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Kyriarchia Epargyros in Pathfinder 1e

Kyriarchia Epargyros CE
Character Name Alignment
Highlord (Cherished) 2 , Vitalist (Mender Method) 2 ,
Promethean (Sphere) 1 , Scholar (Sticher) 3
Character Level
Tiefling
Humanoid (Human, Shapechanger) & Outsider (Native, Shapechanger)
M
Race Size
Male 30
Gender Age
7'2" -
Height Weight
- -
Hair Eyes
Badmin
PB: 12,7,10,12,14,16
Player
- -
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
14 +2 N/A +2
Dex
Dexterity
7 -2 N/A -2
Con
Constitution
10 +0 N/A +0
Int
Intelligence
12 +1 N/A +1
Wis
Wisdom
14 +2 N/A +2
Cha
Charisma
19 +4 N/A +4
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
24
0
0
Initiative
Dex
Modifier
-1000002
-2
-1000000
BAB
+2
ARMOUR CLASS
Total AC
Armour
Shield
Dex
8
+0
+0
-2
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
8
Flat Footed
10
Flat Footed + Touch
10
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
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
20
-
-
-
-
-
Languages

Common, Infernal, Necril, Abyssal, Elven, Darkfolk

Spell List

Highlord ML4Collective (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.
  • Cherished Gift: The cherished can always treat her highlord powers as having the network descriptor, but only for the purposes of manifesting them on allied collective members. When she manifests a power in this way, she can remove the mind-affecting descriptor from the power, and ignores the ally's power resistance (if any) against the power. This ability replaces conscription and gift of power.
  • Favor: the cherished gains a second pool of power points, equal to that a normal highlord of her level would gain. These power points are referred to as her favor pool, and may only be used to manifest psionic powers and use abilities that affect other allied members of her collective. She may still include herself in effects that allow multiple targets, but can never use these power points on an ability that targets only herself.
  • Highlord's Command: Activating this decree is a free action, and it lasts for a number of rounds equal to the highlord's Charisma modifier (minimum 1 round). When the highlord activates this decree, he chooses a member of his collective, and during this duration, he can give that creature orders as a standard action.

    When the highlord gives an order, he specifies a course of action (such as “attack your leader!”). Then the affected collective member takes a standard or move action to fulfill that order to the best of their abilities, even though it isn't their turn. A creature unwilling to follow the highlord's order can make a Will save to resist the orders and forgo actions granted by the highlord, ignoring the order and ending the decree on a success. Even if they fail the save against this ability, such a creature cannot be forced to use abilities with daily usages during this action, such as spells or class abilities such as wild shape. After taking an ordered action, the collective member becomes staggered until the start of the highlord's next turn.

    The cherished can instead give a specialized command to an ally in their collective, allowing that ally to make a single attack with a weapon they are wielding, at their highest attack bonus. The ally does not gain any additional actions from this effect, but unlike other uses of the decree, this does not stagger them.
Open Heart
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
Talents
Empathy, Detect Psionics
Vitalist ML2Collective (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.
  • Collective Healing: Whenever a willing member of the vitalist's collective could regain lost hit points or ability damage, the vitalist may choose to redirect any or all of that healing to one or more other willing members of the collective as a free action. This can transfer instantaneous healing (such as a body adjustment power), healing from ongoing healing effects, such as fast healing, and even hit points gained from rest (in which case, a member of the collective would rest for a period of time as normal, and the amount of hit points and ability damage healed would go to another).

    In any case, the original recipient of the healing effect chooses whether to allow the diverted healing, and does not gain the benefits of any healing he grants to another. The type of healing (positive energy, negative energy, construct repair, etc.) is unchanged from the original source for determining who or what can be healed.

