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Llyarden

Llyarden

Cal

 

Guild Weapon: Quarterstaff

 

Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 57, TAC 43, FFAC 47; Special+2 AC/FFAC vs aberrations
    +2 AC/TAC vs ranged attacks
  • All Day Fort, Ref, and Will saves: Fort +30, Ref +24, Will +24; Special+1 to saves vs mind-affecting
    +2 to saves vs transmutation effects used by aberrations
    +2 to saves vs any effect used by aberrations
    +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
    +2 vs [earth]
    -2 to saves vs [evil]
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
    • Quarterstaff Attack Action +21 (1d6+22 [25.5]); Special+2 to attack & damage vs aberrations
    • Blasting Eye Ray +21 touch (8d8 [36]); Special+2 to attack & damage vs aberrations
  • All Day Save DC/Damage for Special Abilities: 33 (Most), 34 (Nature/Time), 38 (Alchemy); Special+2 vs aberrations
  • Hit Points: 379


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: 66, TAC 52, FFAC 48; Special+2 AC/FFAC vs aberrations
    +2 AC/TAC vs ranged attacks
    (Haste, Orb Transformation, Flowing Power [Dex/Con]) plus 20% miss chance against non-incorporeal attacks (Dance of the Blades)
  • Nova Fort, Ref, and Will saves: Fort +35, Ref +31, Will +29; Special +1 to saves vs mind-affecting
    +2 to saves vs transmutation effects used by aberrations
    +2 to saves vs any effect used by aberrations
    +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
    +2 vs [earth]
    -2 to saves vs [evil]
    (Powerful Courage, Haste, Flowing Power [Con/Dex/Wis])
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
    • Quarterstaff Brutal Strike +31 (1d6+49 [52.5]); Special+2 to attack & damage vs aberrations (Powerful Courage, Haste, Dance of the Blades, Flowing Power [Dex and Str])
    • Triple-Power Blasting Eye Ray +28 touch (8d10+15d8+33 [143.5], 250ft range increment); Special+2 to attack & damage vs aberrations (Powerful Courage, Haste, Flowing Power [Dex and Con])
  • Nova Save DC/Damage for Special Abilities: 34 (Most), 35 (Nature/Time), 39 (Alchemy); Special+2 vs aberrations
  • Significant Temporary/Long Term HP Boosts: Berserking +14 refreshed each round, Powerful Courage +15, Flowing Power [Con] +15hp


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
    • Aid Another boosted by Guild teamwork (+4, lasts until the beginning of his next turn)
    • Double-Power Healing Eye Ray (8d8+50 [86], 250ft range increment)
    • Purifying Eye Ray (7d8+50 [81.5] plus cures one of thesedazzled, shaken, battered, fatigued, sickened.

      Can potentially add others to the list, but that ability is limited.
      conditions, 250ft range increment)
  • Constant or Daily Boosts: Guild Teamwork: Bonded Mind


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities: Hypervitalise Immunities, Pain effects
  • Energy Resistance/Immunity:
  • Damage Reduction: DR15/B or P
  • Special Defenses: 75% fortification, Delayed Damage 44 w/ Endure Pain, Quick Recovery 15/31, Regeneration 4 (max 600/day), 35% Ray Deflection, Deflect Arrows via Compact Frame


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Darkvision 60ft, Perception +28; Special+7 to Perception vs traps
  • Temporary Senses:
  • Stealth Effects: Stealth +25, Quasi-Disable Device +38 at 60ft range, or +28 at normal range to disable magic traps.

Non-Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 42, TAC 38, FFAC 32 Special+2 AC/TAC vs ranged attacks
  • All Day Fort, Ref, and Will saves: Fort +30, Ref +24, Will +24; Special +1 to saves vs mind-affecting
    +2 to saves vs transmutation effects used by aberrations
    +2 to saves vs any effect used by aberrations
    +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
    -2 to saves vs [evil]
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks) Quarterstaff Attack Action +21 (1d6+10 [13.5])
  • All Day Save DC/Damage for Special Abilities: N/A, he doesn't have any nonmagical ones.
  • Hit Points: 379


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: Same as above, but 20% miss chance vs ranged or melee incorporeal attacks.
  • Nova Fort, Ref, and Will saves: Same as above
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks) Quarterstaff Brutal Strike +25 (1d6+32 [35.5]) (Dance of the Blades)
  • Nova Save DC/Damage for Special Abilities: N/A
  • Significant Temporary/Long Term HP Boosts: Berserking +14 (refreshed each round)


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
  • Constant or Daily Boosts:


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities: Bleed, Pain
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses: 75% fortification, Delayed Damage 44 w/ Endure Pain, Quick Recovery 15/31


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Darkvision 60ft, Perception +28; Special+7 to Perception vs traps
  • Temporary Senses:
  • Stealth Effects: Stealth +25, Disable Device +22 (can disarm magic traps)

New Mythic Powers

 

  • Sphere Mastery: Destruction - Can spend a Mythic power to gain an entire blast type group as a free action. Gains two blast shape talents (explosive orb and calamity) and can use them 3/day without paying SP.
  • Sphere Mastery: Athletics - Gains a new Athletics talent (Compact Frame). +1 to Fly checks and doesn't need to make Fly checks to stay flying when moving small distances or hovering. Multiplies carrying capacity by 4 when flying, but can't carry any one thing heavier than his normal carrying capacity. +1 to checks to jump, and can spend 1MP to take no damage from a fall, treating it as though he had taken the full damage for any of his own powers. Can spend 1MP to move twice as fast for one minute when running.
  • Champion's Strike: Fleet Charge - Swift, spend 1MP to move up to his speed and make a melee attack with a +1 bonus at any point during the movement, ignoring all DR and hardness.
  • Limitless Range - Thrown weapons have x5 range increment and no max range, and he can throw any melee weapon as though it had 20ft range increment (but it gets none of the other benefits.)
  • Mythic Class Ability: Mythic Spiritualism - +1 to all Knowledge checks. Whenever he uses Spirit Allies to gain a talent, he gets an extra one for free, and he can spend 1MP to add 1 minute to the duration he knows them for.

