Once-God of Pacts, Pledges, and the Spirit of the Law
Resolute advanced human pactmaker 5//talent cavalier 7//truenamer (savant of heart and mind) 7; genius III
LG Medium humanoid (human)
Init +5; Senses darkvision 60 ft.; Perception +17
--------------------
Defense
--------------------
AC 22, touch 14, flat-footed 20 (+6 armor, +2 Dex, +2 natural, +2 divine)
hp 123 ((7d10+7)*1.5 + 9)
Fort +11, Ref +9 +11, Will +12
Defensive Abilities hard to kill, pact augmentation (reflex); DR 5/chaotic; Resist acid 10, cold 10, fire 10; SR 11
--------------------
Offense
--------------------
Speed 30 ft.
Melee handaxe +12/+7 (1d6+5/×3) or
. . handaxe +10/+6 (1d6+9/x3)* or
. . handaxe +12 (2d6+10/x3)† or
. . handaxe +10 (2d6+18/x3)*† or
. . short sword +12/+7 (1d6+5/19-20) or
. . short sword +10/+5 (1d6+9/19-20)* or
. . short sword +12 (2d6+10/19-20)† or
. . short sword +10 (2d6+18/19-20)*† or
. . touch attack +12 or
Ranged mwk sling +10 (1d4+5) or
. . ranged touch attack +9
*Power Attack †Mythic Vital Strike Special Attacks challenge 2/day, mythic power (9/day, surge +1d6), order of the scales +2, smite chaos
--------------------
Magic
--------------------
Spell-Like Abilities (CL 7th)
. . 0 (G: 1d4) - read magic Truenamer Recitations (CL 7th, Truenaming +14)
. . 3rd (DC 20) - gravity's bane, swift intonation . . 2nd (DC 19) - lesser energetic buffer*, incendiary remarks*, mending verse . . 1st (DC 18) - attraction*, lesser snapping sinew, lesser stimulate body, lesser stimulate mind, lesser verbal alchemy, lesser wholeness locution* . . . . *Has been taken twice and receives the benefits of the pulse of life class feature. Inflections Known . . Amplified (TM +2, MM +2), Trailing (TM +2, MM +2) Vengeful (TM +4, MM +0)
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 12, Int 24, Wis 13, Cha 22
Base Atk +7; CMB +12; CMD 27 (29 vs tumble)
Feats Ability Share{T}, Capstone Binder, Extra Inflection, Furious Strike{B}, Power Attack, Step Up, Unyielding Personality, Vital Strike, Vital Strike {M}
Traits born under the cradle, inheritor, scholar of the analects
Skills Acrobatics +7, Appraise +12, Climb +10, Diplomacy +17* (+19 for gathering information), Disable Device +9*, Handle Animal +12, Intimidate +13, Knowledge (arcana) +25 (+28 vs. spirit knowledge), Knowledge (dungeoneering) +17, Knowledge (engineering) +14, Knowledge (geography) +14, Knowledge (history) +25 (+28 vs. spirit knowledge), Knowledge (local) +18, Knowledge (nature) +17, Knowledge (nobility) +14, Knowledge (planes) +25 (+28 vs. spirit knowledge), Knowledge (religion) +19 (+22 vs. spirit knowledge), Linguistics +17, Perception +17*, Profession (hunter) +14*, Profession (other) +7*, Ride +6, Sense Motive +22* (+25 vs Bluff & enchantments), Spellcraft +17, Stealth +12, Survival +5, Swim +11, Use Magic Device +14*
. .*Can use untrained. When benefiting from a competence or insight bonus, that bonus increased by +2. Sense Motive benefits from a competence bonus and includes this calculation. Affects Diplomacy only for gathering information. Languages Abyssal, Aklo, Aquan, Auran, Celestial, Draconic, Dwarven, Elven, Giant, Gnome, Halfling, Ignan, Infernal, Protean, Sylvan, Terran, Undercommon
SQ additional idea (brilliant distraction), amazing initiative, bind spirits (2), binder secrets (occult secret, occult weapon), constellation aspects, divine force, fleet of foot, hunting pack (Erstehund), huntmaster, insightful calculus, mobile wall +2, mythic animal companion, occult knowledge, path dabbling (enduring armor), perfect solution, quixiotic, reciter's vitality 1, recuperation, revelation of brilliance, still the blade, tactician 2/day, takedown
Combat Gear potion of cure moderate wounds, potion of protection from chaos, wand of magic missile (50/50 charges), weapon blanch (adamantine), weapon blanch (cold iron) (2), weapon blanch (ghost salt), weapon blanch (silver) (2); Other Gear handaxe, mwk sling, short sword, sling bullets (50), cape of free will +1/+2, ring of aptitude +3 (Sense Motive), bedroll, belt pouch, fez of storing, folding shovel, harrow carrying case, harrow deck, masterwork backpack, masterwork thieves' tools, prognostication manual, soap, spider's silk rope (50 ft.), trail rations (5), truelixirs (2), waterskin, 1850 gp
--------------------
Special Abilities
--------------------
Ability Share (Pact, Teamwork) [Tactition] While you are bound to a spirit, you can grant one ally with this feat a minor granted ability from your spirit for 1 minute. During this time, you lose access to the selected granted ability and your ally gains access to it, using your binder level and Charisma modifier in place of its own. If the granted ability possesses daily uses, uses it expends count against the total number of uses per day that you possess as if you had activated the minor granted ability yourself. If your pact with the spirit ends before this minute is up, your ally loses access to the shared ability. A single creature may only possess one shared granted ability at a time and you may only share one granted ability at a time. You may not share a granted ability that was shared with you from another binder via Ability Share or a similar ability.
