nat 1 on a save from Fearless Destiny Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell 1/day, +1d6 to an attack, save or check from Heroic Destiny AC: 31 (10 +11 Dex +11 armor +1 dodge -2 berserking) (-6 vs. AoOs) Flat-footed: 31 (Uncanny Dodge) Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking) Notes: 20% miss chance vs. ranged in a round I move more than 5' while flying HP: 276 (16d6+128+8+16+16+12) Notes: Immunity: crits and precision [when berserking only] Delayed damage pool 100 With martial focus, die at -92, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -46 May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus 1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine. Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew' Gain 22 temp HP/round w/Berserking Initiative: +21 (+11 Dex, +10 Superior Initiative) Speed: 95' (+35' competence, +30' Fast) Attacks: Vortex gun +32 ranged touch*, 10d6+16 force + 14d4 untyped, 19-20/x2 crit (and make a trip check at +35 on target), range 100' cone [scatter only], effective capacity 3 [reload standard] Struck target must make a DC 40 Fortitude save or treat all creatures as if they had concealment for 1r, and a DC 18 Fortitude save vs. 1 round of nausea Attack: +20 BAB +1 epic +1 masterwork +16 Int [Primal Blast] -2 scatter -4 nonproficiency (+8 for 15r w/Wild Fire) Damage: +16 Int [Primal Blast] (+6d6 if expending martial focus on a Deadly Shot) Notes: No penalty for firing into melee -12 to enemy energy resistance, DR and Hardness With martial focus, a 1 doesn't automiss, and reroll a natural 1 1/round A supernatural ability or spell that negates my attack, like Wind Wall, has to make a CL check against my attack roll or get ignored: an extraordinary ability, like Deflect Arrows, needs to make a combat maneuver check or likewise fail Struck target takes -2 to attacks, CMD and AC until they dig the... 'bullet'... out: the penalty stacks indefinitely, one takes a move action, more take a single full-round action for all of 'em Piercing Eye permits reduction of concealment miss chance by 60% as a move action, as well as rolling twice and choosing the most favorable result when attacking Mirror Image or similar 1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack) Skills: Perception +50 (extraordinary True Seeing, +15 morale when Berserking) Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS) Acrobatics +51 Fly +47 Knowledge (engineering): +53 (+55 for spellcasting) Knowledge (arcana) +62 Knowledge (everything else, including martial) +47 Spellcraft +64 Disguise +40 Bluff +40 Diplomacy +40 Sense Motive +44 (5e-style Disadvantage on hunches) Intimidate +44 Survival +44 Sleight of Hand +39 Heal +34 Use Magic Device +38 (all checks are automatically a natural 20) When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks. Feats: Extra Magic Talent (x6), Extra Combat Talent (x5), True Believer (Kurrulmak), Inspired Surge [Wild Magic], Manipulate Result [Wild Magic], Risk Management [Wild Magic], Careful Caster [Wild Magic], Overpower Resistance [Wild Magic] Traits: Steel Body, Resurrected Class Features: 32 independent spell points Casting Talents: TELEKINESIS (Sphere Drawback: Flight)     Flight     Greater Speed PROTECTION (Sphere Drawback: Limited Protection, Ward)     Greater Barrier     Mobile Ward DESTRUCTION     Energy Strike (blast shape) ALTERATION     Elemental Transformation     Elemental Purity     Size Change     Greater Changes     Extreme Changes     Lingering Transformation         Animalistic Transformation (transformation) LIFE     Esoteric Healing     Greater Restore Martial Talents: GUARDIAN (Indifferent Defender)     Greater Delayed Damage x2     Durable     Cold Iron Call     Indomitable Equipment: Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.) Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus) Soldier's uniform Web gear (as adventurer's sash) Shrink Item'd concrete bunker/hat Antimagic Field defense Masterwork Vortex Gun, waist pack of six extra Batteries connected by Power Cable CL 25 Destruction sphere scroll-grenade: Spend a standard action and pick a point within 85'. Everyone within a 170' radius, except the caster and seven other creatures they select, take 187 + (25d6)*0.5 untyped damage: they must make *two* Reflex saves, DC 28, to halve that damage. If they failed either, they must also make two DC 28 Fortitude saves or be blinded for 13 rounds and deafened for 12. Furthermore, whether or not they made any of those saves, they also take 50 bleed damage...but a target who fails *any* of those saving throws can't heal hit point damage by any means, including fast healing or regeneration, for 12 rounds. Even if they made 'em, the bleed can be negated only through a magical skill/caster level/class level check against DC 35, or a DC 40 Heal check. If the target is undead or in any way vulnerable to sunlight, the damage is 275 + (25d8)*0.5 instead.  The blast hits ethereal or incorporeal targets as if they weren't, and is not subject to spell resistance. Traveler's Any-Tool Mess kit and canteen Handy Haversack Scroll-autoinjector A: As a swift action targeting only myself which can be accomplished even if normally unable to cast due to a condition which this could restore, cure 84 + (3d8 * 0.5) HP, heal all ability damage to any ability score as well as all ability drain to one ability score, remove 2 temporary negative levels or suppress 2 permanent ones for 8 minutes, and make a check at +8 against the CL of each negative magical effect that has a duration or can be removed with Break Enchantment or Remove Curse, dispelling it on a success. Gain DR 4/-- and immmunity to any spell so removed for 2 rounds: if *all* negative levels were removed, also gain immunity to them for the same duration. This is not a positive energy effect and works on undead just as well as the living. Additionally, gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed. Scroll-autoinjector B: As a swift action targeting only myself which can be accomplished even if normally unable to cast due to a condition which this could restore, cure 84 + (3d8 * 0.5) HP, negate the dazzled, shaken, frightened, panicked, confused, dazed, staggered, battered, fatigued, exhausted, sickened, or nauseated condition, as well as any temporary/magical removal of senses- and make a check at +8 against the DC of any poison or disease I'm suffering from to negate it as well. Gain DR 4/-- and immunity to any removed condition, poison or disease for 2 rounds. This is not a positive energy effect and works on undead just as well as the living. Additionally, gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed. Scroll-autoinjector C: As a swift action targeting only myself which can be accomplished even if normally unable to cast due to a condition which this could restore, cure 84 + (3d8 * 0.5) HP, gain an immediate Escape Artist check at a +12 circumstance bonus to any applicable condition such as entangled or grappled, remove the stunned condition, and negate any lessening of a movement speed, removal of a movement type, or loss of the power of speech. If under a paralysis effect, make a check at +8 against it, removing it on a success. Gain DR 4/-- and immunity to any condition so negated for 2 rounds. This is not a positive energy effect and works on undead just as well as the living. Additionally, gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed- and the next time a negative condition which could be removed by a Life sphere restore or Break Enchantment would affect me, it's delayed by 2 rounds before taking effect.  Scroll-autoinjector D: As a swift action targeting only myself which can be accomplished even if the damage it would cure killed me within the last 4 rounds, cure 84 + (3d8 * 0.5) HP, and gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed. Gas mask and 2 replacement canisters Amulet of Second Chances Enveloping Pit Contents: 20-ft long, 2 inch thick solid obdurium flagpole flying a silk Imperial flag, freestanding with a one-ton concrete base, with a CL 11 casting of Hardening on it: serves as the target for War sphere talent Monument 3,000 cubic feet worth of alchemical concrete 3,000 cubic feet of sand in sandbags A great deal of lumber for concrete molds, duckboards, reinforcement of trench positions and miscellaneous construction, a few hundred pounds of iron nails and other odd metal reinforcements, and miscellaneous tools collectively amounting to a Trap Bag Grants to the gestalt, will be lost if killed: True Believer (Kurrulmak) and the ability to remove things from the Enveloping Pit Telekinesis talents Flight and Greater Speed (shared with Tanya) Alteration talents: Size Change, Greater Changes, Extreme Changes, Lingering Transformation, Animalistic Transformation (transformation) Life sphere, Esoteric Healing, Greater Restore Guardian sphere (no package), Greater Delayed Damage x2, Durable, Cold Iron Call, Indomitable !Virtually all my Wild Magic feats! Inspired Surge: When using a spherecasting effect, +100% WM for +2 talents known in a base sphere I've already got Manipulate Result: When a non-major WM effect is triggered, spend an immediate to roll twice and pick the best 6/day Risk Management: After triggering a non-major WM event, spend a spell point to ignore it and roll once on the universal WM table: after triggering a major one, spend a spell point to roll four times on the universal WM table Careful Caster: Increase casting time of a sphere effect to reduce WM chance by 50% Overpower Resistance: +50% to WM chance of a spherecasting effect for +5 on SR penetration rolls   I Kompanie, 'Rock of the Rhine' Strength: 34 +12 Dexterity: 33 +11 Constitution: 27 +8 Intelligence: 42 +16 Wisdom: 22 +6 Charisma: 35 +12 BAB: +20/+16/+10/+5 (Prowess to +15) CMB: +33 CMD: 53 (10 +20 BAB +1 epic +12 Str +11 Dex +1 dodge -2 Berserking) Notes: Immune to combat maneuver attempts that are not applied to every creature in an area Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude) Ref: +23 (+10 base, +2 epic, +11 Dex) Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance, +2 Iron Will) (+3 vs. mind-affecting) (+20 vs. illusions) Notes: Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, anything targeting a single creature, inhaled poisons and other nonmagical effects that require breathing +1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire +2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens. Items get +12 on all saves. Mettle of Will when under half HP 1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives 1/day, reroll a nat 1 on a save from Fearless Destiny Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell 1/day, +1d6 to an attack, save or check from Heroic Destiny Defensive Abilities: Toop traits, gas masks AC: 41 (10 +11 Dex +11 armor +1 dodge +10 natural -2 Berserking) (-6 vs. AoOs) Flat-footed: 41 (Uncanny Dodge) Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking) HP: 308 (16d8+128+16+8+16+12) Notes: Immunity: crits and precision [when berserking only] Delayed damage pool 100 With martial focus, die at -92, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -46 May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus 1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine. Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew' Gain 22 temp HP/round w/Berserking Initiative: +21 (+11 Dex, +10 Superior Initiative) Speed: 95' (+35' competence, +30' Fast) Attacks: Troop, 4d6+12 slashing, bludgeoning and peircing Special Attacks: Fusillade: As a standard action, create four 200' lines originating from any corner of the troop's space: anyone in 'em takes 6d10+6 bludgeoning and peircing damage, Ref DC 31 half (Dex-based) Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6 piercing and slashing damage, Ref DC 29 half (Dex-based) Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6 bludgeoning, peircing and slashing damage, Ref DC 31 half (Dex-based)  Space/Reach: 20' space, 5' reach: freely, amorphously reshapable Skills: Perception +50 (extraordinary True Seeing, +15 morale when Berserking) Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS) Acrobatics +51 Fly +47 Knowledge (engineering): +53 (+55 for spellcasting) Knowledge (arcana) +62 Knowledge (everything else, including martial) +47 Spellcraft +64 Disguise +40 Bluff +40 Diplomacy +40 Sense Motive +44 (5e-style Disadvantage on hunches) Intimidate +44 Survival +44 Sleight of Hand +39 Heal +34 Use Magic Device +38 (all checks are automatically a natural 20) When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks. Feats: Ability Focus (fusillade), Combat Reflexes, Dodge, Great Fortitude, Iron Will, Skill Focus (Perception), Skill Focus (Stealth), Toughness, Fearless, Heroic Destiny, Fearless Destiny, Ability Focus (mortar), Endurance, Remain Conscious, Extra Combat Talent [Guardian sphere, Indifferent Defender drawback], Extra Combat Talent [Durable], Protected Destiny Traits: Steel Body, Resurrected Equipment: Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.) Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus) Grants to the gestalt, will be lost if killed: Shared with every other Mortar Troop: Combat Reflexes Dodge Great Fortitude, Iron Will Skill Focus (Perception, Stealth) Toughness Shared with Visha: Extra Combat Talent [Guardian sphere, Indifferent Defender drawback], Extra Combat Talent [Durable] Unique: Fearless, Heroic Destiny, Fearless Destiny, Ability Focus (mortar), Endurance, Remain Conscious, Protected Destiny II Kompanie, 'Totenkopf' Strength: 34 +12 Dexterity: 33 +11 Constitution: 27 +8 Intelligence: 42 +16 Wisdom: 22 +6 Charisma: 35 +12 BAB: +20/+16/+10/+5 (Prowess to +15) CMB: +33 CMD: 53 (10 +20 BAB +1 epic +12 Str +11 Dex +1 dodge -2 Berserking) Notes: Immune to combat maneuver attempts that are not applied to every creature in an area Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude) Ref: +23 (+10 base, +2 epic, +11 Dex) Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance, +2 Iron Will) (+3 vs. mind-affecting) (+20 vs. illusions) Notes: Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, anything targeting a single creature, inhaled poisons and other nonmagical effects that require breathing +1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire +2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens. Items get +12 on all saves. Mettle of Will when under half HP 1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives 1/day, reroll a nat 1 on a save from Fearless Destiny Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell 1/day, +1d6 to an attack, save or check from Heroic Destiny Defensive Abilities: Troop traits, gas masks AC: 41 (10 +11 Dex +11 armor +1 dodge +10 natural -2 Berserking) (-6 vs. AoOs) Flat-footed: 41 (Uncanny Dodge) Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -1 Berserking) HP: 308 (16d8+128+16+8+16+12) Notes: Immunity: crits and precision [when berserking only] Delayed damage pool 100 With martial focus, die at -92, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -46 May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus 1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine. Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew' Gain 22 temp HP/round w/Berserking Initiative: +21 (+11 Dex, +10 Superior Initiative) Speed: 95' (+35' competence, +30' Fast) Attacks: Troop, 4d6+12 slashing, bludgeoning and peircing Special Attacks: Fusillade: As a standard action, create four 200' lines originating from any corner of the troop's space: anyone in 'em takes 6d10+6 bludgeoning and peircing damage, Ref DC 31 half (Dex-based) Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6 piercing and slashing damage, Ref DC 29 half (Dex-based) Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6 bludgeoning, peircing and slashing damage, Ref DC 31 half (Dex-based)  Space/Reach: 20' space, 5' reach: freely, amorphously reshapable Skills: Perception +50 (extraordinary True Seeing, +15 morale when Berserking) Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS) Acrobatics +51 Fly +47 Knowledge (engineering): +53 (+55 for spellcasting) Knowledge (arcana) +62 Knowledge (everything else, including martial) +47 Spellcraft +64 Disguise +40 Bluff +40 Diplomacy +40 Sense Motive +44 (5e-style Disadvantage on hunches) Intimidate +44 Survival +44 Sleight of Hand +39 Heal +34 Use Magic Device +38 (all checks are automatically a natural 20) When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks. Feats: Ability Focus (fusillade), Combat Reflexes, Dodge, Great Fortitude, Iron Will, Skill Focus (Perception), Skill Focus (Stealth), Toughness, Extra Combat Talent (Berserker sphere), Extra Combat Talent (Deathless), Extra Combat Talent (Atavism), Extra Combat Talent (Warp Spasm), Improved Atavism (Magical Beast), True Rage, Improved Toughness, Dragon's Toughness Traits: Steel Body, Resurrected Equipment: Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.) Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus) Grants to the gestalt, will be lost if killed: Shared with every other Mortar Troop: Combat Reflexes Dodge Great Fortitude, Iron Will Skill Focus (Perception, Stealth) Toughness Unique: Berserker sphere, talents Deathless, Atavism [Magical Beast: Perception], Warp Spasm Improved Atavism (Magical Beast) True Rage Improved Toughness Dragon's Toughness III Kompanie, 'Wiesel' Strength: 34 +12 Dexterity: 33 +11 Constitution: 27 +8 Intelligence: 42 +16 Wisdom: 22 +6 Charisma: 35 +12 BAB: +20/+16/+10/+5 (Prowess to +15) CMB: +33 CMD: 53 (10 +20 BAB +1 epic +12 Str +11 Dex +1 dodge -2 Berserking) Notes: Immune to combat maneuver attempts that are not applied to every creature in an area Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude) Ref: +23 (+10 base, +2 epic, +11 Dex) Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance, +2 Iron Will) (+3 vs. mind-affecting) (+20 vs. illusions) Notes: Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, anything targeting a single creature, inhaled poisons and other nonmagical effects that require breathing +1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire +2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens. Items get +12 on all saves. Mettle of Will when under half HP 1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives 1/day, reroll a nat 1 on a save from Fearless Destiny Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell 1/day, +1d6 to an attack, save or check from Heroic Destiny Defensive Abilities: Troop traits, gas masks AC: 41 (10 +11 Dex +11 armor +1 dodge +10 natural -2 Berserking) (-6 vs. AoOs) Flat-footed: 41 (Uncanny Dodge) Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -1 Berserking) HP: 308 (16d8+128+16+8+16+12) Notes: Immunity: crits and precision [when berserking only] Delayed damage pool 100 With martial focus, die at -92, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -46 May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus 1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine. Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew' Gain 22 temp HP/round w/Berserking Initiative: +21 (+11 Dex, +10 Superior Initiative) Speed: 95' (+35' competence, +30' Fast) Attacks: Troop, 4d6+12 slashing, bludgeoning and peircing Special Attacks: Fusillade: As a standard action, create four 200' lines originating from any corner of the troop's space: anyone in 'em takes 6d10+6 bludgeoning and peircing damage, Ref DC 31 half (Dex-based) Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6 piercing and slashing damage, Ref DC 29 half (Dex-based) Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6 bludgeoning, peircing and slashing damage, Ref DC 31 half (Dex-based)  Space/Reach: 20' space, 5' reach: freely, amorphously reshapable Skills: Perception +50 (extraordinary True Seeing, +15 morale when Berserking) Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS) Acrobatics +51 Fly +47 Knowledge (engineering): +53 (+55 for spellcasting) Knowledge (arcana) +62 Knowledge (everything else, including martial) +47 Spellcraft +64 Disguise +40 Bluff +40 Diplomacy +40 Sense Motive +44 (5e-style Disadvantage on hunches) Intimidate +44 Survival +44 Sleight of Hand +39 Heal +34 Use Magic Device +38 (all checks are automatically a natural 20) Craft (traps) +43 When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks. Feats: Ability Focus (fusillade), Combat Reflexes, Dodge, Great Fortitude, Iron Will, Skill Focus (Perception), Skill Focus (Stealth), Toughness, Extra Combat Talent (Trap sphere), Extra Combat Talent (Persistent Trap I), Extra Combat Talent (Persistent Trap II), Extra Combat Talent (Razor Wire), Extra Combat Talent (Terrain Trap), Extra Combat Talent (Opportunist), Extra Combat Talent (Penetrating Trap), Extra Combat Talent (Gladiator sphere, Humble Combatant: Uncowed) Traits: Steel Body, Resurrected Equipment: Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.) Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus) Grants to the gestalt, will be lost if killed: Shared with every other Mortar Troop: Combat Reflexes Dodge Great Fortitude, Iron Will Skill Focus (Perception, Stealth) Toughness Unique: Gladiator sphere (Humble Combatant drawback), Uncowed talent Trap sphere, talents Persistent Trap II, Razor Wire, Terrain Trap, Opportunist, Penetrating Trap (and the Craft (traps) ranks that come with 'em) Razor Wire: may place as a full-round action- or a standard, with martial focus- with a DC 5 Craft (traps) check. Persists for 1 round per point by which I beat the DC, or 10 minutes per if I instead place it as a 1-minute action, or 1 hour per if I instead place it as a 10-minute action. Occupies 6 contiguous 5' squares of my choice, and the DC to detect it is 53*. Creatures who see me set it are aware of the square I set it in, and get +5 on Perception checks against it and Reflex saves against it. If it's detected with a Perception check, it can be deactivated as a full-round action with a DC 53* Disable Device check- or attacked. It has Hardness 25, AC 35 and 65 HP. A creature who triggers it must make a DC 37 Reflex save or fall prone, take 12d6 slashing damage which overcomes magic, cold iron, silver, adamantine, and alignment-based DR. Running and charging creatures take -2 to their save. Terrain Trap: may place as a full-round action- or a standard, with martial focus- with a DC 5 Craft (traps) check. This creates a 35' radius of difficult terrain which deals 5d6 slashing and piercing damage to anyone who enters the area or ends their turn there, Reflex DC 37 for half. This damage overcomes magic, cold iron, silver, adamantine, and alignment-based DR. It returns to normal after 1 minute. Feldwebele Richtofen, Kleist and von Zeiten, regimental musicians (3) Strength: 25 +7 Dexterity: 33 +11 Constitution: 27 +8 Intelligence: 42 +16 Wisdom: 22 +6 Charisma: 35 +12 BAB: +20/+16/+10/+5 (Prowess to +15) CMB: +28 (non-finesse weapon), +32 (finesse weapon) CMD: 49 (10 +20 BAB +1 epic +7 Str +11 Dex +1 dodge -2 berserking) Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude) Ref: +23 (+10 base, +2 epic, +11 Dex) Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance) (+3 vs. mind-affecting, +2 Iron Will) (+20 vs. illusions) Notes: Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, inhaled poisons and other nonmagical effects that require breathing, fear +1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire +2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens. Items get +12 on all saves. Mettle of Will when under half HP 1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives 1/day, reroll a nat 1 on a save from Fearless Destiny Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell 1/day, +1d6 to an attack, save or check from Heroic Destiny 1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack) AC: 31 (10 +11 Dex +11 armor +1 dodge -2 berserking) (-6 vs. AoOs) Flat-footed: 31 (Uncanny Dodge) Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking) Notes: 20% miss chance vs. ranged in a round I move more than 5' while flying HP: 3d10+24+3+3+12 (72 HP) Notes: Immunity: crits and precision [when berserking only] Delayed damage pool 100 With martial focus, die at -92, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -46 May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus 1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine. Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew' Gain 22 temp HP/round w/Berserking Initiative: +21 (+11 Dex, +10 Superior Initiative) Speed: 95' (+35' competence, +30' Fast) Attacks: Karabiner 23k +37 ranged, 1d10+16 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine) Socket bayonet +37 melee, 1d6+16 piercing + 14d4 untyped, 20/x2 crit Struck target must make a DC 40 Fortitude save or treat all creatures as if they had concealment for 1r Attack: +20 BAB +1 epic +16 Int [Primal Blast] (-2 w/fixed bayonet) (+8 for 15r w/Wild Fire) Damage: +16 Int [Primal Blast] (+6d6 if expending martial focus on a Deadly Shot) Notes: No penalty for firing into melee -12 to enemy energy resistance, DR and Hardness With martial focus, a 1 doesn't automiss, and reroll a natural 1 1/round A supernatural ability or spell that negates my attack, like Wind Wall, has to make a CL check against my attack roll or get ignored: an extraordinary ability, like Deflect Arrows, needs to make a combat maneuver check or likewise fail Struck target takes -2 to attacks, CMD and AC until they dig the bullet out: the penalty stacks indefinitely, one takes a move action, more take a single full-round action for all of 'em Piercing Eye permits reduction of concealment miss chance by 60% as a move action, as well as rolling twice and choosing the most favorable result when attacking Mirror Image or similar 1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack) Skills: Perception +50 (extraordinary True Seeing, +15 morale when Berserking) Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS) Acrobatics +51 Fly +47 Knowledge (engineering): +53 (+55 for spellcasting) Knowledge (arcana) +62 Knowledge (everything else, including martial) +47 Spellcraft +64 Disguise +40 Bluff +40 Diplomacy +40 Sense Motive +44 (5e-style Disadvantage on hunches) Intimidate +44 Survival +44 Sleight of Hand +39 Heal +34 Use Magic Device +38 (all checks are automatically a natural 20) When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks. Feats: Extra Combat Talent x4  Traits: Savant, Agent of Chance Class Features: EQUIPMENT Firearm Proficiency (discipline) Unarmored Training WARLEADER Bandmaster Rousing Claxon (shout) Persisting Influence Semaphore Strategically Distant Examination Rallying Speech (shout) Equipment: Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.) Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus) Soldier's uniform Web gear (as adventurer's sash) Karabiner 23k (as M1891 Mosin-Nagant) with socket bayonet 115 rifle rounds 2x M24 Stielhandgranate (as M1919 fragmentation grenade) Folding shovel Mess kit and canteen Common backpack Healer's kit and 1 dose of opium Gas mask and 2 replacement canisters Lyre of Building Notes: '2 cubic feet a minute' is the rate given for Shovel, '30 minutes of playing is equal to the work of 100 humans laboring for 3 days' implies 30 minutes of playing produces 300 man-days = 7,200 man-hours = 432,000 man-minutes = 30 minutes of playing to 432,000 man-minutes of construction work = 1 minute of playing to 14,400 man-minutes of construction work = 1 minute of playing to 28,800 cubic feet a minute = 1 round of playing to 2,880 cubic feet a round = one serviceable two-foot wide, five-foot deep, 290-ft long trench in one six-second round per Lyre of Building Grants to the gestalt, will be lost if killed: The Warleader talents Bandmaster, Rousing Claxon (shout), Rallying Speech (shout), Persisting Influence, Semaphore, and Strategically Distant Examination (redundantly provided by all three regimental musicians: only lost if all three are dead) Gun crew, 7.7 cm field gun #1 and #2 (10) Strength: 25 +7 Dexterity: 33 +11 Constitution: 27 +8 Intelligence: 42 +16 Wisdom: 22 +6 Charisma: 35 +12 BAB: +20/+16/+10/+5 (Prowess to +15) CMB: +28 (non-finesse weapon), +32 (finesse weapon) CMD: 49 (10 +20 BAB +1 epic +7 Str +11 Dex +1 dodge -2 berserking) Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude) Ref: +23 (+10 base, +2 epic, +11 Dex) Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance) (+3 vs. mind-affecting, +2 Iron Will) (+20 vs. illusions) Notes: Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, inhaled poisons and other nonmagical effects that require breathing, fear +1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire +2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens. Items get +12 on all saves. Mettle of Will when under half HP 1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives 1/day, reroll a nat 1 on a save from Fearless Destiny Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell 1/day, +1d6 to an attack, save or check from Heroic Destiny 1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack) AC: 31 (10 +11 Dex +11 armor +1 dodge -2 berserking) (-6 vs. AoOs) Flat-footed: 31 (Uncanny Dodge) Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking) Notes: 20% miss chance vs. ranged in a round I move more than 5' while flying HP: 33 (1d10+8+1+1+1+12) Notes: Immunity: crits and precision [when berserking only] Delayed damage pool 100 With martial focus, die at -92, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -46 May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus 1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine. Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew' Gain 22 temp HP/round w/Berserking Initiative: +21 (+11 Dex, +10 Superior Initiative) Speed: 95' (+35' competence, +30' Fast) Attacks: Karabiner 23k +37 ranged, 1d10+16 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine) Socket bayonet +37 melee, 1d6+16 piercing + 14d4 untyped, 20/x2 crit Struck target must make a DC 40 Fortitude save or treat all creatures as if they had concealment for 1r Attack: +20 BAB +1 epic +16 Int [Primal Blast] (-2 w/fixed bayonet) (+8 for 15r w/Wild Fire) Damage: +16 Int [Primal Blast] (+6d6 if expending martial focus on a Deadly Shot) Notes: No penalty for firing into melee -12 to enemy energy resistance, DR and Hardness With martial focus, a 1 doesn't automiss, and reroll a natural 1 1/round A supernatural ability or spell that negates my attack, like Wind Wall, has to make a CL check against my attack roll or get ignored: an extraordinary ability, like Deflect Arrows, needs to make a combat maneuver check or likewise fail Struck target takes -2 to attacks, CMD and AC until they dig the bullet out: the penalty stacks indefinitely, one takes a move action, more take a single full-round action for all of 'em Piercing Eye permits reduction of concealment miss chance by 60% as a move action, as well as rolling twice and choosing the most favorable result when attacking Mirror Image or similar 1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack) Skills: Perception +50 (extraordinary True Seeing, +15 morale when Berserking) Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS) Acrobatics +51 Fly +47 Knowledge (engineering): +53 (+55 for spellcasting) Knowledge (arcana) +62 Knowledge (everything else, including martial) +47 Spellcraft +64 Disguise +40 Bluff +40 Diplomacy +40 Sense Motive +44 (5e-style Disadvantage on hunches) Intimidate +44 Survival +44 Sleight of Hand +39 Heal +34 Use Magic Device +38 (all checks are automatically a natural 20) When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks. Feats: Ability Focus (Reflex save on 6-pounder shell explosion) for gunner, Skill Focus (Profession: Seige Engineer) for everyone else: human bonus feat is Rapid Reload. Traits: Steel Body, Patient Calm (Profession: Seige Engineer) Class Features: EQUIPMENT Firearm Proficiency (discipline) Custom Training (Hotchkiss 6 pounder, Aasen mortar, Lawrence 1917 flamethrower) Unarmored Training SNIPER Equipment: Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.) Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus) Soldier's uniform Web gear (as adventurer's sash) Karabiner 23k (as M1891 Mosin-Nagant) with socket bayonet 115 rifle rounds 2x M24 Stielhandgranate (as M1919 fragmentation grenade) Folding shovel Mess kit and canteen Common backpack Healer's kit and 1 dose of opium Gas mask and 2 replacement canisters Grants to the gestalt, will be lost if killed: Next to nothing- they're pretty much just there as bodies and artillery crewmen, not feat-and-talent engines. I guess they grant the base Sniper sphere, but nothing else, redundantly with Tanya. And proficiency with their own artillery piece and the Profession (siege engineer) ranks required to use it. Whitmann and Bäke, tank crewmen Strength: 25 +7 Dexterity: 33 +11 Constitution: 27 +8 Intelligence: 42 +16 Wisdom: 22 +6 Charisma: 35 +12 BAB: +20/+16/+10/+5 (Prowess to +15) CMB: +28 (non-finesse weapon), +32 (finesse weapon) CMD: 49 (10 +20 BAB +1 epic +7 Str +11 Dex +1 dodge -2 berserking) Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude) Ref: +23 (+10 base, +2 epic, +11 Dex) Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance) (+3 vs. mind-affecting, +2 Iron Will) (+20 vs. illusions) Notes: Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, inhaled poisons and other nonmagical effects that require breathing, fear +1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire +2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens. Items get +12 on all saves. Mettle of Will when under half HP 1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives 1/day, reroll a nat 1 on a save from Fearless Destiny Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell 1/day, +1d6 to an attack, save or check from Heroic Destiny 1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack) AC: 31 (10 +11 Dex +11 armor +1 dodge -2 berserking) (-6 vs. AoOs) Flat-footed: 31 (Uncanny Dodge) Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking) Notes: 20% miss chance vs. ranged in a round I move more than 5' while flying HP: 32 (1d10+8+1+1+12) Notes: Immunity: crits and precision [when berserking only] Delayed damage pool 100 With martial focus, die at -92, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -46 May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus 1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine. Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew' Gain 22 temp HP/round w/Berserking Initiative: +21 (+11 Dex, +10 Superior Initiative) Speed: 95' (+35' competence, +30' Fast) Attacks: Karabiner 23k +37 ranged, 1d10+16 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine) Socket bayonet +37 melee, 1d6+16 piercing + 14d4 untyped, 20/x2 crit Struck target of anything but Maxim must make a DC 40 Fortitude save or treat all creatures as if they had concealment for 1r Attack: +20 BAB +1 epic +16 Int [Primal Blast] (-2 w/fixed bayonet) (-8 size w/tank weapons) (-2 for automatic fire w/Maxim, and another -2 for Barrage sphere) (+8 for 15r w/Wild Fire) (+1 within 30') Damage: +16 Int [Primal Blast] (doesn't apply w/Maxim: automatic fire) (+6d6 if expending martial focus on a Deadly Shot) (+1 within 30') Notes: No penalty for firing into melee -12 to enemy energy resistance, DR and Hardness With martial focus, a 1 doesn't automiss, and reroll a natural 1 1/round A supernatural ability or spell that negates my attack, like Wind Wall, has to make a CL check against my attack roll or get ignored: an extraordinary ability, like Deflect Arrows, needs to make a combat maneuver check or likewise fail Struck target takes -2 to attacks, CMD and AC until they dig the bullet out: the penalty stacks indefinitely, one takes a move action, more take a single full-round action for all of 'em Piercing Eye permits reduction of concealment miss chance by 60% as a move action, as well as rolling twice and choosing the most favorable result when attacking Mirror Image or similar 1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack) None of the above applies to the Maxim gun Skills: Perception +50 (extraordinary True Seeing, +15 morale when Berserking) Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS) Acrobatics +51 Fly +47 Knowledge (engineering): +53 (+55 for spellcasting) Knowledge (arcana) +62 Knowledge (everything else, including martial) +47 Spellcraft +64 Disguise +40 Bluff +40 Diplomacy +40 Sense Motive +44 (5e-style Disadvantage on hunches) Intimidate +44 Survival +44 Sleight of Hand +39 Heal +34 Use Magic Device +38 (all checks are automatically a natural 20) Profession (driver) +10 (+2 when taking 10) Feats: Racial Heritage (Kobold) and Kobold Confidence for driver: Ability Focus (Reflex save on cannon shell) and Rapid Reload for gunner Traits: Steel Body, Patient Calm (Profession: Driver) Class Features: Gunner: EQUIPMENT Firearm Proficiency (discipline) Custom Training (Hotchkiss 6 pounder, Maxim gun, Cannon) BARRAGE Driver: EQUIPMENT Firearm Proficiency (discipline) ATHLETICS (Driver drawback, run package) Ace Pilot Swift Movement Shoot and Scoot   Equipment: Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.) Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus) Soldier's uniform Web gear (as adventurer's sash) Karabiner 23k (as M1891 Mosin-Nagant) with socket bayonet 115 rifle rounds 2x M24 Stielhandgranate (as M1919 fragmentation grenade) Folding shovel Mess kit and canteen Common backpack Healer's kit and 1 dose of opium Gas mask and 2 replacement canisters Panzer IIz light tank. Crewed statistics are: PzKpfw IIz, Colossal construct Strength: 46 +18 Dexterity: 11 +0 Constitution: -- Intelligence: -- Wisdom: -- Charisma: -- AC 35 (10 +0 Dex -8 size +7 armor +26 natural) Touch: 2 Flat-footed: 35 HP 280 (Hardness 41, DR 3/-- until that DR blocks 30 damage, Regeneration 3/acid: becomes helpless at 0 HP instead of 'unconcious') Fort +18 (+6 base, +12 Artifact Lord) (Construct immunities) Ref +18 (+6 base, +12 Artifact Lord) Will +18 (+6 base, +12 Artifact Lord) (Construct immunities: really, truly no-joke mindless) Speed 65' Space 30', Reach 20' Ranged Attacks: Cannon +29 ranged, 12d6+16+10d6 [not multiplied on a crit] bludgeoning and peircing +14d4 untyped, 20/x3 crit, range increment 400'. Reload takes 4 rounds, but happens automatically without needing to spend actions on it so long as at least one move action was spent to move: otherwise, 1 move action. Does not target touch AC, but all those within 15' of the target suffer half damage, DC 24 Reflex save negates. 40 rounds. Maxim gun +25/+25 ranged, 2d8 bludgeoning and piercing, 20/x4 crit, range 120', misfire 1-2. Targets touch within first range increment. Attacks all creatures in a line, making a separate attack roll against each until striking an impenetrable barrier or a range of 1200' is reached: concealment doesn't apply, misfire occurs only if all attacks misfire. Special Qualities: DC 10 Profession (driver) check from at least one crew member required for it to be able to take actions Treated as a quadruped for carrying capacity, fully encloses all occupants and crewmen granting total cover Grants to the gestalt, will be lost if killed: Kobold Confidence feat Barrage sphere Athletics talents: Ace Pilot, Shoot and Scoot     SHARED PHYLACTERY DOLL BENEFITS Mind Blank from Cowl of Warding +5 resistance bonus to Will saves from Cloak +6 enhancement bonus to Strength, Dex and Con from Belt +2 to Con from Silithar Bones graft +4 to MSB from Otherworldly Kimono  Mettle to Will saves if under Half HP, from Tabard of Valor The ability to auto-pass a Will save 1/day by expending a charge from the Ring of Nine Lives as an immediate action [except, uniquely, Visha, who has a different neck-slot item and so can't use the extra ring slot from the Hand of Glory] Immunity to mind-affecting from Ring of Mental Fortitude The ability to treat the dazed condition as confused for 5 rounds/day instead from the Steel-Mind Cap +6 enhancement to Int, Wis and Cha from headband The ability to invoke the Hand of Glory for Daylight and See Invisibility 1/day each Immunity to death/energy drain/negative energy effects from Soulfire quality of Bracers of Armor Immunity to sleep and stunning from Wakeful Mind graft +5 competence to Knowledge (engineering) from Mossy Disk Ioun Stone +5 inherent to all ability scores from Tomes TANYA-ONLY PHYLACTERY DOLL BENFITS Freedom of Movement and 6 levels' worth of Spell Turning from Cowl of Warding +5 deflection to AC from Cloak +5 resistance bonus to Reflex and Fortitude saves from Cloak Mettle to Fort saves if under half HP, from Tabard of Valor Darkvision 120', blindsense 60', double low-light vision, and halved range penalties to Perception from Eyes of the Dragon Tripling of movement speed and fly speed from Angel Rings The ability to be healed for 20 by my Ring of Nine Lives when brought to 0 HP, as well as the 1/day ability to use an immediate action to auto-pass a Fortitude or Reflex save +5 enhancement bonus to natural armor from Hand of Glory Immunity to energy damage from Ring of Universal Energy Immunity Immunity to polymorph/transmutation effects from Proof against Transmutation property of Bracers of Armor Immunity to bleed effects, and resistance to blood-related Con damage, from Styptic property of Bracers of Armor Immunities to disease, paralysis and poison from Heart of Steel graft +10 enhancement to Stealth checks from Psychoactive Skin of the Chameleon Other notes:  The +4 CL to the Destruction and Protection spheres from my Implement probably only applies to sphere effects physically originating from the body holding it
