
| Kyriarchia Epargyros | CE | ||
| Character Name | Alignment | ||
|
Highlord (Cherished) 2
, Vitalist (Mender Method) 2
, Promethean (Sphere) 1 , Scholar (Sticher) 3 |
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| Character Level | |||
| Tiefling
Humanoid (Human, Shapechanger) & Outsider (Native, Shapechanger)
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M | ||
| Race | Size | ||
| Male | 30 | ||
| Gender | Age | ||
| 7'2" | - | ||
| Height | Weight | ||
| - | - | ||
| Hair | Eyes | ||
| Badmin
PB: 12,7,10,12,14,16
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| Player | |
| - | - |
| Deity | Homeland |
| - | 0 |
| Domain/Oath/Patron/School | XP |
| SAVING THROWS | ||||||
|---|---|---|---|---|---|---|
| Save | Total | Base | Ability | Magic | Misc | Temp |
| Fortitude | +4 | +4 | CON +0 | +0 | +0 | +0 |
| Reflex | +1 | +3 | DEX -2 | +0 | +0 | +0 |
| Will | +6 | +4 | WIS +2 | +0 | +0 | +0 |
| Combat Maneuver Bonus CMB | |||||
|---|---|---|---|---|---|
| CMB | BaB | STR | Size | Misc | |
| +4 | +2 | +2 | +0 | +0 | |
| Combat Maneuver Defense CMD | ||||||
|---|---|---|---|---|---|---|
| CMD | Base | BaB | STR | DEX | Size | Misc |
| 12 | 10 | +2 | +2 | -2 | +0 | +0 |
Common, Infernal, Necril, Abyssal, Elven, Darkfolk
| Highlord ML4 | Collective (6 members)
A highlord learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a highlord can join any number of willing targets into his collective (up to his limit, see below). The highlord must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within long range (400 feet + 40 feet per HD). The collective can contain up to his Charisma modifier or half his HD, whichever is higher, plus 2 more members. The highlord is always considered a member of his own collective, and does not count against this limit. Whenever the highlord is a member of a collective originating from an ally who is also both in his collective and possesses the Chain Collectives teamwork feat, both he and his ally may treat all members of both their collectives as members of their own collective, even if this would cause the normal limit on members and range to be exceeded.
The highlord can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until the member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A highlord is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher levels (see telepathy below). A highlord can manifest certain powers through his collective. If a highlord power specifies one or more willing targets (or is harmless) and has a range greater than personal, he can manifest this power on a member of his collective regardless of the range of the actual power. All other non-range restrictions still apply. He may manifest any power with the Network Descriptor this way, regardless of their actual ranges or targets. If he is capable of manifesting powers or casting spells from a different class (as is the case for a multiclass highlord), any compatible spell or power with a range greater than touch can also be used through the collective. If a member of the collective dies, the member is removed from the collective and the highlord must make a Fortitude save (DC 15) or lose 1 power point for every Hit Die of the fallen member and be sickened for an equal number of rounds.
A highlord's collective is more than just a link; when he touches the mind of another, he shares a part of himself, his core, driving goals and desires. To members of his collective, a highlord's psionic powers are unmistakably his, bearing sensory displays unique to the highlord instead of their normal appearances. The appearance of a highlord's powers is tied to what the highlord values—common displays are flowing streams of blood, coins, or other materials, sounds of the highlord's home and those he cares about, or similarly important things. Though these displays don't grant the highlord's collective members any unique insight into the effects of his powers, they do share knowledge of something important to the highlord.
1st Appointed Champion, Empathetic Connection, Vigor
Empathy, Detect Psionics
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| Vitalist ML2 | Collective (4 members)
A vitalist learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a vitalist can join a number willing targets into his collective equal to his key ability modifier or half his HD, whichever is higher, plus 2 more. The vitalist must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within Long range (400 ft. + 40 ft. per HD). The vitalist is always considered a member of his own collective, and does not count against this limit.
The vitalist can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until that member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A vitalist is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member. A vitalist may take a swift action to gauge the relative health level of collective members, determining the amount of damage, in hit points, that an ally has taken. In addition, the vitalist may make a Heal check as a standard action, with a DC of 15, to determine if any of the members of his collective are afflicted by a disease or poison. A vitalist can manifest certain powers through his collective. If a vitalist power specifies one or more willing targets (or is harmless) and has a range greater than personal, he can manifest this power on a member of his collective regardless of the range of the actual power. All other non-range restrictions still apply. He may also manifest any power with the Network descriptor this way, regardless of their actual ranges or targets. If he is capable of manifesting powers or casting spells from a different class (as is the case for a multiclass vitalist), any compatible spell or power with a range greater than touch can also be used through the collective. If a member of the collective dies, the member is removed from the collective and the vitalist must make a Fortitude save (DC 15) or lose 1 power point for every Hit Die of the fallen member and be sickened for an equal number of rounds.
