Init: 51 | Per: 46 | Speed: 70' | Darkvision: 60' | See in darkness | Low-light Vision |
About Cae Leonidas
-----Description:-----
Cae is a tall, lean fellow with white-blonde hair and emerald green eyes that are distinctly cat-like. He usually has a jovial smile and a friendly demeanor. He is well-kept and clean, though he has many tattoos. Despite his youth, he has an intricately braided beard that he strokes absent-mindedly when deep in thought. He speaks in a deep musical voice. Around his neck is a rope chain with a diamond ring on it.
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| Height: 6'4" | Weight: 180 lbs. | Age: 18 | Pic: | 1 | 2 |
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| Familiar:Vyse the Critic Lizard Pseudodrake |
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| Str: 31 | Dex: 23 | Con: 31 | Int: 26 | Wis: 24 | Cha: 84 |
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| Spell Points: 96 | MSB: 10 | MSD: 21 | Concentration: 49 |
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| DC: 52 | Range: | 50' | 200' | 800' |
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| Languages: | Common | Auran | Celestial | Dwarven | Elven | First Speech | Giant | Halfling | Nibenese | Raamite | Sylvan | Tyrian | Urikite |
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-----Skinwalker(Were-lion)(FCB: +1 HP):-----
• Ability Scores: | Dex:+2 | Con:+2 | Wis:-2 | Cha:+2 |
• Senses: | Low-light Vision | See in Darkness |
• Animal Minded: | Perception:+2 | Acrobatics:+2 |
• Change Shape(Su): As a standard action, gain a feature: | Bite attack(1d6) | Claw attacksx2(1d4) | +10-foot racial bonus to base speed | See in darkness |
• Racial Feat: Extra Feature
• Psionic Talent: Judge(2/day) Your Sense Motive check gains a +2 insight bonus.
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-----Traits:-----
• Focused Mind: Gain a +2 trait bonus on concentration checks.
• Reactionary: Gain a +2 trait bonus on initiative checks
• Talented: Gain a +1 trait bonus on Perform-Sing, and all Perform skills are class skills.
• Unshackled: Gain a +1 trait bonus on Escape Artist checks, and it is a class skill.
• Vagabond Child: Gain a +1 trait bonus on Disable Device checks, and it is a class skill.
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-----Feats-----
• Associated Feats: | Improved Steal | Improved Dirty Trick | Run |
• Extra Feature: When you Change Shape, you gain an additional feature.
• Cantrips: As a standard action, you can create a variety of small magical effects. These are sphere effects with a range of Close.
• Emergent Divinity(x5): Gain 1 rank of godling divine traits.
• Extra Combat Talent(x2): Gain an additional sphere talent.
• Extra Hex: Gain an extra Hex.
• Extra Magic Talent(x15): Gain an additional sphere talent.
• Split Hex: When you use one of your hexes that targets a single creature, you can choose another creature within 30' of the first target to also be targeted by the hex.
• Toughness: Gain +1 hit point/level.
• Improved Familiar: Gain a new familiar.
• Improved Initiative: Gain a +4 bonus on initiative checks.
• Noble Scion of War: Use your Charisma modifier for Initiative checks.
• Hero’s Courage(Knack): You gain immunity to fear, magical or otherwise.
• Cassandra’s Heir(Gift)(3/day): You may use Omen of Peril or Divination as a spell-like ability.
• Extra Lives(HO)(3/3): You can come back from the dead, with no penalty, three times.
• Gestalt(HO)-Mighty Godling: Gain all the class features of a class, as if half your total character level was your class level.
• Hex Maven(HO): Your hexes can affect the same target a number of times per day equal to your Int.
• Skill God(HO)(x4): | Prof-Courtesan | Perception | Sleight of Hand | Stealth |
• Super Speed(HO): Gain an additional move action each round. You may forgo both of your move actions to take a standard action.
• Supernatural Spell Monster(HO): Your spells function as supernatural powers.
• Ultimate Defense(HO)(38/day): When you are hit by an attack roll, you may invoke Ultimate Defense as a free action. The attack misses you. Uses: 1 + Cha.
