Zhan Rayden, Master of the Earth (Levels 3 to 8)

For levels (-2) to (2), look HERE.

At this point most of Rayden’s powers are established; he possesses some basic powers over the earth that he can use all he pleases, he can give himself (funny-looking) “power armor” made of earth and stone, he can use the earth to strike at range and bounce himself around the battlefield, he has a lot of hit points, and he can use limited amounts of more advanced earth magic (refining metals, sticking people’s feet to the ground, repairing rare ming vases, getting information from the earth to track people, and so on).

While he will pick up a few additional tricks here and there, this batch of levels is mostly going to go towards building up his existing abilities.

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Level Three:

Basics: +4 SP (+2 Int Mod, +2 Human Fast Learner) +30 CP (24 CP Base +6 Bonus Feat), +1d4 (+Con Mod, +Wis Mod, +2 HP Doubled Pathfinder “Favored Class” bonus) HP. His “Healthy One” “+2 CP per level for More Hit Points” bonus is still devoted paying for his Augmented Bonus, as it will be until level eight.

From this point on, those four automatic skill points will be automatically applied to his eight Adept skills – keeping them at a base level of (Level +3). That gives us…

  • Avalanche Fist Martial Art +6 (Base) +4 Con +3 Path: Net +13, Toughness II, Attack II, Combat Reflexes, Breaking (Specialized for double effect/only against earth, stone, and metal), and Versatility (May opt to inflict bludgeoning, slashing, piercing, or nonlethal damage without penalty).
  • Craft/Stonemason: +6 (Base) +2 (Int) +3 (Path) = +11
  • Earth Rune Magic/Casting +6 (Base) +3 (Wis) +3 (Path) = +12
  • Earth Rune Magic/Mastery +6 (Base) +3 (Wis) +3 (Path) = +12
  • Perception: +6 (Base) +3 (Wis) +3 (Path) = +12
  • Profession/Architect +6 (Base) +3 (Wis) +3 (Path) = +12
  • Profession/Engineer: +6 (Base) +3 (Wis) +3 (Path) = +12
  • Use Magic Device +6 (Base) +1 (Cha) +3 (Path) = +10

Rayden is becoming quite the expert here – and his utility magics are now quite potent. They’re still of a pretty limited variety of course, but for the moment he’ll have an edge on a Sorcerer or Wizard, at least when it comes to earth-based magic. That will last until level five, and he’ll maintain parity until level nine – but after that he will fall ever further behind even within his specialty. That’s the price of not being a full caster.

As for those 30 CP…

  • +1 BAB (+4 Total) Specialized in Melee (3 CP). Of course at an effective Str 23, Dex 24, and Con 25 with his Armor, and an extra +2 from his Avalanche Fist martial art, that gives him +12 to hit (and two attacks at +12 with a full attack). That sounds like a lot – but martial types need to dominate combat if they’re going to compete with casters who can fight well AND do all kinds of other things.
  • Saves: +1 Fortitude, +1 Reflex, +1 Will (9 CP). That’s expensive – but it gives us +3/+3/+1 to match the original Kineticist character class.
  • Heart of the Earth: Luck with +4 Bonus Uses, Specialized in Saving Throws (6 CP). Luck is too limited a resource to rely on for minor saves – but when it comes to those few that you HAVE to make, it’s very nice to have some.
  • Advanced Earthbinding: Empowerment (Innate Enchantment), Specialized in Mountain Stance, Geokinesis, and Dust Weaving (6 CP). This won’t do much at the moment – but it will allow him to take advantage of his Innate Enchantments increased effects at higher casting levels when he reaches those levels.
  • One With The Land: Immunity/Dispelling and Antimagic (Common, Major, Great, Specialized and Corrupted/only protects his Earthbending abilities, 6 CP). This covers Dispel Magic, Greater Dispel Magic, and Antimagic Sphere. Once Disjunction and epic magic becomes a possibility he may want to spend more points to upgrade this immunity and complete the conversion of his innate enchantments into extraordinary abilities.

