Celestial Gnome

Arvaldo the Puppetteer's page

63 posts. Alias of Philo Pharynx.


Race

Male Gnome Kineticist/Rogue

Classes/Levels

Rog13/Kin 13; Init +7; Percep +29 (+35 trap spotter); HP 159/159; THP 25/45; NL 65/159; AC 30 TAC 21 FFAC 22; Fort +21, Ref +22e, Will +11 (+4 charm/comp, +2 ill, +2 fear/despair); Stealth +36 (works vs BS)

About Arvaldo the Puppetteer

Current burn 5:
Burn effects:
65 points unrecoverable nonlethal
45 temporary HP (recovers 3/minute)
+2 size bonus STR&CON
+4 size bonus DEX
+4 to hit kinetic blasts
+8 damage kinetic blasts

stats with burn:

Arvaldo the Puppeteer
Male gnome kineticist 13/rogue (unchained, carnivalist) 13/gestalt 13 (Pathfinder Player Companion: Animal Archive)
NG Small humanoid (gnome)
Hero Points 1
Init +7; Senses darkvision 60 ft., low-light vision; Perception +29
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Defense
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AC 29, touch 20, flat-footed 22 (+7 armor, +2 deflection, +6 Dex, +1 dodge, +2 shield, +1 size)
hp 159 (13d8+91)
Fort +21, Ref +22, Will +11 (+4 vs. charm and compulsion); +2 vs. illusions, +2 bonus vs. fear and despair
Defensive Abilities evasion, fortification 25%, improved uncanny dodge
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Offense
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Speed 20 ft.
Melee mithral dagger +18/+13 (1d3+7/19-20) or
. . perfectionist shavtoosh +17/+12 (1d2+7 nonlethal) or
. . unarmed strike +17/+12 (1d2-1)
Ranged force blast +21 touch (7d6+10 force) or
. . telekinetic blast +21 (7d6+20)
Special Attacks distraction, fascinate, sneak attack (unchained) +7d6
Spell-Like Abilities (CL 13th; concentration +18)
. . 1/day—dancing lights, ghost sound (DC 16), prestidigitation, speak with animals
Kineticist Spell-Like Abilities (CL 0th; concentration +0)
. . At will—basic telekinesis
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Statistics
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Str 9, Dex 24, Con 22, Int 16, Wis 12, Cha 20
Base Atk +9; CMB +7; CMD 27
Feats Alertness, Dampen Presence, Deft Hands, Dodge, Exotic Weapon Proficiency (whip), Improved Unarmed Strike, Mobility, Skill Focus (Perception), Skill Focus (Stealth), Weapon Finesse
Traits animal friend, irrepressible
Skills Acrobatics +20 (+16 to jump), Appraise +7, Bluff +16, Craft (cloth) +10, Craft (sculpture) +10, Diplomacy +16, Disable Device +37, Disguise +8, Escape Artist +21, Fly +17, Intimidate +8, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Linguistics +19, Perception +29, Perform (comedy) +15, Perform (dance) +15, Perform (oratory) +15, Perform (sing) +13, Perform (wind instruments) +12, Sense Motive +11, Sleight of Hand +27, Stealth +36, Swim +7, Use Magic Device +24; Racial Modifiers +2 Craft (sculpture), +2 Perception
Languages Abyssal, Aquan, Auran, Catfolk, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Ignan, Infernal, Orc, Sasquatch, Shae, Sylvan
SQ animal trainer, burn, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, elemental focuses and expanded elements (aether, expanded element [aether]), elemental overflow, eternal hope, familiar sneak attack, force ward, gather power, gnome magic, hero points, infusion specialization, infusions (bowling infusion, extended range, foe throw, kinetic blade, kinetic whip, snake), internal buffer, kinetic blast, metakinesis, metakinesis, metakinesis, pet performance, pet performance: trained legerdemain, rogue talents (deadly range, stealthy sniper, trap spotter), trapfinding +6, utility wild talents (self telekinesis, self telekinesis, greater, telekinetic finesse, telekinetic haul, telekinetic invisibility, telekinetic maneuvers, touchsight)
Combat Gear wand of cure light wounds, wand of polypurpose panacea (50 charges), air crystal (3), alchemical cement (3), alchemical glue (5), alchemical glue accelerant (2), alchemical solvent (5), alchemist's kindness (25), antitoxin (5), caphorite dust (5), holy water (5), liquid ice (5), shadowcloy flask (5), sharpstone sling bullets (200), smoke pellet, smog (5), tanglefoot bag (5), vermin repellent (20); Other Gear +3 comfort mithral shirt, +1 arrow deflection buckler, mithral dagger, perfectionist shavtoosh, apprentice's cheating gloves, belt of physical might +2 (Dex, Con), boots of the cat, circlet of persuasion, cloak of resistance +5, goggles of night, handy haversack, headband of mental superiority +2, pipes of sounding, pouch of pixie dust, ring of protection +2, sleeves of many garments, ushabti of the willing servant, vest of escape, applejack (per gallon), bedroll, belt pouch, cards, colored handkerchiefs (0.5 lb), entertainer props, simple (0.5 lb), entertainer's outfit, everburning shadow lantern (worth 150 gp), familiar satchel, flint and steel, hemp rope (50 ft.), ink, black (2), inkpen (2), journal (2), juggling balls (0.5 lb), marionettes (worth 50 gp) (4), masterwork stilts, mead (per gallon) (2), measuring cord (10 ft.) (2), mess kit, paper (10), pot, powder (2), puppet theater (worth 50 gp), signal whistle, tent, small, thieves' tools, trail rations (5), waterskin, 922 gp, 4 sp, 1 cp
