
Ancient Dragon Master |
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You have come to the apex of your career as successful and powerful adventurers. The strongest vampire lord in eons is within your grasp.
I am recruiting six PC’s for a one shot boss fight versus a powerful creature another created on the boards. It will be a hard challenge and I expect some (if not all) to die.
Level: 15
Starting wealth: WBL
Point Buy: 30
Feat Taxes: As base with the change that every character recieves weapon finesse and agile maneuvers as bonus feats instead of removing them. You may also take point blank shot; it just isn’t a prerequisite for feats.
Traits: 2
You have tristalt (triple gestalt) as well.

Ancient Dragon Master |

Just to make sure I have this right...
Triple gestalt, level 15, 30 point buy, with the feat taxes rebuild rules, in Pathfinder...
And we get all of that to focus on a single boss fight against a vampire of some sort.
Are there traits?
Yes. 2 traits. Please don’t underestimate the mythic fiendish celestial promethean vampire lord. (He has 9th level casting!)

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Rough sketch.
Male Inquisitor 15 (Ravenous Hunter + Santified Slayer)/ Monk 15 (Zen Archer)/ 15 Summmoner (Synthesist)
LG Humanoid (Half Elf)
Init +12; Perception +32
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Defense
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AC 27, touch 27, flat-footed 23
hp 124
Fort +20, Ref +21, Will +24; +2 v Enchantments
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Offense
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Speed 70 ft.
Melee Unarmed Strike +13 (2d6+3)
Ranged +1 Adaptive Longbow +19 (1d8+6)
Flurry of blows +21/+21/+16/+16/+11 (1d8+6)
Spells known Summoner: (CL 15th; concentration +19)
Cantrips: Detect Magic, Mage hand, Prestidigitation, Acid Splash, Mending, Message
Lv 1 spells(7/day): Mage Armor, Lesser rejuvinate eidolon, Long arm, Grease, Enlarge Person, Shield, reduce person
Lv 2 spells(6/day): Barkskin, See invisibility, Haste, Lesser Evolution Surge, Blur
Lv 3 spells(5/day): Evolution Surge, Greater Invisibility, Greater Magic Fang, Stoneskin, Dimmension door
Lv 4 spells(4/day): Wall of Stone, Teleport, Purified Calling , Overland Flight, Wall of Stone
Lv 5 spells (4/day): Planeshift, Greater Teleport, Eaglesoul, Simulacrum
Spells known Inquisitor: (CL 15th; concentration +22)
Cantrips: Create Water, Light, Detect Poison, Read Magic, Stabilize, Sift
Lv 1 spells(7/day): CLW, Keep Watch, Comprehend Languages,Divine Favour, Remove Fear, Heightened awareness, Shield of Fortification, Shield of Faith
Lv 2 spells(7/day): Invisibility, Delay Poison, Lesser Restoration,Resist Energy, Tongues, Silence, Burst of Radiance, Cure Moderate Wounds, Percieve Cues
Lv 3 spells(6/day): Dispel Magic, Magic Circle Against Evil, Heroism, Greater Magic Weapon, Cure Serious Wounds, Greater Stunning Barrier, Remove Curse
Lv 4 spells(4/day): Death Ward, Freedom of movement, Restoration, Cure Critical Wounds, Spell Immunity
Lv 5 spells (4/day): Chains of Light, True Seeing,Break Enchantment,Litany of Vengeance
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Statistics
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Str 16, Dex 12, Con 16, Int 14, Wis 25, Cha 18
Base Atk +11; CMB +18; CMD 41
Feats Improved Initiative, Pummeling Style, Pummeling Charge, Clustered Shots, Craft Wondrous Item, Quicken Spell, Extra Traits (Wayang Spellhunter, Magical Lineage), Improved Critical (Longbow)
Zen archer bonus feats: Weapon Focus (Longbow), Weapon Specialization (Longbow), Precise Shot, Improved Precise Shot, Combat Reflexes, Point blank shot
Teamwork feats from Inquisitor: Shake It Off, Escape Route, Share Healing, Friendly Fire Maneuvers
Traits Trap Finder, Fates favored, Wayang Spell Hunter (Summmon Eidolon), Magical Lineage (Divine Favour)
Alternate Racial Traits
Blended View
Skills Perception +30, Spellcraft +18 Survival +11, Diplomacy +13, Disable Device +21, Knowledge Religion +15, Knowledge Nature +15, Knowledge Arcana +15, Knowledge Planes +15, Knowledge Local +11, Knowledge Engineering +11, Knowledge Geography +11, Knowledge History +11, Knowledge Dungeoneering +15, Sense Motive +11, Use Magic Device +10, Fly +16, Stealth +4
Revelation Prophetic armor
Gear MW Thieves tools, Adamantine durable arrow, MW Composite Longbow +1, cold iron morningstar, silver mace, 4 days trail rations, 10 Spell Component pouches, 10 wooden holy symbols, 1 waterskin, 1 backpack, 1 grappling arrow, 50 foot hemp rope, 2 torches, 2 sacks, flint and steel, 20 durable arrows, 20 cold iron arrows, 100 arrows, 60 gp left over, Headband of mental prowess, Belt of the weasel,Goz Mask, Handy Haversack,Ring of Sustenance ,Swarmbane Clasp ,Sack filled with wet earth, page of spell knowledge reduce person
+1 Cyclonic, Adaptive Greenwood Longbow (Large)(with fortifying stone attached),+1 Adaptive Composite Greenwood Longbow (medium),Cloak of Resistance +5, Dusty Rose prism, Cracked Dusty rose Prism, Pale Blue Rhomboid, Pink Rhomboid, 2 Locked Gaunlets, 2 Cracked Pale Green Prism(both saves and attack),3 lesser rods of extend, Ring of Protection +2, Eyes of the Eagle, Dream Journal of the Pallid Seer, 2 wands of Cure Light Wounds, 1 Wand of Lesser Restore Eidolon, 1 Wand of Grease, 1 Oil of Daylight, 1 Potion of Remove blindness, Adamantine Morningstar, 1000 large sized arrows, 20 durable adamantine arrows, 1000 large sized cold iron arrows, 1000 normal arrows, Lucky horseshoe, Ioun stone in Clear Spindle, Ring of Freedom of movement, Necklace of adaptation, rod of extend metamagic (normal). Lots of gp left over.
8905 gp – Permanent Arcane Sight (UMDed from a scroll after skilled evolution was used)
6125 - permanent See invisibility (UMDed from a scroll after skilled evolution was used)
Perfect Strike (Ex)
At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll.
This ability replaces stunning fist.
Way of the Bow (Ex)
At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow.
At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites.
This ability replaces evasion.Zen Archery (Ex)
At 3rd level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow.
This ability replaces maneuver training.
Point Blank Master (Ex)
At 3rd level, a zen archer gains Point Blank Master* as a bonus feat, even if he does not meet the prerequisites.
This ability replaces still mind.
Maneuver Training (Ex)
At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Ki Pool (Su)
At 4th level, in addition to the normal abilities of his ki pool, a zen archer may spend 1 point from his ki pool to increase the range increment for his bow by 50 feet for 1 round.
Ki Arrows (Su)
At 5th level, a zen archer may spend 1 point from his ki pool as a swift action to change the damage dice of arrows he shoots to that of his unarmed strikes. This lasts until the start of his next turn. For example, a Medium zen archer’s short bow normally deals 1d6 damage; using this ability, his arrows deal 1d8 damage until the start of his next turn.
This ability replaces purity of body.
Reflexive Shot (Ex)
At 9th level, a zen archer can make attacks of opportunity with arrows from his bow. The monk still threatens squares he could reach with unarmed strikes, and can still only make one attack of opportunity per round (unless he has Combat Reflexes).
This ability replaces improved evasion.
Trick Shot (Su)
At 11th level, a zen archer may hit targets that he might otherwise miss. By spending 1 point from his ki pool as a swift action, the zen archer can ignore concealment. By spending 2 points, he can ignore total concealment or cover. By spending 3 points, he can ignore total cover, even firing arrows around corners. The arrow must still be able to reach the target; a target inside a closed building with no open doors or windows cannot be attacked. These effects last for 1 round.
This ability replaces diamond body.
Charged by Nature: Rather than having a deity patron, a ravener hunter is charged by the spirits of the Mwangi to eradicate evil wherever it appears. At 1st level, a ravener hunter chooses an oracle mystery from the following list: ancestor, battle, flame, heavens, life, lunar, nature ,stone , solar, time, volcano, waves, wind, or wood. She gains one revelation from her chosen mystery. (Prophetic Armor, Gift of Claw and Horn – Lunar - selected) She must meet the revelation’s prerequisites, using her inquisitor level as her effective oracle level to determine the revelation’s effects, and she never qualifies for the Extra Revelation feat. The ravener hunter gains a second revelation from her chosen mystery at 8th level.
Gift of Claw and Horn (Su): As a swift action, you gain a natural weapon. The natural weapon lasts for a number of rounds equal to half your oracle level (minimum 1). You must choose a bite, claw, or gore attack. These attacks deal the normal damage for a creature of your size. At 5th level, your natural weapon gains a +1 enhancement bonus. This bonus increases by +1 at 10th, 15th, and 20th level. At 11th level, you gain two natural weapons at a time. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
This ability replaces domain.
Holy Magic: A ravener hunter adds all spells of 6th-level and lower on the cleric spell list with the good descriptor to her inquisitor spell list as inquisitor spells of the same level. If a spell appears on both the cleric and inquisitor spell lists, the ravener hunter uses the lower of the two spell levels listed for the spell. She cannot cast 2 with the chaotic, evil, or lawful descriptors, even from spell trigger or spell completion items.
This ability alters the inquisitor’s spells.
Studied Target (Ex)
At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target.
This ability replaces judgment 1/day.
Monster Lore (Ex)
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Stern Gaze (Ex)
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative (Ex)
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp)
At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track (Ex)
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics (Ex)
At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feat
At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
Sneak Attack (Ex)
At 4th level, if a sanctified slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot to deal extra damage. The sanctified slayer’s attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the sanctified slayer flanks her target. This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter. Should a sanctified slayer score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or an unarmed strike), a sanctified slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
A sanctified slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sanctified slayer cannot use sneak attack while striking a creature with concealment.
This ability replaces the later iterations of the judgment ability.
Bane (Su)
At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
Discern Lies (Sp)
At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
Stalwart (Ex)
At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.
Greater Bane (Su)
At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.
Talented Slayer (Ex)
At 8th, 16th, 17th, and 20th levels, a sanctified slayer can gain a single slayer talent, including those from the list of rogue talents that a slayer can take, but not an advanced slayer talent.
This ability replaces second judgment, third judgment, slayer, and true judgment.
Slayer Talent: Trapspotter
Exploit weakness
At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.
Fused Eidolon
A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.
While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.
While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).
This ability replaces the class’s eidolon ability, bond senses, and life bond.
The following class abilities function differently for synthesist summoners.
Fused Link
Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.
This ability replaces life link.
Shielded Meld (Ex)