 

Llyarden

Llyarden

Cal

 

Guild Weapon: Quarterstaff

 

Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 56, TAC 42, FFAC 46; Special+2 AC/FFAC vs aberrations
    +2 AC/TAC vs ranged attacks
  • All Day Fort, Ref, and Will saves: Fort +30, Ref +24, Will +24; Special+1 to saves vs mind-affecting
    +2 to saves vs transmutation effects used by aberrations
    +2 to saves vs any effect used by aberrations
    +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
    +2 vs [earth]
    -2 to saves vs [evil]
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
    • Quarterstaff Attack Action +21 (1d6+22 [25.5]); Special+2 to attack & damage vs aberrations
    • Blasting Eye Ray +21 touch (8d8 [36]); Special+2 to attack & damage vs aberrations
  • All Day Save DC/Damage for Special Abilities: 33 (Most), 34 (Nature/Time), 38 (Alchemy); Special+2 vs aberrations
  • Hit Points: 379


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: 62, TAC 50, FFAC 46; Special+2 AC/FFAC vs aberrations
    +2 AC/TAC vs ranged attacks
    (Haste, Orb Transformation, Flowing Power [Dex]) plus 20% miss chance against non-incorporeal attacks (Dance of the Blades)
  • Nova Fort, Ref, and Will saves: Fort +35, Ref +31, Will +29; Special +1 to saves vs mind-affecting
    +2 to saves vs transmutation effects used by aberrations
    +2 to saves vs any effect used by aberrations
    +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
    +2 vs [earth]
    -2 to saves vs [evil]
    (Powerful Courage, Haste, Flowing Power [Con/Dex/Wis])
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
    • Quarterstaff Brutal Strike +31 (1d6+49 [52.5]); Special+2 to attack & damage vs aberrations (Powerful Courage, Haste, Dance of the Blades, Flowing Power [Dex and Str])
    • Triple-Power Blasting Eye Ray +28 touch (8d10+15d8+33 [143.5], 250ft range increment); Special+2 to attack & damage vs aberrations (Powerful Courage, Haste, Flowing Power [Dex and Con])
  • Nova Save DC/Damage for Special Abilities: 34 (Most), 35 (Nature/Time), 39 (Alchemy); Special+2 vs aberrations
  • Significant Temporary/Long Term HP Boosts: Berserking +14 refreshed each round, Powerful Courage +15, Flowing Power [Con] +15hp


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
    • Aid Another boosted by Guild teamwork (+4, lasts until the beginning of his next turn)
    • Double-Power Healing Eye Ray (8d8+50 [86], 250ft range increment)
    • Purifying Eye Ray (7d8+50 [81.5] plus cures one of thesedazzled, shaken, battered, fatigued, sickened.

      Can potentially add others to the list, but that ability is limited.
      conditions, 250ft range increment)
  • Constant or Daily Boosts: Guild Teamwork: Bonded Mind


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities: Hypervitalise Immunities, Pain effects
  • Energy Resistance/Immunity:
  • Damage Reduction: DR15/B or P
  • Special Defenses: 75% fortification, Delayed Damage 44 w/ Endure Pain, Quick Recovery 15/31, Regeneration 4 (max 600/day), 35% Ray Deflection, Deflect Arrows via Compact Frame


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Darkvision 60ft, Perception +28; Special+7 to Perception vs traps
  • Temporary Senses:
  • Stealth Effects: Stealth +25, Quasi-Disable Device +38 at 60ft range, or +28 at normal range to disable magic traps.

Non-Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 42, TAC 38, FFAC 32 Special+2 AC/TAC vs ranged attacks
  • All Day Fort, Ref, and Will saves: Fort +30, Ref +24, Will +24; Special +1 to saves vs mind-affecting
    +2 to saves vs transmutation effects used by aberrations
    +2 to saves vs any effect used by aberrations
    +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
    -2 to saves vs [evil]
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks) Quarterstaff Attack Action +21 (1d6+10 [13.5])
  • All Day Save DC/Damage for Special Abilities: N/A, he doesn't have any nonmagical ones.
  • Hit Points: 379


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: Same as above, but 20% miss chance vs ranged or melee incorporeal attacks.
  • Nova Fort, Ref, and Will saves: Same as above
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks) Quarterstaff Brutal Strike +25 (1d6+32 [35.5]) (Dance of the Blades)
  • Nova Save DC/Damage for Special Abilities: N/A
  • Significant Temporary/Long Term HP Boosts: Berserking +14 (refreshed each round)


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
  • Constant or Daily Boosts:


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities: Bleed, Pain
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses: 75% fortification, Delayed Damage 44 w/ Endure Pain, Quick Recovery 15/31


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Darkvision 60ft, Perception +28; Special+7 to Perception vs traps
  • Temporary Senses:
  • Stealth Effects: Stealth +25, Disable Device +22 (can disarm magic traps)

New Mythic Powers

 

  • Sphere Mastery: Destruction - Can spend a Mythic power to gain an entire blast type group as a free action. Gains two blast shape talents (explosive orb and calamity) and can use them 3/day without paying SP.
  • Sphere Mastery: Athletics - Gains a new Athletics talent (Compact Frame). +1 to Fly checks and doesn't need to make Fly checks to stay flying when moving small distances or hovering. Multiplies carrying capacity by 4 when flying, but can't carry any one thing heavier than his normal carrying capacity. +1 to checks to jump, and can spend 1MP to take no damage from a fall, treating it as though he had taken the full damage for any of his own powers. Can spend 1MP to move twice as fast for one minute when running.
  • Champion's Strike: Fleet Charge - Swift, spend 1MP to move up to his speed and make a melee attack with a +1 bonus at any point during the movement, ignoring all DR and hardness.
  • Limitless Range - Thrown weapons have x5 range increment and no max range, and he can throw any melee weapon as though it had 20ft range increment (but it gets none of the other benefits.)
  • Mythic Class Ability: Mythic Spiritualism - +1 to all Knowledge checks. Whenever he uses Spirit Allies to gain a talent, he gets an extra one for free, and he can spend 1MP to add 1 minute to the duration he knows them for.