. . You may select this feat without meeting its prerequisites. If you do, you may receive granted abilities from your allies but cannot bestow granted abilities onto other creatures.
Amazing Initiative (1/round) (Ex) At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.
Bind Spirit A pactmaker may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the pactmaker must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit for more information on this process. A pactmaker begins play having completed all four Knowledge Tasks for one 1st-level spirit of her choice.
. . Each day, a pactmaker may bind one spirit to her soul using pact magic; see Performing a Pact Ritual elsewhere on this site. This spirit’s level may not exceed the pactmaker’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 3rd level and every two pactmaker levels thereafter, the pactmaker’s maximum spirit level increases by 1, to a maximum of 9th-level spirits at 17th level.
. . A pactmaker’s binder level is equal to her level. The DC to resist a pactmaker’s supernatural powers is equal to 10 + 1/2 the pactmaker’s binder level + the pactmaker’s Charisma modifier.
Bind Additional Spirit (Ex, 2 spirits) At 4th level and every 6 levels thereafter, a pactmaker gains the ability to bind one additional spirit to her soul, to a maximum of four spirits at 16th level.
Binder Secret A pactmaker’s greatest power is not within the seals she draws or the spirits she summons, but in the esoteric knowledge she unearths in her pursuit of the secrets of pact magic. At 1st level, a pactmaker gains one binder secret. She must meet all of the binder secret’s prerequisites, if any. At 2nd level and every 3 levels thereafter, the pactmaker gains access to an additional binder secret. She may not select the same binder secret multiple times unless noted otherwise.
Born under the Cradle (Combat Trait) Your birth sign aligned significantly with Bretheda on the day you were born, granting you a knack for cooperation in the heat of battle. You gain a +2 trait bonus on attack rolls to perform the aid another action.
Brilliant Distraction As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a creature within 30 feet, using your Intelligence modifier in place of your Strength and Dexterity modifiers to determine your attack and damage bonus for that attack. If the attack hits, one ally that threatens the same target can take an attack of opportunity against that target, adding your Intelligence modifier as a bonus on its attack roll.
Capstone Binder Whenever you forge a good pact with a spirit, you gain its capstone empowerment ability if your binding check exceeds its binding DC by 5 or more.
Challenge 2/day (Ex) Twice per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends.
Constellation Aspects (Su) Beginning at 1st level, every time a pactmaker makes a good pact with a spirit, she gains an additional supernatural power known as a constellation aspect for the duration of her pact with the spirit. This constellation aspect must be drawn from among those listed as being available to the spirit she sealed a good pact with, based upon its constellation. For example, Aza’zati, a Dragon spirit, grants pactmakers a constellation aspect chosen from among those listed as Dragon constellation aspects when a good pact is sealed with him.
. . A pactmaker may possess one constellation aspect per spirit that she is bound to and has sealed a good pact with. A constellation aspect is considered a minor granted ability for the purpose of how it interacts with all effects, including feats, spells, and magic items. A pactmaker may not select an individual aspect more than once and their benefits don’t stack. If a constellation aspect grants the pactmaker a spell-like ability, use the pactmaker’s level as the spell’s caster level. The saving throw DC against a pactmaker’s constellation aspects is equal to 10 + 1/2 of the pactmaker’s level + the pactmaker’s Charisma modifier.
. . Scholar:lore consultant, secret lore, summon tome, tongue of the spirits; Skull:chill touch (recharge G-1st: 1d4 rounds), disrupt undead, ghostly wail +2, putrefy food & water (9/day); Tree:goodberry (recharge S:3 hrs), root stance, improvised staff (recharge S: 30 mins), thorn javelin (recharge G-1st: 1d4)
Divine Source (Su) [Good, Lawful] You can grant divine spells to those who follow your cause, allowing them to select you as their deity for the purposes of determining their spells and domains. You grant access to the selected domains as if you were a deity. Creatures that gain spells from you don’t receive any spells per day of levels higher than your tier; they lose those spell slots. In addition, you can cast spells from domains you grant as long as their level is equal to or less than your tier. Each day as a spell-like ability, you can cast one spell of each level equal to or less than your tier (selecting from those available to you from your divine source).
. . Good 1st-protection from evil; 2nd-align weapon (good only); 3rd-magic circle against evil; Lawful 1st-protection from chaos; 2nd-align weapon (law only); 3rd-magic circle against chaos
Enduring Armor +6 (Su) You are protected by armor made of force. This armor grants you an armor bonus to AC equal to 3 + your tier. This ability is an abjuration effect with a spell level equal to your tier. If this armor is dispelled or otherwise ended, you can reactivate it as a swift action.