At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.
This ability replaces shield ally.
Maker’s Jump (Sp)
At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th.
This ability replaces maker’s call and transposition.
Greater Shielded Meld (Ex)
At 12th level, whenever the synthesist is fused with his eidolon, he gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws.
This ability replaces greater shield ally.
Male Inquisitor 15 (Ravenous Hunter + Santified Slayer)/ Monk 15 (Zen Archer)/ 15 Summmoner (Synthesist)
LG Humanoid (Half Elf) - Large size
Init +15; Perception +32, blindsense 30 ft
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Defense
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AC 51, touch 26, flat-footed 47
hp 156+126(temp)
Fort +26, Ref +25, Will +28; +6 v enchantmments
Has Evasion when fused.
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Offense
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Speed 30 ft.
Melee Unarmed Strike + 25(2d6+12)
Ranged +1 (Large) Cyclonic Longbow (fortifying stone attached)+20 (2d6+15)
Flurry of blows +22/+22/+17/+17/+12 (2d6+15)
Spells known Summoner: (CL 15th; concentration +19)
Cantrips: Detect Magic, Mage hand, Prestidigitation, Acid Splash, Mending, Message
Lv 1 spells(7/day): Mage Armor, Lesser rejuvinate eidolon, Long arm, Grease, Enlarge Person, Shield, reduce person
Lv 2 spells(6/day): Barkskin, See invisibility, Haste, Lesser Evolution Surge, Blur
Lv 3 spells(5/day): Evolution Surge, Greater Invisibility, Greater Magic Fang, Stoneskin, Dimmension door
Lv 4 spells(4/day): Wall of Stone, Teleport, Purified Calling , Overland Flight, Wall of Stone
Lv 5 spells (4/day): Planeshift, Greater Teleport, Eaglesoul, Simulacrum
Spells known Inquisitor: (CL 15th; concentration +22)
Cantrips: Create Water, Light, Detect Poison, Read Magic, Stabilize, Sift
Lv 1 spells(7/day): CLW, Keep Watch, Comprehend Languages,Divine Favour, Remove Fear, Heightened awareness, Shield of Fortification, Shield of Faith
Lv 2 spells(7/day): Invisibility, Delay Poison, Lesser Restoration,Resist Energy, Tongues, Silence, Burst of Radiance, Cure Moderate Wounds, Percieve Cues
Lv 3 spells(6/day): Dispel Magic, Magic Circle Against Evil, Heroism, Greater Magic Weapon, Cure Serious Wounds, Greater Stunning Barrier, Remove Curse
Lv 4 spells(4/day): Death Ward, Freedom of movement, Restoration, Cure Critical Wounds, Spell Immunity
Lv 5 spells (4/day): Chains of Light, True Seeing,Break Enchantment,Litany of Vengeance
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Statistics
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Str 34, Dex 16, Con 20, Int 16, Wis 25, Cha 18
Base Atk +11; CMB +28; CMD 53
Feats Improved Initiative, Pummeling Style, Pummeling Charge, Clustered Shots, Craft Wondrous Item, Quicken Spell, Extra Traits (Wayang Spellhunter, Magical Lineage), Improved Critical (Longbow)
Zen archer bonus feats: Weapon Focus (Longbow), Weapon Specialization (Longbow), Precise Shot, Improved Precise Shot, Combat Reflexes, Point blank shot
Teamwork feats from Inquisitor: Shake It Off, Escape Route, Share Healing, Friendly Fire Maneuvers
Traits Trap Finder, Fates favored, Wayang Spell Hunter (Summon Eidolon), Magical Lineage (Divine Favour),
Alternate Racial Traits
Blended View
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects
Skills Perception +30, Spellcraft +18 Survival +11, Diplomacy +13, Disable Device +21, Knowledge Religion +15, Knowledge Nature +15, Knowledge Arcana +15, Knowledge Planes +15, Knowledge Local +11, Knowledge Engineering +11, Knowledge Geography +11, Knowledge History +11, Knowledge Dungeoneering +15, Sense Motive +11, Use Magic Device +10, Fly +16, Stealth +4
Revelation Prophetic armor
Evolutions: Large (4), Shadow Blend (2), Improved Natural Armor (1), Blindsense (3), Immunity Fire (2), Immunity Cold(2), Immunity Acid(2), Immunity Lightning(2), Magic Attacks (1), Bite (1)
Gear MW Thieves tools, Adamantine durable arrow, MW Composite Longbow +1, cold iron morningstar, silver mace, 4 days trail rations, Spell Component pouch, 10 wooden holy symbols, 1 waterskin, 1 backpack, 1 grappling arrow, 50 foot hemp rope, 2 torches, 2 sacks, flint and steel, 20 durable arrows, 20 cold iron arrows, 100 arrows, 60 gp left over, Headband of mental prowess, Belt of the weasel,Goz Mask, Handy Haversack,Ring of Sustenance ,Swarmbane Clasp
+1 Holy, Cyclonic Greenwood Longbow (Large),+1 Adaptive Composite Greenwood Longbow (medium),Cloak of Resistance +5, Dusty Rose prism, Cracked Dusty rose Prism, Pale Blue Rhomboid, Pink Rhomboid, 2 Locked Gaunlet, 2 Cracked Pale Green Prism(morale and saves),3 lesser rods of extend, Ring of Protection +2, Eyes of the Eagle, Dream Journal of the Pallid Seer, 2 wands of Cure Light Wounds, 1 Wand of Lesser rejuvinate Eidolon, 1 Wand of Grease, 1 Oil of Daylight, 1 Potion of Remove blindness, Adamantine Morningstar, 1000 large sized arrows, 20 large sized durable adamantine arrows, 1000 large sized cold iron arrows, 1000 normal arrows, Sack filled with wet earth, Page of spell knowledge reduce person , Lucky horseshoe, Ioun stone in Clear Spindle, Ring of Freedom of movement, Necklace of adaptation, rod of extend (normal), lots of gp left over,
8905 gp – Permanent Arcane Sight (UMDed from a scroll after skilled evolution was used)
6125 - permanent See invisibility (UMDed from a scroll after skilled evolution was used)
Perfect Strike (Ex)
At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll.
This ability replaces stunning fist.
Way of the Bow (Ex)
At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow.
At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites.
This ability replaces evasion.Zen Archery (Ex)
At 3rd level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow.
This ability replaces maneuver training.
Point Blank Master (Ex)
At 3rd level, a zen archer gains Point Blank Master* as a bonus feat, even if he does not meet the prerequisites.
This ability replaces still mind.
Maneuver Training (Ex)
At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Ki Pool (Su)
At 4th level, in addition to the normal abilities of his ki pool, a zen archer may spend 1 point from his ki pool to increase the range increment for his bow by 50 feet for 1 round.
Ki Arrows (Su)
At 5th level, a zen archer may spend 1 point from his ki pool as a swift action to change the damage dice of arrows he shoots to that of his unarmed strikes. This lasts until the start of his next turn. For example, a Medium zen archer’s short bow normally deals 1d6 damage; using this ability, his arrows deal 1d8 damage until the start of his next turn.
This ability replaces purity of body.
Reflexive Shot (Ex)
At 9th level, a zen archer can make attacks of opportunity with arrows from his bow. The monk still threatens squares he could reach with unarmed strikes, and can still only make one attack of opportunity per round (unless he has Combat Reflexes).
This ability replaces improved evasion.
Trick Shot (Su)
At 11th level, a zen archer may hit targets that he might otherwise miss. By spending 1 point from his ki pool as a swift action, the zen archer can ignore concealment. By spending 2 points, he can ignore total concealment or cover. By spending 3 points, he can ignore total cover, even firing arrows around corners. The arrow must still be able to reach the target; a target inside a closed building with no open doors or windows cannot be attacked. These effects last for 1 round.
This ability replaces diamond body.
Charged by Nature: Rather than having a deity patron, a ravener hunter is charged by the spirits of the Mwangi to eradicate evil wherever it appears. At 1st level, a ravener hunter chooses an oracle mystery from the following list: ancestor, battle, flame, heavens, life, lunar, nature ,stone , solar, time, volcano, waves, wind, or wood. She gains one revelation from her chosen mystery. (Prophetic Armor, Gift of Claw and Horn – Lunar - selected) She must meet the revelation’s prerequisites, using her inquisitor level as her effective oracle level to determine the revelation’s effects, and she never qualifies for the Extra Revelation feat. The ravener hunter gains a second revelation from her chosen mystery at 8th level.
Gift of Claw and Horn (Su): As a swift action, you gain a natural weapon. The natural weapon lasts for a number of rounds equal to half your oracle level (minimum 1). You must choose a bite, claw, or gore attack. These attacks deal the normal damage for a creature of your size. At 5th level, your natural weapon gains a +1 enhancement bonus. This bonus increases by +1 at 10th, 15th, and 20th level. At 11th level, you gain two natural weapons at a time. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
This ability replaces domain.
Holy Magic: A ravener hunter adds all spells of 6th-level and lower on the cleric spell list with the good descriptor to her inquisitor spell list as inquisitor spells of the same level. If a spell appears on both the cleric and inquisitor spell lists, the ravener hunter uses the lower of the two spell levels listed for the spell. She cannot cast 2 with the chaotic, evil, or lawful descriptors, even from spell trigger or spell completion items.
This ability alters the inquisitor’s spells.
Studied Target (Ex)
At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target.
This ability replaces judgment 1/day.
Monster Lore (Ex)
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Stern Gaze (Ex)
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative (Ex)
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp)
At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track (Ex)
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics (Ex)
At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feat
At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
Sneak Attack (Ex)
At 4th level, if a sanctified slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot to deal extra damage. The sanctified slayer’s attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the sanctified slayer flanks her target. This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter. Should a sanctified slayer score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or an unarmed strike), a sanctified slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
A sanctified slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sanctified slayer cannot use sneak attack while striking a creature with concealment.
This ability replaces the later iterations of the judgment ability.
Bane (Su)
At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
Discern Lies (Sp)
At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
Stalwart (Ex)
At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.
Greater Bane (Su)
At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.
Talented Slayer (Ex)
At 8th, 16th, 17th, and 20th levels, a sanctified slayer can gain a single slayer talent, including those from the list of rogue talents that a slayer can take, but not an advanced slayer talent.
This ability replaces second judgment, third judgment, slayer, and true judgment.
Slayer Talent: Trapspotter
Exploit weakness
At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.
Fused Eidolon
A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.
While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.
While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).
This ability replaces the class’s eidolon ability, bond senses, and life bond.
The following class abilities function differently for synthesist summoners.
Fused Link
Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.
This ability replaces life link.
Shielded Meld (Ex)
At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.
This ability replaces shield ally.
Maker’s Jump (Sp)
At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th.
This ability replaces maker’s call and transposition.
Greater Shielded Meld (Ex)
At 12th level, whenever the synthesist is fused with his eidolon, he gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws.
This ability replaces greater shield ally.