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Special Abilities
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Aetheric Boost (Sp) Level 6; Burn 2
Animal Friend +1 to Will saves when you are within 30' of an animal, Handle Animal is a Class Skill.
Animal Trainer +6 (Ex) Gain a bonus when training small/tiny animals, and can increase DC by 5 at 7x normal speed.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bardic Performance: Fascinate (5 targets, DC 21) (Su) One or more creatures becomes fascinated with you.
Basic Telekinesis (At will) (Sp) This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects.
Boots of the cat When falling, always land on feet and take the minimum damage.
Bowling Infusion Blast also trips foes.
Burn 4/round (13 nonlethal/burn, 9/day) Burn HP to gain greater effects on your wild talents.
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Dampen Presence You may use the Stealth skill to hide from blindsight or blindsense
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Range +10 (Ex) Increase the range at which can make ranged sneak attacks.
Debilitating Injury: Bewildered -2/-6 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-6 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elemental Overflow +4/+8 (Max +4, +2 CON, +4 DEX, +2 STR, 25% fortification) (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Extended Range Kinetic blast has range of 120ft.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Familiar Sneak Attack (Ex) Familiar within 30 ft can deal sneak attack as you do.
Foe Throw Throw a creature if it fails its save.
Force Blast (Sp) Level 6; Burn 2
Force Ward (13 hp +6 hp/burn) (Su) Gain 13 temporary hp
Fortification 25% You have a chance to negate critical hits on attacks.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Uncanny Dodge (Lv >=17) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 17+.
Infusion Specialization 3 (Ex) Reduce burn cost of blasts with infusions by 3
Internal Buffer 2 (Su) Store burn for use later
Irrepressible You can use your Charisma modifier instead of Wisdom for Will saves vs. charm & compulsion.
Kinetic Blade Create a blade of pure energy.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Whip Form a kinetic blade with reach.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Metakinesis (1 burn: Empower) (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Metakinesis (2 burn: Maximize) (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Metakinesis (3 burn: Quicken) (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Perfectionist shavtoosh Grants Improved Unarmed strike when worn.
Pet Performance (Ex) Can use bardic performances with Handle Animal checks in place of perform checks.
Pet Performance: Distraction (Su) Counter magical effects that depend on sight.
Pet Performance: Trained Legerdemain +6 (Ex) Pet in 30 ft makes Disable Device/Sleight of Hand check (DC +5), with listed bonus.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Self Telekinesis (Sp) You use your telekinetic abilities to move yourself.
Self Telekinesis, Greater (Sp) You have greater control over your self telekinesis.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sleeves of many garments Transform current clothes into any non-magical new form.
Snake Blast can bend around corners.
Sneak Attack (Unchained) +7d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Stealthy Sniper (Ex) Sniping is only a -10 penalty, rather than -20.
Supercharge (Su) Move: reduce the burn cost of a blast by 2 or Full-round: reduce the burn cost of a blast by 3
Telekinetic Blast (Sp) Level 6; Burn 0
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.
Telekinetic Invisibility (Sp) Grants invisibility
Telekinetic Maneuvers (Sp) Do combat maneuvers using you Con to determine your CMB..
Touchsight (Su)

Your telekinesis allows you to keep track of unseen things that it touches.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +6 Gain a bonus to find or disable traps, including magical ones.
Ushabti of the willing servant Summon an unseen servant for 1 hour at a time. If inscribed, summon spiritual ally for 7 rds (non-magical after).

