
| Yidhra, Goddess of Paradoxes | 
 
	
 
                
                
              
            
            Muwahahahahaha!
I think I'm about half done with the profile, and I'll be using this alias for my character. ^^ Short version: Lovecraftian goddess of paradoxes.
Incidentally, do you have a copy of Deep Magic? The majority of spells for the Legendary Item I plan on taking are from that - if you don't, I can easily copy their text for you to review (or, failing that, create another item using spells from Paizo sources). Below is the basic text of the item, most of which is devoted to limiting its power for the sake of fairness. XD
Fluff:
To call the Tome of Eldritch Lore a "book" is a lot like saying any true artifact is an "item". It's technically accurate, but it doesn't even begin to cover the true depths of what's going on or take into account the fantastic power contained within. In truth, the Tome of Eldritch Lore is something like a tiny fragment of divine intellect contained within various pages and attuned to an individual with a connection to the Dark Tapestry.
The knowledge was first written down by a mad scribe, who mixed the ink with his own blood (itself rather magical - he was a Sorcerer distantly descended from one of the greatest eldritch beings, through a lineage that would make most people nauseous), and every mark was infused with added power from the mere attention of Yog-Sothoth. Once it was complete, the tome was carefully sealed away, and its writer dropped dead exactly three days later.
On rare occasions, the Tome of Eldritch Lore has fallen into the hands of others with a connection to the Dark Tapestry. To them, its incomprehensible runes start to become sensible - and as they increase their magical powers, the book offers more and more information to them, allowing them to cast strange and wondrous magic through its own energies. In this regard, it's much like an enchanted staff, since it doesn't function as a spellbook in the normal sense that Wizards and the like would use. For a creature bonded to it, the item is perfectly safe. For everyone else... not so much.
Tome of Eldritch Lore
Slot: None
CL: 20th
Weight: 5 lbs
Aura: Strong varied
Description
Often mistaken for a mere spellbook, albeit a powerful and dangerous one, this thick book is written in the runes of an unknown language, which shift around when the untrained eye looks at them and seem to spontaneously appear as the user advances in power. The many geometric lines of its cover seem to run red when the book is opened or called. A Tome of Eldritch Lore holds a maximum number of charges equal to the holder's Character Level x2.5 (rounded down) and can't be recharged normally. Some of its powers use charges and others don't. A Tome of Eldritch Lore doesn't lose its powers if it runs out of charges. The following powers don't use charges:
-Deepen Shadow (0th Level)
-Shadow's Blessing (1st Level)
-Horrid Revelations (2nd Level)
-Shadow Jump (2nd Level)
-Shadow Snare (3rd Level)
-Deeper Darkness (3rd level)
The following powers drain 1 charge per use:
-Aberrant Essence (3rd Level) 
-Strength of Madness (3rd Level)
-Vomit Tentacles (3rd Level)
-Dimensional Shove (4th Level)
-Eldritch Blood (4th Level) 
-Greater Mindquake (5th Level)
-Enemy Within (5th Level)
-Greater Dispel Magic (6th level)
-Greater Restoration (7th Level)
These powers drain 2 charges per use:
-Heart Skewer (5th Level)
-Call Voidling (7th Level)
-Implosion (9th Level)
-Wall of Nothingness (9th Level)
For 5 charges, the Tome of Eldritch Lore can cast Sink Land (9th Level).
The Tome of Eldritch Lore has DCs 4 higher than a staff of similar make would. The wielder still uses her own save DCs if they exceed those of the tome.
The wielder can use any of her metamagic feats on spells cast with the Tome of Eldritch Lore by expending 1 charge per increase in spell level, with a minimum of 1 charge spent. The adjusted level of the spell can't be increased above 9th level.
The wielder can expend one use of mythic power to gain the benefit of a number of charges equal to her mythic tier. Any excess charges are lost.
A wielder who knows the mythic version of one of the tome's spells can cast such spells from the tome by expending one use of mythic power. This can be combined with using mythic power to provide charges. Additionally, the wielder can expend one use of mythic power to add 1 charge to the tome, with no risk of it becoming inert if the tome is already fully charged.
For someone with a Character Level of 15 or higher, a Tome of Eldritch Lore gives the wielder spell resistance equal to 23 plus her tier. If this is willingly lowered, however, the tome can be used to absorb arcane or divine energy directed at its wielder, as a rod of absorption does. Unlike the rod, this tome converts spell levels into charges rather than retaining them as spell energy usable by a spellcaster. If the tome absorbs enough energy to exceed its limit of charges, it drops to half of its maximum number of charges (rounded down) and becomes unusable for 24 hours. The wielder has no idea how many spell levels are cast at her—the tome doesn't communicate this knowledge as a rod of absorption does. Thus, absorbing spells can be risky.
A Tome of Eldritch Lore is highly attuned to magical energies, and the user must already be capable of casting spells of a given level before spells of that level can be cast through the tome. At no point will a Tome of Eldritch Lore grant access to spells of a level higher than the user could normally cast. Incidentally, this renders the tome completely useless for anyone who cannot cast magic anyway.
A Tome of Eldritch Lore is extremely hostile to creatures that attempt to use it - outside of its bonded partners, which it instantly recognizes and is never dangerous to (even if not yet bonded to them), anyone attempting to use the book must make a Will Save (DC 30 + the number of previous uses) each time they attempt to use it in any way or be driven permanently insane. A Mythic creature bonded to a Tome of Eldritch Lore can instruct it to not use this effect on certain entities, and the tome will always follow these instructions.