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Ok here's the slight stuff...for long term buffs.
Bedir does not sleep - with keep watch and a ring of sustenance - he never has to. Therefore he is in his fused form, all the time. Belt of the weasel gives compression - so he can go anywhere a medium creature can go. His fused forms evolutions are not really monstrous so he can walk around town with them.
These buffs are on every single hour per day (using lesser rod of extend - they last 30 hours):
Greater Magic Weapon (on both bows) - giving them a further +3 to attack and damage.
Greater magic fang (on his unarmed strike and all his natural weapons) - both claws - giving him a +1 to attack and damage
Mage armor - giving him a further +4 to his armor class.
Delay poison - giving him immunity to poison (he'll pay for it later but that's beside the point).
Eagle Soul (+2 morale bonus on all Perception checks made against evil creatures, a +2 bonus on Initiative checks, and detect evil as a constant spell-like ability.)
Overland Flight (+40 fly speed)
If he is about to go into any kind of dangerous situation, he will cast
the following on himself:
Heroism (+2 morale bonus to attacks and saving throws - not factored into stats).
Barkskin (+5 to natural armor) - not factored into stats either)
Magic Circle Against Evil (just prevents possession)
Heightened Awareness (+2 to all knowledge checks) - can drop to gain +4 to init for one battle.
Resist energy (Sonic)
They last for 300 min (5h)
Trueseeing will also be popped (using last charge of the rod of extend) - 5 hours.
Also he has permanency Arcane sight and See invisibility.