That leaves nothing to spare for SP at this level, so he’s still at…

  • Linguistics +2 (SP) +2 (Int) +3 (Path): Common, Terran, three other languages.
  • Ride: +1 (SP) +3 (Dex) +3 (Path) = +7 (+11 when Armored). He may well never improve this again. Why bother? He’s better off with his feet on the ground and – while flying mounts are cool – he’s not likely to spend much time on one given the nature of his powers.
  • Stealth: +2 (SP) +3 (Dex) +3 (Path) = +8 (+12 when Armored)

Current Combat Abilities:

A basic Kineticist Earth Blast (Physical) would, at level three, do 2d6+2+(Con Mod) damage. Rayden currently does 1d6 (Base)+2 (Enhancement) +1d6 (Mountain Stance) +(Str Mod) – but has a better range (Increment of 100′) and crits as a hand axe (20/x3). His damage will not increase as rapidly – but he gets an extra attack when making a full attack and can make both iterative attacks and attacks of opportunity.

  • AC 10 (Base) +4 (Shield) +4 (Armor) -2 (Wrath) +1 (Natural) +7 (Dex) = 24. – pretty good, although he would hit himself 45% of the time.
  • Move 30 (Base) +10 (Armor) +30 (Personal Haste) = 70 – and he can skip two out of every three spaces. Rayden is already impressively mobile.
  • Since his effective (Con Mod) is increased by his (Wis Mod) for hit point purposes his current hit points will be +15 (L1, D5 + Con Mod) +32 Immortal Vigor (+12 + 2 x Con Mod) +12 (L2d4 + Con Mod) +15 (L3, 1d4 + Con Mod +2 Pathfinder) = 74 HP).

Hm… It looks like I made an error earlier: I used the generic “Big Cat” listing from the 3.5 SRD while Pathfinder broke some individual species out of that listing; Jaguars are now +8 Str, +6 Dex, +4 Con and otherwise vary a bit from the generic “big cat”.. If you care, pick a specific species (Cheetah if you want move movement, Leopard for more Dex, etc) and use those very-slightly different numbers. It’s not like specifying “Jaguar” originally had any reason beyond looks.

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Level Four:

Basics: +4 SP (+2 Int Mod, +2 Human Fast Learner, Committed to Adept Skills)) +24 CP (Base), +1d4 (+Con Mod, +Wis Mod, +2 HP Doubled Pathfinder “Favored Class” bonus) HP, +1 Con. His “Healthy One” “+2 CP per level for More Hit Points” bonus is still devoted paying for his Augmented Bonus, as it will be until level eight.

Basic Attributes: Str 15 +2 (Wrath) +6 (Shift) = 23, Dex 16 +8 (Shift) = 24, Con 19 (17 +2 Pathfinder +2 (Wrath) +4 (Shift) +1 (Level) = 26, Int 14, Wis 16, Cha 13.

Adept Skills:

  • Avalanche Fist Martial Art +7 (Base) +5 Con +3 Path: Net +15, Toughness III, Attack II, Combat Reflexes, Breaking (Specialized for double effect/only against earth, stone, and metal), and Versatility (May opt to inflict bludgeoning, slashing, piercing, or nonlethal damage without penalty).
  • Craft/Stonemason: +7 (Base) +2 (Int) +3 (Path) = +12
  • Earth Rune Magic/Casting +7 (Base) +3 (Wis) +3 (Path) = +13
  • Earth Rune Magic/Mastery +7 (Base) +3 (Wis) +3 (Path) = +13
  • Perception: +7 (Base) +3 (Wis) +3 (Path) = +13
  • Profession/Architect +7 (Base) +3 (Wis) +3 (Path) = +13
  • Profession/Engineer: +7 (Base) +3 (Wis) +3 (Path) = +13
  • Use Magic Device +7 (Base) +1 (Cha) +3 (Path) = +11

