I have a degree of interest in the Flurry feat. This would give me an extra lightbolt whenever I attack at range,
and it could be argued as giving me the ability to make 2 more lightbolt attacks in melee range if Luminous Bolt counts as a weapon. The downside to the melee flurry is that the attacks would be made at a penalty and wouldn't inflict status effects. I'd visualize it as a sword of light, rather than a beam.
(laser sword struckthrough due to weaponlike spell ruling)
The feat is sblocked below.
Flurry of Blows [Combat]
"...How many times did you hit him?" I asked. "I lost count at eight."
"Fourteen." he said.
"Whooaa..."
Benefit: Flurry: You gain the ability to flurry as a full-round action. A flurry is a Full Attack action with additional 'Flurry' attacks (see below). You have a number of Flurry attacks equal to your Dexterity modifier.
Flurry attacks are similar to normal attacks, but have these differences:
-They can only be melee attacks.
-Their default attack bonus is BAB-5
-You do not gain more Flurry attacks by wielding two weapons.
-Flurry attacks cannot be used to inflict bonus damage or additional effects. Therefore, none of the effects like the extra 1d6 damage from a Flaming weapon, a Rogue's Sneak Attack, a Barbarian's Rage Dice, nor the myriad effects a Monk's Slam attack can have, apply to Flurry attacks.
-Flurry attacks cannot score critical hits. Instead, they inflict full weapon damage upon a critical threat (assuming their attack roll is high enough to hit).
BAB: Benefit
+1: Whenever you attack, you gain an extra attack at your full attack bonus.
+6: Improved Flurry: As as a full-round action, your gain additional Flurry Attacks equal to 1 + [BAB/3]. These are in addition to the Flurry attacks granted by your dexterity modifier.
+11: Flurry is a standard action.
+16: Greater Flurry: When you use Flurry, all of the Flurry attacks are at your full attack bonus. You may use an Improved Flurry as a standard action. When you spend a full-round action to use Greater Flurry, you deal a number of Flurry attacks equal to [BAB/2].[/i]
Aetheros
Neutral Aasimar Curator 5
Considering this as my character portrait, for it amuses me.
http://i244.photobucket.com/albums/gg21 ... drasil.jpg
Strength: 9 (-1)
Dexterity: 14 (+2)
Constitution: 12 (+1)
Intelligence: 12 (+1)
Wisdom: 14 (+4)
Charisma: 22 (+6) (increased by 1 at level 4, +2 from amulet)
HP: 5d8+5 (28)
BAB: +3
AC: 27 (10 + 8 Armor + 5 Shield + 2 Dex +2 Cover (from shield's second power))
Fortitude: +5 (4 + 1)
Reflex: +3 (1 + 2)
Will: +5 (4 + 1)
Initiative: +2 (+2 Dex)
Skills:
Diplomacy (Cha): +14 OR +17 (8 Ranks + 6 CHA + ?3 Persuasive? )
Heal (Wis): +10 (8 Ranks + 2 WIS )
Knowledge (Planes) (Int): +3 (2 Ranks +1 INT)
Knowledge (Religion) (Int): +2 (1 Ranks +1 INT)
Knowledge (Arcana) (Int): +2 (1 Ranks +1 INT)
Knowledge (Nature) (Int): +2 (1 Ranks +1 INT)
Profession: 1 rank (Goldsmith)
Sense Motive (Wis): +10 (8 Ranks + 2 WIS )
Spellcraft (Int): +2 (1 Ranks +1 INT)
Spot (Wis): +10 (8 Ranks +2 WIS)
Tumble (Dex): +6 (4 Ranks +2 DEX)
Use Magic Device (Cha): +7 (1 Ranks +6 CHA)
Feats
[at level 1] Persuasive OR Zen Archery (if Zen Archery, move 2 points from Dex to Wis for 16 total Wis)
[at level 3] Flurry OR Point Blank Shot
[at level 6] Wings of Good OR Wings of Evil (Energy Wings)
[at level 9] Wrappings of the Ages OR Whispers of the Otherworld OR A Feast Unknown
Magic Item Slots:
Magic Mithril Suit (No skill penalty)
Magic Force Shield (generated by a bracelet) (Provides shield bonus to AC against Incorporeal, +2 cover AC)
Amulet of Nondetection (as the spell) Removed due to 4 magic item starting cap
Amulet of Resistance (+2 at level 5) Removed due to 4 magic item starting cap
Amulet of Deflection (+2 at level 5) Removed due to 4 magic item starting cap
Amulet of Fire Resistance (5 at level 5) Removed due to 4 magic item starting cap
Amulet of Charisma (+2 at level 5)
Bag of Holding
Class Features:
Benedictions (Su): At levels 1, 3, 5, and 7, a Curator learns a Benediction. Each Benediction requires an immediate action to activate, may target any creature the Curator can see within Close range (including herself), and is usable at will. The effects of a Benediction end at the start of the Curator's next turn, and the affected creature is surrounded by a faint glow while its effects persist.