Ancient Dragon Master |

@Billybrainpan & Madcaster 2 weeks to get your character complete. I reserve the right to extend this passage of time if not enough characters are complets
@Loveless I knew I would forget something. Max hitpoints at every level. I’m going to say no to psionics & path of war. I’m also going to ban spheres of power. Yes to pregame crafting but only up to 200 000 gp per feat. If you get chosen you may craft for another person, staying within the gp limit.
@Yas392 Yes, we are using background skills.
Level: 15
Starting wealth: WBL
Point Buy: 30
Feat Taxes: As base with the change that every character recieves weapon finesse and agile maneuvers as bonus feats instead of removing them. You may also take point blank shot; it just isn’t a prerequisite for feats.
Traits: 2
HP: Max at every level
Sources: All Paizo. You may request 3PP.
Banned 3PP: Path of War, Spheres of Power, Psionics
Concerning Pre-Game Crafting: You may only craft up to 200 000 gp of the items that your chosen feat covers (Forge Ring for rings, Craft Wondrous Item for wondrous items, etc, etc).
Background Skills: Background Skills are in use.
You have tristalt (triple gestalt) as well.

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Hmm I'm thinking of a full kensai magus / full sacred fist warpriest / then 1 dip in scaled fist, 4 in sensate fighter, 10 in exalted of irori (choosing to progress in sensate fighter).
Improved uncanny dodge, evasion, evasion for fort. Int, wis, cha to ac. Pick up guided hand for wis to attack and kirin strike for double int to damage w/ swift action.

Ancient Dragon Master |

How is pregame crafting done? So say a cloak of resistance +5 - you use crafting cost of 12500 gp?
Yes. It works excactly like normal crafting.
Also - I already stated my buff line - what buffs will be allowed into the arena so to speak.
Before you smash down the door you can cast any buffs you want. Keep in mind that every round you prepare is another round you are giving him to cas 1 round/cl buffs. (Most others will already be active)
Dotting for this. I'm not sure what I'm going to do. Are prestige classes on the table. I'm thinking sorc/DD specifically.
Prestige classes are allowed.

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The issue is that all those buffs would have been cast even before anything happened - they are up 24/7. 10min/lv I can understand - but why if the buffs are up all the time?
Actually - why does he get to have most of his buffs active when our h/level things aren't supposed to be up, when we can clearly keep them running all day?

Ancient Dragon Master |

The issue is that all those buffs would have been cast even before anything happened - they are up 24/7. 10min/lv I can understand - but why if the buffs are up all the time?
Actually - why does he get to have most of his buffs active when our h/level things aren't supposed to be up, when we can clearly keep them running all day?
I was mostly talking about shorter time buffs. Any buffs you can keep up for 3 hours or more would be on by now.