• Mythic: Split Hex: The second target of your Split Hex may be up to 30' + 10' per mythic tier from the first target. In addition, you choose which target must save against the hex first; if that target’s save is successful, the second target takes a -2 penalty on its save.
• Mythic: Mythic Paragon: Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells.
• Mythic: Extra Lives(HO): As long as you still have at least one use of the Extra Lives feat, you can expend three uses of mythic power to use the feat without it counting against the maximum number of times you can use the feat.
• Mythic: Gestalt (HO): Add your mythic tier to half your character level.
• Mythic: Skill God(HO): Gain an additional +20 bonus to skill checks with skills you have selected with the Skill God feat.
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-----Witch (Sphere Witch/Seducer)-----
• Somatic Casting(x2): You must have 1 hand unoccupied to cast spells.
• Easy Focus: When maintaining a sphere ability through concentration, you only need to spend a move action.
• Spell Pool-20: Gains spell points equal to his level + his Cha.
• Magic Talents: Gains a magic talent every level.
• Patron-Ancestors(Divination): Gains a bonus magic talent at 1st level and every odd level thereafter from the sphere associated with his patron.
• Otherworldly Allure: A seducer uses his Charisma rather than his Intelligence score for all class features.
• Hex(Su): The witch selects a hex at 1st level, 2nd level, and every even level thereafter. DC: 10 + the 1/2 the witch's level + Cha.
• Fey Charm(Su): A seducer gains the charm hex. The save DC of this hex is increased by 1. If the target could be sexually attracted to the seducer, the save DC is increased by 2. If he and the target have had willing sexual relations in the past 24 hours, the save DC is increased by 3.
• Seducer’s Kiss(Su): A seducer can kiss another creature as a melee touch attack. The target must succeed at a Will save or be stunned for 1 round, then staggered for an additional round. If the target could be sexually attracted to the seducer, the save DC is increased by 2. If the seducer and the target have had willing sexual relations in the past 24 hours, the save DC is instead increased by 4. Whether or not the creature succeeds at this save, it cannot be the target of this ability again for 1 day. This is a mind-affecting charm effect.
• Garden of Delight(Su): The seducer can create a magical bower once per day. This functions as tiny hut, but the interior is a lush garden. Those who rest for 8 hours within the garden heal at twice the usual rate. In addition, any creature engaging in willing sexual relations with the seducer in this garden gains a +2 morale bonus on saving throws for the next 24 hours.
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-----Fellseer-----
• Drawback: A fellseer takes a –1 penalty on Will saves.
• Hex(Su): The fellseer selects a hex at 1st level, 4th level and every even level thereafter. The fellseer can select a revelation from his mystery instead of a hex.
• Mystery-Seersworn: In place of mystery spells, a sphere oracle gains +1 spell point at every even level.
• Oracle’s Curse(Ex)-Haunted: The fellseer gains an oracle’s curse and gains a bonus magic talent from the associated sphere at 1st, 5th, 10th, and 15th levels.
• Witch’s Familiar(Ex): If the fellseer is affected by a confusion or sleep effect, his familiar is also affected by the condition, with no saving throw of its own. After the fellseer overcomes the condition, the familiar can make checks as normal to overcome the effect. If the familiar is unconscious, confused, slain, or otherwise incapacitated, the fellseer loses his access to revelations, mystery spells, and to the benefits of his oracle's curse until it is restored or replaced.
• Fellseer's Cry(Su): Whenever the fellseer uses the cackle hex, it extends the duration of any of his revelations affecting a creature within 30'.
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-----Keening Soul-----
• Bardic Performance(Su)(59 rounds/day): A keening soul must use Perform-Sing.
• Distraction(Su): (Su): Use performance to counter magic effects that depend on sight.
• Fascinate(Su): Use performance to cause one or more creatures to become fascinated with him.
• Scary Voice(Su): Use performance to instill fear in his enemies that can perceive the performance. Affected enemies take a –2 penalty on saving throws against charm and fear effects and on attack and weapon damage rolls. This is a mind-affecting ability.