As for those 24 CP…

  • +1 BAB (+5 Total) Specialized in Melee (3 CP).
  • Hit Die: d6 (2 CP). Hit Points, for a total of 16 (L1, D5 + Con Mod) +34 Immortal Vigor (+12 + 2 x Con Mod) +13 (L2d4 + Con Mod) +16 (L3d4 + Con Mod +2 Pathfinder) +19 (L4D6 + Con Mod + 2 Pathfinder) = 100 HP
  • Saves: +1 Fortitude, +1 Reflex (6 CP) (Net +4/+4/+1).
  • Skill Points: 2 SP (2 CP). These have been spent on Stealth.
    • Linguistics +2 (SP) +2 (Int) +3 (Path): Common, Terran, three other languages.
    • Ride: +1 (SP) +3 (Dex) +3 (Path) = +7 (+11 when Armored).
    • Stealth: +4 (SP) +3 (Dex) +3 (Path) = +10 (+14 when Armored).
  • Mastery, Specialized/Use Magic Device only (3 CP). This allows him to “Take 10″ on Use Magic Device checks – sufficient to automatically get a 21.
  • Shockwave Stance III: Upgrade Shockwave Stance to a Major (30 foot) immunity (+5 CP).
  • Heart of the Earth II: +4 Bonus Uses of Luck, Specialized in Saves (3 CP).

Magic Items: With a 6000 GP budget for a combatant, the only reason this is worth worrying about is his not having to buy armor and weapons. Let’s call it… Healing Belt (MIC, 750 GP), Cloak of Protection +1 (1000 GP), Ioun Torch (75 GP), Everfull Mug (MIC, 200 GP), Wristbands of the Poseur II (1150 GP. Note that between his high Use Magic Device check and attributes he can get full use out of these quite easily). Net 3125 GP, leaving 2875 for mundane gear or other magic – unless he invests 2000 GP in a Handy Haversack (normally outside his price limits, but who cares?) and fills that up with 875 GP worth of mundane supplies – which is probably a good idea.

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Level Five:

Basics: +4 SP (+2 Int Mod, +2 Human Fast Learner, Committed to Adept Skills)) +30 CP (Base + L5 Bonus Feat), +1d4 (+Con Mod, +Wis Mod, +2 HP Doubled Pathfinder “Favored Class” bonus) HP. His “Healthy One” “+2 CP per level for More Hit Points” bonus is still devoted paying for his Augmented Bonus, as it will be until level eight.

Adept Skills:

  • Avalanche Fist Martial Art +8 (Base) +5 Con +3 Path: Net +16, Toughness III, Attack II, Combat Reflexes, Breaking (Specialized for double effect/only against earth, stone, and metal), and Versatility (May opt to inflict bludgeoning, slashing, piercing, or nonlethal damage without penalty).
  • Craft/Stonemason: +8 (Base) +2 (Int) +3 (Path) = +13
  • Earth Rune Magic/Casting +8 (Base) +3 (Wis) +3 (Path) = +14
  • Earth Rune Magic/Mastery +8 (Base) +3 (Wis) +3 (Path) = +14
  • Perception: +8 (Base) +3 (Wis) +3 (Path) = +14
  • Profession/Architect +8 (Base) +3 (Wis) +3 (Path) = +14
  • Profession/Engineer: +8 (Base) +3 (Wis) +3 (Path) = +14
  • Use Magic Device +8 (Base) +1 (Cha) +3 (Path) = +12