  11. Statblocks and mechanical notes for my ridiculous thing go here.
  12. [SPOILER=Inspirations]Jubei-Chan Cure Black (Futari wa Pretty Cure) Revolutionary Girl Utena Yuzuko Mawatari (Teppu) Buffy the Vampire Slayer[/SPOILER] [SPOILER=Appearance/Personality]Appearance/Personality: Graceful and willowy, with long black hair and a bright smile, Suzume would be a classic Japanese beauty if it weren't for her height. Being nearly six feet tall is unusual for any girl, but it's almost freakish for an ethnically Japanese sixteen-year-old. In her shoes, there are those who would've become awkward and withdrawn, but she went to the other extreme, becoming fearlessly outgoing and perfectly comfortable with being the center of attention. Visual for Scion form: [img2="400"]https://i.imgur.com/IOiUpKo.jpg[/img2] Civilian identity at the gym: [img2="400"]https://i.imgur.com/QR4RVVz.png[/img2][/SPOILER] [SPOILER=Background]"Family businesses are everywhere. Sam Walton looms over everybody with Wal-Mart, Danny Katz works weekends at his dad's deli, and my family teaches the Takamatsu-ha Yagyu Shingan-ryu school of martial arts. Okay, fine, normal enough.  It's not just light exercise in combat pyjamas for tykes and soccer moms, though. I mean, sure, we do that, Mondays, Thursdays and Fridays- it keeps the lights on- but it's the [i]works[/i]. A complete classical Japanese battlefield art: swordsmanship, spear, staff, throwing knives, horsemanship, wrestling in armor with knives. I'm not sure if Dad is joking or not about there being recipes for poisons, field rations, and black powder in the scrolls I'm still having trouble with because [i]chusei[/i] Japanese is hard: I [i]am[/i] sure we've got a little book of Taoist sex magic kicking around somewhere, because Fujiwara no Taira was a horny weirdo eight hundred years ago and we never throw anything away. And the thing is, I [i]love[/i] it, and I'm [i]really, really good at it[/i]. The martial arts, not the sex magic. And you have no [i]idea[/i] how annoying it is to be a teenage girl who's super into the technical skill of hand-to-hand murder with strangling, bone-breaking and sharp objects.  First of all, my father has wanted Ichiro to inherit the school since the day he was born, even though I've been able to beat him with six different weapons ever since I turned [i]twelve[/i] and Ichiro's wanted to work in film for longer than that. I've had two guidance counselors call in my parents for a conference because they thought wanting to do that for a living made me a violent headcase. The first time, they both just sort of spent an hour taking turns sternly telling me that what I wanted to do with my future was wrong without really noticing that they were kind of talking past each other about [i]why.[/i] The second time around, Mrs. Brown changed her mind halfway through and started fighting with my father about it in the name of equal opportunity...which is definitely funny in retrospect, but at the time it was just awkward. And as for [i]competition[/i]...you know how competitive junior female kendo is on the East Coast of the United States? In the last three events I want to, I took gold, Maggie Higgenbottom took silver, and in two of 'em [i]there was no bronze.[/i] I guess Kirino was pretty good...until she moved back to Tohoku last year. Judo's scarcely any better, and junior female MMA is [i]illegal[/i] in this state and anywhere else within two hours' drive. As for the guys at the school, they're split between the tiny historical-recreationist crowd of stick-thin Japanophile senior citizens who show up for the weapons work on the weekends and the MMA bros who come to the serious jujutsu classes, who are terrified of breaking the owner's daughter in half and start losing interest the moment you introduce a rubber knife into a drill.  Aaaand...look, I freely admit that what I did was probably not the best idea. The sane, reasonable response to having a one-ton, deformed spider-woman toss a shining superhuman through the wall of the eatery you're in is to [i]****in' run[/i]. I [i]know[/i] this. But...she wasn't moving.  So I threw one of my hairpins at its face, and I got [i]really lucky[/i] and speared it through the left eye, and the steak knives at the restaurant were this [i]perfect[/i] stiletto shape, and it seemed to find the hairpin in the eye [i]very distracting[/i] so I thought it might be safe enough and [i]she still wasn't moving.[/i] So then I snuck in on its blind side and got the [i]other[/i] eye and then just sort of... kept going on the theory that once you've decided the solution to a problem is stabbing, things are hardly likely to be improved by half measures and it needs [i]a lot of stabbing[/i]. Did you know spider blood is blue? I did [i]not[/i], and I found out that it's kind of lucky that the outfits we transform into are self-cleaning and...I'm getting ahead of myself, sorry. It was about this time that the chick with the glowing, rainbow blouse-thing came round and, um, started screaming. Apparently her magic- most magic- tends to be a lot less... messy and visceral. And she was [i]very[/i] concussed. After a few minutes, her...floating, talking stuffed fox that called itself a 'Moochee'...managed to calm her down, and she was very apologetic, and somehow the conversation turned into a job interview? With the fox. Which was no weirder than the rest of it, really, and it [i]did[/i] answer a lot of questions. It said there were more monsters, that I was needed- my talents, my skills. It was nice to be taken seriously."[/SPOILER] [SPOILER=Complications]Motivation: Doing Good, Recognition, Thrills Reputation (Vicious Pragmatist) Identity (Forging the Soul-Born Sword can be *really* useful, new powers on demand- but it permanently shuts down my disguise power for the person I use it on) Relationship (Father: respects and desires approval, but dislikes for his sexism) Relationship (Brother: simmering jealousy for having been handed something she's wanted her whole life) Responsibility (Juggling superheroism, classes and martial-arts training) Power Loss (I wanna have an mini-arc or scene where she loses all or most of her magic stuff and somehow ends up fighting monsters in samurai weapons and armor. Maybe it ends up being an awesome thing, maybe it ends up being a hubris thing and she gets to die or get seriously injured, but I'd like it to happen.)[/SPOILER] [SPOILER=Crunch][B]Attributes:[/B] 40  [B]Defenses:[/B] 10 [B]Skills:[/B] 12 [B]Advantages:[/B] 16 [B]Powers:[/B] 87 Format: Trait [COLOR="DimGray"][Point Cost][/COLOR] [INDENT]Subtrait [COLOR="Silver"][Point Cost that's part of the above point cost][/COLOR][/INDENT] [SPOILER="Attributes and Defenses (Untransformed: these are what's costed as Attributes and Defenses, not being Enhanced Traits)"][B]Strength:[/B] 2 [COLOR="Dimgray"][4][/COLOR] [B]Stamina:[/B] 3 [COLOR="Dimgray"][6][/COLOR]  [B]Agility:[/B] 4 [COLOR="Dimgray"][8][/COLOR] [B]Dexterity:[/B] 3 [COLOR="Dimgray"][6][/COLOR] [B]Fighting:[/B] 5 [COLOR="Dimgray"][10][/COLOR] [B]Intellect:[/B] 0 [COLOR="Dimgray"][0][/COLOR] [B]Awareness:[/B] 3 [COLOR="Dimgray"][6][/COLOR] [B]Presence:[/B] 0 [COLOR="Dimgray"][0][/COLOR] Defenses [B]Dodge:[/B] 6 [COLOR="Dimgray"][2][/COLOR] [B]Fortitude:[/B] 4 [COLOR="Dimgray"][1][/COLOR] [B]Parry:[/B] 7 [COLOR="Dimgray"][2][/COLOR] [B]Toughness:[/B] 5 [COLOR="Dimgray"][2][/COLOR] (7, Defensive Roll) [B]Will:[/B] 6 [COLOR="Dimgray"][3][/COLOR][/SPOILER] [SPOILER="Attributes and Defenses (Transformed, including Enhanced Traits)"][B]Strength:[/B] 8 [B]Stamina:[/B] 7 [B]Agility:[/B] 9 [B]Dexterity:[/B] 6 [B]Fighting:[/B] 9 [B]Intellect:[/B] 0 [B]Awareness:[/B] 3 [B]Presence:[/B] 3 Defenses [B]Dodge:[/B] 11 [B]Fortitude:[/B] 10  [B]Parry:[/B] 11 [B]Toughness:[/B] 9 (11, Defensive Roll) [B]Will:[/B] 10[/SPOILER] [SPOILER="Skills"][B]Acrobatics[/B] 2 ranks, +4 Agility, +6 total [COLOR="DimGray"][1][/COLOR] [B]Athletics[/B] 2 ranks, +2 Strength, +4 total [COLOR="Dimgray"][1][/COLOR] [B]Deception[/B] 10 ranks, +1 Presence, +11 total [COLOR="Dimgray"][5][/COLOR] (+13 w/Attractive) [B]Insight[/B] 6 ranks, +3 Awareness, +9 total [COLOR="Dimgray"][3][/COLOR] [B]Ranged Combat: Throwing[/B] 4 ranks, +3 Dexterity, +7 total [COLOR="Dimgray"][2][/COLOR] Transformed: Acrobatics +11 Athletics +10 Deception +14 (+2 w/Attractive) Insight +9 Ranged Combat +10[/SPOILER] [SPOILER="Advantages"]Accurate Attack, All-Out Attack, Defensive Attack, Power Attack, Defensive Roll 2, Grabbing Finesse, Improved Hold, Fast Grab, Quick Draw, Throwing Mastery 2, Assessment, Attractive 1, Languages (English and Japanese), Equipment 1 (Well-balanced hairpin shuriken (Str-Based Ranged Damage 1 + Accurate + Subtle*) *Immediately recognizable *in use*, but a Perception DC 20 to recognize *as a weapon.