• Dirge of Doom(Su): Use performance to cause enemies to become shaken.
• Moaning Spirit(Su): Use performance to cause himself to appear translucent like a ghost and emit a frightening moan. While moaning soul is in effect, any enemy with 30 feet that hears and sees the keening soul must make a successful Will save or become shaken. If the target fails its Will save, it must make a second Will save the following round or becomes frightened.
• Hex(Su): Gains a hex at 2nd level and every two levels thereafter.
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-----Witch Hexes/Revelations:-----
• Hex: Aura of Purity: Diseases, inhaled poisons, and noxious gaseous effects are negated in a 10-foot aura around the witch for a number of minutes equal to his level. This duration must be spent in 1-minute increments. Effects caused by spells whose level is more than half the witch’s class level are unaffected.
• Hex: Cackle: A witch can cackle madly as a move action. Any creature that is within 30' that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
• Hex: Charm: A witch can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words. This improves the attitude of an animal or humanoid creature by 2 steps, as if the witch had successfully used the Diplomacy skill. The effect lasts for a number of rounds equal to the Witch’s Intelligence modifier. This is a mind-affecting charm effect.
• Hex: Evil Eye(40 rounds): A target within 30' takes a –4 penalty on one of the following: AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for 3 + Cha rounds. A Will save reduces this to just 1 round. This is a mind-affecting effect.
• Hex: Feral Speech: The witch can speak with and understand the response of any animal as if using speak with animals, though each time she uses the hex, she must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type.
• Hex: Fortune: The witch can grant a creature within 30' a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. At 8th level and 16th level, the duration of this hex is extended by 1 round.
• Hex: Healing(2d8+10): This acts as a cure moderate wounds spell.
• Hex: Misfortune(2 rounds): The witch can cause a creature within 30' to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. This hex affects all rolls the target must make while it lasts.
• Hex: Slumber(10 rounds): A witch can cause a creature within 30' to fall into a deep, magical sleep, as per the spell. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD.
• Hex: Soothsayer: When the witch uses the evil eye hex, fortune hex, misfortune hex, or retribution major hex, he can choose to delay the effect. If he does so, the hex takes effect the next time the target makes a roll that could be affected by the hex or is affected by an action that could be modified by the hex, whichever comes first (ignoring actions that are not in combat and actions that have no penalty for failure). The duration of the hex begins on the same round as the action that causes it to take effect. The hex is wasted if it is not triggered within 24 hours.
• Hex: Tongues(10 min/day): The witch can understand and speak any spoken language for a number of minutes per day equal to his level. This duration must be spent in 1-minute increments.
• Hex: Water Lung: For 1 minute, an air-breathing target can breathe water. If the witch uses this hex on herself, she can maintain it while she sleeps, allowing her to safely sleep underwater.
• Revelation: Aura of Insight(7/day): As a standard action, you can affect one ally plus one additional ally within 30' of you for every three oracle levels you possess. Affected allies gain a +2 insight bonus on attack rolls, AC, and skill checks for 1 round. This is a mind-affecting effect. Uses: Wis.
• Revelation: Prescient Step: Add your Cha instead of your Dex to your Armor Class and all Reflex saves.
• Major Hex: Restless Slumber: A creature within 30' falls into a sleep as the slumber hex. The creature deals 1d10 points of damage to itself each turn which does not wake the creature. When it wakes, the creature is confused for a number of rounds equal to half the witch’s level.
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-----Hedgewitch (Astrology/Charlatan)(10)-----
• Spell Pool: Gains a number of spell points equal to class level + Cha.
• Magic Talents: Gains a magic talent every time he gains a caster level in this class.
• Astrology: Sun(3d4): As a swift action, you project an aura that grants a bonus 1d4 fire damage to weapon damage rolls, and increases by an additional 1d4 damage for every 5 hedgewitch levels you possess.
• Astrology: Heaven’s Reach(x2): The radius of your celestial aura is 50'.
• Astrology: Wax and Wane: As a free action, you can adjust the light level it provides up to normal light or shedding no light at all.
• Versatile Performance-Sing: Use Sing bonus for Bluff and Sense Motive.