 

Llyarden

Llyarden

Cal

 

Guild Weapon: Quarterstaff

 

Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 56, TAC 42, FFAC 46; Special+2 AC/FFAC vs aberrations
    +2 AC/TAC vs ranged attacks
  • All Day Fort, Ref, and Will saves: Fort +30, Ref +24, Will +24; Special+1 to saves vs mind-affecting
    +2 to saves vs transmutation effects used by aberrations
    +2 to saves vs any effect used by aberrations
    +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
    +2 vs [earth]
    -2 to saves vs [evil]
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
    • Quarterstaff Attack Action +21 (1d6+22 [25.5]); Special+2 to attack & damage vs aberrations
    • Blasting Eye Ray +21 touch (8d8 [36]); Special+2 to attack & damage vs aberrations
  • All Day Save DC/Damage for Special Abilities: 33 (Most), 34 (Nature/Time), 38 (Alchemy); Special+2 vs aberrations
  • Hit Points: 379


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: 62, TAC 50, FFAC 46; Special+2 AC/FFAC vs aberrations
    +2 AC/TAC vs ranged attacks
    (Haste, Orb Transformation, Flowing Power [Dex]) plus 20% miss chance against non-incorporeal attacks (Dance of the Blades)
  • Nova Fort, Ref, and Will saves: Fort +35, Ref +31, Will +29; Special +1 to saves vs mind-affecting
    +2 to saves vs transmutation effects used by aberrations
    +2 to saves vs any effect used by aberrations
    +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
    +2 vs [earth]
    -2 to saves vs [evil]
    (Powerful Courage, Haste, Flowing Power [Con/Dex/Wis])
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
    • Quarterstaff Brutal Strike +31 (1d6+49 [52.5]); Special+2 to attack & damage vs aberrations (Powerful Courage, Haste, Dance of the Blades, Flowing Power [Dex and Str])
    • Triple-Power Blasting Eye Ray +28 touch (8d10+15d8+33 [143.5], 250ft range increment); Special+2 to attack & damage vs aberrations (Powerful Courage, Haste, Flowing Power [Dex and Con])
  • Nova Save DC/Damage for Special Abilities: 34 (Most), 35 (Nature/Time), 39 (Alchemy); Special+2 vs aberrations
  • Significant Temporary/Long Term HP Boosts: Berserking +14 refreshed each round, Powerful Courage +15, Flowing Power [Con] +15hp


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
    • Aid Another boosted by Guild teamwork (+4, lasts until the beginning of his next turn)
    • Double-Power Healing Eye Ray (8d8+50 [86], 250ft range increment)
    • Purifying Eye Ray (7d8+50 [81.5] plus cures one of thesedazzled, shaken, battered, fatigued, sickened.

      Can potentially add others to the list, but that ability is limited.
      conditions, 250ft range increment)
  • Constant or Daily Boosts: Guild Teamwork: Bonded Mind


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities: Hypervitalise Immunities, Pain effects
  • Energy Resistance/Immunity:
  • Damage Reduction: DR15/B or P
  • Special Defenses: 75% fortification, Delayed Damage 44 w/ Endure Pain, Quick Recovery 15/31, Regeneration 4 (max 600/day), 35% Ray Deflection, Deflect Arrows via Compact Frame


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Darkvision 60ft, Perception +28; Special+7 to Perception vs traps
  • Temporary Senses:
  • Stealth Effects: Stealth +25, Quasi-Disable Device +38 at 60ft range

Non-Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 42, TAC 38, FFAC 32 Special+2 AC/TAC vs ranged attacks
  • All Day Fort, Ref, and Will saves: Fort +30, Ref +24, Will +24; Special +1 to saves vs mind-affecting
    +2 to saves vs transmutation effects used by aberrations
    +2 to saves vs any effect used by aberrations
    +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
    -2 to saves vs [evil]
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks) Quarterstaff Attack Action +21 (1d6+10 [13.5])
  • All Day Save DC/Damage for Special Abilities: N/A, he doesn't have any nonmagical ones.
  • Hit Points: 379


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: Same as above, but 20% miss chance vs ranged or melee incorporeal attacks.
  • Nova Fort, Ref, and Will saves: Same as above
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks) Quarterstaff Brutal Strike +25 (1d6+32 [35.5]) (Dance of the Blades)
  • Nova Save DC/Damage for Special Abilities: N/A
  • Significant Temporary/Long Term HP Boosts: Berserking +14 (refreshed each round)


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
  • Constant or Daily Boosts:


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities: Bleed, Pain
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses: 75% fortification, Delayed Damage 44 w/ Endure Pain, Quick Recovery 15/31


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Darkvision 60ft, Perception +28; Special+7 to Perception vs traps
  • Temporary Senses:
  • Stealth Effects: Stealth +25, Disable Device +22 (can disarm magic traps)

New Mythic Powers

 

  • Sphere Mastery: Destruction - Can spend a Mythic power to gain an entire blast type group as a free action. Gains two blast shape talents (explosive orb and calamity) and can use them 3/day without paying SP.
  • Sphere Mastery: Athletics - Gains a new Athletics talent (Compact Frame). +1 to Fly checks and doesn't need to make Fly checks to stay flying when moving small distances or hovering. Multiplies carrying capacity by 4 when flying, but can't carry any one thing heavier than his normal carrying capacity. +1 to checks to jump, and can spend 1MP to take no damage from a fall, treating it as though he had taken the full damage for any of his own powers. Can spend 1MP to move twice as fast for one minute when running.
  • Champion's Strike: Fleet Charge - Swift, spend 1MP to move up to his speed and make a melee attack with a +1 bonus at any point during the movement, ignoring all DR and hardness.
  • Limitless Range - Thrown weapons have x5 range increment and no max range, and he can throw any melee weapon as though it had 20ft range increment (but it gets none of the other benefits.)
  • Mythic Class Ability: Mythic Spiritualism - +1 to all Knowledge checks. Whenever he uses Spirit Allies to gain a talent, he gets an extra one for free, and he can spend 1MP to add 1 minute to the duration he knows them for.

 

Llyarden

Llyarden

Cal

 

Guild Weapon: Formulae (250)

 

Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 51, TAC 42, FFAC 41; Special+2 AC/FFAC vs aberrations
  • All Day Fort, Ref, and Will saves: Fort +29, Ref +24, Will +24; Special+5 vs anything that allows SR
    +1 to saves vs mind-affecting
    +2 to saves vs transmutation effects used by aberrations
    +2 to saves vs any effect used by aberrations
    +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
    -2 to saves vs [evil]
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
    • Quarterstaff Attack Action +21 (1d6+22 [25.5]); Special+2 to attack & damage vs aberrations
    • Blasting Eye Ray +21 touch (8d8 [36]); Special+2 to attack & damage vs aberrations
  • All Day Save DC/Damage for Special Abilities: 32; Special+2 vs aberrations
  • Hit Points: 360


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: 53, TAC 44, FFAC 41; Special+2 AC/FFAC vs aberrations (Haste)
  • Nova Fort, Ref, and Will saves: Fort +33, Ref +30, Will +28; Special+5 vs anything that allows SR
    +1 to saves vs mind-affecting
    +2 to saves vs transmutation effects used by aberrations
    +2 to saves vs any effect used by aberrations
    +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
    -2 to saves vs [evil]
    (Powerful Courage, Haste)