    A vitalist may even heal wounds through collective healing if at full health. This may only be used with healing effects such as potions, powers, or other such effects. Healing from long term care or natural healing cannot be transferred in this way.
  • Spirit of Many: A vitalist of 2nd level gains special abilities when manifesting powers with the Network descriptor. He can manifest these powers on any member of his collective, even if they are out of the power's range or would normally be immune to the power. Whenever a vitalist manifests a power with the Network descriptor targeting only members of his collective, the power loses the mind-affecting descriptor (if it had it) and bypasses any power resistance, although it still provokes an attack of opportunity to manifest as normal. Network powers manifest only on members of the collective never allow saving throws — their saving throw entry becomes “None,” although if the power specifies a subsequent saving throw, subjects attempt those saves normally.
  • Universal Network Augment: The vitalist also adds the following augment to all powers with the Network descriptor:
    • Augment: For every additional power point you spend, you can choose an additional target, so long as the target is a member of your collective.
  • Medic Powers: The following powers gain the Network descriptor when manifested by a vitalist: all powers of the {healing} subdiscipline, animal affinity, biofeedback, body of iron, endorphin surge, expansion, karak's, oak body, physical acceleration, sustenance, suspend life, timeless body, and vigor.

1st
Prepare 2 Vitalist 1st level powers
plus Natural Healing
Talents
Disruptive Touch, Halt Death, Missive
Death CL3Reanimate
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.
  • Empowered Reanimate: All creatures you reanimate gain a +4 enhancement bonus to their Strength and Dexterity.
  • Unliving Chemister: You may expend any one formulae, alchemical item, potion, alchemist bomb, or scholar flashbang to grant the resultant undead the Alchemy-Implated template with that item as the implanted substance.

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.
  • Sustained: Reanimation can be performed without spending a spell point, however doing so makes the effect only last while the caster concentrates. such an undead only counts as half its HD against the caster's reanimation limit. A caster cannot sustain more than 1 undead in this manner at a time.
  • Undead Whisperer: Undead you reanimate and control gain one skill rank per caster level. These skill ranks cannot be spent on a Knowledge skill, but otherwise any skill is valid as long as either you or the creature (when it was alive) possess ranks in the chosen skill. Undead cannot possess more ranks in a skill than either you possess in that skill or that it possessed in life, whichever is greater. You may command these undead to use their skills as a basic command.
  • Unliving Chemister: 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).
Dominion (Medium: 130')
  • You can telepathically order and communicate with undead creatures you control within your dominion range. You do not need line of sight or effect to maintain this connection. Only targets completely under your control are valid; charmed undead are not truly under your control, and as such do not qualify.
  • Giving basic commands to an undead is a free action, but your increased control allows you to master complex commands for your undead as well. Choose any 2 tricks + 1 per 5 caster levels that can be taught to an animal or the pose as scenery trick (see the Handle Animal skill). Mindless undead you control are able to perform these tricks when ordered to as a move action. This does not allow you to train undead for a purpose, “push” an undead to perform a task it normally would not be able to, or accomplish other effects of the Handle Animal skill.
  • So long as an undead you control is within your dominion range, you may, as a 1 round action, concentrate on that undead to perceive that creature’s surroundings as if you were standing where that creature was. While you may use the creature’s special sense (i.e., darkvision, etc.), you must use your own Perception skill if attempting a check.
  • Your undead may use your skill ranks in place of their own for any valid skill check, so long as they are within your dominion range.

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:
Size<=TSM/LHGC
Bonus+0+1+2+3+6+10
Hit Dice: A skeleton drops any HD gained from class levels and changes racial HD to d8s. Creatures without racial HD are treated as if they have 1 racial HD.
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.
Zombie
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:
Size<=TSMLHGC
AC Bonus+0+1+2+3+4+7+11
Bonus HD+0+1+1+2+4+6+10
Saves: A zombie has a good will save and poor fortitude and reflex saves
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:
  • Staggered (Ex): Zombies have poor reflexes and can only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action.

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.:
  • Implanted Splash Weapon: If the implanted item is a splash weapon, the alchemical-implanted deals an additional 1d6 points of damage of a type dealt by the splash weapon (if any) with its natural attacks, or may inflict 1d6 points on damage to itself as a swift action to coat a weapon it wields with the splash weapon’s fluids, oils or other substances, adding this additional damage to that weapon for the next minute.

