Ruka

(roo-ka), meaning "bright blue flower"

Description:

Ruka’s Equipment
Ship Equipment
Spells
Ruka’s Mythic Path


To Do
Ruka’s Backstory and Personality
Spending Ultra Points

Class Features

Witch

  • Witch Spell List
  • Witch Patron: Water
    • 2nd— bless water water, 4th— slipstream, 6th—water breathing, 8th—control water, 10th—geyser, 12th—elemental body III (water only), 14th—elemental body IV (water only), 16th—seamantle, 18th—tsunami.
  • Hexes
    • Cauldon
      • The witch receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks.
    • Healing
      • This acts as a cure moderate wounds- spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours.
    • Flight
      • At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.
    • Aura of Purity
      • Diseases, inhaled poisons, and noxious gaseous effects (such as stinking cloud) are negated in a 10-foot aura around the witch for a number of minutes equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Effects caused by spells whose level is more than half the witch’s class level are unaffected.
    • Healing
      • acts as a cure moderate wounds spell using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours

Feats & Special

  • d12 HD (reroll 4 or less), Skills 10 + Int mod, Full BAB, all saves at full progression
  • Proficiency: simple weapons, martial weapons, bastard sword, light armor, medium armor
  • Arcane Armor Training: swift action, reduce armor spell failure by 10%
    • MYTHIC: no swift action needed and reduce by 20% now
  • Arcane Armor Mastery: swift action, reduce armor spell failure by 20%
    • MYTHIC: PENDS second mythic tier
  • Spontaneous Casting: can channel stored spell energy into healing spells that she did not prepare ahead of time, can “lose” any prepared spell that is not an orison or patron spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name)
  • Improved Familiar: Tidepool Dragon
    • MYTHIC: For every 3 tiers you possess, your familiar gains a +2 bonus to an ability score of your choice. These bonuses stack. Your familiar adds your tier to its natural armor bonus and to its spell resistance (if it has spell resistance).
  • Evasion: can avoid even magical and unusual attacks with great agility, make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, instead takes no damage. Evasion can be used only if wearing light armor or no armor. Don’t gain benefit if helpless.
  • Improved Evasion: takes no damage on a successful Reflex saving throw against attacks, takes only half damage on a failed save
  • Evolved Familiar: x2, Select an evolution from the list of 1-point evolutions available to a summoner’s eidolon. Your familiar has this evolution. The familiar must conform to any limitations of the evolution. For instance, no familiars can benefit from the mount evolution and only familiars with wings can take the wing buffet evolution. (+ 2 NA, cold resistance)
  • Canny Observer: as per rouge talent, +4 to perception
  • Improved Initiative: +4 on initiative
  • Finesse Training:
    • gains Weapon Finesse as a bonus feat, In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
  • Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Natural weapons are considered light weapons.
  • Quick Draw: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
  • Point Blank Shot: +1 on attack and damage rolls with in 30 ft
  • Precise Shot: shoot or throw ranged weapons at an opponent engaged in melee without taking –4 penalty on attack roll
    • MYTHIC: Your ranged attacks can damage swarms and ignore miss chances from spells or magic effects (such as blink, blur, and mirror images). If you expend a use of mythic power, for one minute your ranged attacks also affect ethereal and insubstantial foes.
  • Rapid Shot: When making full-attack action with a ranged weapon, can fire one additional time this round at highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
    • MYTHIC: When using Rapid Shot, you can either ignore the feat’s –2 penalty on attack rolls or make two additional attacks instead of one.
  • Weapon Focus: +1 bonus on all attack rolls you make using longbow
  • Focused Shot: standard action, make an attack with a bow/crossbow, add Intelligence modifier on damage roll, must be within 30 feet of target to deal this extra damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.
  • Many Shot: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger’s favored enemy bonus. Damage reduction and resistances apply separately to each arrow.
    • MYTHIC: When making a full-attack action with a bow and using Manyshot, you fire two arrows with both your first and second attacks, instead of just your first attack.
  • Weapon Specialization: +2 bonus on all damage rolls you make using longbow
  • Point Blank Mastery: You do not provoke attacks of opportunity firing longbows while threatened
  • Far Shot: suffer a –1 penalty (instead of the normal -2) per full range increment between you and your target when using a ranged weapon
  • Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
  • Witch Knife: Each day, when you prepare your spells, you can select a masterwork or magical dagger, transforming it into a witch knife, which serves as an additional focus component for witch patron spells. Add +1 to the DC of all your patron spells.
    • MYTHIC: You can use your witch knife as an additional focus component for all your witch spells, not just your patron spells, adding 1 to their DC. This bonus stacks with the bonus to patron spells granted by Witch Knife, granting your patron spells a total +2 bonus to their DC. Additionally, the hand holding the witch knife is still considered free for the purpose of casting spells and delivering touch attacks.
  • Snap Shot: While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you. You can make attacks of opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity.
  • Woodland Stride-: may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect you.
  • Improved Natural Armor: natural armor bonus increases by +1
  • Divine Grace-: gain bonus equal to Charisma bonus on all Saving Throws
  • Divine Health-: immune to all diseases, including supernatural and magical diseases, including mummy rot
  • Chanel Energy-: 5d6, 8 times/day; Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

Traits

  • Reactionary: +2 to initiative checks
  • Tough Minded: +1 on will saves

Race Specs

  • Advanced = Pick either mental or physical ability scores. Members of this race gain a + 2 bonus to all of those scores, a + 4 bonus to one score of the other type, and a – 2 penalty to one other ability score of the other types (+ 2 to all physical, + 4 to Int, – 2 to Cha)
    • Advanced Cha = +2 to Cha
    • Advanced Int = +2 to Int
    • Advanced Wis = +2 to Wis
  • Natural Armor +3
  • Arcane Focus: gain +2 racial bonus on concentration checks made to cast arcane spells defensively
  • Speed: Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
  • Darkvision: Undines can see in the dark up to 60 feet.
  • Lowlight Vision: can see twice as far as a race with normal vision in conditions of dim light
  • Water Sense: can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water
  • Amphibious: Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait.
    • Aquatic Subtype: These creatures always have swim speeds and can move in water without making Swim checks. An aquatic creature can breathe water. It cannot breathe air unless it has the amphibious special quality. Aquatic creatures always treat Swim as a class skill.
    • Amphibious (Su): At 2nd level, the undine adept gains the aquatic subtype and the amphibious universal monster ability, allowing her to breathe water or air.
  • Powerful Swimmer: +10 foot bonus to swim speed
  • Fast: +10 foot bonus to base speed
  • Energy Resistance: Undines have cold resistance 5 (upped to 10 via RP)
  • Hydrated Vitality: An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity.
  • Languages: Undines begin play speaking Common and Aquan.
  • Physical Description: Undines display a wide variation of skin tones, ranging from pale turquoise to deep blue to sea green. An undine’s straight, thick hair tends to be of a similar, yet slightly darker color than her skin. All have limpid blue eyes. Physically, undines most resemble humans, and their physiques show human diversity in regard to overall height and body type. Aside from their coloration, their most racially defining traits remain their fin-like ears and webbed hands and feet.
    • Mostly Human: A few undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.

Bio:

Ruka

Dragon Soul GMJJ