As for those 30 CP…

  • +1 BAB (+6 Total) Specialized in Melee (3 CP)
  • Hit Die: d6 (2 CP). For a total of 16 (L1, D5 + Con Mod) +34 Immortal Vigor (+12 + 2 x Con Mod) +13 (L2d4 + Con Mod) +16 (L3d4 + Con Mod +2 Pathfinder) +19 (L4D6 + Con Mod + 2 Pathfinder) +19 (L5d6 + Con Mod +2 Pathfinder) = 117 HP.
  • Saves: +1 Will (3 CP) (Net +4/+4/+2)
  • Skill Points: 2 SP (2 CP) (+6 SP Total). Once again, these are going into Stealth.
    • Linguistics +2 (SP) +2 (Int) +3 (Path): Common, Terran, three other languages.
    • Ride: +1 (SP) +3 (Dex) +3 (Path) = +7 (+11 when Armored).
    • Stealth: +6 (SP) +3 (Dex) +3 (Path) = +12
  • DR 2/-, Specialized for Double Effect (4/-, Physical Attacks Only. Note that this stacks with Toughness, for DR 7/-) (3 CP). Does this make Rayden an “Official” Jaguar Tank? Why not?
  • Double Damage: When calculating the difficulty of injured targets making concentration checks (6 CP). This isn’t exactly an awesome power – but it can certainly help make life difficult for any caster within his enormous effective reach.
  • Strengths of the Earth II: +4 Bonus uses for Rite of Chi, Specialized and Corrupted / only to restore Mana, requires at least one hour of sleep per die regained (2 CP).
  • Initiate of the Earth II: 1d6+2 Mana, Specialized in Rune Magic, Corrupted/includes no Natural Magic (3 CP)
  • Initiate of the Earth III: 1d6+2 Mana, Specialized in Rune Magic, Corrupted/includes no Natural Magic (3 CP)
  • Gather Power: Immunity/the Mana Cost of using Rune Magic, Specialized and Corrupted: Requires a move action, produces a spectacular display of elemental energy, usable for earth rune magic only, if the users spell is interrupted he or she must make a concentration check (DC 10 + Damage Taken) or lose the accumulated energy taking 3d6 Damage (Common, Major, Major (Reduces the cost by one Mana), 3 CP after limitations).

Obviously enough, this level is mostly devoted to utility magic – expanding on Rayden’s versatility, if not so much on his raw combat power.

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Level Six:

Basics: +4 SP (+2 Int Mod, +2 Human Fast Learner, Committed to Adept Skills)) +24 CP (Base), +1d4 (+Con Mod, +Wis Mod, +2 HP Doubled Pathfinder “Favored Class” bonus) HP. His “Healthy One” “+2 CP per level for More Hit Points” bonus is still devoted paying for his Augmented Bonus, as it will be until level eight.

Adept Skills:

  • Avalanche Fist Martial Art +9 (Base) +5 Con +3 Path: Net +17, Toughness III, Attack II, Combat Reflexes, Breaking (Specialized for double effect/only against earth, stone, and metal), Versatility and Vanishing.
  • Craft/Stonemason: +9 (Base) +2 (Int) +3 (Path) = +14
  • Earth Rune Magic/Casting +9 (Base) +3 (Wis) +3 (Path) = +15
  • Earth Rune Magic/Mastery +9 (Base) +3 (Wis) +3 (Path) = +15
  • Perception: +9 (Base) +3 (Wis) +3 (Path) = +15
  • Profession/Architect +9 (Base) +3 (Wis) +3 (Path) = +15
  • Profession/Engineer: +9 (Base) +3 (Wis) +3 (Path) = +15
  • Use Magic Device +9 (Base) +1 (Cha) +3 (Path) = +13