1st Prepare 2 Vitalist 1st level powers
plus Natural Healing Disruptive Touch, Halt Death, Missive
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| Death CL3 | Reanimate
As a full-round action, you may touch an intact dead body and spend a spell point to reanimate it as a zombie or skeleton (depending on the composition of the body in question) for 1 hour per caster level. This creature gains the zombie or skeleton template and obeys your commands, although only basic commands such as “go”, “stay”, “follow me”, “attack”, or “guard” are understandable. While specifics can be given (“guard this area against humans but let goblins pass”), undead are unintelligent and easily fooled.
A reanimated body cannot speak and has no knowledge or ability to think and so cannot answer questions or reveal anything it knew in life. When the duration expires, the body collapses until reanimated again. It does not regain hit points between reanimations. If reduced to 0 hit points, the body collapses and is destroyed; it cannot be reanimated again. You may have a total number of reanimated creatures active at any one time whose combined Hit Dice does not exceed twice your caster level. If you attempt to reanimate a creature that would push your total beyond this limit, you must choose which creatures cease to be reanimated or are released from your control. You cannot reanimate a creature with more Hit Dice than twice your caster level. Temporary increases to caster level (such as from implements or the thaumaturge’s forbidden lore class feature) do not increase the statistics, maximums, or number of undead the caster controls.
Skeleton Alignment: Always neutral evil.
Type: The creature’s type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind (such as giant). Armor Class: Natural armor bonus changes as follows:
Saves: A skeleton has a good will save and poor fortitude and reflex saves Defensive Abilities: A skeleton loses the base creature’s defensive abilities and gains DR 5/bludgeoning and immunity to cold and Undead Traits. Speed: A winged skeleton can’t use its wings to fly. If the base creature flew magically, so can the skeleton. All other movement types are retained. Attacks: A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can’t work without flesh. A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attack bonus. A claw attack deals damage depending on the skeleton’s size (see Natural Attacks). If the base creature already had claw attacks with its hands, use the skeleton claw damage only if it’s better. Special Attacks: A skeleton retains none of the base creature’s special attacks. Abilities: A skeleton’s Dexterity increases by +2. It has no Constitution or Intelligence score, and its Wisdom and Charisma scores change to 10. BAB: A skeleton’s base attack bonus is equal to 3/4 of its Hit Dice. Skills & Feats: A skeleton loses all skill ranks and feats possessed by the base creature, gains no skill ranks of its own, and gains only the Improved Initiative feat as a bonus feat. Special Qualities: A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. Alignment: Always neutral evil.
Type: The creature’s type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind (such as giant). Hit Dice: Drop HD gained from class levels (minimum of 1) and change racial HD to d8s. Zombies gain a number of additional HD as noted on the following table. Armor Class: Natural armor bonus changes as follows:
Defensive Abilities: A zombie loses the base creature’s defensive abilities and gains DR 5/slashing and the Undead Traits immunity. Speed: A winged zombie can use its wings to fly, but reduces their manuverability to clumsy. If the base creature flew magically, so can the zombie, using the maneuverability of the base creature. All other movement types are retained. Attacks: A zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. It also gains a slam attack that deals damage based on the zombie's size, but as if it were one size category larger than its actual size. Special Attacks: A zombie retains none of the base creature's special attacks. Abilities: Str +2, Dex –2. A zombie has no Con or Int score, and its Wis and Cha become 10. BAB: A zombie's base attack is equal to 3/4 its Hit Dice. Skills & Feats: A zombie loses all skill ranks and feats possessed by the base creature, gains no skill ranks of its own, and gains only the Toughness feat as a bonus feat. Special Qualities: A zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A zombie gains the following special quality:
Alchemy-Implanted Implanted (Ex) When an alchemy-implanted creature is created, the creator expends one alchemical item or potion as part of the creation process, such as a mundane alchemical item, Alchemy sphere formulae, alchemist’s bomb, or a compound, potion, or instilled liquid. If the implanted item is detonated or used, the alchemy-implanted creature loses any effects of this template until the item is removed from their body with a DC 30 Heal check.