Fez of storing This brimless, truncated-cone-shaped cap is made of kilim cloth (a woven tapestry material also used to make ornate carpets and rugs), and has a thin black tassel knotted to the center of the round top. The wearer of a fez of storing can use it to store up to 1 cubic foot of material with a total weight of no more than 50 lbs. This material may be stored in the fez without affecting its weight or making it in any way difficult to wear. Items stored within the fez suffer the passage of time normally, but are not affected by the movement of the wearer or the fez of storing. A mug of ale filled to the brim could be placed within the magic hat, and when removed not a single drop would have spilled regardless of what acrobatics the wearer performed.
. . Items to be placed in or removed from the fez of storing can actually be placed in or taken out of any pocket, bag, or pouch on the wearer’s body (allowing the wearer to appear to keep items in an obvious bag, when in fact they are stored within the fez). A DC 15 Sleight of Hand check also allows the wearer to appear to move things into or take them out of “thin air” when they are actually stored within the fez (a fact which often leads to wearers doing simple tricks such as pulling coins from children’s ears or dramatically making cups of wine disappear between their hands). The wearer must have the fez of storing on his head to add or remove items to it. Aura faint conjuration; CL 5th; Slot head; Price 750 gp
Fleet of Foot (Ex) The cavalier’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying his speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the cavalier’s land speed.
. . Additionally, whenever he makes long overland journeys alone or with only his mount, the distance the cavalier can travel each day increases by 20%.
Furious Strike While you are bound to a spirit, you can expend a spirit’s major granted ability as a swift action in order to cause your weapon attacks, natural attacks, and unarmed strikes to deal an additional 1d6 points of damage to creatures that qualify as the favored enemy of the spirit whose major granted ability you expended with this ability.
. . You must choose to use this feat before making an attack roll, and its effects last until the start of your next turn. This bonus damage does not apply to touch attacks or effects that do not deal hit point damage and is not multiplied on a critical hit.
Hard to Kill (Ex) Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Hunting Pack [Erstehund] (Ex) The cavalier forms a close bond with an animal companion. This animal companion functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. He can choose either a bird or a dog when selecting his animal companion. The cavalier can have more than one animal companion, but he must divide up his effective druid level between his companions to determine the abilities of each companion. Each time a cavalier's effective druid level increases, he must decide how to allocate the increase among his animal companions (including the option of adding a new 1st-level companion).
. . Once an effective druid level is allocated to a particular companion, it cannot be redistributed while that companion is in the cavalier‘s service (he must release a companion or wait until a companion dies to allocate its levels to another companion). The share spells animal companion ability does not give the cavalier the ability to cast a single spell so that it affects all of his animal companions.
. . The cavalier's animal companions gain a bonus on Survival checks to follow tracks equal to 1/2 the cavalier’s class level (minimum 1). If the cavalier gains the challenge edge, both he and his hunting pack gain the bonuses and penalties associated with his challenge.
Huntmaster (Ex) The cavalier gains Knowledge (nature), Stealth, and Survival as class skills, and proficiency with the net and whip. He also gains the benefits of the tactician talent, but can only apply those benefits to himself and his animal companions. If the cavalier also takes the tactician talent, it may apply either to his animal companions (as an extension of this talent) or to other allies, but not to both.
Inflections Starting at 3rd level, a truenamer gains the ability to stress the syllables of a recitation in a specific manner. This is known as inflecting. Doing so increases the recital time of the recitation to a full-round action that provokes attacks of opportunity, but adds an effect to that recitation depending on the inflection used. A truenamer may only apply a single inflection to any individual recitation.
. . Not all inflections are created equal. Some inflections are simply harder for a truenamer to perform than others, if only because of the particular way the vocal cords must be used. Each inflection has a line labeled "Truenaming DC Modifier", which states the amount by which the truenaming DC of a recitation increases when that inflection is applied.
. . Most inflections are frowned upon by the universe itself, if only because the universe gets annoyed when somebody demands something that specific of it. Each inflection has a line labeled "Malleability DC Modifier". This value is applied to the Law of Finite Malleability. For example, as the DC of a recitation normally increases by +2 every time it is successfully recited, an inflection with a Malleability DC Modifier of +2 would make the DC of the recitation increase by a total of +4 (2 + 2) after being successfully recited.
Inheritor (Faith Trait) Occult power is your birthright, one the spirits are more than willing to give to you. You gain a +1 trait bonus on binding checks made to seal good pacts with spirits.
Insightful Calculus You use your Intelligence modifier when making Disable Device, Perception, Profession, Sense Motive, and Use Magic Device skill checks, as well as Diplomacy checks to gather information, and you may attempt skill checks in these skills even if untrained. If you gain a competence or insight bonus to one of those skills, that bonus is increased by 2.