    Probable Max (against specific things): Fort +42, Ref +37, Will 38

  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
    • Quarterstaff Brutal Strike +27 (1d6+48 [51.5]); Special+2 to attack & damage vs aberrations (Powerful Courage, Haste)
    • Triple-Power Blasting Eye Ray +27 touch (8d10+15d8+31 [142.5]); Special+2 to attack & damage vs aberrations (Powerful Courage, Haste)
    • Triple-Shot Blasting Eye Rays +27/+27/+27 touch (8d10+23 per hit [201 if all hit]); Special+2 to attack & damage vs aberrations (Powerful Courage, Haste)
  • Nova Save DC/Damage for Special Abilities: 32; Special+2 vs aberrations
  • Significant Temporary/Long Term HP Boosts: Berserking +14 refreshed each round, Powerful Courage +15


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
    • Aid Another boosted by Guild teamwork (+4, lasts until the beginning of his next turn)
    • Double-Power Healing Eye Ray (7d10+1d8+50 [93], 50ft range increment)
    • Curing Eye Ray (Cures one of theseDeafened, fatigued, shaken, sickened, diseased, exhausted, nauseated, poisoned, staggered, frightened, blinded, paralyzed, stunned conditions, 50ft range increment)
    • Double-Power Curing Eye Ray (As above, but also cures one of thesedazzled, shaken, battered, fatigued, sickened.

      Can potentially add others to the list, but that ability is limited.
      conditions, 50ft range increment)
    • Triple-Power Curing Eye Ray (As basic Curing Eye Ray, but also cures two of thesedazzled, shaken, battered, fatigued, sickened.

      Can potentially add others to the list, but that ability is limited.
      conditions, 50ft range increment, very limited use)
    • Greater Curing Eye Ray (Cures curses or temporary negative levels or one permanent negative level, 50ft range increment; very limited use)
  • Constant or Daily Boosts: Guild Teamwork: Bonded Mind


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities: Hypervitalise Immunities, Pain effects
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses: 75% fortification, Delayed Damage 44 w/ Endure Pain, Quick Recovery 15/30, Regeneration 4 (max 600/day), 35% Ray Deflection


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Darkvision 60ft, Perception +28; Special+7 to Perception vs traps
  • Temporary Senses:
  • Stealth Effects: Stealth +25, Disable Device +28 at 60ft range (can disarm magic traps)

Non-Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 42, TAC 38, FFAC 32
  • All Day Fort, Ref, and Will saves: Fort +29, Ref +24, Will +24; Special +1 to saves vs mind-affecting
    +2 to saves vs transmutation effects used by aberrations
    +2 to saves vs any effect used by aberrations
    +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
    -2 to saves vs [evil]
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks) Quarterstaff Attack Action +21 (1d6+10 [13.5])
  • All Day Save DC/Damage for Special Abilities: N/A, he doesn't have any nonmagical ones.
  • Hit Points: 360


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: Same as above
  • Nova Fort, Ref, and Will saves: Same as above
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks) Quarterstaff Brutal Strike +21 (1d6+32 [35.5])
  • Nova Save DC/Damage for Special Abilities: N/A
  • Significant Temporary/Long Term HP Boosts: Berserking +14 (refreshed each round)


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
  • Constant or Daily Boosts:


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities: Bleed, Pain
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses: 75% fortification, Delayed Damage 44 w/ Endure Pain, Quick Recovery 15/30


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Darkvision 60ft, Perception +28; Special+7 to Perception vs traps
  • Temporary Senses:
  • Stealth Effects: Stealth +25, Disable Device +22 (can disarm magic traps)
Llyarden

Llyarden

Cal

 

Guild Weapon: Formulae

 

Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 51, TAC 42, FFAC 41; Special+2 AC/FFAC vs aberrations
  • All Day Fort, Ref, and Will saves: Fort +29, Ref +24, Will +24; Special+5 vs anything that allows SR
    +1 to saves vs mind-affecting
    +2 to saves vs transmutation effects used by aberrations
    +2 to saves vs any effect used by aberrations
    +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
    -2 to saves vs [evil]
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
    • Quarterstaff Attack Action +21 (1d6+22 [25.5]); Special+2 to attack & damage vs aberrations
    • Blasting Eye Ray +21 touch (8d8 [36]); Special+2 to attack & damage vs aberrations
  • All Day Save DC/Damage for Special Abilities: 32; Special+2 vs aberrations
  • Hit Points: 360


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: 53, TAC 44, FFAC 41; Special+2 AC/FFAC vs aberrations (Haste)
  • Nova Fort, Ref, and Will saves: Fort +33, Ref +30, Will +28; Special+5 vs anything that allows SR
    +1 to saves vs mind-affecting
    +2 to saves vs transmutation effects used by aberrations
    +2 to saves vs any effect used by aberrations
    +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
    -2 to saves vs [evil]
    (Powerful Courage, Haste)

    Probable Max (against specific things): Fort +42, Ref +37, Will 38

  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
    • Quarterstaff Brutal Strike +27 (1d6+48 [51.5]); Special+2 to attack & damage vs aberrations (Powerful Courage, Haste)
    • Triple-Power Blasting Eye Ray +27 touch (8d10+15d8+31 [142.5]); Special+2 to attack & damage vs aberrations (Powerful Courage, Haste)
    • Triple-Shot Blasting Eye Rays +27/+27/+27 touch (8d10+23 per hit [201 if all hit]); Special+2 to attack & damage vs aberrations (Powerful Courage, Haste)
  • Nova Save DC/Damage for Special Abilities: 32; Special+2 vs aberrations
  • Significant Temporary/Long Term HP Boosts: Berserking +14 refreshed each round, Powerful Courage +15


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
    • Aid Another boosted by Guild teamwork (+4, lasts until the beginning of his next turn)
    • Double-Power Healing Eye Ray (7d10+1d8+50 [93], 50ft range increment)
    • Curing Eye Ray (Cures one of theseDeafened, fatigued, shaken, sickened, diseased, exhausted, nauseated, poisoned, staggered, frightened, blinded, paralyzed, stunned conditions, 50ft range increment)
    • Double-Power Curing Eye Ray (As above, but also cures one of thesedazzled, shaken, battered, fatigued, sickened.

      Can potentially add others to the list, but that ability is limited.
      conditions, 50ft range increment)
    • Triple-Power Curing Eye Ray (As basic Curing Eye Ray, but also cures two of thesedazzled, shaken, battered, fatigued, sickened.