| Yidhra, Goddess of Paradoxes | 
 
	
 
                
                
              
            
            *Wipes forehead* It was actually very hard to pick out a third class for this character. XD I had to go through quite a few ideas until I found something reasonably likely to work - and since she really has no business being on the front lines, I decided to go for a Ninja add-on that can hopefully help keep her alive.
Yidhra is the Goddess of Paradoxes and a former member of Azathoth's Court. The few that knew her name or worshiped her at all tended to have a tough time of it - her holy text included things like chanting her name out-loud while remaining silent and other nonsensical requirements, and sheer confusion led most people to quit and find a more reliable patron. She didn't care, of course - she hadn't even noticed that mortal worshipers existed. However, that all changed on the day she was struck down from Azathoth's Court. With the core of her divinity ripped away, Yidhra's power and madness alike were fading - and in that brief moment of balance, she worked a miracle on herself and became both mortal and divine.
However, the eldritch gods are bound by ancient laws... and as Yidhra fell to sleep, the stars were far out of their alignments. Only now, when they've reached their proper places in the sky, has she been allowed to wake and make her presence known once more. Curious about the world, she has a land to explore, power to regain, and evil to drive insane... if she can pay attention long enough to accomplish something.
Player Note: Despite her alignment, I actually plan to follow your lead with the plot. XD Yidhra's odd, but generally leans good, and won't go out of her way to cause trouble. Her paradoxical nature means she can act however she wants - up to and including perfectly sensible, and the fact that this makes no sense at all is the point. XD
Female Aasimar Ninja 1/Oracle (dual-cursed oracle) 1/Summoner (Master Summoner) 1/Gestalt 1/Hierophant 1
CN Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 18, touch 14, flat-footed 16 (+4 armor, +2 Dex, +2 untyped)
hp 18 (1d12+6)
Fort +6, Ref +8, Will +7
Defensive Abilities hard to kill; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee katana +2 (1d8+2/18-20)
Special Attacks mythic power (5/day, surge +1d6), sneak attack +1d6
Spell-Like Abilities (CL 1st; concentration +6)
. . 10/day—summoning mastery
Oracle (Dual-Cursed Oracle) Spells Known (CL 1st; concentration +6):
. . 1st (5/day)—ant haul (DC 16), cure light wounds, obscuring mist
. . 0 (at will)—create water, detect magic, ghost sound (DC 15), mage hand, read magic, sign of discovery
Summoner (Master Summoner) Spells Known (CL 1st; concentration +6):
. . 1st (3/day)—grease, mage armor
. . 0 (at will)—arcane mark, conjurer's toolbelt, guidance, open/close (DC 15)
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Statistics
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Str 14, Dex 14, Con 14, Int 14, Wis 12, Cha 20
Base Atk +0; CMB +2; CMD 16
Feats Dual Path, Extra Revelation
Skills Acrobatics +4, Diplomacy +11, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (nature) +6, Knowledge (planes) +6, Knowledge (religion) +6, Perception +7, Spellcraft +6, Use Magic Device +9; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Aklo, Celestial, Common, Draconic, Protean
SQ eidolon link, legendary power, lesser eidolon, life link, mystery (mystery [dark tapestry]), mythic bond, oracle's curse (haunted, tongues), poison use, returning, revelation (cloak of darkness, misfortune), share spells with eidolon, void caller
Combat Gear Tome of Eldritch Lore; Other Gear chain shirt, katana, summoner's kit, 0 gp
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Special Abilities
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Cloak of Darkness +4/+2 (1 hours/day) (Su) You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dual Path (Trickster) Select a mythic path other than the path you selected at your moment of ascension. You gain that path's 1st-tier ability (either archmage arcana, champion's strike, divine surge, guardian's call, marshal's order, or trickster attack). Each time you gain a path ability, you can select that path ability from either path's list or the list of universal path abilities.
Eidolon Link (Ex) A summoner and his eidolon share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner's connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Extra Revelation Benefit: You gain one additional revelation. You must meet all of the prerequisites for this revelation. Special: You can gain Extra Revelation multiple times.
Gain Sustenance from Sunlight You gain sustenance from sunlight. Standing in direct sunlight for half an hour nourishes you as though you had just eaten a hearty meal. You still need to drink water.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Haunted Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whether or not that creature is mythic. These uses of legendary power can be expended only to activate the legendary item's abilities. If the item's bearer isn't bonded to the item, she can expend the item's legendary power only to use its legendary surge ability.
Lesser Eidolon A master summoner's class level is halved (minimum 1) for the purposes of determining his eidolon's abilities, Hit Dice, evolution pool, and so on.The eidolon otherwise functions as normal. This ability replaces the summoner's normal eidolon.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Mighty Summons (Su) Each creature you conjure with any summon spell gains DR 5/epic for the duration of the summoning. If you cast a summon spell to summon more than one creature, you summon one additional creature of the same type. If you cast a summon spell to summon just one creature, you can expend one use of mythic power to give it the agile or savage mythic simple template for the duration of the summoning.
Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Rally (Su) As a swift action, use 1 power to grant allies in 30 ft a d20 reroll before your next turn.
Returning (Same Plane) The creature bonded to this item can expend one use of mythic power to teleport the item to her waiting hand, as if using teleport object. The item must be on the same plane as the bonded creature for this ability to function. This ability can be taken a second time, allowing the item to cross planes to return to the bonded creature. The item must be a major artifact to take this ability again.
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Summoning Mastery I (10/day) (Sp) Starting at 1st level, a master summoner can cast summon monster I as a spell-like ability a number of times per day equal to 5 + his Charisma modifier. The summoner can use this ability when his eidolon is summoned. Only one summon monster spell may be in effect while the eidolon is summoned. If the summoner's eidolon is not summoned, the number of creatures that can be summoned with this ability is only limited by its uses per day. This ability otherwise functions as the summoner's normal summon monster I ability. Other than these restrictions, there is no limit to how many summon monster or gate spells the summoner can have active at one time. This ability replaces the summoner's normal summon monster I ability and shield ally. (Note: Summons are Minutes/Level)
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Strike (Ex) As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.
Tongues (Aklo) You can only understand and speak one language in combat.
Void Caller The creatures you summon come from a strange and alien place, and you use an alternate summoning list (below).
Void Caller's Summoning List
A Void Caller replaces the normal Summon Monster list with the following:
SUMMON MONSTER I: 
Gorbel, Sagari, Vilstrak
SUMMON MONSTER II: 
Akata, Dossenus, Fleshdreg, Reefclaw, Slime Crawler (Larval), 1d3 from SMI
SUMMON MONSTER III: 
Choker, Lurking Ray (Executioner's Hood), T'Shann, Volt, 1d3 from SMII, 1d4+1 from lower than that
SUMMON MONSTER IV: 
Belabra, Gambado, Grick, Nightgaunt, Rust Monster, Vampiric Mist, 1d3 from SMIII, 1d4+1 from lower than that
SUMMON MONSTER V: 
Cloaker, Elder Thing, Gibbering Mouther, Lunarma, Stone Roper, 1d3 from SMIV, 1d4+1 from lower than that
SUMMON MONSTER VI: 
Arcanoplasm, Denizen of Leng, Destrachan, Drider, Hound of Tindalos, Lurking Ray (Lurker Above), Neh-Thalggu, Shantak, 1d3 from SMV, 1d4+1 from lower than that
SUMMON MONSTER VII: 
Bedlam, Brume, Colour Out Of Space, Draconid, Spawn of Yog-Sothogh, Tentacled Horror, Yithian, 1d3 from SMVI, 1d4+1 from lower than that
SUMMON MONSTER VIII: 
Dark Young of Shub-Niggurath, Evil Eye, Moon-Beast, Royal Naga, 1d3 from SMVII, 1d4+1 from lower than that
SUMMON MONSTER IX: 
Azruverda, Charybdis, Flying Polyp, Ghorazagh, Vemerak, 1d3 from SMVIII, 1d4+1 from lower than that
*All of a Void Caller's creatures are summoned with the Entropic template, the ability to understand and communicate in Aklo (when possible), and a Neutral moral alignment, as they are ultimately the servants of chaotic neutral gods. If summoning more than one creature, Mighty Summons brings out another of that type.
Sathua
Quadruped
CN Small outsider
Init +3; Senses darkvision 60 ft.; Perception +14
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Defense
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AC 16, touch 14, flat-footed 13 (+3 Dex, +1 size, +2 natural)
hp 10 (1d10)
Fort +2, Ref +5, Will +0
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Offense
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Speed 40 ft.
Melee bite +2 (1d4)
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Statistics
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Str 10, Dex 16, Con 11, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +0; CMD 13 (can't be tripped)
Feats Alertness
Skills Disable Device +10, Perception +14, Sense Motive +6, Stealth +19
Languages Aklo, Common
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).

