Str 14 (12-3age+1Transmutation+4Permanent Bull's Strength)
Dex 20(14+1lvl-3age+4Belt of Incredible Dexterity+4Permanent Cat's Grace)
Int 22(14+2Human+2lich+2age+2Headband of Mental Prowess)
Wis 20(14+2lich+2age+2Headband of Mental Prowess)
Cha 20(13+2lich+1lvl+2age+2Ioun Stone)
Lightening Reflexes You get a +2 bonus on all Reflex saving throws.
Toughness You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Scribe Scroll You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
Dodge You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Extend Spell An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level.
Craft Wondrous Item You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.
Craft WandYou can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50 charges.
Bag of Holding Type I 2,500gp
Belt of Incredible Dexterity (+4 Dex) 16,000
Boots of Speed 12,000
Cloak of Resistance +4 4,000(Crafted)
Headband of Mental Prowess (+2 Int, Wis) 10,000
Ioun Stone, Pink and Green Sphere (+2 Cha) 8,000
Ring of Invisibility and Protection +2 (Bonded Item) 16,000
Dagger, Magic +2, gives +2 on saving throws vs positive channeled energy
opalescent gem - is a soul gem containing the pure soul of a nypmh. Consider it a marker put down for useage later. It could be used in a ritual for added oomph, or corrupted into a magic item. Alternatively consider it a very high value gemstone - worth alot to the right bidder, especially in corrupt and evil Geb.
night hag's nail - a really big favor owed to you by this hag's coven. That can be called upon at your convenience.
Entropic Shield 375gp
Protection from Good 375gp
Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
AuraEvil (Strong), Fear (60ft radius, Will DC18)
Channel energy(Negative) 7/day DC 15 2d6
Death Bleeding Touch: As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability 8/day
Domain Spells: 1st—cause fear, 2nd—death knell, 3rd—animate dead, 4th—death ward, 5th—slay living, 6th—create undead, 7th— destruction, 8th—create greater undead, 9th—wail of the banshee.
Evil Touch of Evil: You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability 8/day.
Domain Spells: 1st—protection from good, 2nd—align weapon (evil only), 3rd—magic circle against good, 4th—unholy blight, 5th—dispel good, 6th—create undead, 7th—blasphemy, 8th—unholy aura, 9th—summon monster IX (evil spell only).
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Priest of Urgathoa
Priests may spontaneously cast purify food and drink as a 1st-level spell.
Clerics may prepare ghoul touch as a 2nd-level spell.
Priests who cast remove disease may draw diseases into themselves as they heal their target; they become carriers without suffering any ill effects.
Contagion spells cast by a priest always use the caster’s DC, even for the disease’s secondary saves.
Arcane Bond Wizards who select a bonded object begin play with one at no cost. These objects are always masterwork quality. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Chapter 5). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Arcane SchoolSpecialist; Transmutation: Physical Enhancement: You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.
Telekinetic Fist: As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability 9/day.
Opposition; Enchantment, Illusion
Cantrips see Orisons
Combined Spells 1st&2nd: A mystic theurge can prepare and cast spells from one of his spellcasting classes using the available slots from any of his other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists. At 1st level, a mystic theurge can prepare 1st-level spells from one of his spellcasting classes using the 2nd-level slots of the other spellcasting class. Every two levels thereafter, the level of spells that can be cast in this way increases by one, to a maximum of 5th-level spells at 9th level (these spells would take up 6th-level spell slots). The components of these spells do not change, but they otherwise follow the rules for the spellcasting class used to cast the spell.
A lich has a +5 natural armor bonus or the base creature’s natural armor bonus, whichever is better.
As undead, liches use their Charisma modifiers to determine bonus hit points (instead of Constitution).
A lich gains channel resistance +4, DR 15/bludgeoning and magic, and immunity to cold and electricity (in addition to those granted by its undead traits). The lich also gains the following defensive ability.
Rejuvenation: When a lich is destroyed, its phylactery (which is generally hidden by the lich in a safe place far from where it chooses to dwell) immediately begins to rebuild the undead spellcaster’s body nearby. This process takes 1d10 days—if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes, the lich wakens fully healed (albeit without any gear it left behind on its old body), usually with a burning need for revenge against those who previously destroyed it.
A lich’s touch attack uses negative energy to deal 1d8 points of damage to living creatures + 1 point of damage per 2 Hit Dice possessed by the lich. As negative energy, this damage can be used to heal undead creatures. A lich can take a full-round action to infuse itself with this energy, healing damage as if it had used its touch attack against itself.
Paralyzing Touch: Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, with a DC equal to the lich’s save DC). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive.
Abilities: Int +2, Wis +2, Cha +2.
Skills: Liches have a +8 racial bonus on Perception, Sense Motive, and Stealth checks.
undead creature has the following features.
The following are class skills for undead: Climb, Disguise, Fly, Intimidate, Knowledge(arcane), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth.
Traits: An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).
• No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
• Darkvision 60 feet.
• Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
• Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
• Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
• Negative energy (such as an inflict spell) can heal undead creatures.
• Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
• Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
• Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
• Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
• Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead are proficient with shields if they are proficient with any form of armor.
• Undead do not breathe, eat, or sleep.
Daemon grew up as an acolyte in the Urgathoa’s Cathedral of Epiphenomena, when he came of age he decided to become a priest and quickly rose through the ranks of the Church. After discovering through a Cleric of Nethys that he had a knack for arcane magic as well as divine magic Daemon began to study both. By the time he was 50 he was well known for his abilities and devotion to the Church.
When it became known to the Church that Daemon was beginning the process to become a Lich, even though it would still take many years before he was able to, to increase his standing in the church as well as to add to his power. A mysterious benefactor, most likely one of the more powerful priests or a blood lord, stepped forward anonymously and offered to help for a chance to study Daemon as he went through the change from man to Lich. The benefactor paid for everything that was needed and Daemon became a Lich at the age of 55. After Daemon's change he was coated in Unguent of Timelessness to prevent his body from decaying over the years, but was not given his Phylactery. He was told that he was now the property of Urgathoa’s Cathedral of Epiphenomena and while he could continue to work in his elevated position he could never forget that it was he who served the church and not the other way around.
The last several hundred years Daemon has been kept in the church doing menial jobs on a very short leash under constant watch to make sure that he would not try and find his Phylactery. While doing research in their musty libraries he found a book that told secrets on how to wield both arcane and divine magics together effectively. Daemon poured over this book in his spare time for centuries gaining even greater power then he had when he was first forced into seclusion.