      Can potentially add others to the list, but that ability is limited.
      conditions, 50ft range increment, very limited use)
    • Greater Curing Eye Ray (Cures curses or temporary negative levels or one permanent negative level, 50ft range increment; very limited use)
  • Constant or Daily Boosts: Guild Teamwork: Bonded Mind


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities: Hypervitalise Immunities, Pain effects
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses: 75% fortification, Delayed Damage 44 w/ Endure Pain, Quick Recovery 15/30, Regeneration 4 (max 600/day), 35% Ray Deflection


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Darkvision 60ft, Perception +28; Special+7 to Perception vs traps
  • Temporary Senses:
  • Stealth Effects: Stealth +25, Disable Device +28 at 60ft range (can disarm magic traps)

Non-Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 42, TAC 38, FFAC 32
  • All Day Fort, Ref, and Will saves: Fort +29, Ref +24, Will +24; Special +1 to saves vs mind-affecting
    +2 to saves vs transmutation effects used by aberrations
    +2 to saves vs any effect used by aberrations
    +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
    -2 to saves vs [evil]
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks) Quarterstaff Attack Action +21 (1d6+10 [13.5])
  • All Day Save DC/Damage for Special Abilities: N/A, he doesn't have any nonmagical ones.
  • Hit Points: 360


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: Same as above
  • Nova Fort, Ref, and Will saves: Same as above
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks) Quarterstaff Brutal Strike +21 (1d6+32 [35.5])
  • Nova Save DC/Damage for Special Abilities: N/A
  • Significant Temporary/Long Term HP Boosts: Berserking +14 (refreshed each round)


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
  • Constant or Daily Boosts:


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities: Bleed, Pain
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses: 75% fortification, Delayed Damage 44 w/ Endure Pain, Quick Recovery 15/30


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Darkvision 60ft, Perception +28; Special+7 to Perception vs traps
  • Temporary Senses:
  • Stealth Effects: Stealth +25, Disable Device +22 (can disarm magic traps)
Llyarden

Llyarden

Cal

Guild Weapon: Formulae

Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 51, TAC 42, FFAC 41; Special+2 AC/FFAC vs aberrations
  • All Day Fort, Ref, and Will saves: Fort +29, Ref +24, Will +24; Special+5 vs anything that allows SR
    +1 to saves vs mind-affecting
    +2 to saves vs transmutation effects used by aberrations
    +2 to saves vs any effect used by aberrations
    +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
    -2 to saves vs [evil]
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
    • Quarterstaff Attack Action +21 (1d6+22 [25.5]); Special+2 to attack & damage vs aberrations
    • Blasting Eye Ray +21 touch (8d8 [36]); Special+2 to attack & damage vs aberrations
  • All Day Save DC/Damage for Special Abilities: 32; Special+2 vs aberrations
  • Hit Points: 360


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: 53, TAC 44, FFAC 41; Special+2 AC/FFAC vs aberrations (Haste)
  • Nova Fort, Ref, and Will saves: Fort +33, Ref +30, Will +28; Special+5 vs anything that allows SR
    +1 to saves vs mind-affecting
    +2 to saves vs transmutation effects used by aberrations
    +2 to saves vs any effect used by aberrations
    +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
    -2 to saves vs [evil]
    (Powerful Courage, Haste)

    Probable Max (against specific things): Fort +42, Ref +37, Will 38

  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
    • Quarterstaff Brutal Strike +27 (1d6+48 [51.5]); Special+2 to attack & damage vs aberrations (Powerful Courage, Haste)
    • Triple-Power Blasting Eye Ray +27 touch (8d10+15d8+31 [142.5]); Special+2 to attack & damage vs aberrations (Powerful Courage, Haste)
    • Triple-Shot Blasting Eye Rays +27/+27/+27 touch (8d10+23 per hit [201 if all hit]); Special+2 to attack & damage vs aberrations (Powerful Courage, Haste)
  • Nova Save DC/Damage for Special Abilities: 32; Special+2 vs aberrations
  • Significant Temporary/Long Term HP Boosts: Berserking +14 refreshed each round, Powerful Courage +15


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
    • Aid Another boosted by Guild teamwork (+4, lasts until the beginning of his next turn)
    • Double-Power Healing Eye Ray (7d10+1d8+50 [93], 50ft range increment)
    • Curing Eye Ray (Cures one of theseDeafened, fatigued, shaken, sickened, diseased, exhausted, nauseated, poisoned, staggered, frightened, blinded, paralyzed, stunned conditions, 50ft range increment)
    • Double-Power Curing Eye Ray (As above, but also cures one of thesedazzled, shaken, battered, fatigued, sickened.

      Can potentially add others to the list, but that ability is limited.
      conditions, 50ft range increment)
    • Triple-Power Curing Eye Ray (As basic Curing Eye Ray, but also cures two of thesedazzled, shaken, battered, fatigued, sickened.

      Can potentially add others to the list, but that ability is limited.
      conditions, 50ft range increment, very limited use)
    • Greater Curing Eye Ray (Cures curses or temporary negative levels or one permanent negative level, 50ft range increment; very limited use)
  • Constant or Daily Boosts: Guild Teamwork: Bonded Mind


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities: Hypervitalise Immunities, Pain effects
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses: 75% fortification, Delayed Damage 44 w/ Endure Pain, Quick Recovery 15/30, Regeneration 4 (max 600/day), 35% Ray Deflection


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Darkvision 60ft, Perception +28; Special+7 to Perception vs traps
  • Temporary Senses:
  • Stealth Effects: Stealth +25, Disable Device +28 at 60ft range (can disarm magic traps)

Non-Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 42, TAC 38, FFAC 32
  • All Day Fort, Ref, and Will saves: Fort +29, Ref +24, Will +24; Special +1 to saves vs mind-affecting
    +2 to saves vs transmutation effects used by aberrations
    +2 to saves vs any effect used by aberrations
    +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
    -2 to saves vs [evil]
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks) Quarterstaff Attack Action +21 (1d6+10 [13.5])
  • All Day Save DC/Damage for Special Abilities: N/A, he doesn't have any nonmagical ones.
  • Hit Points: 360


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: Same as above
  • Nova Fort, Ref, and Will saves: Same as above
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks) Quarterstaff Brutal Strike +21 (1d6+32 [35.5])
  • Nova Save DC/Damage for Special Abilities: N/A
  • Significant Temporary/Long Term HP Boosts: Berserking +14 (refreshed each round)


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
  • Constant or Daily Boosts:


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities: Bleed, Pain
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses: 75% fortification, Delayed Damage 44 w/ Endure Pain, Quick Recovery 15/30