|  GM DSP | 
 
	
 
                
                
              
            
            So far so good.
Are you hoping to have the Tome if Eldritch Lore from the start?
I inclined to attribute at least some other the Lovecraftian gods' malice and madness to Yidhra's disappearance. I feel like the Goddess of Paradoxes might have brought some balance to that pantheon in her own odd way.
Also, I have a few thoughts on why you were betrayed and by whom :)
I'd like to take a bit of time to iron out a few more details before we start playing.
I'd also like to know how you attributed the "god points" in your profile and where they come from exactly so I know what I'm dealing with.
I do not have Deep Magic alas, but if you post for me what things do, I'm ok with most things. I have been doing this for a while now ;)
Lastly, how did you get HeroLab to make a gestalt character? I've been trying to months!

| Rednal | 
 
	
 
                
                
              
            
            Ideally from the start, but if you'd rather not, then picking it up fairly early on - it is meant to be a strongly thematic item, after all, present through much of the adventure. XD
For God Points... not quite sure what you mean by that. If you mean abilities - first four stats are 5 points each, Wisdom is 0 points (+2 racial), and Charisma is 10 points (+2 racial, plus another 2 racial for giving up the Aasimar spell-like ability - Blood of Angels has a fun table of 100 alternate abilities, and it's technically legal to have gotten both the ability boost and the ability to turn sunlight into food, so I did. XD).
I'll whip up the full list of spells there shortly - Kobold Press did a great job with the tome, and I expect it'll be fun.
As for making Gestalts, I still had to do it the old-fashioned way. Kinda. I start by building the character completely on one side - all the feats, skills, items, etc. in primary form, then I duplicate the character and change the levels (but leave everything else the same, since it's where it should be). Then I export both characters into Word and smash them together, taking the highest results in each.
Also, someone recently released a Gestalt builder as a community update... XD This game is harder because you do three classes (and it doesn't really support that), but for two-class Gestalts, you can actually do it completely within HeroLab now. I built the Oracle and Summoner parts together, then added the Ninja separately.

|  GM DSP | 
 
	
 
                
                
              
            
            Good to know!
By "God stuff", I meant this:
Lords of Creation
Spoiler: 
Name: Yidhra 
Played By: Rednal 
Rank: Intermediate Deity (6 AP / Week) 
Domains (Portfolios): 
-Chaos 
-Law 
-Madness (Insanity, Nightmare) 
-Strength 
-Sun 
-Void (Dark Tapestry, Stars) 
Abilities: 
-Grand Destroyer - You are the embodiment of destruction, the great unmaker of all things. Although most likely to be considered an evil god, your purpose is necessary to creation. Things must be destroyed so that new things may arise. Your Curses and Censures are stronger than most gods, It takes 2 extra AP to break a Curse or Censure you cast. 
-Holy Benefactor: You are a god of holy power. Your will is manifest in the strength it gives those around you. Your purpose is to create and reinforce, to protect the universe from the crushing effects of darkness. Your Blesses and Praises are stronger than most gods, it takes 2 extra AP to break a Bless or Praise you cast. 
-Inconceivable: Your god is basically an eldritch horror. Mortals may not look upon your god without going mad. Even other gods struggle to look at you while retaining their sanity. All your creations are bizarre and alien. Every word written about you is locked away in fear of a poor soul going mad with the revelation. You are the Nemesis of Reason. You subtract 2 Dice from your Foe's defense during combat. 
Theme: Lovecraftian Goddess of Paradoxes 
Alignment: Chaotic Neutral 
Attack: 4d6 (+1d6 - Relic: The Necronomicon) 
Defense: 3d6 
HP: 30 (+10 - Relic: The Perfect Pillow) 
Description: Yidhra is a perplexing deity, random and frequently doing things because they amuse her. Most of the things she does have a second side to them - gifts bring trouble, trouble brings fortune, mortals generally don't walk away from an encounter with her unchanged. Which is the point, really. She doesn't care if things are changing for the better or for worse; the point is that change is happening. Despite her madness, Yidhra is truly paradoxical - she's as orderly as she is chaotic, and a builder as much as a destroyer. 
Relics: 
--The Necronomicon: A spellbook that has records of every magical technique within it, the Necronomicon is powerful enough to be a serious threat in the hands of any deity or demigod that uses it, adding 1 dice to their attack role. Spells cast through the book operate under the Spell Recharge rules, with the book itself supplying the knowledge needed to cast the magic. Furthermore, it unlocks true understanding of the impossible... so it wouldn't be wrong to call this book the sum total of all Yidhra's alien knowledge. 
--The Perfect Pillow - One common trait of eldritch beings is the amount they sleep, waking only when the stars have aligned. Yidhra mostly sleeps on top of a pillow whose attributes are beyond just about anything a mortal can imagine. Even better, it can change its size and shape based on the desires of its owner, and the rest is so relaxing it grants +10 HP. Oh, and those who sleep on it literally become a dream of the universe itself, disappearing from existence for as long as they rest. Only particularly interesting cosmic alignments, special magical rituals, calls from a deity, or their own waking can cause them to return to existence.
Mod? Yes - primarily as a neutral arbitrator when the other mods need one.

| Yidhra, Goddess of Paradoxes | 
 
	
 
                
                
              
            
