Tymora
Name: Tymora
Race: Githyanki female
Classes (Side 1): Inheritor Sorcerer 7 [ghoul bloodline ], Antiquarian Armiger / 3
Classes (Side 2): Conscript / 2, Scaled-fist - Beastsoul unchained monk / 2 , MageKnight / 3 Antipaladin ( Champion of the Cause ) 3
Intended Role: Melee damage, fearmonger/face, utility caster
Alignment: Her antipaladin archetype can be LE, and Lawful is typically what monks need too Lawful Evil
Traits: Defender Of The Faith, Reactionary
Flaws: You take a -2 penalty on all ranged attack rolls Shaky , You take a -3 penalty on Reflex saves. Poor Reflexes
Physical Description Height: 5'11" base, 6'2" shifted| Weight: 150 lbs, 250 lbs shifted
Age: 29 | Body: Wirey muscular Skin: flawless githyanki "beauty", hints of green, elegant brown highlights
Hair: Red
Eyes: Green
Usual Attire: Elegant gowns; except when shapeshifting
Tymora is a shapeshifter; when at rest away from the stresses of bloodshed and depredation, she is a rare beauty among the githyanki, with flawless skin, delicately saw-toothed ears, and a graceful way about her. She enjoys such finery as the militaristic culture can tolerate; she revels in contrasts.
Yet -- as gracefully elegant as she may appear, in a hideous shockwave of malevolence, she reveals her truer nature taking on her favorited form: a bloody-clawed vrock-like semi-demonic beast of claws, talons, hooked wings and slashing beak.
She bears a modest amount of adventuring gear. Brass knuckles, a bow and arrow as backup gear.
Personality Tymora, as a lawful evil antipaladin, is profoundly self-interested, seeking glory, power, wealth, and a good life in every sense that she appreciates, with no regard for others except they server to advance her interests and will-to-power. Her bloodline is ghoul-tainted sorcerous blood, from her mother who gave birth while unsuccessfully pursuing a path toward lich ascension. She still has nightmares about her mother's failed dark rituals. Since that experience she has never been able to gaze upon Oath of Ignorance the written word without it twisting into something unrecognizable but chilling.
Tymora's sorcerous powers draw upon the lower planes, and binding their diverse evil manifestations to her will. She serves the Lich Queen willingly, as a dark bargain. She pays extensive tithes to the state-religion, in a quite Oath of Offerings calculated exchange for power. She admires the queen's amazing magical powers, and strives in her own sorcerous way to mimic and learn from the diverse forms of the queen's magic. She also considers the use of undeath to conquer mortality as exemplary.
On her positive side: she loves what is beautiful and pleasurable, including camaraderie and companionship. She can be charming and persuasive. She cooperates well and readily with what advances her own power and prospects. She is disciplined when using violence. She is cruel when it serves her or her master's purpose. She enjoys the power to destroy and terrify, but it is in service to a lawful cause. Her oath of loyalty to Gith is a tool rigorously adhered to, but she could serve another only if there was some superior lawful path of ascent. (In this, her ethics are distinctly hellish)
She is unintellectual, and indifferent scholar -- and if anything embarrasses her it is that she is slow at learning and lore compared to most of her clever race. She works magic, and lives her life by passion and emotion channeled into purpose.
Roleplay sample
It was Tymora's first expedition leading a sarth . More times than she could count, she had served under other commanders, but she had so distinguished herself of the last that now hers was the coveted position of leadership. The objective: was to raid an illithid camp, take heads and plunder, and free captives. This was to be a rite of passage for a third of the sarth, who had not yet seen face-to-tentacle conflict against the hated foe.
As g'lathk servitor brought each member morning meals, Tymora concentrated on her task: infusing her implements with the powers of the abyss bound into tangible form in simple weapons she crafted and modified. The first two were brass knuckles, the third her bow. Her companions watched her, with some trepidation. Among even the cynical and world-wise children of Gith, her arts were exotic and of dark repute. Chaotic swirls of vapors rose: she caught the eye of a scrawny young warrior, Isthamel was his name -- a first-raider -- watching her with fascination. "This will become a mind-shield generator," she murmured. "It will last for one minute, no more. Pray to the Queen that the lot of you babes-in-arms find and take down the illithid before then."