• Guile Pool: Spend a guile point as part of any skill check to gain a +4 bonus. Uses: 3 + 1/2 level.
• Trapfinding: Gain 1/2 level to Perception checks to locate traps and to Disable Device skill checks and you can use Disable Device to disarm magic traps.
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-----Martial-----
• Martial Tradition-Free Runner: Select a martial tradition.
• Combat Training: Gain a combat talent at 1st level and every 2 levels thereafter.
• Class Skills: Gain Acrobatics, Climb, and Swim as class skills.
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-----Youxia-----
• Combat Focus(Ex)(CMD:+5): The youxia adds 1/2 his youxia level to his CMD when armed with his wushu weapon.
• Ki Pool(12): Gain a ki pool equal to 1/2 level + Wis.
• Ki Talent-Dance of Sixteen Fists(Su)(5 images)(10 rounds): As a swift action, the youxia may spend one ki point to create illusionary duplicates that match his movements. This acts as the mirror image spell except that it creates a maximum number of images equal to 1/2 his youxia level and only lasts for 1 round/level.
• Ki Talent-Inner Focus(Su): As a swift action, the youxia can spend one ki point to add a +4 bonus to any single skill check he makes.
• Ki Talents-Ki Strike(Su): As long as the youxia has at least 1 point in his ki pool, his attacks with his wushu weapon count as ki strikes, allowing the weapon to be treated as magic for the purpose of overcoming damage reduction. If the youxia is 10th level or higher, his ki strike also counts as silver. At 16th level, the youxia’s ki strike is treated as adamantine for the purpose of overcoming damage reduction and bypassing hardness.
• Ki Talent-No-Shadow Step(Su): As an immediate action, the youxia may spend one ki point whenever he fails a saving throw. The youxia then rerolls the saving throw with the same bonus and must use the second result, even if it is worse than the first.
• Ki Talent-Strong Wushu(Ex): As long as the youxia has at least one ki point in his ki pool, he may treat any weapon he is proficient with as his wushu weapon.
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-----Mighty Godling(10)-----
• Clandestine Inquisition-Disappear(Sp)(10 rounds)(10/day): You can become invisible as per the spell as a standard action. The invisibility lasts for 1 round per inquisitor level or until you attack. Uses: 3 + Wis.
• Clandestine Inquisition-Blessed Secrecy(Su)(7/day): When you attempt a Bluff, Disguise, Sleight of Hand, or Stealth skill check, you can roll twice and take the more favorable result. Uses: Wis.
• Clandestine Inquisition-Delayed Spells(Su)(1/day): You can delay the effects of a spell you cast by up to 1 round per level. You choose the duration of the delay when you cast the spell and can cause the spell to take effect immediately during the period of delay by concentrating as a standard action. Uses: 1/day + 1 for every 4 levels you have beyond 8th.
• Seduction Inquisition-Disarming Flirtation(Sp): You can attempt a Charisma check to entice a target that could be sexually attracted to you into letting you speak for up to 1 minute when it would otherwise be unwilling to consider your words. If successfully used in combat, this ability functions as a successful feint and the target cannot take any actions that would attack you as long as it is denied its Dexterity bonus against you. DC: 10 + target’s Wis.
• Seduction Inquisition-Inspire Devotion(Ex): By spending at least 1 hour engaged in acts of physical pleasure with a willing partner, you can attempt a Diplomacy check to improve that partner’s attitude or increase your influence with that partner (or reduce a rival’s influence with that partner) with no maximum on the number of steps by which you can change that partner’s attitude or disposition.
• Paramortal I: The godling does not need to eat or drink. While the godling may partake if he desires, he suffers no penalties for lack of food or water, and does not suffer starvation or thirst. The godling ages only 1 year for every 2 years that pass.
• Paramortal II: The godling suffers no penalties from the fatigued condition. A godling that is fatigued and gains the condition again becomes exhausted, as normal. The godling gains darkvision out to 60 feet. A godling that already has darkvisions adds 60 feet to his darkvision’s range. The godling ages only 1 year for every 10 years that pass.