The alchemy-implanted creature gains abilities depending on the item used, and, unless otherwise stated, any save DC is equal to the Implanted's substance's DC.:
Unstable (Ex) The implanted item is fragile. Whenever the alchemy-implanted is subject to a critical hit, there is a 10% chance the alchemy-implanted immediately uses the implanted item as described in the implanted special ability. This chance goes up by 5% each time it occurs. | ||||||||||||||||||||||||||||||||||||||
| Veilweaving | Caps
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| Cast Trad
Expensive Locus, Extended Casting
4+4(cha)+2=10
1+1(HD)=2 Destruction, Illusion or Mind sphere only 1{H}+4{cha}+6{V}+2{wis}=13
2+4=6 favorPP 1{class}+4{Essence Talents}+1{feat}=6
| Proficiencies
Class: Simple Weapons, Light Armor, Buckler
Armor Training: Medium & Heavy Armor | CL
Power Spheres: CL2.25
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| Power Spheres | Death <7>
CTrad) Base, Necromantic Limit (Reanimate) -> Tomb of Flesh, Sustained Necromancy
Sttchr1) Master's Presence Sttchr2) Ranged Death Schlr2) Undead Whisperer Oath2) Empowered Reanimate feat) Necromantic Constription SPrmthn1) Base, Daevic Tradition
Drwbcks)Rigid Veils, Essence-Bound Veils, Essence-Bound Receptacles -> Extra Essence (x2), Invested Spheres |
|---|---|
| Might Spheres | Equipment Sphere <1>
MTrad) Armor Training
MTrad) Handle Animal Package, Lions and Wardrobes, Broad Skills
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| Guile Spheres | Vocation <5>
TTrad) Adept Adventurer, Courtier, Guard, Orator, Spy
MSM) Adept Adventurer, Skill Acuity (Diplomacy) TTrad) Base, Friend of a Friend
feat) Mediator's Mien TTrad) Base, Impressionist -> Unrecognizable Mannerisms
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| Adventuring Skills | |||||
|---|---|---|---|---|---|
| CS | Skill | Total | AB Mod | Ranks | Misc |
| Acrobatics | -2 | (DEX) -2 | +0 | +0 | |
| Bluff | +11 | (CHA) +4 | +3 | +4 | |
| Climb | +2 | (STR) +2 | +0 | +0 | |
| Diplomacy | +21 | (CHA) +4 | +4 | +13 | |
| Disguise | +12 | (CHA) +4 | +4 | +4 | |
| Escape Artist | -2 | (DEX) -2 | +0 | +0 | |
| Fly | -2 | (DEX) -2 | +0 | +0 | |
| Heal | +2 | (WIS) +2 | +0 | +0 | |
| Intimidate | +12 | (CHA) +4 | +4 | +4 | |
| Knowledge: Arcana | +1 | (INT) +1 | +0 | +0 | |
| Knowledge: Dungeoneering | +1 | (INT) +1 | +0 | +0 | |
| Knowledge: Local | +1 | (INT) +1 | +0 | +0 | |
| Knowledge: Nature | +1 | (INT) +1 | +0 | +0 | |
| Knowledge: Planes | +1 | (INT) +1 | +0 | +0 | |
| Knowledge: Religion | +1 | (INT) +1 | +0 | +0 | |
| Knowledge: Psionics | +5 | (INT) +1 | +4 | +0 | |
| Perception | +9 | (WIS) +2 | +4 | +3 | |
| Ride | +2 | (DEX) -2 | +3 | +1 | |
| Sense Motive | +10 | (WIS) +2 | +4 | +4 | |
| Spellcraft* | +4 | (INT) +1 | +3 | +0 | |
| Stealth | +5 | (DEX) -2 | +4 | +3 | |
| Survival | +2 | (WIS) +2 | +0 | +0 | |
| Swim | +2 | (STR) +2 | +0 | +0 | |
| Background Skills | |||||
| CS | Skill | Total | AB Mod | Ranks | Misc |
| Appraise | +1 | (INT) +1 | +0 | +0 | |
| Handle Animal* | +10 | (CHA) +4 | +4 | +2 | |
| Knowledge: Engineering | +1 | (INT) +1 | +0 | +0 | |
| Knowledge: Geography | +1 | (INT) +1 | +0 | +0 | |
| Knowledge: History | +1 | (INT) +1 | +0 | +0 | |
| Knowledge: Nobility | +8 | (INT) +1 | +4 | +3 | |
| Linguistics* | +5 | (INT) +1 | +4 | +0 | |
| Profession: Monster Slayer | +15 | (WIS) +2 | +4 | +9 | |
| Custom Skills | |||||
| CS | Skill | Total | AB Mod | Ranks | Misc |
| Autohypnosis | +7 | (INT) +1 | +3 | +3 | |
| Non-Level Feats | Background) Expanded Collective
You may add two additional creatures into your collective.