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Darkvision 60ft, Perception +28; Special+7 to Perception vs traps
  • Temporary Senses:
  • Stealth Effects: Stealth +25, Disable Device +22 (can disarm magic traps)
Llyarden

Llyarden

Cal

Guild Weapon: Quarterstaff

Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 51, TAC 42, FFAC 41; Special+2 AC/FFAC vs aberrations
  • All Day Fort, Ref, and Will saves: Fort +29, Ref +24, Will +24; Special+5 vs anything that allows SR
    +1 to saves vs mind-affecting
    +2 to saves vs transmutation effects used by aberrations
    +2 to saves vs any effect used by aberrations
    +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
    -2 to saves vs [evil]
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
    • Quarterstaff Attack Action +21 (1d6+22 [25.5]); Special+2 to attack & damage vs aberrations
    • Blasting Eye Ray +21 touch (8d8 [36]); Special+2 to attack & damage vs aberrations
  • All Day Save DC/Damage for Special Abilities: 32; Special+2 vs aberrations
  • Hit Points: 360


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: 53, TAC 44, FFAC 41; Special+2 AC/FFAC vs aberrations (Haste)
  • Nova Fort, Ref, and Will saves: Fort +33, Ref +30, Will +28; Special+5 vs anything that allows SR
    +1 to saves vs mind-affecting
    +2 to saves vs transmutation effects used by aberrations
    +2 to saves vs any effect used by aberrations
    +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
    -2 to saves vs [evil]
    (Powerful Courage, Haste)

    Probable Max (against specific things): Fort +42, Ref +37, Will 38

  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
    • Quarterstaff Brutal Strike +27 (1d6+48 [51.5]); Special+2 to attack & damage vs aberrations (Powerful Courage, Haste)
    • Triple-Power Blasting Eye Ray +27 touch (8d10+15d8+31 [142.5]); Special+2 to attack & damage vs aberrations (Powerful Courage, Haste)
    • Triple-Shot Blasting Eye Rays +27/+27/+27 touch (8d10+23 per hit [201 if all hit]); Special+2 to attack & damage vs aberrations (Powerful Courage, Haste)
  • Nova Save DC/Damage for Special Abilities: 32; Special+2 vs aberrations
  • Significant Temporary/Long Term HP Boosts: Berserking +14 refreshed each round, Powerful Courage +15


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
    • Aid Another boosted by Guild teamwork (+4, lasts until the beginning of his next turn)
    • Double-Power Healing Eye Ray (7d10+1d8+50 [93], 50ft range increment)
    • Curing Eye Ray (Cures one of theseDeafened, fatigued, shaken, sickened, diseased, exhausted, nauseated, poisoned, staggered, frightened, blinded, paralyzed, stunned conditions, 50ft range increment)
    • Double-Power Curing Eye Ray (As above, but also cures one of thesedazzled, shaken, battered, fatigued, sickened.

      Can potentially add others to the list, but that ability is limited.
      conditions, 50ft range increment)
    • Triple-Power Curing Eye Ray (As basic Curing Eye Ray, but also cures two of thesedazzled, shaken, battered, fatigued, sickened.

      Can potentially add others to the list, but that ability is limited.
      conditions, 50ft range increment, very limited use)
    • Greater Curing Eye Ray (Cures curses or temporary negative levels or one permanent negative level, 50ft range increment; very limited use)
  • Constant or Daily Boosts: Guild Teamwork: Bonded Mind


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities: Hypervitalise Immunities, Pain effects
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses: 75% fortification, Delayed Damage 44 w/ Endure Pain, Quick Recovery 15/30, Regeneration 4 (max 600/day), 35% Ray Deflection


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Darkvision 60ft, Perception +28; Special+7 to Perception vs traps
  • Temporary Senses:
  • Stealth Effects: Stealth +25, Disable Device +28 at 60ft range (can disarm magic traps)

Non-Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 42, TAC 38, FFAC 32
  • All Day Fort, Ref, and Will saves: Fort +29, Ref +24, Will +24; Special +1 to saves vs mind-affecting
    +2 to saves vs transmutation effects used by aberrations
    +2 to saves vs any effect used by aberrations
    +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
    -2 to saves vs [evil]
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks) Quarterstaff Attack Action +21 (1d6+10 [13.5])
  • All Day Save DC/Damage for Special Abilities: N/A, he doesn't have any nonmagical ones.
  • Hit Points: 360


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: Same as above
  • Nova Fort, Ref, and Will saves: Same as above
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks) Quarterstaff Brutal Strike +21 (1d6+32 [35.5])
  • Nova Save DC/Damage for Special Abilities: N/A
  • Significant Temporary/Long Term HP Boosts: Berserking +14 (refreshed each round)


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
  • Constant or Daily Boosts:


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities: Bleed, Pain
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses: 75% fortification, Delayed Damage 44 w/ Endure Pain, Quick Recovery 15/30


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Darkvision 60ft, Perception +28; Special+7 to Perception vs traps
  • Temporary Senses:
  • Stealth Effects: Stealth +25, Disable Device +22 (can disarm magic traps)
Llyarden

Llyarden

Cal

Guild Weapon: Quarterstaff

Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 51, TAC 42, FFAC 41; Special+2 AC/FFAC vs aberrations
  • All Day Fort, Ref, and Will saves: Fort +29, Ref +24, Will +24; Special+5 vs anything that allows SR
    +1 to saves vs mind-affecting
    +2 to saves vs transmutation effects used by aberrations
    +2 to saves vs any effect used by aberrations
    +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
    -2 to saves vs [evil]
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
    • Quarterstaff Attack Action +21 (1d6+22 [25.5]); Special+2 to attack & damage vs aberrations
    • Blasting Eye Ray +21 touch (8d8 [36]); Special+2 to attack & damage vs aberrations
  • All Day Save DC/Damage for Special Abilities: 32; Special+2 vs aberrations
  • Hit Points: 360


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: 53, TAC 44, FFAC 41; Special+2 AC/FFAC vs aberrations (Haste)
  • Nova Fort, Ref, and Will saves: Fort +33, Ref +30, Will +28; Special+5 vs anything that allows SR
    +1 to saves vs mind-affecting
    +2 to saves vs transmutation effects used by aberrations
    +2 to saves vs any effect used by aberrations
    +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
    -2 to saves vs [evil]
    (Powerful Courage, Haste)