• Paramortal III: The godling does not need to sleep. The godling regains spells once per day. The godling ages only 1 year for every 50 years that pass.
• Paramortal IV: The godling is never blinded, confused, deafened, fatigued, or exhausted. The godling does not age, and is immune to magical aging.
• Seer I: As a standard action the godling can attempt to gain knowledge and learn rumors about a given topic. This functions as the gather information function of the Diplomacy skill and the godling gets a special check to determine success. The check is 1d20 + (godling level x 1.5) + the godling’s spellcasting attribute modifier. The godling may only make a single check for a given topic, and cannot make a new check until he has gained another godling level. If the godling casts a divination spell with a percentage chance of gaining information, the godling adds his spellcasting attribute modifier to the chance of success.
• Scion of the North Wind(Ex): Your movement rate gains a +10' bonus. Also, as a swift action you can move up to your movement rate. Uses: 3/day
• Scion-Scion of Shadows(Ex): As a move action, you can allow allies within 60' who can hear or see you to use your Stealth bonus.
• Scion-Force of Personality(Su): Add your Cha instead of any other ability scores to your saving throws.
• Scion-Uncanny Dodge(Ex): The godling cannot be caught flat-footed, even if the attacker is invisible.
• Bonus Feat: At 4th level, and again at 12th, a mighty godling receives a bonus combat feat.
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-----Athletics-----
• Coordinated Movement: Whenever you take the withdraw action, you regain your martial focus.
• Fly: You do not need to make a Fly check to remain flying when moving less than half your speed on your turn.
• Leap: You may reduce the effective height of any fall by 20' on a successful DC 15 Acrobatics check. In addition, the fall is reduced by an additional 10' for every 10 points this check exceeds the target DC.
• Run: You move five times your normal speed while running and retain your Dex to AC while running.
• Swift Movement: When you have martial focus, while using movement modes associated with the packages you possess, you gain a competence bonus to your speed of +10' + 5' for every 5 ranks in the skill.
• Sparrow’s/Eagle’s Path: You gain a fly speed equal to your base speed, with average maneuverability.
• Wall Stunt: When jumping or falling, you may make an Acrobatics check to jump as a swift action, provided there is a solid surface other than a ceiling adjacent to you. You may treat spaces occupied by creatures of your size or larger as containing such an object. Any fall damage that would be incurred is calculated after removing the height of the swift action jump. As long as there is a wall adjacent to you, you may run along the wall, including vertically. A square of vertical movement costs two squares of movement. You may treat spaces occupied by creatures of your size or larger as containing a wall.
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-----Equipment-----
• Unarmored Training(+6): When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. This bonus to AC applies even against touch attacks or when you are flat-footed. You lose this bonus when you are immobilized or helpless. This bonus is lost when you are under any shapeshift other than blank form, or are polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type.
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-----Scoundrel-----
• Swift Hands: You may use your Dexterity in place of your Strength when attempting a dirty trick or steal maneuver and may use your ranks in the Sleight of Hand skill in place of your base attack bonus when determining your combat maneuver bonus to perform a dirty trick or steal maneuver. In addition, you may apply any enhancement bonuses to your unarmed strikes to your dirty trick and steal combat maneuvers.
• Improved Grifting(+3): Gain a +1 competence bonus to your dirty trick and steal combat maneuver checks, and your CMD vs. those maneuvers. This bonus increases by +1 for every 4 ranks in Sleight of Hand you possess.
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-----Scout-----
• Scout: As a swift action, you may identify a creature’s weaknesses (DC: 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours.
• Track the Scene: Gain a competence bonus to Survival checks made to find and follow tracks equal to 1/2 your ranks in Perception. When successfully following a set of tracks no older than 1 hour per rank in Stealth you possess, you learn not only what direction they headed but what actions the tracked targets took before leaving the area and during their movement as long as you successfully continue to follow their trail.
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-----Alteration-----
• Lycanthropic: You can only target yourself with your shapeshift ability.