Isthamel asked, "But, how is it that you do that? I heard that you can draw on any kind of arcana? I've been studying wizardry for three years now, and I can make no sense of how your magic works."
She sneered disdainfully. "No sense can be made of it. It's like this. I reach out with my mind." She reached out her hand to touch his. "I seize the power of the Abyss. I coerce it and make it bend and bow the law of my will. " She gripped his arm, twisted him, and made him bow. At the same time, her hands, now shapeshifted into to claws, pricked his skin. He froze, paralyzing him with her ghoulish touch. She shoved him to the ground. "By force of will alone, by the power of my blood, I coerce it, I terrify it, I force it, I hound it into agonies, I remake the seething cold soul-stuff of the beyond into anything I imagine ."
At the same time, her voice grew increasingly sharp and menacing. The young wizard began to shake; her ambiance of terror settled into him; he cowered. That brought a cold smile to her lips. "If you learn from me, it will be no book-learning," she scoffed. "The dark radiance of the lower planes obeys my blood and will, and so will you ! In every detail this mission. Ask no more impudent questions, but obey me as if you life depends on it. Because it does! Obey my every word, as I obey the Queen who reigns over us all. Offend me, and you will think the very illithid to be kind and gentle."
"Rise now, Isthamel. I will lead you. The lesson I will teach you is the law of force written in the spattered blood of our foes. But follow me through bloody carnage and I will show you how to rend glory from your broken foe's dying spasms. Rise, all of you," she commands to the ten of the sarth. "We will approach by stealth. We will be wary for illusion or disguise, we will expect traps. We will communicate by silent message, you have that spell, little Isthamel do you not? Good. You will be useful for somehting Before the final assault, we join hand to hand -- this magic," she held up her hand, "will ward you. Slaughter the illithid without hesitation; the prisoners and treasures are to be rendered to overseers. If your service is pleasing, you may share in the bounty."
The battle turned out to be much harder fought than expected. There were four illithid, not one, and they had mind-bound troll guards. One of the illithid had the uncanny ability to pop free instantly whenever one of the sarth warriors tried to grapple it. That intrigued Tymora, and she took notice when it was properly decapitated to slip a fine little golden ring off the vile being's finger.
Eight of her team were incapacitated before the last mind flayer died, ripped to shreds under her demon-form talons. Two of her allies were flailing around in the confusion caused by the foe's mind-blasts. She knocked them out, brutally and efficiently. She healed her sarth before they bleed out. She directed her survivors to unshackle the slaves. She felt no compassion for them, but they were the Queen's. As for her troops they must grow through suffering -- it was good for them to suffer agonies. All, even the weakling Isthamel with his foolish little book-spells, survived. Exhausted and drained of energy, she returned head held high, four parading before her holding the severed, tendril-decorated head, while her wings overshadowed them in malevolent majesty. It was a glorious victory -- and proved her ready for more and higher roles of command.
Roleplay sample
Str 15 (-2 race, +2 boon, cost 7)
Dex 22 (+4 race, +2 boon, cost 10)
Con 12 (+0 race, cost 2)
Int 9 (+2 race, cost -4)
Wis 12 (+2 race, cost 0)
Cha 24 (+2 race, +2 levels 4 and 8, +4 boon, cost 10)
BAB +10
Custom Martial Tradition : Finesse Pit Fighter - Like the gladiator or professional wrestler, the pit fighter puts on shows for money. However, unlike those other prize fighters, in the pits there are few grand traditions and even fewer rules; whoever’s alive at the end of the match is the winner. The (custom) Finesse variant swaps Fencing for Boxing. Equipment Sphere: Unarmed Training, Finesse Fighting
Gladiator Sphere
Fencing Sphere
Traits :
1 Defender Of The Faith. (Faith) Prerequisite: You must openly belong to a publicly known religious organization. Benefit: You gain a +1 trait bonus to caster level when using talents and abilities from the Fate, Life and Protection spheres. This increase in caster level may not raise your caster level over your Hit Dice. In addition, you may participate in rituals or incantations associated with your religious organization.