* [/SPOILER] [SPOILER="Powers"][B]SHURIKENJUTSU[/B] (Descriptor: Training) [COLOR="DimGray"][3][/COLOR] [INDENT]Affliction 10 (Vulnerable: Resisted by Will) [COLOR="Silver"][3][/COLOR] [INDENT]Extra: Linked to Str-based Throwing Damage Flaw: Instant Recovery Flaw: Limited Degree x2[/INDENT][/INDENT] "Yagyu shurikenjutsu is [i]supplemental[/i]: it is not the point. If you want to kill a man at a distance, you pick up a bow or an arquebus or some other [i]serious[/i] ranged weapon- you don't do it with dinky little knives. What you can do with a dinky little knife is draw it, palm it, and throw it in the space of a breath. What that's [i]really[/i] useful for is making sure sure that the other guy can never just take a step or two out of reach in a sword fight and feel comfortable, safe and relaxed. Instead, you huck something sharp at their face. If you hit something important, that's nice. If they duck, or parry it, that works too- it means they don't have the attention to spare on stabbing you. If you [i]miss[/i], even, what does that lose you? Not much. If you're [i]really[/i] slick, sometimes you can even toss one, lunge into distance, and make a more decisive attack with your sword in the instant they're distracted. Oooh, and if you keep them in just the right place in your sleeve, you can draw a sword and make this deceptive little sidearm toss of a hidden shuriken in pretty much the same motion. That's shurikenjusu- a nifty little bag of dirty tricks." [B]WELL-HONED TREACHERY[/B] [COLOR="DimGray"][1][/COLOR] [INDENT]Enhanced Deception 6 [COLOR="Silver"][1][/COLOR] [INDENT]Flaw: Limited, Only for Feints Flaw: Limited, once per opponent per combat[/INDENT][/INDENT] "Forget what you have heard about fighting being about passion and grit – it’s wrong. Fighting is a game of smoke and mirrors, and an entire bout should be spent lying to an opponent and hurting him when he believes you. Deception lands strikes, not fast hands or raw aggression." [B]FRESH-FACED VETERAN[/B] [COLOR="DimGray"][2][/COLOR] [INDENT]Immunity (Interaction Skills) [COLOR="Silver"][2][/COLOR] [INDENT]Flaw: Limited to Half Effect Flaw: Limited, Only In Combat[/INDENT] [/INDENT] "If you try [i]very[/i] hard, you might be able to show me a trick I haven't seen. It can't be helped: I'm only sixteen and still in school, it's tough to find the time to train more than two or three hours a day on weekdays." [B]MATADOR[/B] (Descriptor: Training) [COLOR="DimGray"][14][/COLOR] [INDENT]Teleport 11 [COLOR="Silver"][11][/COLOR]    [INDENT]Extra: Subtle 1 (To the target only)  Extra: Insidious  Extra: Attack (Resisted by Parry) Extra: Triggered 2 (The moment an opponent makes an applicable attack) Flaw: Limited (distance limited to target's Speed rank)  Flaw: Limited (only vs. an opponent making an All-Out Attack) Flaw: Quirk (Movement is the target's natural movement, not actual teleportation: can't go through barriers or impassable terrain) 0-pt Feature (Limited to rank 8 when untransformed)[/INDENT] "If an opponent's willing to take wild swings and chase you down to hit you, don't be afraid- welcome it, encourage it! Then [i]exploit[/i] it to lure them into a bad spot. Even better if you can keep them so focused on you that they don't realize they're being led until it's too late." [INDENT]Alternate: [B]ALL THE FIGHT'S A STAGE[/B] [COLOR="Silver"][1][/COLOR] [INDENT]Illusion 11 (All visual senses and sound)  [INDENT]Extra: Independent Flaw: Limited to One Subject (an attacker) Flaw: Limited (only illusions on my own person) Flaw: Limited (only to convey the impression that the target is uninjured) Flaw (Only vs. an opponent making a Power Attack) Extra: Triggered 2 (Upon a successful attack resulting in a Bruise or worse) 0-pt Feature (Limited to rank 8 when untransformed)[/INDENT][/INDENT] "Sometimes, when you've taken your opponent's best shot and you can feel bits of bone grinding against each other, there's nothing for it but to give 'em a nice big smile and pretend it didn't hurt. That can be all it takes to get them to abandon a winning strategy." Alternate: [B]DEFT OPPORTUNIST[/B] [COLOR="Silver"][1][/COLOR] [INDENT]Affliction 11 (Resisted by Reflex: Hindered/Prone.)  [INDENT]Flaw: Limited Degree x1 Flaw: Limited: only vs. an opponent taking making a Defensive Attack or taking the Total Defense action      Extra: Triggered 2 [the moment an opponent within range makes an applicable attack or takes the Total Defense action] 0-pt Feature (Limited to rank 8 when untransformed)[/INDENT][/INDENT]             "An opponent who lets timidity get the better of them is a rare treat. They can really...curl up, get tunnel vision, focus really hard on protecting a few targets...always the face, usually their torso,  maybe their wrists if they're an experienced fencer. That's when you feint an attack or two high...then go low and hack their legs out from under them."                  Alternate: [B]STAND AND TRADE[/B] [COLOR="Silver"][1][/COLOR]             [INDENT]Reduced Parry -5, Reduced Dodge -5              Enhanced Advantage: Defensive Roll 5, Improved Critical (Soul-Born Sword) 4, Improved Critical (Unarmed                          Strike) 4             Limited: only vs. an opponent making an Accurate Attack[/INDENT]             "It's a lesson you see more often in boxing and kickboxing than in ancient martial arts, but it still holds: when faced with an opponent who fights carefully and intelligently, sacrificing flash and power for a reliable connection, the proper thing to do is take calculated risks-stalking slowly forwards, braced to roll with blows and intent on trading punch for punch. Don't try to beat Muhammad Ali by trying to dance better than he does- drag him into a slugging match! Many a man who fights beautifully has been beaten by forcing him into an ugly fight. Crazy in the context of unarmored [i]dueling[/i] with live blades, of course, which is why it's not something you see too often in classical Japanese stuff...but the thing is, the lesson transfers much better to [i]battlefield combat in armor.[/i] Armor won't let you get hit with impunity, but it will let you [i]risk[/i] getting hit, in the right place, at the right time."[/INDENT][/INDENT] [B]TRANSFORMATION[/B] (Descriptor: Magic) [COLOR="DimGray"][59][/COLOR] [INDENT]Flaws of the package as a whole: Activation 2, Linked (Drawing Forth the Soul-Born Sword) [COLOR="Silver"][-2]    [/COLOR] Enhanced Strength 6 [COLOR="silver"][12][/COLOR] Enhanced Stamina 4 [COLOR="silver"][8][/COLOR] Enhanced Agility 5 [COLOR="silver"][10][/COLOR] Enhanced Dexterity 3 [COLOR="silver"][6][/COLOR] Enhanced Fighting 4 [COLOR="silver"][8][/COLOR] Enhanced Presence 3 [COLOR="silver"][6][/COLOR] Enhanced Defense: Fortitude 2 [COLOR="silver"][2][/COLOR] Enhanced Defense: Will 4 [COLOR="silver"][4][/COLOR] Enhanced Advantage: Takedown 1 [COLOR="silver"][1][/COLOR] Leaping 1 [COLOR="silver"][1][/COLOR] Senses 1 (Danger Sense) [COLOR="silver"][1][/COLOR] Speed 1 [COLOR="silver"][1][/COLOR]  Regeneration 1 [COLOR="silver"][1][/COLOR] Zero-point Feature: Transformation-sequence identity disguise does not work on past targets of Forging the Soul-Born Sword[/INDENT] [B]THE SWORD THAT SEVERS DOUBT[/B] (Descriptor: Magic) [COLOR="DimGray"][8][/COLOR]  [INDENT]Damage 4 (Str-based)+Improved Critical [COLOR="Silver"][5][/COLOR] Nullify 11 (All mental effects) [COLOR="silver"][6][/COLOR] [INDENT]Extra: Feature (Grants a +3 bonus on the target's next save against the same effect, or a +3 bonus to their Insight check against the relevant interaction skill) Flaw: Quirk (Using it on someone requires me to apparently attack them with a sword, which may be very difficult to convince them to tolerate if they don't trust me) Flaw: Range (Close)[/INDENT] [INDENT]Flaws applying to both: Activation 2, Easily Removable Feature: Can be resummoned when disarmed by spending a standard action to re-Activate[/INDENT] [COLOR="Silver"][-4][/COLOR]              Alternate: [B]FORGING THE SOUL-BORN SWORD[/B] [COLOR="Silver"][1][/COLOR] [INDENT]Variable 2 (Magic items- usually weapons (but a peaceful soul might yield something else), usually traditionally Japanese (though a proud Brit might yield a longbow, a Frenchman an epee, etc.)) [INDENT]Flaw: Uncontrolled (The power itself isn't Uncontrolled, but the *resulting power* can't be freely selected) Flaw: Quirk (Requires another living being within arm's reach to activate) Extra: Feature (Pulling a magic weapon from someone else's chest will always be the same weapon, with the same powers)[/INDENT][/INDENT][/INDENT]       The simplest way for Suzume to manifest her power as a Scion is to reach impossibly deeply into her own chest and slowly draw forth a projection of her own soul in the form of a gleaming sword as she speaks her activation phrase- a katana with an incongruously long, broad and heavy blade for someone of her apparent build, elaborately decorated with a bamboo-leaf-and-leaping-fish motif. It serves as a phenomenal weapon, one she can use to the full extent of her preternatural strength to shear a car's engine block neatly in two without showing a chip or flaw in the edge. Alternatively, it can deal generalized nonlethal 'magic damage' which doesn't cut or scar...or cut things away from the [i]mind[/i] Doubt, fear, anger, sadness, confusion.   