• Shapeshift: As a standard action you may shapeshift yourself, changing your form for as long as you concentrate. You may spend a spell point to allow a shapeshift to remain for 1 minute per caster level without concentration. You may dismiss your shapeshift as a free action. Shapeshift is a polymorph effect. A target may only be affected by one shapeshift at any one time.
• Anthropomorphic Transformation: | Gift of Speech | Hands | Mind |
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-----Divination-----
• Divine: You may divine to gain information. Divining always has a duration of concentration, but you must spend a full-round action concentrating and you are flat-footed while divining. When you divine, you detect the strength and location of all magical auras within Medium range. To determine the spell school or sphere of an effect, you must pass a Knowledge-Arcana check with a DC equal to 15 + 1/2 the caster level.
• Alternate Divinations If you possess other spheres, you may divine for information other than magical auras.
• Expanded Alternate Divinations: | Illusion | Mind | Time |
• Fast Divinations: Divining only takes 1 round.
• Greater Divine: Your divine ability works out to Long range instead of Medium range.
• Sense: As a standard action, you may grant yourself paranormal senses for 1 hour/level.
• Sense-Read Magic: You may spend a spell point to gain a sense that allows you to decipher all magical writings. Once you have read a magical inscription through this ability, you are thereafter always able to read that particular writing. You can read at the rate of one page (250 words) per minute. You can identify glyphs, runes, and symbol spells with a Spellcraft check (DC 10 + 1/2 caster level).
• Sense-Detect Scrying: You may spend a spell point to detect the scryings of others.
• Advanced Alternate Divinations: If you possess other spheres, gain new sense abilities.
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-----Fate-----
• Consecration(30'): As a standard action, you may affect a 20' radius + 5' per 5 caster levels area centered on you with a consecration. This aura moves as you do. The effects of consecrations are subject to spell resistance.
• Tug Fate: For as long as this consecration is in effect, any creature within the area who rolls a 10 on a d20 receives either a +10 luck bonus or a -10 penalty to their roll(your choice). This bonus and penalty increase by 1 per 2 caster levels. Additionally, once per round any time a creature within the area rolls a natural 1 or natural 20, you may change the roll into the opposite. This does not require an action, but may only be used once per round.
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-----Light-----
• Glow: As a standard action, you may cause an object or creature in Medium range to glow for 1 minute per caster level, outlining it with light as a candle, which may be of any color you wish. This requires a touch attack or ranged touch attack. The object or creature becomes outlined with light, giving it a -20 penalty on Stealth checks and negating all bonuses usually bestowed by invisibility, blink effects, darkness, or similar effects. As a standard action, you may cause one of your glow effects within Medium range to shed bright light for as long as you concentrate. This produces bright light for 30' + 5' per 2 caster levels, and increases the light level by one step to a maximum of normal for 30' + 5' per 2 caster level beyond this. As a free action, you may spend a spell point to allow the creature or object to continue glowing brightly without concentration.
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-----Nature-----
• Air: | Breeze | Gust Of Wind | Purify Air |
• Earth: | Bury | Dust Storm | Tremor |
• Fire: | Affect Fire | Create Fire | Manipulate Lava |
• Metal: | Magnetize | Recover Ore | Reforge |
• Plant: | Entangle | Harvest | Pummel |
• Water: | Fog | Freeze | Vortex |
• Create Nature: | Create Air | Granulate | Grow Plants | Create Water |
• Manipulate Nature: | Air Geyser | Forge Earth | Move Fire | Pin-ball | Shelter | Wave |
• Resist Elements: Gain defensive abilities.
• World In Miniature: The extradimensional spaces you create are not empty void, but instead a tiny world formed from your magic.
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-----Telekinesis-----
• Telekinesis(Size:Medium)(Speed:65')(DC:49): As a standard action you can lift one unattended object or willing creature within Close range and move it up to 20' + 5' per 5 caster levels.
• Finesse: You may use telekinesis to perform fine manipulations, such as turning a key in a lock, unrolling a scroll, or tying a knot. You may make appropriate skill checks at a distance. When performing a skill at a distance you may use Cha in place of the normal ability modifier, but you suffer a -5 penalty to the check. You may use Sustained Force to maintain complicated, non-combat procedures such as making knives prepare dinner, make a lute play itself, or making a shovel dig a ditch.