            So, with that, I just need word on the Tome and whether it's there at the start... XD
Oh! And here's the spell list for it.
School illumination (transmutation); Level shadowsworn 0, sorcerer/wizard 0, witch 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft. per caster level)
Duration 1 min.
Saving Throw none (harmless); SR no
You designate a 5-ft. square in which shadows converge. This grants anyone attempting a Stealth check in that square a +4 circumstance bonus.
School illumination (transmutation); Level bard 1, cleric/oracle 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V
Range touch
Target creature touched
Duration 10 min./level
Saving Throw Fortitude negates (harmless); SR yes (harmless)
The recipient of this spell enjoys several benefits depending on the illumination level. In bright light, the recipient gains no bonuses from shadow’s blessing. In normal light, the recipient gains a +2 morale bonus on Stealth checks and imposes a 10% miss chance on other creatures that attack the recipient, as the spell provides a lesser form of concealment.
In dim light, the recipient gains a +4 morale bonus on Stealth checks and increases the miss chance from concealment with respect to him to 30%. In darkness, the recipient gains a +6 morale bonus on Stealth checks and imposes a 10% miss chance on creatures with darkvision that attack the recipient (there is no additional miss chance for creatures without darkvision).
School enchantment [mind-affecting]; Level sorcerer/ wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range 60-ft. radius
Duration 1 min./caster level
Saving Throw none; SR yes
To all enemies within range, illusions are much more likely to seem real and deadly. Targets affected by this spell may still attempt to disbelieve illusions, but Will saves to do so are made at a –4 penalty.
School illumination (conjuration) (teleportation, shadow); Level shadowsworn 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V
Range personal
Target caster
Duration instantaneous
You may move from one shadow to another within 100 ft. +10 ft./level and line of sight without passing through the intervening space. After moving, you can’t take any other actions until your next turn. You can bring along any object you are able to carry. You cannot bring creatures along with you, other than your familiar.
School transmutation [shadow]; Level shadowsworn 3, sorcerer/wizard 3
Casting Time 1 standard action
Components S
Range medium (100 ft. + 10 ft./level)
Effect one shadow
Duration 1 round/level (D)
Saving Throw none; SR no
When cast on a natural shadow, this spell transforms it into a long, thick tentacle. The tentacle stays rooted to the caster (or to the point on the wall or floor where it originally fell, if the shadow is not connected to you), but can extend 5 ft. per level to attack an opponent. The tentacle is intangible. Attempts to physically sever or break it simply pass right through it, while the shadow instantly reforms itself or flows around interposing objects.
When shadow snare is cast, the tentacle attacks any target you indicate during the spell’s casting. A successful touch attack means the shadow has entangled a victim (the tentacle seems quite solid to the victim). An entangled victim suffers –2 to attack rolls and a –4 penalty to effective Dexterity. An entangled spellcaster must make a DC 15 concentration check to cast a spell. Since the animated shadow is considered anchored, it can hold a victim motionless if you desire. Otherwise, the victim can move at half speed up to the length of the shadow away from the shadow’s anchor point. A standard action allows you to indicate a new target. If the victim is attacked by his own shadow, he cannot be held motionless by it, but the penalty to attack rolls is –3 and to effective Dexterity is –6.
Strength and Escape Artist checks (DC 15 + your caster level) can be used to break free of the entanglement.
The following powers drain 1 charge per use:
School conjuration (dimensional); Level magus 3, sorcerer/wizard 3
Casting Time 1 standard action
Components S
Range personal
Target you
Duration 1 round/level (D)
You angle your body into and out of an alternate dimension in quick succession. Your outer surfaces (and those of your equipment) disappear and reappear in a disturbing peeling effect that reveals inner layers, including your musculature and circulatory systems. At times, parts of your body disappear entirely. At other times, they reappear as roiling layers of disjointed innards that merge and split apart with lightning speed.
While under the effects of this spell, physical attacks against you have a 50% miss chance and spells that individually target you have a 50% chance to fail. You take only half damage from area-of-effect attacks. You also have a 50% chance of ignoring solid objects during each move action. Force effects and abjurations affect you normally.
Although you are only partially visible, you are not considered invisible and enemies retain their Dexterity bonus to their AC against your attacks. You receive a +2 bonus on attack rolls and cannot be flanked, but opponents’ piercing and slashing weapons have a 50% chance per attack of being treated as keen due to your exposed organs.
The Blind-Fight feat does not help your opponents because you are in an alternate dimension and not merely invisible. Your senses while you are affected by this spell remain perfectly intact.
School transmutation [mind-affecting]; Level cleric/ oracle 3, magus 3, sorcerer/wizard 3, witch 3
Casting Time standard action
Components V, S
Range touch
Effect target trades mental resilience for attack power
Duration 1 round/caster level
Saving Throw Will negates; SR yes