    As an immediate action, the alchemy-implanted may make a melee touch attack against a target within its natural reach and detonate the implanted splash weapon. The alchemy-implanted is reduced to 0 hit points, exploding with the effects of the implanted item. If the melee touch attack is successful, treat the target as if they were hit by the splash weapon normally and affect any other creatures, excluding the alchemically-implanted, in the splash weapon’s radius as normal. If the alchemical-implanted dies, the splash weapon is detonated automatically, centered on its space. Exploding this way mangles the corpse, making it difficult to reanimate without repairing the body first (such as with the Death sphere Corpse Manipulation talent).
  • Other Implanted Alchemicals and Potions: For any other implanted item, such as a Salve or Panacea (formulae) or a potion, the alchemy-implanted may expend the item to use it on a creature within its natural reach as a standard action or on itself as a swift action.

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.
VeilweavingCaps
  • Maximum Veils Shaped: 1[sphere]
  • Essence Capacity 2
  • Max Converted Essence: 1

Veilweaving - Level 3, Cha, 6 Essence, Capacity 2

Veils Known:Veil List
Daevic Veil List
Hands
Feet
Head
Wrists
Blood
Shoulders
Headband
Neck
Belt
Chest
Body
TitlesWinter's Somnolence (2 Essence, 1 Shape)
Shaping this veil allows you to conjure a scythe imbued with the powers of winter itself. The physical damage dealt by this scythe is half cold damage. Against undead creatures, this cold damage bypasses all damage reduction, resistances, and immunities. When using this scythe, you can choose to attack nonlethally without taking the normal -4 penalty to damage rolls. All of the cold damage dealt by this veil is considered nonlethal damage when you choose to do so. Whenever you reduce a creature to negative HP using this scythe, you can cause the creature to automatically stabilize. Whenever an attack from this scythe would kill a creature, you can choose to reduce the damage that hit deals so the creature is left 1 hit point higher than what would kill them. For example; if a creature would be killed at -14 HP, when you use this effect they would be left at -13 HP.

The first time each round a creature is struck by this scythe they must make a Fortitude saving throw or have all of their modes of movement reduced by 5 feet until the end of your next turn (minimum 5 feet). This ability stacks with itself, worsening the movement speed reduction and refreshing the duration with each failed save.

A creature who suffers a critical hit from this veil must make a Fortitude saving throw to avoid succumbing to hypothermia and falling asleep. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Constructs and undead are immune to this effect, as are creatures that are immune to cold damage.
    Essence: For every point of essence invested in this ability, the duration of the movement slowing effect applied by this veil increases by 1 round. For each even point of essence invested, the scythe deals an additional 1d6 points of cold damage.
  • Chakra Bind (Hands): Binding this veil to your Hands chakra causes the hypothermic cold inflicted by the scythe to grow in intensity. For every odd point of essence invested in this veil, the movement speed reduction imposed by the veil worsens by 5 feet.
  • Chakra Bind (Wrists): Binding this veil to your Wrists chakra grants you all the benefits of binding it to your Hands bind, and causes the deep sleep of winter to flow into those who have suffered winter’s chill. Any of your enemies who have taken cold damage in the last round who end their turn within 5 feet of you, +5 feet per two essence invested in this veil, must make a Fortitude saving throw or have their modes of movement slowed as per the base effects of this veil.