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Slight edits...
Male Inquisitor 15 (Ravenous Hunter + Santified Slayer)/ Monk 15 (Zen Archer)/ 15 Summmoner (Synthesist)
LG Humanoid (Half Elf)
Init +9; Perception +32
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Defense
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AC 25, touch 25, flat-footed 21
hp 165
Fort +20, Ref +21, Will +24; +2 v Enchantments
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Offense
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Speed 70 ft.
Melee Unarmed Strike +13 (2d6+3)
Ranged +1 Cyclonic, Adaptive, Fitting Longbow +19 (1d8+6) (in glove of spell storing)
Flurry of blows +21/+21/+16/+16/+11 (1d8+6)
Spells known Summoner: (CL 15th; concentration +19)
Cantrips: Detect Magic, Mage hand, Prestidigitation, Acid Splash, Mending, Message
Lv 1 spells(7/day): Mage Armor, Lesser rejuvinate eidolon, Long arm, Grease, Enlarge Person, Shield, reduce person
Lv 2 spells(6/day): Barkskin, See invisibility, Haste, Lesser Evolution Surge, Glitterdust
Lv 3 spells(5/day): Evolution Surge, Greater Invisibility, Greater Magic Fang, Stoneskin, Dimension door
Lv 4 spells(4/day): Wall of Stone, Teleport, Purified Calling , Overland Flight, Wall of Stone
Lv 5 spells (4/day): Planeshift, Greater Teleport, Eaglesoul, Simulacrum
Spells known Inquisitor: (CL 15th; concentration +22)
Cantrips: Create Water, Light, Detect Poison, Read Magic, Stabilize, Sift
Lv 1 spells(7/day): CLW, Keep Watch, Comprehend Languages,Divine Favour, Remove Fear, Heightened awareness, Shield of Fortification, Shield of Faith
Lv 2 spells(7/day): Invisibility, Delay Poison, Lesser Restoration,Resist Energy, Tongues, Silence, Burst of Radiance, Cure Moderate Wounds
Lv 3 spells(6/day): Dispel Magic, Magic Circle Against Evil, Heroism, Greater Magic Weapon, Cure Serious Wounds, Remove Curse
Lv 4 spells(4/day): Death Ward, Freedom of movement, Restoration, Cure Critical Wounds, Spell Immunity
Lv 5 spells (4/day): Chains of Light, True Seeing,Break Enchantment,Litany of Vengeance
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Statistics
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Str 16, Dex 12, Con 16, Int 14, Wis 25, Cha 18
Base Atk +11; CMB +15; CMD 40
Feats Defensive combat training, Pummeling Style, Pummeling Charge, Clustered Shots, Craft Wondrous Item, Quicken Spell, Extra Traits (Wayang Spellhunter, Magical Lineage), Improved Critical (Longbow)
Zen archer bonus feats: Weapon Focus (Longbow), Weapon Specialization (Longbow), Precise Shot, Improved Precise Shot, Combat Reflexes, Point blank shot
Teamwork feats from Inquisitor: Shake It Off, Escape Route, Share Healing, Friendly Fire Maneuvers
Traits Trap Finder, Fates favored, Wayang Spell Hunter (Summmon Eidolon), Magical Lineage (Divine Favour)
Alternate Racial Traits
Blended View
8 FCB to evolution points. +2 evo points.
Skills Perception +32, Spellcraft +18 Survival +11, Diplomacy +13, Disable Device +21, Knowledge Religion +15, Knowledge Nature +15, Knowledge Arcana +15, Knowledge Planes +15, Knowledge Local +11, Knowledge Engineering +11, Knowledge Geography +11, Knowledge History +11, Knowledge Dungeoneering +15, Sense Motive +11, Use Magic Device +9, Fly +16, Stealth +4
Revelation Prophetic armor
Gear MW Thieves tools, Adamantine durable arrow, MW Composite Longbow +1, cold iron morningstar, silver mace, 4 days trail rations, 10 Spell Component pouches, 10 wooden holy symbols, 1 waterskin, 1 backpack, 1 grappling arrow, 50 foot hemp rope, 2 torches, 2 sacks, flint and steel, 20 durable arrows, 20 cold iron arrows, 100 arrows, 60 gp left over, Headband of mental prowess (+4 wis and cha), Belt of the weasel,Goz Mask, Handy Haversack,Ring of Sustenance ,Swarmbane Clasp ,Sack filled with wet earth, page of spell knowledge reduce person
+1 Cyclonic, Adaptive, Fitting Greenwood Longbow (Large)(with 2 fortifying stone attached),+1 Adaptive Composite Greenwood Longbow (medium),Cloak of Resistance +5, Dusty Rose prism, Cracked Dusty rose Prism, Pale Blue Rhomboid, Pink Rhomboid, Scarlet and Blue stone, Glove of Spell Storing (Stores my +1 Cyclonic,Adaptive, Fitting Greenwood Longbow), 2 Cracked Pale Green Prism(both saves and attack),3 lesser rods of extend, Eyes of the Eagle, Dream Journal of the Pallid Seer, 2 wands of Cure Light Wounds, 1 Wand of Lesser Restore Eidolon, 1 Wand of Grease, 1 Oil of Daylight, 1 Potion of Remove blindness, Adamantine Morningstar, 1000 large sized arrows, 20 durable adamantine arrows, 1000 large sized cold iron arrows, 1000 normal arrows, Lucky horseshoe, Clear Spindle Ioun stone in wayfinder, Ring of Freedom of movement, Necklace of adaptation, rod of extend metamagic (normal), Rod of Lesser Quicken spell, page of spell knowledge comprehend languages, page of spell knowledge shield of fortification, Page of Spell knowledge Tongues, not so much gp left over.
8905 gp – Permanent Arcane Sight (UMDed from a scroll after skilled evolution was used)
6125 - permanent See invisibility (UMDed from a scroll after skilled evolution was used)
Perfect Strike (Ex)
At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll.
This ability replaces stunning fist.
Way of the Bow (Ex)
At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow.
At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites.
This ability replaces evasion.Zen Archery (Ex)
At 3rd level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow.
This ability replaces maneuver training.
Point Blank Master (Ex)
At 3rd level, a zen archer gains Point Blank Master* as a bonus feat, even if he does not meet the prerequisites.
This ability replaces still mind.
Maneuver Training (Ex)
At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Ki Pool (Su)
At 4th level, in addition to the normal abilities of his ki pool, a zen archer may spend 1 point from his ki pool to increase the range increment for his bow by 50 feet for 1 round.
Ki Arrows (Su)
At 5th level, a zen archer may spend 1 point from his ki pool as a swift action to change the damage dice of arrows he shoots to that of his unarmed strikes. This lasts until the start of his next turn. For example, a Medium zen archer’s short bow normally deals 1d6 damage; using this ability, his arrows deal 1d8 damage until the start of his next turn.
This ability replaces purity of body.
Reflexive Shot (Ex)
At 9th level, a zen archer can make attacks of opportunity with arrows from his bow. The monk still threatens squares he could reach with unarmed strikes, and can still only make one attack of opportunity per round (unless he has Combat Reflexes).
This ability replaces improved evasion.
Trick Shot (Su)
At 11th level, a zen archer may hit targets that he might otherwise miss. By spending 1 point from his ki pool as a swift action, the zen archer can ignore concealment. By spending 2 points, he can ignore total concealment or cover. By spending 3 points, he can ignore total cover, even firing arrows around corners. The arrow must still be able to reach the target; a target inside a closed building with no open doors or windows cannot be attacked. These effects last for 1 round.
This ability replaces diamond body.
Charged by Nature: Rather than having a deity patron, a ravener hunter is charged by the spirits of the Mwangi to eradicate evil wherever it appears. At 1st level, a ravener hunter chooses an oracle mystery from the following list: ancestor, battle, flame, heavens, life, lunar, nature ,stone , solar, time, volcano, waves, wind, or wood. She gains one revelation from her chosen mystery. (Prophetic Armor, Gift of Claw and Horn – Lunar - selected) She must meet the revelation’s prerequisites, using her inquisitor level as her effective oracle level to determine the revelation’s effects, and she never qualifies for the Extra Revelation feat. The ravener hunter gains a second revelation from her chosen mystery at 8th level.
Gift of Claw and Horn (Su): As a swift action, you gain a natural weapon. The natural weapon lasts for a number of rounds equal to half your oracle level (minimum 1). You must choose a bite, claw, or gore attack. These attacks deal the normal damage for a creature of your size. At 5th level, your natural weapon gains a +1 enhancement bonus. This bonus increases by +1 at 10th, 15th, and 20th level. At 11th level, you gain two natural weapons at a time. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
This ability replaces domain.
Holy Magic: A ravener hunter adds all spells of 6th-level and lower on the cleric spell list with the good descriptor to her inquisitor spell list as inquisitor spells of the same level. If a spell appears on both the cleric and inquisitor spell lists, the ravener hunter uses the lower of the two spell levels listed for the spell. She cannot cast 2 with the chaotic, evil, or lawful descriptors, even from spell trigger or spell completion items.
This ability alters the inquisitor’s spells.
Studied Target (Ex)
At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target.
This ability replaces judgment 1/day.
Monster Lore (Ex)
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Stern Gaze (Ex)
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative (Ex)
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp)
At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track (Ex)
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics (Ex)
At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feat
At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
Sneak Attack (Ex)
At 4th level, if a sanctified slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot to deal extra damage. The sanctified slayer’s attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the sanctified slayer flanks her target. This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter. Should a sanctified slayer score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or an unarmed strike), a sanctified slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
A sanctified slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sanctified slayer cannot use sneak attack while striking a creature with concealment.
This ability replaces the later iterations of the judgment ability.
Bane (Su)
At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
Discern Lies (Sp)
At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
Stalwart (Ex)
At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.
Greater Bane (Su)
At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.
Talented Slayer (Ex)
At 8th, 16th, 17th, and 20th levels, a sanctified slayer can gain a single slayer talent, including those from the list of rogue talents that a slayer can take, but not an advanced slayer talent.
This ability replaces second judgment, third judgment, slayer, and true judgment.
Slayer Talent: Trapspotter
Exploit weakness
At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.
Fused Eidolon
A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.
While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.
While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).
This ability replaces the class’s eidolon ability, bond senses, and life bond.
The following class abilities function differently for synthesist summoners.
Fused Link
Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.
This ability replaces life link.
Shielded Meld (Ex)
At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.
This ability replaces shield ally.
Maker’s Jump (Sp)
At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th.
This ability replaces maker’s call and transposition.
Greater Shielded Meld (Ex)
At 12th level, whenever the synthesist is fused with his eidolon, he gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws.
This ability replaces greater shield ally.