When calculating the range and number of creatures which may be joined to your collective, use your total Hit Dice instead of your class level.
gain the Death (Necromantic Conscription) talent
Whenever you shape a veil that does not have the Title descriptor, you may apply the Title descriptor to that veil. This veil can be shaped on an ally as if it were a normal Title. You cannot bind this veil to its chakra unless you can both bind veils to the chakra in question and are at least veilweaver level 7th (for the Hands, Head, or Feet chakras), veilweaver level 13th (for the Headband, Shoulders, or Wrist chakras), or veilweaver level 17th (for the Neck or Belt chakras). When shaping a veil in this way, you can never bind it to chakras other than those listed here.
+1 essence |
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| Leveling Feats | 1) Extra Skill Talent
Gain the Communicator's Mein talent of the Communication Sphere.
The range of your collective is now long range (400 ft. + 40 ft. per class level). Additionally the range of your collective becomes unlimited at 12th HD and planar at 16th HD. At 19th HD, if a member of your collective would be removed from the collective due to dying or their Wisdom being reduced to 0, they remain in the collective for 24 hours, although they are still dead or have a 0 Wisdom and remain unconscious, as appropriate. However, you do not suffer any penalties while they remain in your collective.
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| Class Bonus Feats | Highlord: 2) Chain Collectives
Whenever you and an ally both possess this feat and the collective class feature and both belong to each other's collectives, you may treat any creatures in your ally's collective as being in your own collective, even if this would cause the normal limit on members and range to be exceeded.
Scholar: Unliving Chemister You may expend any one formulae, alchemical item, potion, alchemist bomb (or other appropriate consumable item) when you reanimate an undead within your natural reach, granting the raised undead the alchemy-implanted simple template. You may also expend an appropriate item as part of instilling a reanimate sphere effect with the Instill Death talent so that the created undead gains the alchemy-implanted simple template.
Undead you create can assist you when creating alchemical items, formulae, brewing potions, or other similar tasks, granting a +2 bonus on the Craft (alchemy), Spellcraft, or other appropriate skill check when crafting such an item for each undead assisting you (maximum bonus 1/2 your character level). An intelligent undead may assist you without the benefit of this feat but must roll the appropriate check to aid you as normal. If you possess the Alchemy sphere (formulae) package, you gain the following benefit when creating formulae with the Alchemy sphere:
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| Mythic Feats | Dual Path (Trickster, )
Select a mythic path other than the path you selected at your moment of ascension. You gain that path’s 1st-tier ability (either archmage arcana, champion’s strike, divine surge, guardian’s call, marshal’s order, or trickster attack). Each time you gain a path ability, you can select that path ability from either path’s list or the list of universal path abilities.
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| Beastmastery - R4 | Tame
You may attempt to train any kind of creature with intelligence scores of 1 or 2 (or a mindless creature of the ooze, plant, or vermin types) to readily obey your commands in and out of combat. This requires 8 hours and a creature of the animal type that has an attitude toward you of indifferent or better. This time may be divided as per the magic item crafting rules. You may only train one creature at a time with this ability. At the end of this period, make a Handle Animal check with a DC of 10 + the creature’s Hit Dice. If successful, the creature is now considered tame.
You may not tame a creature with more Hit Dice than you have ranks in Handle Animal. You may have multiple tame creatures under your control, but their total Hit Dice cannot exceed your ranks in Handle Animal. If you attempt to tame a creature that would exceed your Hit Dice cap, you must choose which other creatures to release. Animal companions and familiars, such as from class features, the Animal Companion talent, or the Pet talent, never count against this Hit Dice cap. You may not use this ability on a creature with the swarm subtype. A creature with a template adds the challenge rating adjustment of the template to its HD (minimum increase +0) for determining if you may tame it and for how many creatures you can have tame. Variant creatures with increased challenge ratings (such as a pyrohydra compared to a normal hydra, if using the Broad Skills talent), treats the challenge rating increase of the variant as if it were a template for this purpose. A creature whose permanent Intelligence score is raised above 2 is no longer a valid target for this ability and is automatically released. This effect ends if you go two full days without spending at least 1 hour training your tame creatures. This is treated as an extraordinary mind-affecting compulsion effect for the purposes of opposed control checks, such as another compulsion effect affecting your tame creature. Use your ranks in Handle Animal in place of your caster level for the opposed check.