    Additionally, if the movement speed penalties imposed by this veil would cause a creature’s highest movement speed to be reduced to 5 feet (excluding any movement speed penalties from other sources) they must make a Fortitude saving throw at the end of each of their turns or succumb to hypothermia and fall asleep.
Other ReceptaclesInvested Spheres
You gain the ability to invest essence in your combat, magic, and skill spheres. When you invest your essence in a sphere, choose one of the following: Damage, Potency, or Range. This choice is made individually for each invested sphere, and you may change it whenever you reinvest your essence. If you invest essence in the Veilweaving Sphere, the veils you shape are not affected by this talent. The effects of that sphere are improved based on the essence invested in it and which you chose, as per the following:
  • Damage: You gain a +1 insight bonus to damage rolls of the attacks and effects of the chosen sphere per point of essence invested in the sphere using this talent. The damage is of the same type as the effects's damage. If the effect deals multiple types of damage, choose a single damage type for this bonus damage.
  • Potency: You gain a +1 insight bonus to your CMB, MSB and MSD with the chosen sphere's effects when at least one point of essence is invested, increasing by an additional +1 per four points invested beyond the first.
  • Range: You gain a +2 insight bonus to your caster level, base attack bonus, or effective skill ranks when determining the range of the invested sphere's effects per point of essence invested in it using this talent.

Each of your spheres is considered a different essence receptacle for all purposes. If you have multiple abilities or effects that allow you to invest essence in one of your spheres, each different effect is considered its own essence receptacle.
  • Death Damage (2 essence)
  • Death Range (2 Essence)

 

Spellcasting Notes

Cast Trad
Expensive Locus, Extended Casting
Spell Points
4+4(cha)+2=10
1+1(HD)=2 Destruction, Illusion or Mind sphere only
PP
1{H}+4{cha}+6{V}+2{wis}=13
2+4=6 favorPP
Essence
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
  • Blood: CL3.25
  • Death: CL4
  • Destruction: CL3.25
Might Spheres: BAB2.5
  • Beastmastery: R4
Power SpheresDeath <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
Veilweaving Sphere <2>
SPrmthn1) Base, Daevic Tradition
Drwbcks)Rigid Veils, Essence-Bound Veils, Essence-Bound Receptacles -> Extra Essence (x2), Invested Spheres
Might SpheresEquipment Sphere <1>
MTrad) Armor Training
Beastmastery <3>
MTrad) Handle Animal Package, Lions and Wardrobes, Broad Skills
Guile SpheresVocation <5>
TTrad) Adept Adventurer, Courtier, Guard, Orator, Spy
MSM) Adept Adventurer, Skill Acuity (Diplomacy)
Communication <2>
TTrad) Base, Friend of a Friend
feat) Mediator's Mien
Subterfuge <1>
TTrad) Base, Impressionist -> Unrecognizable Mannerisms

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

* only usable when trained (rank 1 and higher)
Skill Notes
Background (Psionic Tamer)
skills: Autohypnosis, Handle Animal
Feat: Expanded Collective
In his old life, he served as a great beast tamer, training many animals with his psionic gifts... though that is now the past.

Skill Points
8{class}+1{int}+2{background}=11/lvl=44-4{first level Promethean/Highlord}=40
Associated Ranks
Beastmastery (10): Handle Animal 4
Communication (10): Diplomacy 4
Subterfuge (5): Disguise 4
Vocation (HD): Profession (Monster Slayer) 4
Skill Ranks
Skill Points: Autohypnosis 3, Bluff 3, Intimidate 4, Knowledge (Nobility) 4{background}, Knowledge (Psionics) 4, Linguistics 4{background}, Perception 4, Ride 3, Sense Motive 4, Spellcraft 3, Stealth 4
Associated Skills Ranks: Diplomacy 4, Disguise 4, Handle Animal 4, Profession (Monster Slayer) 4
Feats

Non-Level FeatsBackground) Expanded Collective
You may add two additional creatures into your collective.
MD) Expansive 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.
Extra Magic Talent
gain the Death (Necromantic Conscription) talent
MD) Titles from Distant Shores
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
Leveling Feats1) Extra Skill Talent
Gain the Communicator's Mein talent of the Communication Sphere.
3) Enlarge Collective
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.
Class Bonus FeatsHighlord: 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.
  • At 2nd level, the stitcher may use a flashbang, including one modified by the explosive descriptor, as though it were an alchemical item when creating an alchemy-implanted creature. Treat a flashbang implanted this way as a splash weapon when determining the template’s abilities. The stitcher must expend martial focus as normal when using a flashbang or material imposition this way.