Master of Tongues (Ex) As the First Language encompasses all things, truenamers are wont to learn other, simpler languages in an effort to understand more of the universe. At 2nd level and every two levels beyond 2nd, the truenamer learns an additional language that is not designated as secret, like drow sign language or druidic.
Mobile Wall (Ex) The cavalier receives Step Up as a bonus feat. He can use this feat while mounted by succeeding at a DC 15 Ride check, directing his mount to move rather than himself. The cavalier gains a +1 bonus to his CMD against attempts to tumble through squares he threatens. At 6th level, and every 4 levels thereafter, this bonus increases by an additional +1. A cavalier must be at least 2nd level and have the order of the scales talent to take this talent.
Mythic Animal Companion The cavalier’s animal companion gains a portion of the cavalier’s mythic power. The animal companion gains the hard to kill base mythic ability. If the cavalier is mythic tier 3, the animal companion also gains the amazing initiative base mythic ability. If the cavalier is mythic tier 5, the animal companion also gains the recuperation base mythic ability. If the cavalier is mythic tier 7, the animal companion also gains the mythic saves base mythic ability. If the cavalier is mythic tier 9, the animal companion also gains the immortal base mythic ability.
Mythic Power (9/day) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Occult Knowledge +2/+5 (Ex) A pactmaker adds half her class level (minimum 1) to Knowledge (arcana), Knowledge (history), Knowledge (religion), and Knowledge (planes) skill checks and may make these skill checks untrained. When making a Knowledge check to fulfill a spirit’s Knowledge Tasks, this bonus equals the pactmaker’s level instead.
Occult Weapon (Binder Secret) After sealing a pact with a spirit, a pactmaker with this secret can choose to trade one of a spirit’s granted abilities for the benefits of this binder secret instead of the vestigial bond normally available to that spirit. This granted ability is the same one(s) that the chosen spirit trades for its vestigial bond ability. The benefits of occult weapon are considered that spirit’s vestigial bond ability for all purposes, and the pactmaker cannot gain the benefits of another vestigial bond ability while benefiting from this binder secret.
. . As a swift action, the pactmaker grants one weapon that she is holding a +1 enhancement bonus for 1 minute. She can select a natural weapon or her unarmed strikes with this ability.
. . A pactmaker can only enhance one weapon in this way at a time, and she cannot enhance multiple weapons simultaneously.
Order of the Scales +2 (Ex) Members of this cavalier order serve the cause of legal integrity. Many order of the scales cavaliers track down and apprehend fleeing lawbreakers so that these vagrants may answer for their crimes and make good on their debts. They often serve as judges or stakeholders, and work to ensure that wherever a bargain is made—whether it is monetary, a life debt, or an oath to be upheld—both ends make good on their promises.
. . Edicts: The cavalier must fulfill all binding agreements he makes with others. If a bargain becomes impossible to fulfill, he must satisfactorily compensate all aggrieved or adversely affected parties involved in the bargain. When serving as a judge or arbiter, the cavalier must make fair, impartial judgments, and if unable to do so, must recuse himself at the earliest possibility. If authorized to enforce an agreement, the cavalier must wholeheartedly strive to accomplish this, remaining unswayed by threats, bribery, and other deterrents.
. . Challenge: Whenever an order of the scales cavalier issues a challenge, he receives a +1 morale bonus on combat maneuvers and attacks of opportunity made against the target of his challenge. This bonus increases by 1 for every 4 levels the cavalier possesses.
. . Skills: An order of the scales cavalier adds Knowledge (local) (Int) and Linguistics (Int) to his list of class skills.
. . He gains a bonus equal to half his level (minimum +1) on Sense Motive checks to determine whether someone is bluffing and to determine whether a creature’s behavior is being influenced by an enchantment.
Pact Augmentation (Su) At 3rd level and every 3 levels thereafter, a pactmaker selects one of the following augmentations. She may not select the same pact augmentation more than once unless noted otherwise. While the pactmaker is bound to a spirit, she gains the benefits of her chosen augmentations.
. . Reflex: The pactmaker gains a +2 bonus on Reflex saving throws.
Perfect Solution (Ex) As an immediate action when an ally fails a saving throw, you can expend one use of mythic power to allow your ally to reroll that saving throw, using your Intelligence modifier in place of its Constitution, Dexterity, or Wisdom modifier.
Power Attack -2/+4 (Combat) You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
. . When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
. . You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
QUIXIOTIC By spending 1 use of Mythic Power, you can negotiate with the universe, tell it that a result isn't to your liking, and reroll a d20. Using this ability is not an action.
Recitations (Sp) A truenamer can recite a recitation as a standard action that provokes attacks of opportunity. In order for his recitation to be successful, he must succeed on a DC 7 + 3 x the recitation's recitation level truenaming check. (See Table: Truenaming DCs by Recitation Level) To make a truenaming check, roll 1d20 + the truenamer's class level + the truenamer's Intelligence modifier. On a failed truenaming check, the recitation is not recited, the truenamer's action is wasted, and he incurs the penalties described by the Law of Croaking Failure.