You transfer the maddening power of the Dark Tapestry into a target with your touch. To cast this spell on an unwilling target, you must make a touch attack; casting this spell on a willing creature does not require an attack roll.
The target receives a –2 penalty to Will saves and gains a +1 profane bonus on melee attack and damage rolls. At 8th caster level, and every three levels thereafter, the profane bonus increases to +2 and the penalty to Will saves increases by –2, and the spell also encompasses Reflex saves. At 14th level, Fortitude saves also take the penalty. The bonus to attack and damage increases by +2, to a maximum of –10 to all saves and +6 to attack and damage rolls at 20th level.
At any caster level while this spell is in effect, when rolling a natural 1 on a Will save the target experiences confusion, as the spell, for 1d4 rounds.
School transmutation; Level antipaladin 2, cleric/oracle 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S, M/DF (a piece of a tentacle)
Range 15 ft.
Effect tentacles that attack 1 chosen target within range
Duration 1 round/level
Saving Throw none; SR no
Upon casting this spell, your jaws distend and you spew myriad thin, slimy tentacles from your mouth, which grasp and bind your opponents. While the spell is in effect, you are incapable of speech and cannot cast spells with verbal components.
The tentacles have a 15-ft. reach and can initiate a grapple on any one foe within range. The tentacles’ CMB uses your character level as its base attack bonus with a +4 Strength bonus (or your own bonus, whichever is higher) and a +1 size bonus. If the grapple is successful, the tentacles inflict 1d6 hp+4 (or your Str bonus, if it’s higher) damage and the target gains the grappled condition.
Each round the grapple is maintained, the tentacles inflict another 1d6+4 (or your Str bonus, if it’s higher), and they can perform other grapple maneuvers. The CMD for escaping the tentacles is equal to 10 + their CMB + your Dex modifier. The tentacles can grapple more than one opponent at a time, but they may only grapple one opponent per round, and they may only grapple foes adjacent to you.
The tentacles provide a +4 racial bonus to drag and reposition maneuvers against targets grappled by the tentacles, and you provoke no attacks of opportunity for performing these maneuvers. You also gain a +4 competence bonus to your CMD against such maneuvers if they are attempted by your grappled foe. The tentacles can be attacked to free the grappled opponents. Inflicting 5 hp slashing damage per your caster level severs enough tentacles to free all grappled opponents. Any severed tentacles regrow so long as the spell persists, and they are usable again on your next action.
School conjuration (teleportation, dimensional); Level bard 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range touch
Target one creature touched
Duration instantaneous
Saving Throw Will negates; SR yes
This spell pushes your target through a dimensional portal, causing it to reappear a short distance away. You must make a successful melee touch attack to use this spell. If the target fails its Will save, it disappears from its current location and reappears 10 ft. away from you per caster level (maximum 100 ft.). It appears in a location directly away from you. This travel can take it through walls, creatures, or other solid surfaces, but if the distance traveled would place the creature inside a solid object, it instead appears in the nearest open square in the path of travel.
Mythic: If you expend one use of mythic power when casting dimensional shove, the target does not receive a Will saving throw to resist the spell, unless the target is mythic. In addition, you can select the destination of the target, as long as that destination is known to you, on solid ground, and is within the normal range of the shove (100 ft.). The location cannot be within a solid object, otherwise the spell fails.
School transmutation; Level alchemist 4, magus 4, witch 5
Components V, S, F (fresh blood)
Casting Time 1 immediate action
Range short (25 ft. +5 ft./2 levels)
Target one living creature
Duration 1 min./level
Saving Throw Will negates (harmless); SR yes (harmless)
When you score a critical hit on a creature within this spell’s range or cause such a creature to suffer a bleed effect, you can use its spilled blood to forge an eldritch link between the bleeding creature’s entire ancestry and one target within range of your choice. The spilled blood serves as the focus for this spell. The target you select gains access to the bloodline arcana and bloodline powers of either the arcane or destined bloodline (as determined by you), using your caster level as its sorcerer level. The target does not receive any bonus skills, spells, or feats.
Any bonuses that would normally be permanent (such as gaining a familiar or having a bonus to saving throws in a surprise round) last for the spell’s duration. Any abilities that can only be used a limited number of times per day may each only be used once by the target of this spell (even if they could normally be used more often). This is true even if the target gains bloodline abilities via this spell multiple times in the same day. For example, a target that gains the touch of destiny ability via this spell can only use it once per day, even if this spell is cast on it multiple times in the same day.
When an alchemist uses this as an extract, the creature injured to create the focus blood must be adjacent to the alchemist. The extract created can be immediately drank by the alchemist as a free action, or drank by an ally that becomes the recipient of bloodline powers and abilities (if the alchemist has the infusion discovery) as a standard action later. The extract’s duration still runs from the time it is created (rather than beginning when it is drank).