As for those 24 CP…

  • +1 BAB (+7 Total) Specialized in Melee (3 CP)
  • Hit Die: d6 (2 CP). For a total of 16 (L1, D5 + Con Mod) +34 Immortal Vigor (+12 + 2 x Con Mod) +13 (L2d4 + Con Mod) +16 (L3d4 + Con Mod +2 Pathfinder) +19 (L4D6 + Con Mod + 2 Pathfinder) +19 (L5d6 + Con Mod +2 Pathfinder) +15 (L6d6 + Con Mod +2 Pathfinder) = 132 HP.
  • Saves: +1 Will (3 CP). (Net +4/+4/+3).
  • Skill Points: 2 SP (Still added to Stealth, 2 CP).
    • Linguistics +2 (SP) +2 (Int) +3 (Path): Common, Terran, three other languages.
    • Ride: +1 (SP) +3 (Dex) +3 (Path) = +7 (+11 when Armored).
    • Stealth: +8 (SP) +3 (Dex) +3 (Path) = +14 (+18 when Armored).
  • Metamagical Theorems: Elemental Manipulation and Amplify with Streamline II, Specialized and Corrupted: Only to add +2 levels of Infliction and Empower to Fists of Stone and Empower to Stone Mountain Stance (8 CP).
    • This adds his choice of some conditions / debuffs to his attacks (even if the saves are pretty easy to make) and increases their power by 50% – an extra d6 or two at higher levels. Basically, it’s his equivalent of a normal fighter picking up a low to mid-level magical weapon.
  • Opportunist: Gets an attack of opportunity whenever someone within reach casts a spell, whether or not they are casting defensively or would not otherwise provoke one (6 CP).

Magic Items: With a wealth-by-level allowance of 16,000 GP (And only 6000 spent), I’d recommend adding some Vanguard Treads (MIC, 3100 GP, lets you ignore difficult terrain, slippery surfaces, and provide a bonus to CMD in Pathfinder), a +2 Attribute Booster to one or another physical attribute (at this point it doesn’t matter much which, 4000 GP), and perhaps a Third Eye Clarity (MIC, 3000 GP, 1/day immediate remove daze, stun, etc).

Rayden is now capable of making life extremely difficult for any nearby spellcasters he chooses to foul up; he should have a pretty good chance of hitting and he can push the resulting concentration check DC’s very high.

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Level Seven:

Basics +4 SP (+2 Int Mod, +2 Human Fast Learner, Committed to Adept Skills, +2 Doubled Pathfinder “Favored Class” Bonus)) +30 CP (Base + :L7 Bonus Feat), +1d4 (+Con Mod, +Wis Mod) HP. His “Healthy One” “+2 CP per level for More Hit Points” bonus is still devoted paying for his Augmented Bonus, as it will be until level eight.

Adept Skills:

  • Avalanche Fist Martial Art +10 (Base) +5 Con +3 Path: Net +18, Toughness III, Attack II, Combat Reflexes, Breaking (Specialized for double effect/only against earth, stone, and metal), Versatility and Vanishing.
  • Craft/Stonemason: +10 (Base) +2 (Int) +3 (Path) = +15
  • Earth Rune Magic/Casting +10 (Base) +3 (Wis) +3 (Path) = +16
  • Earth Rune Magic/Mastery +10 (Base) +3 (Wis) +3 (Path) = +16
  • Perception: +10 (Base) +3 (Wis) +3 (Path) = +16
  • Profession/Architect +10 (Base) +3 (Wis) +3 (Path) = +16
  • Profession/Engineer: +10 (Base) +3 (Wis) +3 (Path) = +16
  • Use Magic Device +10 (Base) +1 (Cha) +3 (Path) = +14

As for those 30 CP…

  • +1 BAB (+8 Total) Specialized in Melee (3 CP)
  • Hit Die: d4 (0 CP). For a total of 16 (L1, D5 + Con Mod) +34 Immortal Vigor (+12 + 2 x Con Mod) +13 (L2d4 + Con Mod) +16 (L3d4 + Con Mod +2 Pathfinder) +19 (L4D6 + Con Mod + 2 Pathfinder) +19 (L5d6 + Con Mod +2 Pathfinder) +15 (L6d6 + Con Mod +2 Pathfinder) +13 (L7d4 + Con Mod) = 145 HP.
  • Saves: +1 Fortitude +1 Reflex (6 CP) (Net +5/+5/+3).
  • Skill Points: 2 SP (From Pathfinder Bonus) Going to Stealth
    • Linguistics +2 (SP) +2 (Int) +3 (Path): Common, Terran, three other languages.
    • Ride: +1 (SP) +3 (Dex) +3 (Path) = +7 (+11 when Armored).
    • Stealth: +10 (SP) +3 (Dex) +3 (Path) = +16 (+20 when Armored).
  • Feel of the Earth: Occult Sense/Tremorsense (6 CP).
  • Dance Of The Earth Dragon: Rune Magic / Runic Ritual, Corrupted/only usable for Non-Combat spells (4 CP).
  • Strengths of the Earth III: +4 Bonus uses for Rite of Chi, Specialized and Corrupted / only to restore Mana, requires at least one hour of sleep per die regained (2 CP).
  • Initiate of the Earth IV: 1d6+2 Mana, Specialized in Rune Magic, Corrupted/includes no Natural Magic (3 CP)
  • Mystic Artist / Architecture (6 CP). While this isn’t really of any use in direct combat, a master architect with this ability is invaluable to any construction project. Considering the character… this is probably Specialized for Double Effect / Only works with massive fortresses, soaring cathedrals, and similar mighty and enduring works. Rayden just doesn’t build charming garden mazes, enchanting cottages, and elegant gazebos for lovers.