But she's not limited to her [i]own[/i] soul: anyone's will do, and each new item she draws forth has a different set of unusual powers. Not [i]predictable[/i] powers, not necessarily [i]useful[/i] or [i]intuitive[/i] or [i]safe[/i] powers, but at least it's versatile. [/SPOILER][/SPOILER] Inspirations Jubei-Chan Cure Black (Futari wa Pretty Cure) Revolutionary Girl Utena Yuzuko Mawatari (Teppu) Buffy the Vampire Slayer Appearance/Personality Appearance/Personality: Graceful and willowy, with long black hair and a bright smile, Suzume would be a classic Japanese beauty if it weren't for her height. Being nearly six feet tall is unusual for any girl, but it's almost freakish for an ethnically Japanese sixteen-year-old. In her shoes, there are those who would've become awkward and withdrawn, but she went to the other extreme, becoming fearlessly outgoing and perfectly comfortable with being the center of attention. Visual for Scion form: Civilian identity at the gym: Background "Family businesses are everywhere. Sam Walton looms over everybody with Wal-Mart, Danny Katz works weekends at his dad's deli, and my family teaches the Takamatsu-ha Yagyu Shingan-ryu school of martial arts. Okay, fine, normal enough.  It's not just light exercise in combat pyjamas for tykes and soccer moms, though. I mean, sure, we do that, Mondays, Thursdays and Fridays- it keeps the lights on- but it's the works . A complete classical Japanese battlefield art: swordsmanship, spear, staff, throwing knives, horsemanship, wrestling in armor with knives. I'm not sure if Dad is joking or not about there being recipes for poisons, field rations, and black powder in the scrolls I'm still having trouble with because chusei Japanese is hard: I am sure we've got a little book of Taoist sex magic kicking around somewhere, because Fujiwara no Taira was a horny weirdo eight hundred years ago and we never throw anything away. And the thing is, I love it, and I'm really, really good at it . The martial arts, not the sex magic. And you have no idea how annoying it is to be a teenage girl who's super into the technical skill of hand-to-hand murder with strangling, bone-breaking and sharp objects.  First of all, my father has wanted Ichiro to inherit the school since the day he was born, even though I've been able to beat him with six different weapons ever since I turned twelve and Ichiro's wanted to work in film for longer than that. I've had two guidance counselors call in my parents for a conference because they thought wanting to do that for a living made me a violent headcase. The first time, they both just sort of spent an hour taking turns sternly telling me that what I wanted to do with my future was wrong without really noticing that they were kind of talking past each other about why. The second time around, Mrs. Brown changed her mind halfway through and started fighting with my father about it in the name of equal opportunity...which is definitely funny in retrospect, but at the time it was just awkward. And as for competition ...you know how competitive junior female kendo is on the East Coast of the United States? In the last three events I want to, I took gold, Maggie Higgenbottom took silver, and in two of 'em there was no bronze. I guess Kirino was pretty good...until she moved back to Tohoku last year. Judo's scarcely any better, and junior female MMA is illegal in this state and anywhere else within two hours' drive. As for the guys at the school, they're split between the tiny historical-recreationist crowd of stick-thin Japanophile senior citizens who show up for the weapons work on the weekends and the MMA bros who come to the serious jujutsu classes, who are terrified of breaking the owner's daughter in half and start losing interest the moment you introduce a rubber knife into a drill.  Aaaand...look, I freely admit that what I did was probably not the best idea. The sane, reasonable response to having a one-ton, deformed spider-woman toss a shining superhuman through the wall of the eatery you're in is to ****in' run . I know this. But...she wasn't moving.  So I threw one of my hairpins at its face, and I got really lucky and speared it through the left eye, and the steak knives at the restaurant were this perfect stiletto shape, and it seemed to find the hairpin in the eye very distracting so I thought it might be safe enough and she still wasn't moving. So then I snuck in on its blind side and got the other eye and then just sort of... kept going on the theory that once you've decided the solution to a problem is stabbing, things are hardly likely to be improved by half measures and it needs a lot of stabbing . Did you know spider blood is blue? I did not , and I found out that it's kind of lucky that the outfits we transform into are self-cleaning and...I'm getting ahead of myself, sorry. It was about this time that the chick with the glowing, rainbow blouse-thing came round and, um, started screaming. Apparently her magic- most magic- tends to be a lot less... messy and visceral. And she was very concussed. After a few minutes, her...floating, talking stuffed fox that called itself a 'Moochee'...managed to calm her down, and she was very apologetic, and somehow the conversation turned into a job interview? With the fox. Which was no weirder than the rest of it, really, and it did answer a lot of questions. It said there were more monsters, that I was needed- my talents, my skills. It was nice to be taken seriously." Complications Motivation: Doing Good, Recognition, Thrills Reputation (Vicious Pragmatist) Identity (Forging the Soul-Born Sword can be *really* useful, new powers on demand- but it permanently shuts down my disguise power for the person I use it on) Relationship (Father: respects and desires approval, but dislikes for his sexism) Relationship (Brother: simmering jealousy for having been handed something she's wanted her whole life) Responsibility (Juggling superheroism, classes and martial-arts training) Power Loss (I wanna have an mini-arc or scene where she loses all or most of her magic stuff and somehow ends up fighting monsters in samurai weapons and armor. Maybe it ends up being an awesome thing, maybe it ends up being a hubris thing and she gets to die or get seriously injured, but I'd like it to happen.) Crunch Attributes: 40  Defenses: 10 Skills: 12 Advantages: 16 Powers: 87 Format: Trait [Point Cost] Subtrait [Point Cost that's part of the above point cost] "Attributes and Defenses (Untransformed: these are what's costed as Attributes and Defenses, not being Enhanced Traits)" Strength: 2 [4] Stamina: 3 [6]   Agility: 4 [8] Dexterity: 3 [6] Fighting: 5 [10] Intellect: 0 [0] Awareness: 3 [6] Presence: 0 [0] Defenses Dodge: 6 [2] Fortitude: 4 [1] Parry: 7 [2] Toughness: 5 [2] (7, Defensive Roll) Will: 6 [3] "Attributes and Defenses (Transformed, including Enhanced Traits)" Strength: 8 Stamina: 7 Agility: 9 Dexterity: 6 Fighting: 9 Intellect: 0 Awareness: 3 Presence: 3 Defenses Dodge: 11 Fortitude: 10  Parry: 11 Toughness: 9 (11, Defensive Roll) Will: 10 "Skills" Acrobatics 2 ranks, +4 Agility, +6 total [1] Athletics 2 ranks, +2 Strength, +4 total [1] Deception 10 ranks, +1 Presence, +11 total [5] (+13 w/Attractive) Insight 6 ranks, +3 Awareness, +9 total [3] Ranged Combat: Throwing 4 ranks, +3 Dexterity, +7 total [2] Transformed: Acrobatics +11 Athletics +10 Deception +14 (+2 w/Attractive) Insight +9 Ranged Combat +10 "Advantages" Accurate Attack, All-Out Attack, Defensive Attack, Power Attack, Defensive Roll 2, Grabbing Finesse, Improved Hold, Fast Grab, Quick Draw, Throwing Mastery 2, Assessment, Attractive 1, Languages (English and Japanese), Equipment 1 (Well-balanced hairpin shuriken (Str-Based Ranged Damage 1 + Accurate + Subtle*) *Immediately recognizable *in use*, but a Perception DC 20 to recognize *as a weapon.