You may use Handle Animal to teach an animal a unique trick:
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| Communication - R4 | Build Rapport
When you interact with a creature that is not hostile to you within 30 feet, you can choose to form a rapport with that creature as a standard action, or as a move action if you know one of the creature’s motivations. You cannot form a rapport with a mindless creature. The rapport remains until 24 hours pass, you or the creature chooses to end the rapport as a swift action, or you form another rapport. You can form a rapport with multiple creatures at once if you know a motivation for each of them, up to a number of targets equal to your operative ability modifier.
You can always use gestures to communicate simple concepts to creatures you share a rapport with without using words just as easily as with words, regardless of whether you share a language. Communicating complex information this way requires a successful DC 25 Linguistics check; failing by 5 or more conveys inaccurate information rather than what the creature intended to share. Each creature that shares a rapport with you (including you) automatically succeeds at Bluff (or Linguistics) checks to send secret messages to each other, although they still attempt a skill check to determine if observers understand. They can use their Linguistics modifier in place of their Bluff modifier to pass the secret message at no penalty. You can choose one or two (rapport) talents you have when you form a rapport and apply the effect to creatures sharing your rapport (including you). You can only choose two (rapport) talents to apply at once if one or both of them have the [utility] tag. If you target a creature who already shares a rapport with someone else, you can join the existing rapport without counting against its maximum number of targets, and you can add one of your own (rapport) talents for all members to benefit from. You cannot add a talent the rapport already has. This replaces build rapport’s usual effect.
Adopting this approach is a swift action. Whenever a creature first becomes aware of you while you maintain the approach and would otherwise have a starting attitude of unfriendly or hostile toward you, you can attempt a Diplomacy check to improve their attitude without using an action. The improvement ends when you abandon this approach.
Even if your allies take hostile actions, opponents who are not yet hostile to you do not become worse than unfriendly toward you as long as you do not take hostile actions yourself and do not take actions to help your allies fight more effectively (or you prevent them from noticing you took such an action). |
| Subterfuge - R4 | Baffling Revelation
You can outwit any creature as long as they are fooled by your current disguise, you possess an item they believed they possessed, or you know a secret they consider important and well-kept. To outwit them using this ability, you must brandish the item they thought they had, you must reveal the secret, or you must take an action your target believed you would not or could not take because of your successful disguise (such as casting a spell when they believed you were a barbarian with a taboo against magic). Revealing a secret or your disguised nature can be verbal or visual, as appropriate. Creatures must generally be within 30 feet for you to outwit them verbally, but they can be up to 60 feet away if you reveal your ruse visually. Anyone who discovers you are disguised this way does not necessarily discover who you are. Once an item or secret is used to outwit a creature, that item or secret cannot be used by anyone to outwit that creature again. Revealing you are disguised to one creature usually reveals it to everyone within range, preventing you from outwitting them separately that way.
You can don a disguise as a full-round action, including using a disguise kit and changing your clothing and accessories. You can don or doff worn magic items and shields this way. If you don a disguise that features delicate details or you attempt to impersonate a specific individual, you take a –1 penalty to your Disguise check if you took less than 2 rounds. Changing your physical features requires spending 1 use from a disguise kit, but changing your clothes does not. If you have any (disguise) talents, you can apply one as part of creating this disguise. While you wear a disguise you created, the physical reminder of the disguise helps you reflexively act in character, giving you a +2 circumstance bonus on Bluff and Disguise checks as long as they do not conflict with the disguise you wear. For example, you could not use the bonus to attempt a Disguise check to make a voice different from the person you are disguised as. The bonus increases by 1 per 5 ranks in Disguise you possess.
As a free action or as part of speaking, you can mimic any sound or voice you have heard. No magical or special effects of the sound are produced by your mimicry. Observers get an opposed Perception check to notice your fakery as normal, but you attempt a new Disguise check each time you mimic a different creature or sound. You get a +5 competence bonus on your Disguise check for these sounds; this bonus does not stack with that from polymorph effects or auditory illusions.