A truenamer can choose to recite "on the defensive". When reciting on the defensive, the truenamer does not provoke an attack of opportunity, but the truenaming DC is increased by +5 to reflect the enhanced difficulty of the task. (See Table: Truenaming DCs by Recitation Level) On a failed truenaming check, the recitation is not recited, the truenamer's action is wasted, he incurs the penalties described by the Law of Croaking Failure, and he provokes an attack of opportunity.
. . All truenamer recitations have verbal components. To learn or recite a recitation, a truenamer must have an Intelligence score equal to at least 10 + the recitation level. The Difficulty Class (DC) for a saving throw against a truenamer's recitation is 10 + the recitation level + the truenamer's Intelligence modifier.
. . All recitations have a recitation level, which represents just how accomplished a truenamer must be to have the vocabulary to use it in the first place. A truenamer begins play able to recite 1st-level recitations. At 4th level, a truenamer can recite 2nd-level recitations. For every three truenamer levels beyond 4th, the highest recitation level he can recite increases by +1, to a maximum of 6th-level recitations at 16th level.
. . Each recitation has a "similar school" listing. Any spell of that school whose spell level is greater than or equal to the recitation level of the attempted recitation can be used to counterspell that recitation. This can be particularly devastating for the truenamer, as counterspelling triggers The Law of Flowing Rhetoric.
. . Treat the truenamer's class level as his caster level for the purpose of dispel magic and other such effects. Similarly, spells, feats, and abilities that interact with the school of magic listed in a recitation's similar school listing affect that recitation as though it were a spell. For example, a truenamer can take the Spell Focus (evocation) feat and have it apply to all of his recitations that have evocation listed as the similar school.
. . If a spell or ability affecting the truenamer increases concentration DCs, then his truenaming DCs increase by half that amount, rounded down. Further, spells and abilities that trigger when a spell is cast, such as the Spellbreaker feat, trigger when a recitation is recited. When dealt damage before a recitation is completed, the truenaming DC increases by the amount of damage taken. A truenamer's recitations have a 20% failure chance when he is deafened, but other situations that require concentration checks of standard spellcasters do not affect a truenamer.
. . Upon reaching 7th level, and at every third truenamer level after that (10th, 13th, and so on), a truenamer can choose to learn a new recitation in place of one he already knows from the same codex. In effect, the truenamer “loses” the old recitation in exchange for the new one. The new recitation’s level must be the same as that of the recitation being exchanged, and it must be at least one level lower than the highest-level recitation the truenamer can recite. A truenamer may swap only a single recitation at any given level, and must choose whether or not to swap the recitation at the same time that he gains new recitations known for the level. Recitations follow four universal laws.
The Law of Croaking Failure is the backlash of the universe upon those who draw its attention, then fail to clearly state what it is they want. Whenever the reciter fails a truenaming check, he takes a penalty to truenaming checks equal to the recitation level of the recitation failed for 5 rounds. This penalty does not stack. While afflicted in this manner, the reciter cannot speak above a whisper.
The Law of Familiar Phrases is one of the primary reasons why attempting to learn small fragments of such a complex language is viable at all. Whenever the reciter recites a recitation whose recitation level is at least one lower than the highest recitation level he can recite, the reciter can take 10 on his truenaming check.
The Law of Flowing Rhetoric forbids a truenamer from having two instances of a particular recitation in effect at one time. In other words, if the truenamer recites alter blade, which has a duration of 5 rounds, he cannot recite alter blade again until those 5 rounds have elapsed. If a recitation is negated by a saving throw, counterspelled, or dispelled by any means, the truenamer still cannot attempt to recite the recitation again until a period of time equal to the recitation's duration has elapsed between attempts. If a recitation is not successfully recited, the Law of Flowing Rhetoric is not triggered.
The Law of Finite Malleability is a measure of the patience of the universe. As a truenamer runs around demanding the same thing of the universe over and over, it tends to get a bit fed up with him. Each time the truenamer successfully recites a recitation, the truenaming DC of that recitation increases by +2. The truenamer may spend an hour apologizing to the universe each morning, much like how typical spellcasters study their spellbooks, in order to reset the Law of Finite Malleability to its starting state, +0.
Recharge Truenaming
When using truenaming, Burkhardt can reinvest the universe with divine energy. He gains the ability to break a single law when reciting a truenaming effect: when he does so, he loses access to all recitations of that level for a short duration, as indicated below. Upon that duration ending, the normal effects of the law of flowing rhetoric for the recitation he had cast come into effect. While he may be banned from multiple recitation levels at once, he cannot under simultaneous bans for breaking the same law. See this post for further details.
. . 2nd - 1d4+1 rounds . . 1st - 1d4+1 rounds
Reciter's Vitality 1 (Su) Starting at 5th level, whenever the savant of heart and mind successfully recites a recitation from the Codex of Heart and Mind, he gains fast healing 1 for a number of rounds equal to the recitation level of that recitation.
Recuperation (Ex) At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Revelation of Brilliance A pactmaker with this secret adds his Charisma bonus (if any) on all Knowledge skill checks that she makes.