    Probable Max (against specific things): Fort +42, Ref +37, Will 38

  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
    • Quarterstaff Brutal Strike +27 (1d6+48 [51.5]); Special+2 to attack & damage vs aberrations (Powerful Courage, Haste)
    • Triple-Power Blasting Eye Ray +27 touch (8d10+15d8+31 [142.5]); Special+2 to attack & damage vs aberrations (Powerful Courage, Haste)
    • Triple-Shot Blasting Eye Rays +27/+27/+27 touch (8d10+23 per hit [201 if all hit]); Special+2 to attack & damage vs aberrations (Powerful Courage, Haste)
  • Nova Save DC/Damage for Special Abilities: 32; Special+2 vs aberrations
  • Significant Temporary/Long Term HP Boosts: Berserking +14 refreshed each round, Powerful Courage +15


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
    • Aid Another boosted by Guild teamwork (+4, lasts until the beginning of his next turn)
    • Double-Power Healing Eye Ray (7d10+1d8+50 [93], 50ft range increment)
    • Curing Eye Ray (Cures one of theseDeafened, fatigued, shaken, sickened, diseased, exhausted, nauseated, poisoned, staggered, frightened, blinded, paralyzed, stunned conditions, 50ft range increment)
    • Double-Power Curing Eye Ray (As above, but also cures one of thesedazzled, shaken, battered, fatigued, sickened.

      Can potentially add others to the list, but that ability is limited.
      conditions, 50ft range increment)
    • Triple-Power Curing Eye Ray (As basic Curing Eye Ray, but also cures two of thesedazzled, shaken, battered, fatigued, sickened.

      Can potentially add others to the list, but that ability is limited.
      conditions, 50ft range increment, very limited use)
    • Greater Curing Eye Ray (Cures curses or temporary negative levels or one permanent negative level, 50ft range increment; very limited use)
  • Constant or Daily Boosts: Guild Teamwork: Bonded Mind


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities: Hypervitalise Immunities, Pain effects
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses: 75% fortification, Delayed Damage 44 w/ Endure Pain, Quick Recovery 15/30, Regeneration 4 (max 600/day), 35% Ray Deflection


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Darkvision 60ft, Perception +28; Special+7 to Perception vs traps
  • Temporary Senses:
  • Stealth Effects: Stealth +25, Disable Device +28 at 60ft range (can disarm magic traps)

Non-Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 42, TAC 38, FFAC 32
  • All Day Fort, Ref, and Will saves: Fort +29, Ref +24, Will +24; Special +1 to saves vs mind-affecting
    +2 to saves vs transmutation effects used by aberrations
    +2 to saves vs any effect used by aberrations
    +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
    -2 to saves vs [evil]
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks) Quarterstaff Attack Action +21 (1d6+10 [13.5])
  • All Day Save DC/Damage for Special Abilities: N/A, he doesn't have any nonmagical ones.
  • Hit Points: 360


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: Same as above
  • Nova Fort, Ref, and Will saves: Same as above
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks) Quarterstaff Brutal Strike +21 (1d6+32 [35.5])
  • Nova Save DC/Damage for Special Abilities: N/A
  • Significant Temporary/Long Term HP Boosts: Berserking +14 (refreshed each round)


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
  • Constant or Daily Boosts:


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities: Bleed, Pain
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses: 75% fortification, Delayed Damage 44 w/ Endure Pain, Quick Recovery 15/30


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Darkvision 60ft, Perception +28; Special+7 to Perception vs traps
  • Temporary Senses:
  • Stealth Effects: Stealth +25, Disable Device +22 (can disarm magic traps)
Llyarden

Llyarden

Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 51, TAC 42, FFAC 41; Special+2 AC/FFAC vs aberrations
  • All Day Fort, Ref, and Will saves: Fort +29, Ref +24, Will +24; Special+5 vs anything that allows SR
    +1 to saves vs mind-affecting
    +2 to saves vs transmutation effects used by aberrations
    +2 to saves vs any effect used by aberrations
    +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
    -2 to saves vs [evil]
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
    • Quarterstaff Attack Action +21 (1d6+22 [25.5]); Special+2 to attack & damage vs aberrations
    • Blasting Eye Ray +21 touch (8d8 [36]); Special+2 to attack & damage vs aberrations
  • All Day Save DC/Damage for Special Abilities: 32; Special+2 vs aberrations
  • Hit Points: 360


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: 53, TAC 44, FFAC 41; Special+2 AC/FFAC vs aberrations (Haste)
  • Nova Fort, Ref, and Will saves: Fort +33, Ref +30, Will +28; Special+5 vs anything that allows SR
    +1 to saves vs mind-affecting
    +2 to saves vs transmutation effects used by aberrations
    +2 to saves vs any effect used by aberrations
    +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
    -2 to saves vs [evil]
    (Powerful Courage, Haste)

    Probable Max (against specific things): Fort +42, Ref +37, Will 38

  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
    • Quarterstaff Brutal Strike +27 (1d6+48 [51.5]); Special+2 to attack & damage vs aberrations (Powerful Courage, Haste)
    • Triple-Power Blasting Eye Ray +27 touch (8d10+15d8+31 [142.5]); Special+2 to attack & damage vs aberrations (Powerful Courage, Haste)
    • Triple-Shot Blasting Eye Rays +27/+27/+27 touch (8d10+23 per hit [201 if all hit]); Special+2 to attack & damage vs aberrations (Powerful Courage, Haste)
  • Nova Save DC/Damage for Special Abilities: 32; Special+2 vs aberrations
  • Significant Temporary/Long Term HP Boosts: Berserking +14 refreshed each round, Powerful Courage +15


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
    • Aid Another boosted by Guild teamwork (+4, lasts until the beginning of his next turn)
    • Double-Power Healing Eye Ray (7d10+1d8+50 [93], 50ft range increment)
    • Curing Eye Ray (Cures one of theseDeafened, fatigued, shaken, sickened, diseased, exhausted, nauseated, poisoned, staggered, frightened, blinded, paralyzed, stunned conditions, 50ft range increment)
    • Double-Power Curing Eye Ray (As above, but also cures one of thesedazzled, shaken, battered, fatigued, sickened.

      Can potentially add others to the list, but that ability is limited.
      conditions, 50ft range increment)
    • Triple-Power Curing Eye Ray (As basic Curing Eye Ray, but also cures two of thesedazzled, shaken, battered, fatigued, sickened.