* "Powers" SHURIKENJUTSU (Descriptor: Training) [3] Affliction 10 (Vulnerable: Resisted by Will) [3] Extra: Linked to Str-based Throwing Damage Flaw: Instant Recovery Flaw: Limited Degree x2 "Yagyu shurikenjutsu is supplemental : it is not the point. If you want to kill a man at a distance, you pick up a bow or an arquebus or some other serious ranged weapon- you don't do it with dinky little knives. What you can do with a dinky little knife is draw it, palm it, and throw it in the space of a breath. What that's really useful for is making sure sure that the other guy can never just take a step or two out of reach in a sword fight and feel comfortable, safe and relaxed. Instead, you huck something sharp at their face. If you hit something important, that's nice. If they duck, or parry it, that works too- it means they don't have the attention to spare on stabbing you. If you miss , even, what does that lose you? Not much. If you're really slick, sometimes you can even toss one, lunge into distance, and make a more decisive attack with your sword in the instant they're distracted. Oooh, and if you keep them in just the right place in your sleeve, you can draw a sword and make this deceptive little sidearm toss of a hidden shuriken in pretty much the same motion. That's shurikenjusu- a nifty little bag of dirty tricks." WELL-HONED TREACHERY [1] Enhanced Deception 6 [1] Flaw: Limited, Only for Feints Flaw: Limited, once per opponent per combat "Forget what you have heard about fighting being about passion and grit – it’s wrong. Fighting is a game of smoke and mirrors, and an entire bout should be spent lying to an opponent and hurting him when he believes you. Deception lands strikes, not fast hands or raw aggression." FRESH-FACED VETERAN [2] Immunity (Interaction Skills) [2] Flaw: Limited to Half Effect Flaw: Limited, Only In Combat "If you try very hard, you might be able to show me a trick I haven't seen. It can't be helped: I'm only sixteen and still in school, it's tough to find the time to train more than two or three hours a day on weekdays." MATADOR (Descriptor: Training) [14] Teleport 11 [11]    Extra: Subtle 1 (To the target only)  Extra: Insidious  Extra: Attack (Resisted by Parry) Extra: Triggered 2 (The moment an opponent makes an applicable attack) Flaw: Limited (distance limited to target's Speed rank)  Flaw: Limited (only vs. an opponent making an All-Out Attack) Flaw: Quirk (Movement is the target's natural movement, not actual teleportation: can't go through barriers or impassable terrain) 0-pt Feature (Limited to rank 8 when untransformed) "If an opponent's willing to take wild swings and chase you down to hit you, don't be afraid- welcome it, encourage it! Then exploit it to lure them into a bad spot. Even better if you can keep them so focused on you that they don't realize they're being led until it's too late." Alternate: ALL THE FIGHT'S A STAGE [1] Illusion 11 (All visual senses and sound)  Extra: Independent Flaw: Limited to One Subject (an attacker) Flaw: Limited (only illusions on my own person) Flaw: Limited (only to convey the impression that the target is uninjured) Flaw (Only vs. an opponent making a Power Attack) Extra: Triggered 2 (Upon a successful attack resulting in a Bruise or worse) 0-pt Feature (Limited to rank 8 when untransformed) "Sometimes, when you've taken your opponent's best shot and you can feel bits of bone grinding against each other, there's nothing for it but to give 'em a nice big smile and pretend it didn't hurt. That can be all it takes to get them to abandon a winning strategy." Alternate: DEFT OPPORTUNIST [1] Affliction 11 (Resisted by Reflex: Hindered/Prone.)  Flaw: Limited Degree x1 Flaw: Limited: only vs. an opponent taking making a Defensive Attack or taking the Total Defense action      Extra: Triggered 2 [the moment an opponent within range makes an applicable attack or takes the Total Defense action] 0-pt Feature (Limited to rank 8 when untransformed)              "An opponent who lets timidity get the better of them is a rare treat. They can really...curl up, get tunnel vision, focus really hard on protecting a few targets...always the face, usually their torso,  maybe their wrists if they're an experienced fencer. That's when you feint an attack or two high...then go low and hack their legs out from under them."                  Alternate: STAND AND TRADE [1]              Reduced Parry -5, Reduced Dodge -5              Enhanced Advantage: Defensive Roll 5, Improved Critical (Soul-Born Sword) 4, Improved Critical (Unarmed                          Strike) 4             Limited: only vs. an opponent making an Accurate Attack             "It's a lesson you see more often in boxing and kickboxing than in ancient martial arts, but it still holds: when faced with an opponent who fights carefully and intelligently, sacrificing flash and power for a reliable connection, the proper thing to do is take calculated risks-stalking slowly forwards, braced to roll with blows and intent on trading punch for punch. Don't try to beat Muhammad Ali by trying to dance better than he does- drag him into a slugging match! Many a man who fights beautifully has been beaten by forcing him into an ugly fight. Crazy in the context of unarmored dueling with live blades, of course, which is why it's not something you see too often in classical Japanese stuff...but the thing is, the lesson transfers much better to battlefield combat in armor. Armor won't let you get hit with impunity, but it will let you risk getting hit, in the right place, at the right time." TRANSFORMATION (Descriptor: Magic) [59] Flaws of the package as a whole: Activation 2, Linked (Drawing Forth the Soul-Born Sword)      Enhanced Strength 6 [12] Enhanced Stamina 4 [8] Enhanced Agility 5 [10] Enhanced Dexterity 3 [6] Enhanced Fighting 4 [8] Enhanced Presence 3 [6] Enhanced Defense: Fortitude 2 [2] Enhanced Defense: Will 4 [4] Enhanced Advantage: Takedown 1 [1] Leaping 1 [1] Senses 1 (Danger Sense) [1] Speed 1 [1]   Regeneration 1 [1] Zero-point Feature: Transformation-sequence identity disguise does not work on past targets of Forging the Soul-Born Sword THE SWORD THAT SEVERS DOUBT (Descriptor: Magic) [8]   Damage 4 (Str-based)+Improved Critical [5] Nullify 11 (All mental effects) [6] Extra: Feature (Grants a +3 bonus on the target's next save against the same effect, or a +3 bonus to their Insight check against the relevant interaction skill) Flaw: Quirk (Using it on someone requires me to apparently attack them with a sword, which may be very difficult to convince them to tolerate if they don't trust me) Flaw: Range (Close) Flaws applying to both: Activation 2, Easily Removable Feature: Can be resummoned when disarmed by spending a standard action to re-Activate              Alternate: FORGING THE SOUL-BORN SWORD [1] Variable 2 (Magic items- usually weapons (but a peaceful soul might yield something else), usually traditionally Japanese (though a proud Brit might yield a longbow, a Frenchman an epee, etc.)) Flaw: Uncontrolled (The power itself isn't Uncontrolled, but the *resulting power* can't be freely selected) Flaw: Quirk (Requires another living being within arm's reach to activate) Extra: Feature (Pulling a magic weapon from someone else's chest will always be the same weapon, with the same powers)       The simplest way for Suzume to manifest her power as a Scion is to reach impossibly deeply into her own chest and slowly draw forth a projection of her own soul in the form of a gleaming sword as she speaks her activation phrase- a katana with an incongruously long, broad and heavy blade for someone of her apparent build, elaborately decorated with a bamboo-leaf-and-leaping-fish motif. It serves as a phenomenal weapon, one she can use to the full extent of her preternatural strength to shear a car's engine block neatly in two without showing a chip or flaw in the edge. Alternatively, it can deal generalized nonlethal 'magic damage' which doesn't cut or scar...or cut things away from the mind Doubt, fear, anger, sadness, confusion.   But she's not limited to her own soul: anyone's will do, and each new item she draws forth has a different set of unusual powers. Not predictable powers, not necessarily useful or intuitive or safe powers, but at least it's versatile.     The above is an ugly port using the jank BBCode function. Something more Baldr-Native to follow.
  13. Is the 'no Champions' thing a hard ban on any character that has both martial and casting talents? Or can we have characters like a Hedgewitch that takes the Combat path, a Mid-Caster/Low-Caster that makes the feat-progression-for-combat-talent trade, a caster who gets talents through an Oath Boon, or just a caster that takes Extra Combat Talent- so long as they don't take a CotS class or archetype?   I'd like to have a Death-sphere necromancer who makes use of Reanimated Warriors for kung-fu skellingtons.
  14. I was just wondering if you are going to accept my invite, or are not interested in playing? I'll leave your invitation open until after the Thanksgiving Weekend. Have a great holiday.

     

    Silverlock-The Blackstone Chronicles.

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