As a swift action, you can alter your voice and mannerisms so completely that others might not recognize you even if you are not visually disguised. This allows you to attempt a Disguise check to prevent others from recognizing you even though you have not changed your clothing or face. You cannot pass for someone specific who does not already closely resemble you and you cannot change your (disguise) talent this way. |
| Vocation | Adept Adventurer (Monster Slayer)
Monster Lore—Profession (adventurer or monster slayer): You can use an associated skill check instead of a Knowledge check to identify the abilities and weaknesses of creatures, and are considered trained when making such checks. You can spend 1 use of skill leverage when making such a check to roll it twice and take the highest result.
Choose one skill that is a class skill for you. You gain an insight bonus to checks attempted with that skill equal to 1/2 your ranks in that skill, rounded down (minimum 1) and unlock skill leverage with that skill.
Courtier You gain Bluff, Diplomacy, Knowledge (nobility), and Sense Motive as class skills. You gain a +5 insight bonus to Bluff checks made to resist sensing your goals or emotions and to the DC to get a hunch about you.
You gain Diplomacy, Intimidate, Knowledge (local), and Sense Motive as class skills. Whenever a creature attempts an Appraise, Heal or Sense Motive skill check against you, or a skill use that would cause a condition or change your degree of alertness, you can choose to have the DC of the check be equal to 10 + your Intimidate bonus.
You gain Bluff, Diplomacy, Intimidate, and Knowledge (history) as class skills. When you modify a character’s attitude with the Diplomacy or Intimidate skill, the attitude change lasts 5 times longer than it otherwise would.
You gain Disguise, Escape Artist, Sense Motive, and Stealth as class skills. When someone uses an ability that would detect alignment on you, your effective Hit Dice are 4 lower than your actual total when someone discerns the strength of your aura.
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| Traits | Equipment) Thrifty Tailoring
When creating a disguise, you create it in the least time possible, reducing the normal 1d3 × 10 minutes of work to 10 minutes. This also applies to any other variable-based timing when creating a disguise. You reduce the Disguise penalty for applying a disguise faster by 4 (total).
You are naturally psionically gifted, even if you dabble in other studies. Pick a class with a manifester level when you gain this trait—your manifester level in that class gains a +2 trait bonus as long as this bonus doesn't raise your manifester level above your current Hit Dice. You must have a level in the class chosen to gain this benefit.
You gain a +1 trait bonus to caster level for the Blood, Death, and Destruction spheres. This bonus cannot cause your caster level to exceed your Hit Dice.
You have lived a double life since your youth, perhaps to avoid persecution for your true identity or in service to an enemy of the people or group associated with your cover identity. You can always take 10 on Bluff and Disguise checks to assume and maintain your cover identity. Bluff or Disguise (your choice) is a class skill for you.
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| Drawbacks | Drawback) Pride
You can't abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).
Kyriarchia's shadow is always slightly darker than it normally should be, but it also gains significant features of all the creatures within his collective, with more astute observers being capable of seeing all of the creatures psionically bonded with him reflected in the crowd of shadows beneath his feet. (This is not a meaningful drawback, and I am not gaining an additional trait for having it) You suffer a -2 penalty on all Handle Animal and Ride skill checks, and cannot take 10 with these skills. Additionally animals and magical beasts select you as a target in preference of other targets (as long as doing so does not put the attackers in some obvious additional risk), and such creatures gain a +2 morale bonus to attack rolls made against you.
Even with a peg leg, you lose 10 feet from your race’s normal speed.
You always go last in initiative order. You cannot take Improved Initiative. If multiple creatures with Overly Cautious are in the same encounter, they roll initiative only to determine what order they go in after all other characters have gone each round.
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| Oaths | Oath Against Artifice (+2op)
Oath: You have sworn off the use of anathematic armaments and technologies. You must revere nature and may not wear metal armor or use metal shields. In addition, you may not use firearms or any technological devices which use charges. In games where advanced technology is quite common, this Oath may be worth up to three Oath points.
Defiance Penalty: Your abilities are weakened due to your use of impure implements. Your caster level and base attack bonus are reduced by half your character level (minimum 1). Atonement: To re-establish your commitment to the natural world, you must destroy a number of technological items or other centerpieces of civilization such that the total value of destroyed materials is worth at least 100 gp x your character level squared. Oath: You have sworn to keep your identity secret from all others, and may neither speak your real name nor reveal your real face to anyone.