Arvaldo the Puppeteer
Male gnome kineticist 13/rogue (unchained, carnivalist) 13/gestalt 13 (Pathfinder Player Companion: Animal Archive)
NG Small humanoid (gnome)
Hero Points 1
Init +5; Senses darkvision 60 ft., low-light vision; Perception +29
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Defense
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AC 28, touch 19, flat-footed 22 (+7 armor, +2 deflection, +5 Dex, +1 dodge, +2 shield, +1 size)
hp 146 (13d8+78)
Fort +20, Ref +20, Will +11 (+4 vs. charm and compulsion); +2 vs. illusions, +2 bonus vs. fear and despair
Defensive Abilities evasion, improved uncanny dodge
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Offense
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Speed 20 ft.
Melee mithral dagger +16/+11 (1d3+5/19-20) or
. . perfectionist shavtoosh +15/+10 (1d2+5 nonlethal) or
. . unarmed strike +15/+10 (1d2-2)
Ranged force blast +15 touch (7d6 force) or
. . telekinetic blast +15 (7d6+10)
Special Attacks distraction, fascinate, sneak attack (unchained) +7d6
Spell-Like Abilities (CL 13th; concentration +18)
. . 1/day—dancing lights, ghost sound (DC 16), prestidigitation, speak with animals
Kineticist Spell-Like Abilities (CL 0th; concentration +0)
. . At will—basic telekinesis
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Statistics
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Str 7, Dex 20, Con 20, Int 16, Wis 12, Cha 20
Base Atk +9; CMB +6; CMD 24
Feats Alertness, Dampen Presence, Deft Hands, Dodge, Exotic Weapon Proficiency (whip), Improved Unarmed Strike, Mobility, Skill Focus (Perception), Skill Focus (Stealth), Weapon Finesse
Traits animal friend, irrepressible
Skills Acrobatics +18 (+14 to jump), Appraise +7, Bluff +16, Craft (cloth) +10, Craft (sculpture) +10, Diplomacy +16, Disable Device +35, Disguise +8, Escape Artist +19, Fly +15, Intimidate +8, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Linguistics +19, Perception +29, Perform (comedy) +15, Perform (dance) +15, Perform (oratory) +15, Perform (sing) +13, Perform (wind instruments) +12, Sense Motive +11, Sleight of Hand +25, Stealth +34, Swim +6, Use Magic Device +24; Racial Modifiers +2 Craft (sculpture), +2 Perception
Languages Abyssal, Aquan, Auran, Catfolk, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Ignan, Infernal, Orc, Sasquatch, Shae, Sylvan
SQ animal trainer, burn, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, elemental focuses and expanded elements (aether, expanded element [aether]), elemental overflow, eternal hope, familiar sneak attack, force ward, gather power, gnome magic, hero points, infusion specialization, infusions (bowling infusion, extended range, foe throw, kinetic blade, kinetic whip, snake), internal buffer, kinetic blast, metakinesis, metakinesis, metakinesis, pet performance, pet performance: trained legerdemain, rogue talents (deadly range, stealthy sniper, trap spotter), trapfinding +6, utility wild talents (self telekinesis, self telekinesis, greater, telekinetic finesse, telekinetic haul, telekinetic invisibility, telekinetic maneuvers, touchsight)
Combat Gear wand of cure light wounds, wand of polypurpose panacea (50 charges), air crystal (3), alchemical cement (3), alchemical glue (5), alchemical glue accelerant (2), alchemical solvent (5), alchemist's kindness (25), antitoxin (5), caphorite dust (5), holy water (5), liquid ice (5), shadowcloy flask (5), sharpstone sling bullets (200), smoke pellet, smog (5), tanglefoot bag (5), vermin repellent (20); Other Gear +3 comfort mithral shirt, +1 arrow deflection buckler, mithral dagger, perfectionist shavtoosh, apprentice's cheating gloves, belt of physical might +2 (Dex, Con), boots of the cat, circlet of persuasion, cloak of resistance +5, goggles of night, handy haversack, headband of mental superiority +2, pipes of sounding, pouch of pixie dust, ring of protection +2, sleeves of many garments, ushabti of the willing servant, vest of escape, applejack (per gallon), bedroll, belt pouch, cards, colored handkerchiefs (0.5 lb), entertainer props, simple (0.5 lb), entertainer's outfit, everburning shadow lantern (worth 150 gp), familiar satchel, flint and steel, hemp rope (50 ft.), ink, black (2), inkpen (2), journal (2), juggling balls (0.5 lb), marionettes (worth 50 gp) (4), masterwork stilts, mead (per gallon) (2), measuring cord (10 ft.) (2), mess kit, paper (10), pot, powder (2), puppet theater (worth 50 gp), signal whistle, tent, small, thieves' tools, trail rations (5), waterskin, 922 gp, 4 sp, 1 cp
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Special Abilities
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Aetheric Boost (Sp) Level 6; Burn 2
Animal Friend +1 to Will saves when you are within 30' of an animal, Handle Animal is a Class Skill.
Animal Trainer +6 (Ex) Gain a bonus when training small/tiny animals, and can increase DC by 5 at 7x normal speed.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bardic Performance: Fascinate (5 targets, DC 21) (Su) One or more creatures becomes fascinated with you.
Basic Telekinesis (At will) (Sp) This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects.
Boots of the cat When falling, always land on feet and take the minimum damage.
Bowling Infusion Blast also trips foes.
Burn 4/round (13 nonlethal/burn, 8/day) Burn HP to gain greater effects on your wild talents.
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Dampen Presence You may use the Stealth skill to hide from blindsight or blindsense
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Range +10 (Ex) Increase the range at which can make ranged sneak attacks.
Debilitating Injury: Bewildered -2/-6 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-6 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Extended Range Kinetic blast has range of 120ft.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Familiar Sneak Attack (Ex) Familiar within 30 ft can deal sneak attack as you do.
Foe Throw Throw a creature if it fails its save.
Force Blast (Sp) Level 6; Burn 2
Force Ward (13 hp +6 hp/burn) (Su) Gain 13 temporary hp
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Uncanny Dodge (Lv >=17) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 17+.
Infusion Specialization 3 (Ex) Reduce burn cost of blasts with infusions by 3
Internal Buffer 2 (Su) Store burn for use later
Irrepressible You can use your Charisma modifier instead of Wisdom for Will saves vs. charm & compulsion.
Kinetic Blade Create a blade of pure energy.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Whip Form a kinetic blade with reach.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Metakinesis (1 burn: Empower) (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Metakinesis (2 burn: Maximize) (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Metakinesis (3 burn: Quicken) (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Perfectionist shavtoosh Grants Improved Unarmed strike when worn.
Pet Performance (Ex) Can use bardic performances with Handle Animal checks in place of perform checks.
Pet Performance: Distraction (Su) Counter magical effects that depend on sight.
Pet Performance: Trained Legerdemain +6 (Ex) Pet in 30 ft makes Disable Device/Sleight of Hand check (DC +5), with listed bonus.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Self Telekinesis (Sp) You use your telekinetic abilities to move yourself.
Self Telekinesis, Greater (Sp) You have greater control over your self telekinesis.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sleeves of many garments Transform current clothes into any non-magical new form.
Snake Blast can bend around corners.
Sneak Attack (Unchained) +7d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Stealthy Sniper (Ex) Sniping is only a -10 penalty, rather than -20.
Supercharge (Su) Move: reduce the burn cost of a blast by 2 or Full-round: reduce the burn cost of a blast by 3
Telekinetic Blast (Sp) Level 6; Burn 0
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.
Telekinetic Invisibility (Sp) Grants invisibility
Telekinetic Maneuvers (Sp) Do combat maneuvers using you Con to determine your CMB..
Touchsight (Su)