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:
  • Bone Dust Additives: By mixing in bone dust or desiccated corpse parts, you bypass an undead’s normal immunities to certain alchemicals. Whenever you create a formulae, you may increase the Craft (alchemy) check’s DC by 5; if you do so, that formulae’s effects bypass any immunities an undead possesses, such as an immunity to Fortitude saves, poison, or certain conditions, but undead affected this way gains a +4 bonus to any saving throw made against the formulae.
Mythic FeatsDual 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.

Special Abilities

Beastmastery - R4Tame
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.
  • Broad Skills: Attempts to tame creatures of types other than the Animal type suffer a -4 penalty. Creatures of types other than the animal type count as twice their HD when determining HD limits.
Lions & Wardrobes
You may use Handle Animal to teach an animal a unique trick:
  • Civilized (DC 20): The companion can commingle with humanoid society, and is able to behave autonomously and appropriately in complex social situations, such as bowing to a monarch when appropriate, attending a dinner party, or generally behaving like a polite person in any given scenario. This is not intelligence, it is simply learned mannerisms that conveniently allow an animal to react to both simple and complex social situations, and react appropriately to questions and conversations as though it understood languages the handler possessed at the time they taught the animal this trick.

    In addition, when attempting a Disguise check to alter an animal’s appearance, the Disguise check takes no penalties due to different gender, race, age, or size category. Disguising an animal in this way may be as simple as putting a hat on a bear to applying full makeup and costumery to a salamander. An animal disguised this way does not automatically draw attention to itself, though it may draw suspicion if it does not behave appropriately to a situation. You may substitute your Handle Animal bonus in place of your Disguise bonus when attempting this check.
Communication - R4Build 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.
  • Friend of a Friend: Creatures that share your rapport know just the right way to introduce each other. When a creature who shares your rapport improves a creature’s attitude toward them, the new attitude towards them also applies to all creatures that share your rapport (unless the target’s attitude would otherwise be better). If any creature that shares the rapport takes an action that worsens someone’s attitude, they no longer benefit from this talent against the offended creature.

    In addition, whenever one of you charms a creature or uses a language-dependent or mind-affecting ability that prevents a creature from attacking or targeting one of you, they can also extend that protection to all creatures that share your rapport by spending a move action identifying those allies in a way the target can understand. If the effect can be ended by saving throws or hostile actions, breaking it for any character sharing the effect breaks it for all sharing characters.
Mediator's Mein
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 - R4Baffling 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.
Fast Disguise
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.
Unrecognizable Mannerism
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.
VocationAdept 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.
Skill Acuity (Diplomacy)
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.
Guard
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.
Orator
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.
Spy
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.

Traits

TraitsEquipment) 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).
Psionic) Psionic Knack
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.
Religion) Doom Cultist
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.
Social) Deep Cover
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.
DrawbacksDrawback) 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.
Drawback) Umbral Unmasking
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)
Major Drawback) Animal Animosity
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.
Major Drawback) One Leg
Even with a peg leg, you lose 10 feet from your race’s normal speed.
Major Drawback) Overly Cautious
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.
OathsOath 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 of Secrecy (+1op)
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.
Forbidden Knowledge (Overkill, +2op)
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).
Oath BoonsBonus Talents (-3op)
1 talent at 2nd, 6th, 10th, 14th, and 18th levels
Skill Superiority (Diplomacy, Profession {Monster Slayer}; -2op)
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.
RacialDreadspawn ASI
+2 Str/Cha
Visions
Darkvision 60'
Fiendish Servitor
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.
Pass for Human
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.
Skilled (Diplomacy, Profession (Monster Slayer))
+2 bonus to the listed skills, and the listed skills are class skills
Traitorous Taint
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 NatureHero Points
1 hero point, for character creation

WEAPONS
Name AB Critical Type Range Ammo Dmg
spear +5 x3 P - - 1d8+4
Arms & Equipment