2 Reactionary (Combat) +2 initiative.
[Feat Tax Fix: Power Attack, Deadly Aim, etc.]
Oaths :Oath of loyalty (1 pt, required)
Oath of ignorance (1 pt)
Oath of offerings (7 pt)
Oath Boons: Bonus Feats (4pt), receive at 2, 6 and 10
Enhanced Abilities (2pt) +4 / +2 / +2
Inhuman Resilience (1pt) +3 resistance bonus to saves, +2 enhancement bonus to natural armor
Skill Superiority (1pt): Intimidate. +7 competences bonus
Shielded form (1pt): +2 deflection
Feats :(racial bonus) Weapon Focus: Natural Weapons (claws). (+1 to hit)
(flaw feat 1) Skill Focus: Intimidate
(flaw feat 2) Combat Reflexes
1 Extra Martial Flexibility (+3 uses)
3 Hybrid Transformation
5 Signature Skill: Intimidate
7 Awesome Transformation
9 Extra Prowess: Skilled weapon. +1 talent to a customized weapon
(beastsoul monk) Transformation, Improved Transformation
(conscript 2) Cornugon Smash
(oath 2) Dragon Style
(oath 6) [+1 alteration trait used when enhancing] Mutagenic Enhancements (Dual Sphere, Alteration-Enhance)
(oath 10) Extra Prowess: Skilled weapon. +1 talent to a customized weapon
Martial Talents (conscript 1) [Equipment] Critical Genius (claws)
(expert 1) [Gladiator] Spectacle (demoralization)
(expert 2) [Gladiator] Dread (demoralization)
(scaled fist 2) Shatter Defenses
(scaled fist 2) Evasion
(mage knight 1) Resist magic (+1 typeless)
(mage knight 2) Mystic Combat: [Gladiator] Gladiator: Daunting (Demoralization)
(mage knight 3) Stalwart
(armiger 2) Lancer Sphere
Magical Tradition Oathbound casting : Oath of Loyalty
Somatic casting I and II
Terrain casting
Painful casting
Spell points (spell pool) 7(cha)+7(sorcerer levels)+3(armiger levels)+3(champion levels)+3(mage knight) +10(tradition) = 33
Magical Talents (Focus sphere bonus talent) Alteration Sphere [maximum 3 traits]
(Caster bonus 1) Enhancement Sphere
(Caster bonus 2) Deep Enhancements
(Extra magic talent from Natural Psionic) Natural Enhancement
(Sorcerer 1) [Enhancement] Greater Enhance Equipment
(Sorcerer 2) [Alternation] Greater Changes [+1 maximum trait]
(Sorcerer 3) [Alteration] Bestial Reflexes
(Sorcerer 4) [Alteration] Lingering Transformation
(Sorcerer 5) Fate Sphere
(Sorcerer 6) [Fate] The Devil (motif)
(Sorcerer 7) [Fate] Swords (motif, arcana)
(Champion-Blended Training 1) Life Sphere
(Champion-Blended Training 2) [Life] Restore Health (cure)
(Champion-Blended Training 3) [Life] Restore Spirit (cure)
(Mage Knight 1) Fate] The Fool (motif)
(Mage Knight 2) [Enhancement] Deadly Weapon
Variable Prowess
The armiger may change one talent granted by a customized weapon with ten minutes of practice. The new talent must be a valid choice to be granted by that weapon. Once per day, she may use this ability as a move action.