Your telekinesis allows you to keep track of unseen things that it touches.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +6 Gain a bonus to find or disable traps, including magical ones.
Ushabti of the willing servant Summon an unseen servant for 1 hour at a time. If inscribed, summon spiritual ally for 7 rds (non-magical after).

1x Pot of CMW
1x Troll oil
1x Alch fire
1x Antiplague

And we must not forget
Stravolo the Magnificat
Male cat (Pathfinder RPG Bestiary 131)
NG Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +17
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Defense
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AC 20, touch 14, flat-footed 18 (+2 Dex, +6 natural, +2 size)
hp 39 (1d8-1)
Fort +9, Ref +12, Will +5
SR 17
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Offense
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Speed 30 ft.
Melee bite +7 (1d3-4), 2 claws +7 (1d2-4)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 15, Con 8, Int 17, Wis 12, Cha 7
Base Atk +9; CMB +9; CMD 15 (19 vs. trip)
Feats Extra Item Slot
Skills Acrobatics +15, Appraise +4, Bluff +3, Climb +10, Diplomacy +3, Disable Device +15, Escape Artist +7, Fly +14, Linguistics +16, Perception +17, Sense Motive +6, Sleight of Hand +15, Stealth +30, Survival +2, Swim +10, Use Magic Device +9; Racial Modifiers +4 Climb, +4 Stealth
Languages Catfolk, Common, Gnome
SQ manifest dreams, recurring dream
Other Gear apprentice's cheating gloves, circlet of speaking, sleeves of many garments
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Special Abilities
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Circlet of speaking (Common) Animal gains the ability to speak the selected language.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Manifest Dreams (Su) You can reshape your familiar every morning.
Recurring Dream (Su) Your familiar is a projection of your own mind.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shadow Blend (Su) Outside of bright light, gain 20% concealment. With Shadow Form increase to 50%.
Sleeves of many garments Transform current clothes into any non-magical new form.
Spell Resistance (17) You have Spell Resistance.