If the blood used as a focus is from an aberration, you may instead gain the described benefits of the aberrant bloodline.
If the blood used as a focus is from a chaotic evil outsider, you may instead gain the described benefits of the abyssal bloodline.
If the blood used as a focus is from a good-aligned outsider, you may instead gain the described benefits of the celestial bloodline.
If the blood used as a focus is from a dragon, you may instead gain the described benefits of the draconic bloodline. In this case, you gain the breath weapon of the type of dragon whose blood fuels this spell.
If the blood used as a focus is from a creature with the air, earth, fire, or water subtype, you may instead gain the described benefits of a matching elemental bloodline. (Note that elementals are immune to critical hits and bleeds, and thus cannot be the donor of blood for this spell.)
If the blood used as a focus is from a creature with the fey type, you may instead gain the described benefits of the fey bloodline.
If the blood used as a focus is from a non-chaotic and evil outsider, you may instead gain the described benefits of the infernal bloodline.
Level bard 5, witch 5, sorcerer/wizard 5
As mindquake, except allies are excluded from the effect and the duration is 2 rounds/caster level.
MINDQUAKE
School enchantment; Level bard 2, sorcerer/wizard 3,
witch 3
Casting Time 1 standard action
Components V, S
Range 30-ft. radius burst
Duration 1 round/level
Saving Throw Will negates; SR yes
From your space, you let lose a burst of energy from the darkest void that leaves all creatures in the area shaken unless they succeed on a Will save. If the creature affected is already shaken, it becomes frightened; if already frightened it becomes panicked. This spell has no effect on undead creatures.
School illusion; Level bard 5, cleric/oracle 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range close (25 ft. +5 ft./caster level)
Target one creature
Duration 1 round/caster level
Saving Throw Will disbelief; see text; SR yes
You spit out a curse and point to the target, which receives a Will save. If it fails, the target feels and sees a swarm of terrifying insects crawling under its skin (the specific insects vary by target, but could include ants, bees, centipedes, or any insects that particularly frighten the target). These insects deal 3d6 hp damage each round; each round the target would take damage, it receives a Fortitude save to halve the damage.
A target affected by this spell may spend a full-round action slashing at its skin (with a weapon or otherwise) to release the illusory insects; if it does so, this spell ends, but the target takes damage equal to 2d6 + its Strength modifier. The target does not take damage from the insects during the round it spends slashing its skin.
These powers drain 2 charges per use:
School conjuration (dimensional); Level magus 5, sorcerer/wizard 5, witch 5
Casting Time 1 standard action
Components S
Range incorporeal ranged touch
Target one creature subject to critical hits
Duration instantaneous
Saving Throw Fortitude partial; SR yes
You attempt to skewer a target’s critical, internal organ without penetrating its skin. With a sweeping arm motion and a powerful lunge, you thrust your hand or a piercing melee weapon toward a target. Your hand and forearm vanish, leaving a ball of roiling flesh where your elbow passes into hyperdimensional space. With a successful incorporeal ranged touch attack, you bypass the armor and skin of the target and grip or skewer the vital organ directly. This attack ignores the target’s cover bonuses, shield, natural armor, and most armor, but it does not ignore armor bonuses granted by force effects such as mage armor, bracers of armor, and elf lord’s battle armor. If the target fails its save, it takes 12d6 hp damage +1 hp per caster level; otherwise, it takes 3d6 hp damage +1 hp per caster level. You withdraw your hand, and if the target dies, the target’s vital organ drips gore from your grip or from the skewering tip of your weapon.
School conjuration (summoning) [evil]; Level cleric/oracle 7, sorcerer/wizard 7, witch 7
Casting Time 1 round
Components V, S
Range close (25 ft + 5 ft./2 caster levels)
Effect one summoned voidling
Duration 1 round/level (D)
Saving Throw none; SR no
This spell summons a voidling from the Dark Tapestry. It appears where you designate and acts immediately on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. See sidebar on following page for the voidling’s statistics.
Voidling CR 11
XP 12,800
CE Large outsider
Init +11; Senses darkvision 60 ft.; Perception +27
DEFENSE
AC 27, touch 24, flat-footed 17; (+5 deflection,
+9 Dex, +1 dodge, –1 size, +3 natural)
hp 88 (16d8+16)
Fort +3, Ref +12, Will +9
Defensive Abilities natural invisibility (see below),
fed by darkness; Immune magic (see below)
OFFENSE
Speed fly 50 ft. (perfect)
Melee 5 tendrils +18 (1d8+5 plus grab)
Space 10 ft. Reach 15 ft.
Special Attacks negative burst
Spell-Like Abilities (CL 11th)
Constant—detect magic, see invisibility
At will—cause fear (DC 15), deeper darkness, black tentacles
3/day—reverse gravity (DC 19), quickened magic missile
1/day—horrid wilting (DC 22), waves of fatigue
STATISTICS
Str 20, Dex 29, Con 10, Int 15, Wis 16, Cha 14
Base Atk +9; CMB +13; CMD 27
Feats Alertness, Blind-Fight, Dazzling Display,
Dodge, Improved Initiative, Skill Focus
(Perception), Toughness, Weapon Finesse, Weapon
Focus (tendrils)
Skills Acrobatics +21, Bluff +18, Intimidation +18,
Escape Artist +21, Fly +31, Perception +27, Stealth +28