Ring of aptitude +3 (Sense Motive) These simple steel rings grant a competence bonus to one skill. The skill should be rolled randomly. Most grant only a +1 bonus, but some (15%) grant a +2 bonus, a few (4%) a +3 bonus and the rarest (1%) a +4 bonus. Aura faint transmutation; CL 1st; Slot ring; Price 900 gp (+3 to one skill)
Sanctify Shrine (Faith Ability) Gained at third tier, the deity’s worshipers can now sanctify temples and shrines to their deity. When properly consecrated, the deity can choose to perceive anything going on within their precincts, though they must intentionally choose to watch. They can target a power they possess at any person within the sacred grounds, as long as that power is something that can normally affect that creature. Such a marvel is free the first time the deity so acts in a day, but each successive wonder requires the deity to spend one Mythic Power.
Scholar of the Analects (Magic) You studied various Analects of Aroden from a young age and became skilled at using magic written by others. You can cast read magic as a spell-like ability three times per day, using your character level as your caster level.
Smite Chaos (1/day) (Su) As a swift action, add Cha bonus to attack rolls (+6) and damage bonus equal to HD (+6) against chaotic foes. Smite persists until the target is dead or the resolute creature rests.
Step Up (Combat) Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
Still the Blade (DC 19) (Su) As an immediate action, you can expend one use of mythic power to prevent a single creature within 30 feet from attacking another creature (Will negates; DC = 10 + your tier + your Cha modifier). The target doesn't lose the action and can take any other action that doesn't directly cause harm to another creature. This effect can affect only creatures with fewer mythic ranks or tiers than yourself.
Surge (1d6) (Su) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.
Tactician 2/day (6 rounds, Ex) [Ability Share] The cavalier receives teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day, plus one additional time per day at 5th level and for every 5 levels thereafter.
. . This talent may be taken more than once. Each time, it grants another bonus teamwork feat the cavalier may use with the tactician ability.
Takedown (Ex) The cavalier’s animal companions gain special combat bonuses. A canine, dog, or wolf can make a free trip or dirty trick (entangled) combat maneuver after a successful melee attack. A bird can make a free dirty trick (dazzled or deafened) combat maneuver after a successful melee attack; if the target is already dazzled, the bird can choose dirty trick (blinded) instead. These combat maneuvers do not provoke attacks of opportunity.
The Pulse of Life A savant of heart and mind may choose to learn a recitation from the Codex of Heart and Mind a second time. If he does so, the Law of Finite Malleability only applies a +1 modifier to the truenaming DC of that recitation whenever it is recited. Further, in direct contradiction with the Law of Flowing Rhetoric, he may have up to two separate instances of the recitation in effect at any given time, not just one instance. Finally, the savant of heart and mind halves the Malleability DC Modifier of any inflection applied to a recitation he has learned twice, rounded up. This ability replaces sympathetic link.
Truelixir All magic is derived from the First Language in some way, shape, or form. It is this truism that makes the truelixir possible. As a full-round action that provokes attacks of opportunity, a creature holding a vial of truelixir may influence the shapeless fluid contained within, transforming it into a potion of any 1st-level spell on any spell list to which it has access. Single-target spells that cannot normally be made potions, such as the magic missile spell, can be transformed into potions in this manner and can either be consumed or used as a thrown splash weapon that affects a random creature in the square of impact. Aura faint universal; CL 1st; Slot -; Price 125 gp; Weight ¼ lb.
Truemagic A truenamer's source of power is his encyclopedic knowledge of the First Language, also known as Truespeech. Containing all things and concepts that have and will ever be, perfect knowledge of Truespeech would effectively mean perfect control over the universe itself. Though it is quite impossible for the limited mind of a mortal humanoid to fathom the entirety of the First Language, there are those who devote their lives to learning even the tiniest fragment of what it has to offer and are capable of shifting the universe by reciting dozens of words and phrases on a daily basis. A truenamer exercises his power over Truespeech through the use of recitations. Recitations resemble spells and represent knowledge of hundreds of variations of a core concept within the Language.
. . Through precise knowledge of his surroundings and the vocabularly used to describe the current state of the local area, a truenamer knows how to recite the precise grammatical variant required to elicit an effect in a particular situation. It is this, the fact that the recitations for orc, charging orc, and charging orc with a mohawk are all totally different series of syllables, that makes learning even a tiny fraction of the First Language a lifelong pursuit for even the most dedicated of scholars.
. . Recitations are broken up into four codices based on the nature of the subject of the recitation. For example, one codex is all about "things", while another is about "ideas". Codices are effectively repositories of nouns being modified by static verbs.
. . The Codex of Heart and Mind concerns itself with living creatures, a topic to which a savant of heart and mind feels a certain kinship. A savant of heart and mind begins play with three 1st-level recitations from the Codex of Heart and Mind. At each new truenamer level, a savant of heart and mind gains two recitations from the Codex of Heart and Mind for which he meets all of the prerequisites.