Male Inquisitor 15 (Ravenous Hunter + Santified Slayer)/ Monk 15 (Zen Archer)/ 15 Summmoner (Synthesist)
LG Humanoid (Half Elf) - Large size
Init +11; Perception +32, Blindsight 30 ft
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Defense
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AC 44, touch 24, flat-footed 40
hp 220+186(temp)
Fort +26, Ref +25, Will +28; +6 v enchantmments
Has Evasion when fused.
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed Strike + 25(2d6+12)
Ranged +1 Fitting Cyclonic Longbow (fortifying stone attached)+20 (2d6+15) - in gloves of spell storing
Flurry of blows +22/+22/+17/+17/+12 (2d6+15)
Spells known Summoner: (CL 15th; concentration +19)
Cantrips: Detect Magic, Mage hand, Prestidigitation, Acid Splash, Mending, Message
Lv 1 spells(7/day): Mage Armor, Lesser rejuvinate eidolon, Long arm, Grease, Enlarge Person, Shield, reduce person
Lv 2 spells(6/day): Barkskin, See invisibility, Haste, Lesser Evolution Surge, Glitterdust
Lv 3 spells(5/day): Evolution Surge, Greater Invisibility, Greater Magic Fang, Stoneskin, Dimension door
Lv 4 spells(4/day): Wall of Stone, Teleport, Purified Calling , Overland Flight, Wall of Stone
Lv 5 spells (4/day): Planeshift, Greater Teleport, Eaglesoul, Simulacrum
Spells known Inquisitor: (CL 15th; concentration +22)
Cantrips: Create Water, Light, Detect Poison, Read Magic, Stabilize, Sift
Lv 1 spells(7/day): CLW, Keep Watch, Comprehend Languages,Divine Favour, Remove Fear, Heightened awareness, Shield of Fortification, Shield of Faith
Lv 2 spells(7/day): Invisibility, Delay Poison, Lesser Restoration,Resist Energy, Tongues, Silence, Burst of Radiance, Cure Moderate Wounds
Lv 3 spells(6/day): Dispel Magic, Magic Circle Against Evil, Heroism, Greater Magic Weapon, Cure Serious Wounds, Remove Curse
Lv 4 spells(4/day): Death Ward, Freedom of movement, Restoration, Cure Critical Wounds, Spell Immunity
Lv 5 spells (4/day): Chains of Light, True Seeing,Break Enchantment,Litany of Vengeance
--------------------
Statistics
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Str 34, Dex 18, Con 20, Int 16, Wis 25, Cha 18
Base Atk +11; CMB +25; CMD 53
Feats Defensive Combat Training, Pummeling Style, Pummeling Charge, Clustered Shots, Craft Wondrous Item, Quicken Spell, Extra Traits (Wayang Spellhunter, Magical Lineage), Improved Critical (Longbow)
Zen archer bonus feats: Weapon Focus (Longbow), Weapon Specialization (Longbow), Precise Shot, Improved Precise Shot, Combat Reflexes, Point blank shot
Teamwork feats from Inquisitor: Shake It Off, Escape Route, Share Healing, Friendly Fire Maneuvers
Traits Trap Finder, Fates favored, Wayang Spell Hunter (Summon Eidolon), Magical Lineage (Divine Favour),
Alternate Racial Traits
Blended View
8 FCB to evolution points. +2 evo points.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects
Skills Perception +30, Spellcraft +18 Survival +11, Diplomacy +13, Disable Device +21, Knowledge Religion +15, Knowledge Nature +15, Knowledge Arcana +15, Knowledge Planes +15, Knowledge Local +11, Knowledge Engineering +11, Knowledge Geography +11, Knowledge History +11, Knowledge Dungeoneering +15, Sense Motive +11, Use Magic Device +10, Fly +16, Stealth +4
Revelation Prophetic armor
Evolutions: Large (4), Shadow Blend (2), Blindsense (3), Blindsight (4), Immunity Fire (2), Immunity Cold(2), Immunity Acid(2), Immunity Lightning(2), Magic Attacks (1)
Gear MW Thieves tools, Adamantine durable arrow, MW Composite Longbow +1, cold iron morningstar, silver mace, 4 days trail rations, Spell Component pouch, 10 wooden holy symbols, 1 waterskin, 1 backpack, 1 grappling arrow, 50 foot hemp rope, 2 torches, 2 sacks, flint and steel, 20 durable arrows, 20 cold iron arrows, 100 arrows, 60 gp left over, Headband of mental prowess, Belt of the weasel,Goz Mask, Handy Haversack,Ring of Sustenance ,Swarmbane Clasp
+1 Cyclonic, Adaptive, Fitting Greenwood Longbow (Large)(with 2 fortifying stone attached),+1 Adaptive Composite Greenwood Longbow (medium),Cloak of Resistance +5, Dusty Rose prism, Cracked Dusty rose Prism, Pale Blue Rhomboid, Pink Rhomboid, Scarlet and Blue stone, Glove of Spell Storing (Stores my +1 Cyclonic,Adaptive, Fitting Greenwood Longbow), 2 Cracked Pale Green Prism(both saves and attack),3 lesser rods of extend, Eyes of the Eagle, Dream Journal of the Pallid Seer, 2 wands of Cure Light Wounds, 1 Wand of Lesser Restore Eidolon, 1 Wand of Grease, 1 Oil of Daylight, 1 Potion of Remove blindness, Adamantine Morningstar, 1000 large sized arrows, 20 durable adamantine arrows, 1000 large sized cold iron arrows, 1000 normal arrows, Lucky horseshoe, Clear Spindle Ioun stone in wayfinder, Ring of Freedom of movement, Necklace of adaptation, rod of extend metamagic (normal), Rod of Lesser Quicken spell, page of spell knowledge comprehend languages, page of spell knowledge shield of fortification, Page of Spell knowledge Tongues, not so much gp left over.,
8905 gp – Permanent Arcane Sight (UMDed from a scroll after skilled evolution was used)
6125 - permanent See invisibility (UMDed from a scroll after skilled evolution was used)
Perfect Strike (Ex)
At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll.
This ability replaces stunning fist.
Way of the Bow (Ex)
At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow.
At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites.
This ability replaces evasion.Zen Archery (Ex)
At 3rd level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow.
This ability replaces maneuver training.
Point Blank Master (Ex)
At 3rd level, a zen archer gains Point Blank Master* as a bonus feat, even if he does not meet the prerequisites.
This ability replaces still mind.
Maneuver Training (Ex)
At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Ki Pool (Su)
At 4th level, in addition to the normal abilities of his ki pool, a zen archer may spend 1 point from his ki pool to increase the range increment for his bow by 50 feet for 1 round.
Ki Arrows (Su)
At 5th level, a zen archer may spend 1 point from his ki pool as a swift action to change the damage dice of arrows he shoots to that of his unarmed strikes. This lasts until the start of his next turn. For example, a Medium zen archer’s short bow normally deals 1d6 damage; using this ability, his arrows deal 1d8 damage until the start of his next turn.
This ability replaces purity of body.
Reflexive Shot (Ex)
At 9th level, a zen archer can make attacks of opportunity with arrows from his bow. The monk still threatens squares he could reach with unarmed strikes, and can still only make one attack of opportunity per round (unless he has Combat Reflexes).
This ability replaces improved evasion.
Trick Shot (Su)
At 11th level, a zen archer may hit targets that he might otherwise miss. By spending 1 point from his ki pool as a swift action, the zen archer can ignore concealment. By spending 2 points, he can ignore total concealment or cover. By spending 3 points, he can ignore total cover, even firing arrows around corners. The arrow must still be able to reach the target; a target inside a closed building with no open doors or windows cannot be attacked. These effects last for 1 round.
This ability replaces diamond body.
Charged by Nature: Rather than having a deity patron, a ravener hunter is charged by the spirits of the Mwangi to eradicate evil wherever it appears. At 1st level, a ravener hunter chooses an oracle mystery from the following list: ancestor, battle, flame, heavens, life, lunar, nature ,stone , solar, time, volcano, waves, wind, or wood. She gains one revelation from her chosen mystery. (Prophetic Armor, Gift of Claw and Horn – Lunar - selected) She must meet the revelation’s prerequisites, using her inquisitor level as her effective oracle level to determine the revelation’s effects, and she never qualifies for the Extra Revelation feat. The ravener hunter gains a second revelation from her chosen mystery at 8th level.
Gift of Claw and Horn (Su): As a swift action, you gain a natural weapon. The natural weapon lasts for a number of rounds equal to half your oracle level (minimum 1). You must choose a bite, claw, or gore attack. These attacks deal the normal damage for a creature of your size. At 5th level, your natural weapon gains a +1 enhancement bonus. This bonus increases by +1 at 10th, 15th, and 20th level. At 11th level, you gain two natural weapons at a time. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
This ability replaces domain.
Holy Magic: A ravener hunter adds all spells of 6th-level and lower on the cleric spell list with the good descriptor to her inquisitor spell list as inquisitor spells of the same level. If a spell appears on both the cleric and inquisitor spell lists, the ravener hunter uses the lower of the two spell levels listed for the spell. She cannot cast 2 with the chaotic, evil, or lawful descriptors, even from spell trigger or spell completion items.
This ability alters the inquisitor’s spells.
Studied Target (Ex)
At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target.
This ability replaces judgment 1/day.
Monster Lore (Ex)
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Stern Gaze (Ex)
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative (Ex)
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp)
At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track (Ex)
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics (Ex)
At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feat
At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
Sneak Attack (Ex)
At 4th level, if a sanctified slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot to deal extra damage. The sanctified slayer’s attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the sanctified slayer flanks her target. This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter. Should a sanctified slayer score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or an unarmed strike), a sanctified slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
A sanctified slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sanctified slayer cannot use sneak attack while striking a creature with concealment.
This ability replaces the later iterations of the judgment ability.
Bane (Su)
At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
Discern Lies (Sp)
At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
Stalwart (Ex)
At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.
Greater Bane (Su)
At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.
Talented Slayer (Ex)
At 8th, 16th, 17th, and 20th levels, a sanctified slayer can gain a single slayer talent, including those from the list of rogue talents that a slayer can take, but not an advanced slayer talent.
This ability replaces second judgment, third judgment, slayer, and true judgment.
Slayer Talent: Trapspotter
Exploit weakness
At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.
Fused Eidolon
A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.
While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.
While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).
This ability replaces the class’s eidolon ability, bond senses, and life bond.
The following class abilities function differently for synthesist summoners.
Fused Link
Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.
This ability replaces life link.
Shielded Meld (Ex)
At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.
This ability replaces shield ally.
Maker’s Jump (Sp)
At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th.
This ability replaces maker’s call and transposition.
Greater Shielded Meld (Ex)
At 12th level, whenever the synthesist is fused with his eidolon, he gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws.
This ability replaces greater shield ally.
I may switch Ravener inquisitor mystery to air...