Magic Items: With a wealth total of 23,500 GP, Rayden can now afford to upgrade his Wristbands of the Poseur to Type III (8000 GP in total) – gaining reliable access to a set of second level spells, if only at caster level three. That will leave him about 500 GP left over for mundane stuff, which ought to be sufficient.

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Level Eight:

Basics +1 Attribute, +4 SP (+2 Int Mod, +2 Human Fast Learner, Committed to Adept Skills, +2 Doubled Pathfinder “Favored Class” Bonus)) +24 CP (Base), +1d4 (+Con Mod, +Wis Mod) HP. His “Healthy One” “+2 CP per level for More Hit Points” bonus is still devoted paying for his Augmented Bonus, as it will be until level eight.

Basic Attributes: Str 15 +2 (Wrath) +6 (Shift) +1 (Level) +2 (Enh) = 26, Dex 16 +8 (Shift) +2 (Enh) = 26, Con 19 (17 +2 Pathfinder +2 (Wrath) +4 (Shift) +1 (Level) +2 (Enh) = 28, Int 14, Wis 16, Cha 13.

Adept Skills:

  • Avalanche Fist Martial Art +12 (Base) +5 Con +3 Path: Net +20, Toughness IV, Attack II, Combat Reflexes, Breaking (Specialized for double effect/only against earth, stone, and metal), Versatility and Vanishing.
  • Craft/Stonemason: +11 (Base) +2 (Int) +3 (Path) = +16
  • Earth Rune Magic/Casting +11 (Base) +3 (Wis) +3 (Path) = +17
  • Earth Rune Magic/Mastery +11 (Base) +3 (Wis) +3 (Path) = +17
  • Perception: +11 (Base) +3 (Wis) +3 (Path) = +17
  • Profession/Architect +11 (Base) +3 (Wis) +3 (Path) = +17
  • Profession/Engineer: +11 (Base) +3 (Wis) +3 (Path) = +76
  • Use Magic Device +11 (Base) +1 (Cha) +3 (Path) = +15

As for those 24 CP…

  • +2 BAB (+10 Total) Specialized in Melee (6 CP)
  • Hit Die: d4 (0 CP). Rolls: L1d5 (5), L2d4 (2), L3d4 (3 +2 Path), L4d6 (6 +2 Path), L5d6 (6 +2 Path), L6d6 (3 +2 Path), L7d4 (2), L8d4 (4), Immortal Vigor +2d6 (12), +10 x (Con Mod + Wis Mod) = 171 HP.
  • Saves: +1 Fortitude +1 Reflex (6 CP) (Net Fort +6/Ref +6/Will +3)
  • Skill Points: 2 SP (Pathfinder Bonus, 0 CP). These are going to Linguistics and Stealth.
  • Linguistics +3 (SP) +2 (Int) +3 (Path): Common, Terran, four other languages.
  • Ride: +1 (SP) +4 (Dex) +3 (Path) = +8 (+11 when Armored).
  • Stealth: +11 (SP) +4 (Dex) +3 (Path) = +18 (+22 when Armored).
  • Leadership, with the Exotic and Constructs modifiers. Specialized and Corrupted / Wards Major Only, Wards must be called into being at places of magical power through the construction of massive (small-castle sized at a minimum) stone structures designed by a Mystic Architect – although only the construction of the structure is required. The resulting Wards have a strong tendency to bestow Distant Gifts, but their powers will also be flavored by the designs of the Mystic Architect. The modifiers are applied for Increased Effect; the Ward Rank may equal the User’s Level, and the total number of available levels is 4 x (Level + Cha Mod) (12 CP).