Antiquarian Weapons
Subject to change with ten minutes notice given her Variable Prowess. 2 talents each, but she has 1) [Life] Restore Senses, 2) [life] Restore Capacity. 3) Ranged Healing (close)
1) Destruction Sphere, 2) Extended range (medium) Energy Focus: Living Crystal Blast(blast type), Shape Focus: Chain Blast (blast shape),
1) Berserker Sphere. Unbattered drawback. Sanguine Invigoration. 2) [Berserker] Reapers Momentum 3) [Lancer] Opportune Impalement
Note: she will prefer to choose instant effect abilities on her antiquarian weapons. The key problem with them is as soon as she switches weapons, any long duration buffs she gets will fizzle. So her various ways of getting pretty arbitrary benefits either are temporary or make switching between weapons very costly.
Conscript Specializations: 2 points: Martial flexibility: 4 uses per day.
Empowered Lineage (Ex)
At 1st level, the inheritor gains Bloodline Prowess as a bonus feat.
At 3rd level, the inheritor gains the mystic heritage class feature to use normally.
At 4th level, the inheritor gains a number of new ways to use her 1st level bloodline power:
Empower : Once per round when the inheritor makes a successful attack, she may use her 1st level bloodline power on the struck target as a free action that may be taken even when it is not the inheritor’s turn, causing the target to suffer the effects of that bloodline power (even if they would not normally be in range). This ability functions similarly to the conductive weapon special ability and cannot be used with the conductive weapon special ability as part of the same attack. Unlike the conductive weapon special ability, the inheritor may use any bloodline power that targets a single creature or is delivered with a melee or ranged touch attack, not just one that is the same type of attack as the attack action (such as using the elemental bloodline elemental ray power (PFRPG Core Rulebook) after a melee attack or the deep earth bloodline’s tremor power (Advanced Player’s Guide) after any attack).
Infuse : If the inheritor’s 1st level bloodline power would grant a weapon she wields a special ability, she may grant her weapon that special ability for as long as she is wielding that weapon. Examples include the boreal bloodline cold steel power (Advanced Player’s Guide) or stormborn bloodline thunderstaff power (Advanced Player’s Guide), granting the frost or shock special abilities respectively.
Hasten : The inheritor may use her 1st level bloodline power as a swift action.
This alters mystic heritage from the sphere sorcerer archetype.
Mystic Heritage (Ex)
If a bloodline ability has a limited number of uses or rounds of use per day, the sphere sorcerer may spend a spell point and meditate as a full-round action to regain one use of that ability. This replaces the Eschew Materials bonus feat.
Martial Flexibility (Ex)
At 2nd level, an inheritor can spend a move action to gain the benefit of a combat feat she does not possess. This effect lasts for 1 minute. The inheritor must otherwise meet all the feat’s prerequisites. She can use this ability a number of times per day equal to 3 + 1/2 her sorcerer level. This ability counts as the brawler’s martial flexibility class feature; characters who gain martial flexibility from multiple sources add their class levels from all sources that grant martial flexibility together when determining their total class level and uses per day for this ability.
The inheritor can use this ability again before the duration expires to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At later levels, when she gains multiple feats through this ability, she can use those feats to meet the prerequisites of other feats she gains with this ability. Doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 5th level, the inheritor can use this ability to gain the benefit of magic talent, gaining one magic talent whenever she could gain a combat feat. The inheritor must possess that talent’s base sphere and meet any prerequisites (if an advanced talent). Treat a magic talent gained this way as a temporary talent.
At 7th level, the inheritor can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action.
At 12th level, the inheritor can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action.
At 17th level, the inheritor can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action.
This replaces sorcerous blood.
Bloodline Prowess
Prerequisite: Sorcerer bloodline class feature.
Benefit: If your 1st level bloodline power could only be used a number of times per day equal to 3 + your Charisma modifier, or is only useable a number of rounds each day each to 3 + your Charisma modifier, you may use that bloodline power at-will. If your 1st level bloodline power could be used as a free action, it may only be used at-will once per round (you may still use the bloodline power normally, expending daily uses of the ability as normal).