Azure Aegis
• The target of your Benediction receives an amount of temporary HP equal to your ranks in the Heal skill.
• The target of your Benediction receives a +2 morale bonus to AC.
Blessing of the Crimson Sun
• The target of your Benediction receives a +2 morale bonus to all saves.
• The target of your Benediction is cured of one of the following status effects: dazzled, shaken, sickened, or magical fatigue (your choice at time of use).
Goldeneye
• The target of your Benediction gains a +5 insight bonus to Listen and Spot checks, and to resist enemy feints.
• The target of your Benediction gains blindsense out to 15'.
Spheres: At 2nd level, and every 4 levels thereafter, the Curator gains basic access to a Sphere, which must be one of: Exorcism, Mystery, Piety, Restraint, Revelation, Splendor, or Vigor (see below). If she selects a Sphere in which she already has basic access, she gains advanced access; if she already has advanced accesss, she gains expert access.
Basic Access: Restraint Sphere
Special: You gain a +3 bonus on saves against mind-affecting effects.
Level, Benefits
1 Entangle
3 Web
5 Stinking Cloud
7 Black Tentacles
9 Wall of Stone
11 Repulsion
13 Forcecage
15 Prismatic Wall
17 Temporal Stasis
19 Imprisonment
Heal Injuries (Sp): With a one minute ritual, a Curator of 4th level can heal a number of characters equal to her class level of a number of hit points of damage equal to her ranks in the Heal skill. This action may be taken a number of times per day equal to 3 + the Curator’s Charisma Modifier (if any), and all affected characters must be within close range of the Curator for the entire period.
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There are many beings and organizations throughout the planes that are willing to offer power at a price. One of these is a cult of magic-users based in Outland and a city in the Astral Plane who revere an entity that dwells in a tower of dark crystal. Initiates must pledge to strive to make the world a better, more beautiful place according to its standards. Perhaps unfortunately, it likes cruel irony, practical jokes, and horrifying hellscapes just as much as art galleries, and pretty landscapes. Aetheros was a middle-aged goldsmith and casual scholar before learning considerably more about the nature of the multiverse than he liked in a planar library. The cult seemed to offer the best deal for power and a shot at immortality he could afford.
Greatly changed first by an infusion of raw magical power and then by several years of training in light magic, few from his old life would recognize Aetheros now. Though generally a friendly and helpful person when it wouldn't cost him too dearly, he is bound by his oath to the master of the crystal tower and also feels a quiet fury at many aspects of the world, which causes him to take a great deal of satisfaction from violence. Aetheros came to this particular Material Plane in the hopes of finding a place he could start developing his skills and reputation on his own without worrying too much about offending a major planar entity. Once he's attained a decent amount of personal power, he intends to create a temple to his master somewhere on the plane.