• Greater Speed: The distance you can move things increases to 30' + 5' per 2 caster levels per round.
• Steal(CMB:42): You may use telekinesis on attended objects. The owner is allowed a Will saving throw to negate this effect. If they fail, you may perform a Steal or Disarm combat maneuver against them at a distance, using your caster level-5 + Cha as your CMB. On a successful maneuver, you may move the object up to your telekinesis distance in any direction.
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-----Warp-----
• Teleport: You can spend a standard action to teleport yourself and up to a heavy load to any place within Close range. Alternately, you may teleport a touched willing creature and their carried equipment instead of yourself. You may spend a spell point to increase your teleport range to Medium instead of Close. You must have line of sight to your destination.
• Bend Space: Bending space requires a standard action, and you must be touching the target or location to be affected.
• Extradimensional Room: Create a small pocket dimension, accessible through a shimmering portal that either appears in the air before you or on a touched, reasonably flat surface.
• Extradimensional Storage(x2): Gain a permanent extradimensional space that may hold up to 25 pounds per caster level of non-living material. Access it as a move action.
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-----Weather-----
• Control Weather: As a standard action, you may control all weather within Medium range. If you are in a confined area, your control only extends to the edge of that space. You may spend a spell point to have this change continue for 1 minute per caster level without concentration.
• Greater Size: When controlling weather, you may affect all weather within Long range of you. If you possess the Focused Weather talent, you may center that effect anywhere within Long range.
• Greater Weather: When you use control weather, you may spend an extra spell point to affect 2 weather categories, or two extra spell points to affect 3.
• Lengthened Weather: When you spend a spell point to allow your create weather effect to persist without concentration, the effect persists for 1 hour per caster level.
• Greater Weather: You may spend an extra spell point to affect 2 weather categories instead of 1, or two extra spell points to affect 3 weather categories instead of 2.
• Storm Lord(x2): When you are using control weather to create Precipitation of severity level 4 or above in an area of Wind severity level 4 or above, you can control where the lightning bolts strike. If taken twice, you may increase the frequency of lightning strikes to 1 per round.
• Dry Lightning: When you are using control weather to create Wind of severity level 4 or above in an area of Aridity severity level 4 or above, you may cause lightning to strike as if there were storm effects of a severity level equal to the Wind severity level. The ability to control where lightning strikes and the increased frequency from Storm Lord applies to these lightning strikes.
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-----Mythic Tier: 3 | Stranger | Spheremaster |-----
• Mythic Power(Su)(9/day): Each day, you can expend an amount of mythic power equal to 3 + 2x your tier.
• Surge(Su)(1d6): You can expend one use of mythic power to increase any d20 roll you make by 1d6.
• Fleet Charge(Ex): As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
• Mythic Sphere Mastery-Tug Fate: This consecration no longer requires concentration to maintain and you may activate or deactivate it as a free action. Any mythic creature that makes a successful save against your consecration is immune to its effects for 24 hours; any non-mythic creature that makes a successful save against it is only immune to its effects for 1 minute.
• Heirloom(Ex): Gain a relic of your house, family, or culture. This functions as a legendary item , but you are so protective of this item that you add your mythic tier as a bonus to CMD against disarm, steal, and sunder combat maneuvers directed at the item, and one-half your mythic tier as a bonus on saving throws made by the item.
• Profound Vitality(Su): When you cast a healing or conjuration spell, you fill an area with plant life. A 20' radius circle centered on a point within 30' fills with lush plants, which can be your choice of any combination of light or heavy undergrowth or short enough to provide no concealment or difficult terrain at all.
• Mythic Hex-Cackle: The witches familiar can cackle as a standard action, which functions as if the witch had cackled.
• Mythic Ki(Su): You can use points of mythic power interchangeably with points from your ki pool.
• Speed Surge(Ex): As a free action, you can expend one use of your mythic power to take an additional move action or to increase your speed by 10 feet times your mythic tier when you use the charge, run, or withdraw action.