Languages telepathy 60 ft.
SQ feed by darkness
SPECIAL ABILITIES
Fed by Darkness (Su) In magical darkness, a voidling gains fast healing 5.
Immunity to Magic (Ex) Voidlings are immune to all spells and spell-like abilities that allow spell resistance, except for spells with the light descriptor.
Natural Invisibility (Ex) Voidlings are made of darkness and thus receive a +40 bonus to Stealth checks made while in complete darkness, even while moving.
Negative Burst (Su) Once per round as a standard action, a voidling can release a burst of negative energy negative that deals 2d8 hp damage to adjacent creatures and objects. A DC 21 Fortitude save halves this damage. The save DC is Constitution-based.
School conjuration (creation); Level sorcerer/wizard 9
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect a wall covering one 5-ft. square/level (S)
Duration 1 round/level (D)
Saving Throw Fortitude partial (object); SR yes
You create a wall of utter nothingness torn from the very outer rim of the galaxy. The wall cannot be moved or damaged. Any unattended object passing through the wall is automatically destroyed. Creatures passing through a wall of nothingness take 2d6 hp damage per caster level (maximum of 40d6). Any creature reduced to 0 or fewer hp by the wall is entirely disintegrated, leaving nothing behind. Any creature that makes a successful Fortitude save is partially affected and suffers 10d6 hp damage. If this reduces a creature to 0 hp it is entirely disintegrated, requiring resurrection or a more powerful spell to bring it back to life.
Spells such as dispel magic can remove a wall of nothingness. The wall must be continuous and unbroken when formed. If any object or creature breaks the wall’s surface, the spell fails.
A wall of nothingness blocks line of sight and line of effect.
A wall of nothingness can be made permanent with a permanency spell. This costs 25,000 gp and requires minimum caster level 16th.
For 5 charges, the Tome of Eldritch Lore can cast
School evocation [water]; Level cleric/oracle 9, druid/ shaman 9
Casting Time 1 standard action
Components V, S, M (isonade heartblood worth 5,000 gp), DF
Range long (400 ft. + 40 ft./level)
Area 500-ft.-radius spread (S)
Duration 3 rounds
Saving Throw see text; SR no
When you cast sink land, the earth around you sinks and the water table rises. This creates a powerful shockwave and tidal rush and permanently alters the terrain near you.
The sinking effect lasts for 3 rounds, during which time creatures on the ground can’t move or attack. In the first and second rounds, the land sinks and movement and attacks are hampered; in the third round, water rushes into the area of the spell and speech, movement, and attacks are all prevented. Starting in the fourth round, creatures can move and act normally.
Spellcasters on the ground must make a concentration check (DC 20 + spell level) or lose any spells they try to cast. Being underwater in the third round, spellcasters must follow the rules for underwater spellcasting (see Pathfinder RPG Core Rulebook) and must also make the same concentration check for verbal components as in previous rounds.
The sinking land affects all terrain, vegetation, structures, and creatures in the area. The specific effect of a sink land spell depends on the nature of the terrain where it is cast, as listed below.
Cave, cavern, or tunnel: The roof collapses, dealing 8d8 hp damage to any creature caught under the cave-in (Reflex DC 16 for half) and pinning that creature under the rubble (see below). Water floods the cavern or tunnel; creatures unable to breathe water must hold their breath until freed or drown.
Cliffs, hills, and mountains: Cliffs crumble and mountains sink by up to 10 ft./caster level. This creates a landslide or mudslide that travels 40 ft. for every 10 ft. it falls vertically. Any creature in the path takes 8d8 hp bludgeoning damage (Reflex DC 16 for half) and is pinned under the rubble (see below). In addition, springs and melting snow or ice water spring forth from the hillside, turning the terrain to mud. The affected area slumps down and may form an alpine lake, ice field, or tarn if surrounded by higher terrain.
Open ground: Each creature standing in the area must make a DC 16 Reflex save to successfully take a breath before plunging underwater; otherwise, they begin drowning and they drop held items. The sinking creates a large lake or waterhole in even the driest region. The lake is 10 ft. deep/caster level in marsh, swamp, plains, or urban terrain; 5 ft. deep/caster level in forests or jungle; and 5 ft. deep/2 caster levels in snowy tundra. In a desert, the sinking creates a marsh 5 ft. deep regardless of caster level and affects half the usual radius. If cast along a shoreline or coast, the lake merges with the nearby body of water.
Structures: Any structure on open ground takes 100 hp damage from sinking foundations and rushing floodwaters. This collapses a typical wooden or masonry building, but not a structure of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature inside a collapsing structure takes 8d6 hp bludgeoning damage (Reflex DC 16 for half) and is pinned beneath the rubble (see below) below water level and may be subject to drowning.
Pinned under rubble: Any creature pinned beneath rubble takes 1d6 hp nonlethal damage/min. while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 hp lethal damage each minute thereafter until freed or dead.
The material component is the heartblood of an isonade (see Midgard Bestiary for Pathfinder RPG, page 65) or the heartblood of a similar epic leviathan or kraken.
I think that's everything, so we can probably get started whenever you're ready. XD