Defiance Penalty: Those who know your true self hold dangerous power over you. You take a penalty to AC and saving throws equal to half your character level (minimum 1) against creatures who have seen your face or know your name. Atonement: To atone, you must permanently alter yourself so that your new identity remains as obscure as you wished your old one to be. This process deals 1d6 points of Charisma drain plus an additional 1d6 per 5 levels you possess (maximum 5d6 at 20th level). This cannot reduce your Charisma score below 1, but ignores any immunity to ability drain. Whenever you reduce a creature to 0 or fewer hit points, you must attempt a Will save against this severance. On a failure, you must spend your next turn performing a coup de grace on the target or destroying their body as a full-round action (if you are capable of doing so).
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| Oath Boons | Bonus Talents (-3op)
1 talent at 2nd, 6th, 10th, 14th, and 18th levels
For every Oath point you spend on this Oath boon, select one skill. You gain a competence bonus on all checks made with that skill equal to 2 + 1/2 your character level.
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| Racial | Dreadspawn ASI
+2 Str/Cha
Darkvision 60'
A few tieflings have learned to leverage the power of their blood to wrench a minion from the lower realms. They gain Basic Magic Training in the Conjuration sphere as a bonus feat at 1st level. The companion must take Aligned Creature (evil) with its free (form) talent. This replaces skilled and the spell-like ability racial traits.
Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren’t often noticed unless the tiefling points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits listed in the Advanced Race Guide). This ability alters the tiefling’s type, subtype, and languages.
+2 bonus to the listed skills, and the listed skills are class skills
Some tieflings are predatory deception incarnate. Their every move identifies them as descended from the apex ambush predators and coercive dominators of the pit. Gain the Witchmarked general drawback and use your character level in place of magic skill bonus for calculating its penalties. This general drawback does not count for gaining boons or calculating additional spell points based on your level in spherecasting classes.
Gain a bonus spell point at first level and an additional bonus spell point for every 3 character levels you possess. The bonus spell points granted by this racial trait may only be used for Destruction, Illusion or Mind sphere effects. You cannot select the Witchmarked general drawback if you ever gain a casting tradition. This replaces fiendish sorcery. |
| Heroic Nature | Hero Points
1 hero point, for character creation
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| WEAPONS | ||||||
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| Name | AB | Critical | Type | Range | Ammo | Dmg |
| spear | +5 | x3 | P | - | - | 1d8+4 |
| Carrying Capacity | Kyriarchia's Carry Capacity
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| Magic Items | Kyriarchia's Magic Items
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| Mundane Items | Kyriarchia's Mundane Items
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| Highlord | First Impression
Starting at 2nd level, a cherished gains a bonus on Diplomacy checks equal to 1/2 her class level. Creatures' starting attitudes towards the cherished are improved by one step (from hostile to unfriendly, unfriendly to indifferent, and so on), up to a maximum of helpful.
The cherished's true motives, however benign or wicked they may be, are concealed behind a psionic veneer of innocence. As long as she is psionically focused, she is immune to any magical, psionic, and supernatural effects that may try to read her mind or detect her intentions. When such effects fail against the cherished, the cherished becomes aware of the attempt and may choose to still seem to be affected, displaying different surface thoughts or intentions than what she truly feels.
Whenever a creature attempts to damage or inflict a harmful condition upon the cherished with an attack or ability, the cherished can attempt to demoralize that creature as a free action. Instead of making an Intimidate check, the cherished rolls 1d20 and adds her manifester level and her Charisma modifier to determine the demoralize attempt result. If she normally gains any extra bonuses on Diplomacy checks (such as from Skill Focus or her first impression class feature), these bonuses are also added to the check. She may make this attempt regardless of the location of her assailant, and it occurs before the action that prompted it, (potentially causing the attacker to miss). If the cherished wishes, creatures who can perceive her get a sense that they should not attack the cherished. The exact details of this sense varies from cherished to cherished, and creature to creature, but generally, it creates a slight feeling that the cherished is innocent, nonthreatening, or heavily guarded, in spite of any evidence to the contrary. The cherished can only demoralize a creature with this ability once per action, regardless of whether or not they attacked her multiple times during it.
Regardless of the success or failure of this attempt, the cherished can then send a mental call for aid to an allied collective member as an immediate action. That ally is granted a standard action that they use immediately (even if it isn't their turn), as long as that the action affects or moves them closer to the cherished or her attacker. The member of the collective who takes this action becomes staggered for 1 round (even if they would normally be immune). |
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| Vitalist | Transfer Wounds
All vitalists learn how to transfer wounds with but a touch. As a standard action that does not provoke attacks of opportunity, a vitalist may touch a target and heal it for 1d6 points of damage. The vitalist suffers the same number of points of non-lethal damage (up to the amount the target is actually healed). A vitalist may use this ability a number of times per day equal to 3 + his Wisdom modifier. A vitalist may not use this ability upon himself.