That’s expensive – and requires that he get to work building castles in exotic and dangerous locations for it to do him any good at all – but those castles will offer major benefits for the entire party, which makes them a hook to bring everyone else in on getting them built.

Magic Items: With an expected wealth-by-level total of 33,000 GP – about 10,000 more than the last time we looked – it’s time once again to consider Magic Items. At this point Rayden’s list includes:

  • Healing Belt (MIC, 750 GP. 3 Uses/Day, spend 1/2/3 to heal 2d8/3d8/4d8, +2 to the Heal Skill).
  • Cloak of Protection +1 (1000 GP)
  • Ioun Torch (75 GP)
  • Everfull Mug (MIC, 200 GP)
  • Wristbands of the Poseur III (8000 GP. Note that between his Use Magic Device check and attributes he can get full use out of these quite easily).
  • Handy Haversack (2000 GP).
  • Vanguard Treads (MIC, 3100 GP, lets you ignore difficult terrain, slippery surfaces, and provide a bonus to CMD in Pathfinder).
  • Third Eye Clarity (MIC, 3000 GP, 1/day immediately remove daze, stun, etc).
  • Attribute Boosters: Str, Dex, and Con, each +2 (12,000 GP. Per the rules in the MIC these functions can be added at cost to any item which occupies an appropriate slot). These give him +1 AC, +1 to Hit and Damage, +1 to Fortitude Saves, and +10 Hit Points.
  • Cracked Dusty Rose Prism Ioun Stone (+1 Competence to Initiative, 500 GP).
  • Cracked Magenta Prism Ioun Stone (+2 Competence Bonus to any one skill, may be changed once per day, 800 GP. He usually applies this to his Martial Art, allowing him to gain an extra special ability – and vary it from day to day). It is mounted in a Wayfinder (500 GP) to provide a Resonant Power (a +1 nameless bonus on any one saving throw. He usually takes Will. Normally there’s only a 25% chance of such a resonant power showing up with a flawed stone, but he’s a powerful earth mage, and can easily check).

That leaves 1075 GP for mundane gear. Given that he doesn’t use weapons or armor, that really ought to be plenty even if he wants to carry a CL1 Wand of Cure Light Wounds just in case.

As might be expected for a Martial Eclipse character, Rayden can inflict quite a bit of damage and has decent defenses – but his real power lies in his special abilities. At this point he can exert a great deal of control over a battlefield – disrupting enemy spellcasting, shifting from point to point with great speed, and inflicting a significant price on enemy movement. Secondarily, he’s a master architect and builder – and can make it worth the parties time to support those endeavors as well.

2 Responses

  1. While it’s not quite feasible at his current level, I’d expect that Zhan would benefit greatly from purchasing Siddhisyoga and using it with a lyre of building.

    Of course, it’d be a bit awkward to have to make a Perform (string instruments) check with an absorbed magic item, but at worst that would necessitate taking Finesse – probably specialized and corrupted – to change it to a different sort of Perform check (ideally the one used in conjunction with Mystic Artist). Given that it’s easy to pump up skill bonuses, it’d be simplicity itself to get it high enough so as to never fail the DC 18 check. At that point, the sky’s the limit with regards to what can be made.

  2. […] it’s not quite feasible at his current level, I’d expect that Zhan (Levels -2 to 2, Levels 3-8) would benefit greatly from purchasing Siddhisyoga and using it with a Lyre of […]

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