Ancient Dragon Master |

I didn’t even consider that people who use computers couldn’t type that key (Shows how selfish I am). The on screen keyboard should have it, other than that copy/paste is your only option.
EDIT: This Link has how to use shortcuts to get symbols. It may help.

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Wood Bond (Ex): Your mystical bond with wood is such that your weapons become an extension of your body. You gain a +1 competence bonus on attack rolls when wielding a weapon made of or mostly consisting of wood (such as a bow, club, quarterstaff, or spear). This bonus increases by +1 at 5th level and every five levels thereafter.
Does a composite greenwood bow count as wood enough for the above revelation?

Fury of the Tempest |

Sorry for the double post. But I have a very important question that will have a significant impact on my build.
How exactly would the Kineticist's abilities work with a Barbarian? For example, would I be able to use the Kinetic Blade or Kinetic Whip Infusion whilst raging?
As at the moment, I'm looking to play a Kinesticist | Superstitious Barbarian | Vivisectionist Alchemist. For a devastating blend of DPS and debuffing.
Otherwise, I'll probably go Kinesticist | Unchained Rogue Thug | Something.

Ancient Dragon Master |

> Allows 3PP on request
> Bans the most popular and well-known/well-balanced 3PPSeems legit.
Jokes aside. Dotting as I figure out what my build might be. Level 15 Tristalt... gonna go Kinestic one side, but not sure afterwards!
I allow some 3PP on request. Spheres of Power I banned because the monster is built using vancian casting and it would be a lot of work for the creator to change them to Spheres of Power. Path of War and Psionics I banned because I have no idea how they work.

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Kinetic blast which you then infuse is Sp = Spell like ability..
While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
I had to turn down raging song on my kineticist. Since you can't rage and kinetic blast.

Fury of the Tempest |

Eh... I've seen people debate it online... the main argument is that because the Kinetic Blade doesn't provoke an AoO when its formed as part of an attack action or full-attack. It doesn't count as a Spell-Like Ability, or at least doesn't require concentration.
But it does seem the consensus is that it's not allowed. So different question. Can Mad Magic also apply to Spell-Like Abilities when Bloodraging? This isn't as important, as I'll still be taking it anyway for the Barbarian, as I'll just rage cycle Moment of Clarity if its a no.