      Can potentially add others to the list, but that ability is limited.
      conditions, 50ft range increment, very limited use)
    • Greater Curing Eye Ray (Cures curses or temporary negative levels or one permanent negative level, 50ft range increment; very limited use)
  • Constant or Daily Boosts: Guild Teamwork: Bonded Mind


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities: Hypervitalise Immunities, Pain effects
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses: 75% fortification, Delayed Damage 44 w/ Endure Pain, Quick Recovery 15/30, Regeneration 4 (max 600/day), 35% Ray Deflection


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Darkvision 60ft, Perception +28; Special+7 to Perception vs traps
  • Temporary Senses:
  • Stealth Effects: Stealth +25, Disable Device +28 at 60ft range (can disarm magic traps)

Non-Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 42, TAC 38, FFAC 32
  • All Day Fort, Ref, and Will saves: Fort +29, Ref +24, Will +24; Special +1 to saves vs mind-affecting
    +2 to saves vs transmutation effects used by aberrations
    +2 to saves vs any effect used by aberrations
    +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
    -2 to saves vs [evil]
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks) Quarterstaff Attack Action +21 (1d6+10 [13.5])
  • All Day Save DC/Damage for Special Abilities: N/A, he doesn't have any nonmagical ones.
  • Hit Points: 360


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: Same as above
  • Nova Fort, Ref, and Will saves: Same as above
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks) Quarterstaff Brutal Strike +21 (1d6+32 [35.5])
  • Nova Save DC/Damage for Special Abilities: N/A
  • Significant Temporary/Long Term HP Boosts: Berserking +14 (refreshed each round)


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
  • Constant or Daily Boosts:


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities: Bleed, Pain
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses: 75% fortification, Delayed Damage 44 w/ Endure Pain, Quick Recovery 15/30


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Darkvision 60ft, Perception +28; Special+7 to Perception vs traps
  • Temporary Senses:
  • Stealth Effects: Stealth +25, Disable Device +22 (can disarm magic traps)
Llyarden

Llyarden

Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 51, TAC 42, FFAC 41; Special+2 AC/FFAC vs aberrations
  • All Day Fort, Ref, and Will saves: Fort +29, Ref +24, Will +24; Special+5 vs anything that allows SR
    +1 to saves vs mind-affecting
    +2 to saves vs transmutation effects used by aberrations
    +2 to saves vs any effect used by aberrations
    +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
    -2 to saves vs [evil]
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
    • Quarterstaff Attack Action +21 (1d6+22 [25.5]); Special+2 to attack & damage vs aberrations
    • Blasting Eye Ray +21 touch (8d8 [36]); Special+2 to attack & damage vs aberrations
  • All Day Save DC/Damage for Special Abilities: 32; Special+2 vs aberrations
  • Hit Points: 360


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: 53, TAC 44, FFAC 41; Special+2 AC/FFAC vs aberrations (Haste)
  • Nova Fort, Ref, and Will saves: Fort +33, Ref +30, Will +28; Special+5 vs anything that allows SR
    +1 to saves vs mind-affecting
    +2 to saves vs transmutation effects used by aberrations
    +2 to saves vs any effect used by aberrations
    +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
    -2 to saves vs [evil]
    (Powerful Courage, Haste)

    Probable Max (against specific things): Fort +42, Ref +37, Will 38

  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
    • Quarterstaff Brutal Strike +27 (1d6+48 [51.5]); Special+2 to attack & damage vs aberrations (Powerful Courage, Haste)
    • Triple-Power Blasting Eye Ray +27 touch (8d10+15d8+31 [142.5]); Special+2 to attack & damage vs aberrations (Powerful Courage, Haste)
    • Triple-Shot Blasting Eye Rays +27/+27/+27 touch (8d10+23 per hit [201 if all hit]); Special+2 to attack & damage vs aberrations (Powerful Courage, Haste)
  • Nova Save DC/Damage for Special Abilities: 32; Special+2 vs aberrations
  • Significant Temporary/Long Term HP Boosts: Berserking +14 refreshed each round, Powerful Courage +15


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
    • Aid Another boosted by Guild teamwork (+4, lasts until the beginning of his next turn)
    • Double-Power Healing Eye Ray (7d10+1d8+50 [93], 50ft range increment)
    • Curing Eye Ray (Cures one of theseDeafened, fatigued, shaken, sickened, diseased, exhausted, nauseated, poisoned, staggered, frightened, blinded, paralyzed, stunned conditions, 50ft range increment)
    • Double-Power Curing Eye Ray (As above, but also cures one of thesedazzled, shaken, battered, fatigued, sickened.

      Can potentially add others to the list, but that ability is limited.
      conditions, 50ft range increment)
    • Triple-Power Curing Eye Ray (As basic Curing Eye Ray, but also cures two of thesedazzled, shaken, battered, fatigued, sickened.

      Can potentially add others to the list, but that ability is limited.
      conditions, 50ft range increment, very limited use)
    • Greater Curing Eye Ray (Cures curses or temporary negative levels or one permanent negative level, 50ft range increment; very limited use)
  • Constant or Daily Boosts: Guild Teamwork: Bonded Mind


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities: Hypervitalise Immunities, Pain effects
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses: 75% fortification, Delayed Damage 44 w/ Endure Pain, Quick Recovery 15/30, Regeneration 4 (max 600/day)


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Darkvision 60ft, Perception +28; Special+7 to Perception vs traps
  • Temporary Senses:
  • Stealth Effects: Stealth +25, Disable Device +28 at 60ft range (can disarm magic traps)

Non-Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 42, TAC 38, FFAC 32
  • All Day Fort, Ref, and Will saves: Fort +29, Ref +24, Will +24; Special +1 to saves vs mind-affecting
    +2 to saves vs transmutation effects used by aberrations
    +2 to saves vs any effect used by aberrations
    +2 to saves vs illusions, enchantments and Mind effects except for fear, which are at -1 instead
    -2 to saves vs [evil]
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks) Quarterstaff Attack Action +21 (1d6+10 [13.5])
  • All Day Save DC/Damage for Special Abilities: N/A, he doesn't have any nonmagical ones.
  • Hit Points: 360


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: Same as above
  • Nova Fort, Ref, and Will saves: Same as above
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks) Quarterstaff Brutal Strike +21 (1d6+32 [35.5])
  • Nova Save DC/Damage for Special Abilities: N/A
  • Significant Temporary/Long Term HP Boosts: Berserking +14 (refreshed each round)


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
  • Constant or Daily Boosts:


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities: Bleed, Pain
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses: 75% fortification, Delayed Damage 44 w/ Endure Pain, Quick Recovery 15/30


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Darkvision 60ft, Perception +28; Special+7 to Perception vs traps
  • Temporary Senses:
  • Stealth Effects: Stealth +25, Disable Device +22 (can disarm magic traps)
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