1st level bloodline powers that give powerful buffs for very short durations may not be used at-will. Instead, you gain an additional number of uses for that ability equal to 1/2 your effective sorcerer level (minimum 1). Examples of such bloodline powers include the destined bloodline touch of destiny (PFRPG Core Rulebook) and the orc bloodline touch of rage (Orcs of Golarion). Other similar 1st level bloodline powers may gain these alternative benefits subject to GM discretion.
Bloodline Arcana
Whenever you cast a spell of the necromancy school that deals hit point damage, you are healed of 1 hit point per spell level.
Bloodline Powers
The dark energies that fuel your existence and undying hunger form the basis of your power.
Ghoulish Claws (Su) Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack using your full base attack bonus. Each of these attacks deals 1d4 points of damage + your Strength modifier (1d3 if you are Small). At 5th level, creatures damaged with your claw attack are paralyzed for 1 round, as the ghoul ability (Fort negates). At 7th level, the duration of the paralysis increases to 1d4+1 rounds, and the claws are considered magic weapons for the purpose of overcoming DR. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive. If you’re a ghoul with this bloodline, instead of gaining this ability, your levels in sorcerer stack with your racial Hit Dice when determining the DC of your paralysis and disease special abilities.
Leathery Skin (Ex) At 3rd level, you gain cold resistance 5 and a +1 natural armor bonus to AC. At 9th level, your cold resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
Ravenous Frenzy (Ex) At 9th level, you gain the benefits of haste for a number of rounds per day equal to your sorcerer level. These rounds don’t need to be consecutive. Each time you hit a creature with two or more claw attacks during a full attack while affected by this ability, that creature takes 1d4 points of bleed damage.
Role and tactics: Her spellcasting core is oriented toward self buffing -- but in this she is flexible, she can also buff others. As a build primarily oriented toward melee combat, this limits her magical peak power significantly relative to a pure caster, on the other hand she can be very formidable in melee. Ranged combat is a limitation for her. She can do some but charging or flying to get in range will be a constant need.
Her antiquarian weapons and inheritor martial flexibility give her access to an exceptionally broad range of martial or magical talents, some available instantly, some with tens of minutes of preparation. So she can do almost anything of basic to moderate complexity magically by stacking 5 dynamic talents. If she has time to prepare for a mission, she can be well equipped for it. The drawbacks are: her resources are finite, the durations on temporary abilities are limited, and the process is slow.
In melee, she is built primarily around pounce (granted to her as an enhancement) and intimidate. Dragon Style helps her reach opponents. Cornugon Smash with Power attack lets her first attack that lands terrify her opponent. Fate motifs make it extra likely that her attacks land. Once she has shattered their defenses, additional attacks (at penalties and lacking enhancements) are more likely to land and do sneak attack damage.
She gets attacks of opportunity from a variety of actions - and with those being potentially power-attack, terror-inducing, fatal thrust paralyzing claw-strikes, she is dangerous to be around.
With Awesome Transformation on top of spectacle, the beastsoul class abilities, transformation, and improved transformation -- she can tuck in an area-affect intimidate as a free action once per round. She can likely do area-effect intimidates perhaps twice per round, as she moves around a battlefield. A lot of capabilities increase the effectiveness of her intimidation, perhaps the most important that as an anti-paladin, nothing within 10' of her is immune.
Gear
- Starting Gold will be standard WBL for 10th level characters (62,000 gp -- 31,000 gp offerings = 31,000gp), plus an additional 35,000 gp for up to 2 items which are important to the character. There should be a story-based reason for these items, i.e. it was an heirloom, a gift from the lady in the lake, etc...
* Ring of Freedom of Movement (40,000gp) [special items + 5000gp cash.]
* Amulet of mighty fists (16,000gp) Agile [dex to damage] (https://www.d20pfsrd.com/magic-items...bilities/keen/ ) and Cruel. (https://www.d20pfsrd.com/magic-items...bilities/cruel )
* Helm of the Mammoth Lord (8,500gp spent)
500gp remains for mundane gear. (Fine food, clothing, a bow and arrows, etc.
LeoByron, please take a look!
Last edited by CatCanCook; May 3rd, 2023 at 12:38 AM .