Truer Words (Ex) The cavalier is a master of earnestly expressing difficult truths. He may make a Diplomacy check when speaking the truth (not including lies of omission, but including things the cavalier deeply believes despite being mistaken, and all subject to GM approval) to convince someone his words are factual. The Diplomacy check is opposed by the creature’s level check (1d20 + creature’s level or HD, - creature’s Wisdom modifier). If this Diplomacy check is successful the target believes the cavalier’s statement.
. . This Diplomacy check is modified depending upon the believability of the true statement. The following modifiers are applied to the roll of the cavalier. Note that some facts are so improbable (despite being true) that it is impossible to convince anyone that they are true (subject to GM discretion).
Truer Words - Circumstances & Modifiers:
The target wants to believe you: +5
The truth is believable: +0
The truth is unlikely: -5
The truth is far-fetched: -10
The target is drunk or impaired: +5
Cavalier possesses convincing proof: up to +10
Unyielding Personality (Pact) Whenever you make a poor pact with a spirit, you do not suffer the spirit’s personality influence unless you fail your binding check by 5 or more.
Vital Strike (Combat) When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Vital Strike [Mythic] Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, multiply the Strength bonus, magic bonus, and other bonuses that would normally be multiplied on a critical hit by the number of weapon damage dice you roll for that feat.
. . Extra damage from sources that wouldn’t normally be multiplied on a critical hit isn’t multiplied by this feat.
Pactmaker Spirits Known:
Achaelous Level 1st; Alignment CN; Constellation Tree; Binding DC 16
Binding Bonus +10 (+2 level, +6 CHA, +1 trait, +1 totems [1, aquan; favored enemy])
Granted Abilities - Major Reckless Charge; Minor Athleticism +2, Command Rivers (recharge G-1st: 1d4), Misleading Mist, Partial Transformation [VB] Influence - Physical Seaweed grows from your face like a beard, regardless of your sex. When you activate one of Achaelous’s granted abilities, you snort steam from your nose. Personality You long for the company of a person that you find physically and emotionally attractive, and cling to such people when near them. You must take anything you want or need using brute force, save for sex.
Milo of Clyde Level 1st; Alignment LG; Constellation Scholar; Binding DC 14
Binding Bonus +13 (+2 level, +6 CHA, +1 trait, +2 alignment, +2 totems [1, Know (local)])
Granted Abilities - Major Milo's Lucky Break +2; Minor Deft Fingers +2, Lead Slinger [VB], Milo's Truthtelling (DC 18), Street Savvy +2
Influence - Physical You grow a ragged beard if you are male or a thin line of fuzz across your upper lip if you are female. When you activate one of Milo of Clyde’s granted abilities, worry lines sprout across your brow. Personality You strive to uphold the law both in letter and in spirit. You may never willingly break a just law.
Verbose, She with Endless Names Level 1st; Alignment NG; Constellation Starless; Binding DC 19
Binding Bonus +9 (+2 level, +6 CHA, +1 trait)
Granted Abilities - Major Surprise Image; Minor All Tongues 2, Friend to All +2, Punch Line [VB], Nature Sense (G-1st: 1d4)
Influence - Physical Your hair transforms into colorful foliage that matches the current season. When you activate one of Verbose's granted abilities, your spoken words transform into flower petals. Personality You are always joyous, positive, and easygoing. You refuse to scare or intimidate others.
2nd
Humble Ohbai: Servant of the Elements Level 2nd; Alignment N; Constellation Scholar; Binding DC 20
Binding Bonus +9 (+2 level, +6 CHA, +1 trait)
Granted Abilities - Major Genie Jaunt; Minor Elemental Ascension, Elemental Tongue, Genie Steeds (recharge S:3 hours) [VB], Sustenance
Influence - Physical Your breath is visible at all times, as if you were in a cold place. When you activate one of Humble Ohbai’s granted abilities, you and all equipment you are carrying quickly shrink to 1/16th your size and regrow in an instant. Personality You are humble and polite. You must even be humble and polite to people you dislike.
Mute Sylvus: Sole Survivor Level 2nd; Alignment NG; Constellation Tree; Binding DC 17
Binding Bonus +12 (+2 level, +6 CHA, +3 totems [1, Profession [hunter], favored ally), +1 trait)
Granted Abilities - Major Strike True; Minor Fast Reflexes +1 [VB], Improvise Weapons, Keen Senses +2, Peerless Archer
Influence - Physical Scratches from branches and welts from insects cover your body and bird feathers suffuse your hair. When you activate one of Mute Sylvus’s granted abilities, the welts swell and the feathers grow larger. Personality You speak tersely, if at all. You must protect children before you protect yourself.
Prince Oszen: Heir to the Empty Well Level 2nd; Alignment CN; Constellation Skull; Binding DC 17
Binding Bonus +9 (+2 level, +6 CHA, +1 trait)
Granted Abilities - Major Ray of Regret (DC 18); Minor Architectural Knowledge +2, Blood of the Moon (4 minutes/day) [VB], Falsified Life (1d10+4), Summon Inheritance (Create Pit, G-2nd: 1d4+1 rounds)
Influence - Physical The bone, flesh, and muscle surrounding your heart become translucent. When you activate one of Prince Oszen’s granted abilities, you are forced to sigh loudly. Personality You constantly feel empty, pitiable, and worthless. You must never strike the first blow against an opponent; you may only attack in retaliation.