| Yidhra, Goddess of Paradoxes | 
 
	
 
                
                
              
            
            For your reference:
Savage entropic vilstrak (Pathfinder RPG Bestiary 2; Pathfinder RPG Mythic Adventures)
CN Medium aberration
Init +0; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 20, touch 10, flat-footed 20 (+10 natural)
hp 13 (1d8+9)
Fort +1, Ref +0, Will +2
DR 5/epic; Resist acid 5, cold 5, electricity 5, fire 5; SR 6
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Offense
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Speed 30 ft.
Melee 2 slams +2 (1d4+2 plus bleed)
Special Attacks bleed: all (1), feral savagery, smite law
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Statistics
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Str 15, Dex 11, Con 13, Int 6, Wis 10, Cha 8
Base Atk +0; CMB +2; CMD 12
Feats Skill Focus (Perception)
Skills Perception +7, Stealth +4 (+12 in rocky surroundings); Racial Modifiers +8 Stealth in rocky surroundings
Languages Aklo, Terran
SQ merge with earth
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Special Abilities
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Bleed: All (1) (Ex) Attack causes additional damage at the beginning of the target's turn.
Damage Reduction (5/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Feral Savagery (full attack) (Su) Under the listed circumstances, make an additional attack
Merge with Earth (Su) A vilstrak can merge with earth or stone at will as a standard action. This ability is similar to a meld with stone spell (CL 12th), except that a vilstrak can see what goes on outside and it can remain merged as long as it desires.
Smite Law (1/day) (Su) +0 to hit, +1 to damage when used.
Spell Resistance (6) You have Spell Resistance.
 
	
 
     
     
    