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| Promethean | Mimicking Dread
At 1st level, you gain the sneak attack ability, as the rogue ability of the same name. This ability deals 1d6 precision damage at 1st level. If you get a sneak attack bonus from another source, the bonuses on damage stack.
Additionally, your ability to accurately mimic a person inspires unease and dread in your foe. When fighting a creature whose appearance you are mimicking using your shifting shape ability, you get a +1 bonus to attack rolls, AC, CMB, and CMD. You can also use your sneak attack against that creature even if they are not denied their Dexterity bonus, or if you aren't flanking them. You do not receive these bonuses against creatures who are immune to fear. A creature must be aware of your presence, must be able to see you, and must be within 30 feet of you for you to gain these benefits against them. At 1st level, you gain the shapechanger subtype and can take on the shape of any Medium or Small creature with either the humanoid or outsider (native) types as a move action. This ability grants you a +10 bonus to your Disguise checks to appear as that creature, and allows you to use your Intelligence in place of your Charisma for Bluff, Diplomacy and Disguise checks while you are transformed. When you use this ability you can choose if any of your equipment or possessions merge with your body. You can restore merged equipment and possessions any time you use this ability, and merged equipment and possessions still count against your carry weight and encumbrance. When you merge a worn magic item, it still provides you with its benefits. If you wear another worn magic item in the same slot, it has no effect. A merged suit of armor or shield provides you no benefits, unless they have the wild armor special ability or a similar effect.
If the shape you take using this ability is that of a Medium creature, you gain a +2 size bonus to your Strength. If it's a small creature, you gain a +2 size bonus to your Dexterity. You use the base movement speed of the shape you take, and if the shape you take has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet. Changing your shape using this ability is a [polymorph] effect. This ability has warped your natural appearance, leaving your flesh grey in color and your physical features indistinct and horrific. Staying in your natural form for any extended period of time fills you with a sense of creeping dread and unease, inflicting you with the shaken condition whenever you aren't transformed. Additional applications of the shaken condition do not cause it to advance to frightened. This is a fear effect. |
| Scholar | Careful Packer
The scholar knows that being prepared for any eventuality with a variety of useful tools is essential to success. Starting at 1st level, her talents for organization allow her to treat the storage space of any backpack, pouch, or similar container as though it were twice its normal size, and she uses her Intelligence score in place of her Strength score when determining her carrying capacity.
At 2nd level, the scholar learns how to create unstable preparations using various salts and minerals that she can hurl at a creature as a ranged touch attack with a range of 30 ft. + 10 ft. per class level, dealing 1d4 bludgeoning, slashing, and piercing damage, and forcing the target to succeed on a Fortitude save (DC 10 + 1/2 the scholar’s class level + her Intelligence modifier) or be deafened and dazzled for 1d4 rounds; in addition, whenever a creature fails their saving throw against one of the scholar’s flashbangs, she may recover her martial focus as an immediate action. Preparing and throwing a flashbang is a standard action. If the scholar has at least 5 ranks in the Craft (alchemy) skill, the target takes 1d8 bludgeoning, slashing and piercing damage and is instead blinded and deafened for 1d4+1 rounds on a failed Fortitude saving throw.
Some material impositions grant secondary effects that have the [explosive] descriptor; these impositions allow the scholar to expend her martial focus when using a flashbang to add additional effects as described in their entry. You can only add one [explosive] to a given flashbang. |
| Mythic Spheremaster | Deadly Throw
As a swift action, you can expend one use of mythic power to draw a thrown weapon or alchemical item and make a ranged attack with it. This attack doesn’t provoke attacks of opportunity. When making a deadly throw, roll twice for the attack, take the higher result, and add your tier to the roll. If the attack misses, the weapon or alchemical item lands adjacent to the target, regardless of the range.
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
You gain two Vocation talents you do not already have. Once per day, as a full-round action, you may spend one mythic power to lose one (trade) talent you know and replace it with another (trade) talent.
Whenever you encounter a creature whose attitude is at least indifferent to you, treat its attitude as one step better. If the creature's starting attitude is helpful, you can make requests of the creature with a +5 bonus on your Diplomacy or Intimidate check.
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
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The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
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