Truenamer (Savant of Heart & Mind) Inflections & Recitations Known:
Heart & Mind Recitations
All recitations within the Codex of Heart and Mind share the following characteristics unless otherwise noted: Range 60 ft.; Target A creature within range; Spell Resistance Yes
Attraction* . . Recitation Level 1; Similar School evocation [force]; Duration Instantaneous; Saving Throw Will DC 18 negates; Base/Current TDC 10/10
Energetic Buffer, Lesser* . . Recitation Level 2; Similar School normal - abjuration [acid, cold, electricity, fire, or sonic]; reverse - evocation [acid, cold, electricity, fire, or sonic]; Duration 5 rounds; Saving Throw normal - Will DC 19 negates (harmless); reverse - Will DC 19 partial (see text); Base/Current TDC 13/13
Gravity's Bane . . Recitation Level 3; Similar School transmutation; Duration normal 1 minute; reverse 5 rounds; Saving Throw normal - Will DC 20 negates (harmless); reverse - none; Base/Current TDC 16/24
Incendiary Remarks* . . Recitation Level 2; Similar School evocation [fire]; Duration normal - instantaneous; reverse - 5 rounds; Saving Throw normal - Fortitude DC 19 partial (see text); reverse - Fortitude DC 19 negates (see text); Base/Current TDC 13/13
Mending Verse . . Recitation Level 2; Similar School normal - conjuration (healing); reverse - necromancy; Duration 2 rounds; Saving Throw normal - Will DC 19 halves (harmless); reverse - Will DC 19 halves; Base/Current TDC 13/13
Snapping Sinew, Lesser . . Recitation Level 1; Similar School transmutation; Duration 5 rounds; Saving Throw Fortitude DC 18 negates; Base/Current TDC 10/10
Stimulate Body, Lesser . . Recitation Level 1; Similar School transmutation; Duration 5 rounds; Saving Throw normal - Fortitude DC 18 negates (harmless); reverse - Fortitude DC 18 negates; Base/Current TDC 10/10
Stimulate Mind, Lesser . . Recitation Level 1; Similar School transmutation; Duration 5 rounds; Saving Throw normal - Will DC 18 negates (harmless); reverse - Will DC 18 negates; Base/Current TDC 10/10
Swift Intonation . . Recitation Level 3; Similar School transmutation; Duration 5 rounds; Saving Throw normal - Will DC 20 negates (harmless); reverse - Will DC 20 negates; Base/Current TDC 16/16
Verbal Alchemy, Lesser . . Recitation Level 1; Similar School transmutation; Duration 5 rounds or until discharged (see text); Saving Throw Fortitude DC 18 negates (harmless); Base/Current TDC 10/10
Wholeness Locution, Lesser* . . Recitation Level 1; Similar School normal - conjuration (healing); reverse - necromancy; Duration 5 rounds; Saving Throw normal - Will DC 18 negates (harmless); reverse - Will DC 18 negates; Base/Current TDC 10/10
*Has been taken twice and receives the benefits of the pulse of life class feature.
Inflections Amplified (TDC/MDC +2/+2)
A recitation with this inflection is treated as though all variable, numeric effects are increased by half, including bonuses to those dice rolls.
Trailing (TDC/MDC +2/+2)
The duration of a recitation with this inflection is doubled.
Vengeful (TDC/MDC +4/+0)
If the target of a recitation with this inflection makes its saving throw against the recitation, then the target takes a -2 penalty to its next saving throw against a recitation. This effect lasts for 5 rounds or until used.
6th - Recitations (2): lesser energetic buffer, lesser stimulate mind
3rd - Inflection: Amplified
6th - Inflection: Trailing
Law of Finite Malleability Truenaming DCs:
Gravity's Bane: DC 24
Background
In that moment, and with little fanfare, the two were formed. The change was imperceptible on the Material Plane, but humans had created the most significant pact in their history with the domestication of the dog. It was a new kind of agreement - bound by honor, free of secrets, and an understanding that would benefit both groups from that point forward. As Asmodeus would want little to do with this sort of contract (nor would he ever call it that), the multiverse found itself a concept in need of representation, and so it was that Burkhardt of the Versed Vow and Erstehund, the First Dog, were formed.
Almost immediately, Burkhardt set forth with his faithful companion to learn the limits of the portfolio over which he presided. He traveled to many planes and encountered many gods (and beings stranger than gods); he would learn as much as he can about each being he met, and then determine a mutually-beneficial agreement for the two to strike. Burkhardt (as far as he admits) has never failed to create these pacts, and it is true that he even bargains with the universe, and the scarcely-known beings that exist outside of it. Satisfied that he had understood his purpose through lived experience rather than existence, he returned with Erstehund to his home at the base of the Mountain of Heaven. However, an agreement that pleases two easily upsets a third, and Burkhardt knew he had made as many enemies as he did friends...