• Supreme Tracker(Ex): If you have something that carries a creature’s scent, you can expend one use of mythic power to create a supernatural bond that allows you track that individual. As a free action, you can sense the creature’s general direction and distance, as well as know whether it is alive, dead, destroyed, dying, or undead. The creature must be on the same plane as you for this ability to function. For the purpose of spells and effects that block scrying and divination, your caster level for this effect is a number equal to double your tier. At 6th tier, you can track the creature if it’s on a different plane than you.
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-----Animal Lord: Dire Lion-----
• Stats: All:+4
• Change Shape(Su): The animal lord can use this ability to take the shape of the base animal as a move action.
• Senses: Gains the senses of both the base creature and the base animal in both of its forms.
• AC(+6): Gains the base animal’s natural armor bonus, and this bonus is increased by +2.
• Defense: Gains DR 10/silver.
• Speed(40'): An animal lord’s base speed is that of its base animal form.
• Racial Modifiers: | Acrobatics:+4 | Stealth:+4(+8 in undergrowth) |
• Dominion(Su)(Feline): Constantly under the effects of a speak with animals spell for creatures of the animal lord’s species affinity and can cast charm animal on any animal of its affinity as a spell-like ability at will.
• Leap(Ex): Adds half its HD to all checks made to jump, and is always treated as if it had a running start.
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-----Low-Magic-Item Rules-----
• Stats: | Str:+2 | Dex:+2 | Con:+4 | Int:+2 | Wis:+2 | Cha:+5 |
• Competence(3): Gain a competence bonus to attack, damage, AC, saves, and initiative equal to one-third class level.
• Feats: At first level, third level, and every subsequent third level, gain one feat.
• Gift/Knack: At 4th level, and every subsequent 4th level, gain a bonus [Gift] or [Knack] feat.
• Advanced Techniques: Attacks have a 50% chance to strike incorporeal or ethereal targets.
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-----Heirloom Item: Lion's Pride(Staff)-----
• 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, but only the creature bonded to the item can utilize it fully.
• Legendary Power(2/day): Any creature bearing the item can expend uses of legendary power to activate the legendary item’s abilities. If the item’s bearer isn’t bonded to the item, he can expend the item’s legendary power only to use its legendary surge ability.
• Legendary Surge: The legendary surge ability allows the bearer to add the result of a d6 to attack rolls and combat maneuver checks. A mythic bearer can use his surge die type in place of the d6. If she’s bonded to the item, he can increase that die type by one step.
• Inestimable Beauty: Your item is a matchless masterwork, so beautiful to behold that all who see it agree they have never seen its equal. Your item gains the impervious quality as if it were a weapon with an enhancement bonus equal to one-half your mythic tier. In addition, its beauty is so enchantingly perfect that when you wield it you can use bardic performance (distraction or fascinate), using your mythic tier as your bard level and functioning with these performances as though you had a number of ranks in a relevant Perform skill equal to twice your mythic tier. You can expend one use of the item’s legendary power to use enthrall or hypnotic pattern with a caster level equal to your Hit Dice plus your mythic tier. If you expend two uses of legendary power, you can use the mythic version of enthrall or hypnotic pattern.
• Undetectable: This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can’t be detected or scryed by any method.
• Returning: The creature bonded to this item can expend one use of mythic power to teleport the item to his 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.
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• Feral Vitality: Gain fast healing 2.
---Divine Portfolio I-Ancestor: The godling selects one oracle mystery. He gains one revelation from the mystery. He must meet all the revelation’s prerequisites. The godling treats his godling level as his oracle level for this revelation (including fulfilling the revelation’s prerequisites). The godling may choose to have any of the ability’s calculations that are normally based on Cha modifiers instead be based on any ability modifier of the godling’s choice.
• Mythic: Extra Hex (Mental Acuity): Gain a magus arcana, oracle revelation, or rogue talent.
Divination - Foreshadow
• Teleport Object: You can teleport objects independent of people. The object cannot weigh more than 10 pounds per caster level, and it cannot be in the possession of another creature.
• Ranged Warp: You no longer need to be touching another creature in order to teleport them, although the creature must be within close range.