Carrying Capacity

Kyriarchia's Carry Capacity


StrLightMediumHeavy
1458116175
Magic Items

Kyriarchia's Magic Items

Slotted Items
Slot-less Items


SlotItem
Head-
Headband-
Eyes-
Shoulders-
Neck-
Chest-
Body-
Armor-
Belt-
Wrists-
Hands-
Rings- -
Feet-
Mundane Items

Kyriarchia's Mundane Items

WeaponsSpear (2gp)

Cost 2 gp; Weight 6 lbs;
Damage 1d8 (medium
Critical x3; Range 20 ft.; Type P; Special brace;
Category Two-Handed; Proficiency Simple;
Weapon Groups Spears, Thrown, Tribal;

ToolsDisguise Kit (50gp, 10 uses)

Price 50 gp; Weight 8 lbs.
This kit contains tools like makeup and fake facial hair, and provides a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after 10 uses.

Footprint Book (50gp)

Price 50 gp; Weight 3 lbs.
This 50-page tome contains accurate drawings of common animal, humanoid, and monster tracks, as well as notes on stride length, tread depth, and similarly useful information. The book gives you a +2 circumstance bonus to identify a creature by its tracks, though the use of shoes makes identifying many humanoids difficult or impossible. Though the book can’t help you identify unique individuals, it can help you tell an ogre’s footprint from a troll’s footprint, or an elf’s track from an orc’s. Books sold in different areas may have different footprints, depending on what creatures are common to that location.

Light Smugglers Wagon (DC 25; 150gp)

This four-wheeled open vehicle is used for transporting heavy loads. It includes the harness needed to pull it. There are three common varieties of wagon.

Light Wagon: Wagons of this type are most commonly employed by farmers and craftsmen transporting their goods short distances or by venders in and around cities. A light wagon carries up to 1,000 pounds of cargo and requires two Medium creatures or one Large creature to pull it

A smuggler’s wagon functions in most respects exactly like an ordinary wagon (Pathfinder RPG Ultimate Equipment 87), except it contains hidden compartments that allow for cargo to be transported in secret. The price of a smuggler’s wagon depends on two factors—the size or type of the original wagon, and the skill with which the hidden compartments have been constructed. The table below details the prices of such a vehicle (the numbers in parentheses indicate the DC for a Perception check to successfully locate the hidden compartments during a search of the wagon). Compartments can be located throughout the wagon, in such places as a hollowed-out axle, beneath the seats, between panels on the floor decking, and so forth. The total amount of weight the wagon and its draft animals can accommodate remains the same as the original variety of wagon.

Small Chest (2gp)

The common wooden chest comes in several sizes, including small (2 cubic feet, 1 hit point, break DC 17), medium (4 cubic feet, 15 hp, break DC 23), large (6 cubic feet, 30 hit points, break DC 29), and huge (8 cubic feet, 50 hit points, break DC 35). Most include a simple inset lock.

Superior Lock (150gp)

This can be a padlock, an inset lock in a door or chest, or any other type of keyed lock. The DC to open a lock with the Disable Device skill depends on the lock’s quality: simple (DC 20), average (DC 25), good (DC 30), or superior (DC 40).

CorpsesHeavy Horse Bones (200gp)

Horse with the advanced template

Camp Gear
ClothingExplorer's Outfit (Free Outfit)

Price 10 gp; Weight 8 lbs.
This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.

Class Features

HighlordFirst 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.
Image of Innocence
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.
Treasured by All (+18)
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).
VitalistTransfer 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.
  • Mender's Touch: A mender vitalist of 2nd level who utilizes transfer wounds heals the target an additional number of hit points equal to his class level. This additional healing is not transferred to the mender like the normal amount healed.
PrometheanMimicking 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.
Shifting Shape
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.
ScholarCareful 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.
Flashbangs
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 SpheremasterDeadly 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.
Hard to Kill
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 Power (5/day)
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.
Mythic Sphere Mastery (Vocation)
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.
Trickster's Persuasive Countenance
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.
Surge (1d6)
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.

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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