Billybrainpan |

Here is my submission. There may be a few edits that need be finished but its pretty much done.
Male Nagaji sorcerer 5/dragon disciple 10 | oracle 1/paladin 14 | sacred fist 15
LG Medium Humanoid (reptilian)
Init +10 Senses Perception +20, low-light vision, blind sense 60 ft.
----------------
DEFENSE
----------------
AC 45 (10 + 7 cha + 9 dodge + 5 deflection + 5 armor + 8 natural armor + 1 insight)
T 37
FF 29
hp 325
Fort +28
Ref +16
Will +26
----------------
OFFENSE
----------------
Spd 30 ft., fly 90 ft.
Melee
unarmed strike +32/+27/+22
2d6+19 x2
flurry of blows +32/+32/+27/+27/+22/+22
2d6+19 x2
Space 5 ft.; Reach 5 ft.
----------------
STATISTICS
----------------
Str 30
Dex 8
Con 20
Int 9
Wis 20
Cha 24
Base Atk +15/+10/+5
CMB +23
CMD 49
Feats
eschew materials
toughness
improved initiative
great fortitude
improved unarmed strike
dragon style
dragon ferocity
skill focus (survival)
eldritch heritage (orc)
improved eldritch heritage (orc)
noble scion
weapon focus (unarmed strike)
greater weapon focus (unarmed strike)
weapon specialization (unarmed strike)
greater weapon specialization (unarmed strike)
Traits
fate’s favored
reactionary
Skills
perception +20
intimidation +15
Languages Common, Draconic
Combat Equipment
Other Possessions
ring of protection +5
headband of mental prowess +4 (CHA, WIS)
belt of physical might +4 (STR, CON)
cloak of resistance +5
amulet of mighty fists +5
bracers of armor +5
dusty rose prism ioun stone
cracked dusty rose ioun stone
pearl of power (lvl. 1)
----------------
SPECIAL ABILITIES
----------------
Nagaji
armored scales: +1 nat ac
resistance: +2 saves vs. mind-affecting/poison
serpent’s sense: +2 handle animal vs. reptiles/perception
low-light vision
Oracle
curse: legalistic
nature mystery:
nature’s whispers
Sorcerer
bloodline spells: mage armor, resist energy
Draconic (brass) bloodline:
claws
fire resistance 20
breath weapon 2/day
wings 90 ft. average
Dragon Disciple
blood of dragons
+3 nat ac
ability boost: +4 str, +2 con, +2 int
bite
blind sense 60 ft.
dragon form 2/day
Paladin
aura of good
detect evil
smite evil 5/day
divine grace
lay on hands 14/day
aura of courage
divine health
mercies
deceived
haunted
cursed
ensorcelled
channel energy 7d6
divine bond
aura of resolve
aura of justice
aura of faith
Sacred Fist
aura (lawful, good)
blessing 10/day
protection
sun
improved unarmed strike
flurry of blows
Fervor: 5d6 10/day
blessed fortitude
miraculous fortitude
ki pool 12/12
----------------
SPELL CASTING
----------------
Oracle
CL 1 DCs = 17 + spell level
Spells Known:
0th - create water
light
detect poison
stabilize
1st - cure light wounds
mighty fist of the earth
Spells Per Day
1st - 5
Paladin
CL 11 DCs = 17 + spell level
Spells Prepared
1st - detect undead
protection from evil
word of resolve
knight’s calling
hero’s defiance
2nd - aura of greater courage
fire of entanglement
righteous vigor
ironskin
3rd - dispel magic
holy whisper
daylight
4th cure serious wounds
break enchantment
eagle soul
Sorcerer
CL 13 DCs = 17 + spell level
Spells Known:
0th - drench
detect magic
read magic
dancing lights
mage hand
arcane mark
prestidigitation
jolt
scoop
1st - shield
floating disk
true strike
long arm
vanish
2nd - hideous laughter
invisibility
mirror image
command undead
communal protection from evil
3rd - displacement
haste
halt undead
fireball
4th - calcific touch
greater invisibility
dimension door
5th - telekinesis
beast shape III
6th - disintegrate
Spells Per Day
1st - 8
2nd - 8
3rd - 8
4th - 7
5th - 6
6th - 4
Warpriest
CL 15 DCs = 15 + spell level
Spells Prepared
0th - bleed
enhanced diplomacy
mending
spark
purify food and drink
1st - ant haul
divine favor
obscuring mist
protection from evil
hide from undead
bless water
entropic shield
2nd - bone fists
burst of radiance
consecrate
grace
martyr’s bargain
silence
3rd - bestow curse
blindness/deafness
cure serious wounds x2
daylight x2
4th - blessing of fervor
dismissal
divine power
freedom of movement
source severance
5th - breath of life
righteous might
true seeing
boneshatter

Ancient Dragon Master |

Important question.
Half-orcs can take skilled as an alternate racial variant.
Could they then trade skilled for Heart of the Fields, as a human could?
I read a thread on the topic and below is the answer I liked. (Feel free to argue it)
PRD wrote:Alternate Racial Traits: This section lists alternate racial traits for each of the seven core races. Many of them play on racial themes not reflected in the standard racial traits, like the elven alternate racial trait fleet-footed, which grants the Run feat and a bonus on initiative checks instead of the normal keen senses and weapon familiarity traits, reflecting the grace and uncanny reflexes of that race. To take one of these alternate racial traits, you must exchange one or more of the existing standard racial traits available to the race. You can exchange one or several of the standard racial traits, but you cannot exchange the same racial trait more than once. For example, an elf who takes the fleet-footed racial trait cannot take the urbanite racial trait, because the latter trait also replaces keen senses.The skilled racial trait is one of the standard racial traits for a half- orc? No, so you can't exchange it.

Ancient Dragon Master |

Eh... I've seen people debate it online... the main argument is that because the Kinetic Blade doesn't provoke an AoO when its formed as part of an attack action or full-attack. It doesn't count as a Spell-Like Ability, or at least doesn't require concentration.
But it does seem the consensus is that it's not allowed. So different question. Can Mad Magic also apply to Spell-Like Abilities when Bloodraging? This isn't as important, as I'll still be taking it anyway for the Barbarian, as I'll just rage cycle Moment of Clarity if its a no.
No.
Sorry for the double post. But I have a very important question that will have a significant impact on my build.How exactly would the Kineticist's abilities work with a Barbarian? For example, would I be able to use the Kinetic Blade or Kinetic Whip Infusion whilst raging?
As at the moment, I'm looking to play a Kinesticist | Superstitious Barbarian | Vivisectionist Alchemist. For a devastating blend of DPS and debuffing.
Otherwise, I'll probably go Kinesticist | Unchained Rogue Thug | Something.
No, but Expanded Metakinesis for Furious Spell effectively allows it. This thread sums up the effective spell level of kinetic blasts.

magnorun |

I'm interested in making a build for this, but I have an important question before I do which I cannot find an answer to by googling, so it would fall solely into DM prerogative, since it seems to me that the gestalt rules weren't made with the idea that people would eventually want to take lots of dips. The rules say:
"A gestalt character follows a similar procedure when he attains 2nd and subsequent levels. Each time he gains a new level, he chooses two classes, takes the best aspects of each, and applies them to his characteristics. A few caveats apply, however.
Class features that two classes share (such as uncanny dodge) accrue at the rate of the faster class."
My Question is:
A Vivisectionist Alchemist 1/Rogue 1 both get sneak attack at level 1, meaning they do not stack, but instead "accrue at the rate of the faster class." What would happen if I were to go:
Side A: Vivisectionist 11, Master Chymist 4
Side B: Monk 10, Rogue 5
Since I am no longer getting SA from Side A, does Side B give me a continuing or stacking SA since it isn't overlapping and is therefore the "faster class," or would I only get it from the first side that gives it to me?

Fury of the Tempest |

No, but Expanded Metakinesis for Furious Spell effectively allows it. This thread sums up the effective spell level of kinetic blasts.
Eh... whilst that DOES allow me access to Kinetic Blasts whilst raging, and deal extra damage with it as well. Taking 15 non-lethal damage. JUST to use a Kinetic Blade or Kinetic Whip each round, is a huge amount of damage. Not to mention that it won't let me use any of my Sp Utility Wild Talents, such as flight. So I'll just take Moment of Clarity, Perfect Clarity, and Mad Magic to Rage Cycle every round.

Ancient Dragon Master |

I'm interested in making a build for this, but I have an important question before I do which I cannot find an answer to by googling, so it would fall solely into DM prerogative, since it seems to me that the gestalt rules weren't made with the idea that people would eventually want to take lots of dips. The rules say:
"A gestalt character follows a similar procedure when he attains 2nd and subsequent levels. Each time he gains a new level, he chooses two classes, takes the best aspects of each, and applies them to his characteristics. A few caveats apply, however.Class features that two classes share (such as uncanny dodge) accrue at the rate of the faster class."
My Question is:
A Vivisectionist Alchemist 1/Rogue 1 both get sneak attack at level 1, meaning they do not stack, but instead "accrue at the rate of the faster class." What would happen if I were to go:
Side A: Vivisectionist 11, Master Chymist 4
Side B: Monk 10, Rogue 5Since I am no longer getting SA from Side A, does Side B give me a continuing or stacking SA since it isn't overlapping and is therefore the "faster class," or would I only get it from the first side that gives it to me?
They do not stack but the damage occurs simultaneously.