Friendly Fighter

Cae Leonidas's page

224 posts. Alias of Slyness.


Lion Heart: Witch/Godling(6) | Vitality: 119 | Wounds: 62 | AC: 50 | T: 44 | FF: 37 | DR: 10/silver | Fort: +30 | Ref: +36 | Will: +29 | CMD: 39 |


Init: 20 | Per: 22 | Speed: 150' | Low-light Vision | Darkvision: 60' | See in darkness | Immunity: Electricity / Inhaled poisons, gas, fog, or cloud-based attacks and spells | Resistance: Cold:10 |

About Cae Leonidas

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. 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.
| Height: 6'4" | Weight: 180 lbs. | Age: 18 | Pic: | 1 | 2 |
| Familiar: Vyse the Critic Lizard |
| Str: 29 | Dex: 28 | Con: 28 | Int: 38 | Wis: 29 | Cha: 31 |
| Spell Points: 23 | MSB: 6 | MSD: 17 | Concentration: 20 |
| DC: 27 | Range: | 40' | 160' | 640' |
| Languages: | Common | Auran | Celestial | Dwarven | Elven | First Speech | Giant | Halfling | Nibenese | Raamite | Sylvan | Tyrian | Urikite |

| Vitality: 119 | Wounds: 62 | CMD: 39 |
| Saves: Fort: +30 | Ref: +36 | Will: +29 |
| Armor: | AC: 50 | Touch: 44 | Flat-footed: 37 |
| DR: 10/silver | Spell Resistance: 0 |

| BAB: +6 | CMB: +15 | Initiative: +20 | Speed: 150' |
| Melee: Quarterstaff(B): +16(1d6+14) | Touch: +15 |
| Ranged: None | Touch: +15 |

-----Trained Adventuring Skills: 96(2+Int)-----
+24 Acrobatics: (6(Athletics) + Dex:9 + CS:3 + Racial:2 + AL:4)(Jump:+3)
+19 Bluff: (6 + Cha:10 + CS:3)
+19 Diplomacy: (6 + Cha:10 + CS:3)
+21 Disable Device: (6 + Dex:9 + CS:3 + Trait:1 + Tools:2)
+14 Disguise: (1 + Cha:10 + CS:3)
+16 Escape Artist: (3 + Dex:9 + CS:3 + Trait:1)
+18 Fly: (6(Athletics) + Dex:9 + CS:3)
+13 Heal: (1 + Wis:9 + CS:3)
+19 Intimidate: (6 + Cha:10 + CS:3)
+23 Know: Arcana: (6 + Int:14 + CS:3)
+23 Know: Dung: (6 + Int:14 + CS:3)
+23 Know: Local: (6 + Int:14 + CS:3)
+27 Know: Nature: (6 + Int:14 + CS:3 + TC:4)
+23 Know: Planes: (6 + Int:14 + CS:3)
+23 Know: Psionics: (6 + Int:14 + CS:3)
+23 Know: Religion: (6 + Int:14 + CS:3)
+22 Perception: (6 + Wis:9 + CS:3 + Racial:2 + Familiar:2)
+20 Sense Motive: (6 + Wis:9 + CS:3 + Familiar:2)
+23 Spellcraft: (6 + Int:14 + CS:3)
+22 Stealth: (6(Scout) + Dex:9 + CS:3 + AL:4)(+4 in undergrowth)
+22 Survival: (6 + Wis:9 + CS:3 + TC:4)(Tracking: +3)
+14 Use Magic Device: (1 + Cha:10 + CS:3)

-----Trained Background Skills: 12-----
+20 Craft: Tattoo: (1 + Int:14 + CS:3 + Tools:2)
+20 Craft: Staves: (1 + Int:14 + CS:3 + Tools:2)
+18 Know: Eng: (1 + Int:14 + CS:3)
+18 Know: Geo: (1 + Int:14 + CS:3)
+18 Know: History: (1 + Int:14 + CS:3)
+18 Know: Nobles: (1 + Int:14 + CS:3)
+16 Perform: Dance: (3 + Cha:10 + CS:3)
+16 Perform: Sing: (2 + Cha:10 + CS:3 + Trait:1)
+13 Prof: Cook: (1 + Wis:9 + CS:3)
+18 Sleight of Hand: (6(Scoundrel) + Dex:9 + CS:3)

-----Skinwalker(Were-lion)Racial Traits:-----
Ability Scores: | Dex:+2 | Int:+2 | Wis:-2 | Cha:+2 |
Senses: | Low-light Vision | See in Darkness |
FCB: +1 HP
Animal Minded: | Perception:+2 | Acrobatics:+2 |
Change Shape(Su): A skinwalker can change shape to and from a bestial form as a standard action. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, he can choose to gain one of the following features:
---Bite attack that deals 1d6 points of damage
---2 claw attacks that each deal 1d4 points of damage
---+10-foot racial bonus to base speed
---See in darkness
Spell-Like Ability: Jump:1/day
Racial Feat: Extra Feature
Psionic Talent: Judge(2/day) Your Sense Motive check gains a +2 insight bonus.

Focused Mind: You gain a +2 trait bonus on concentration checks.
Reactionary: You gain a +2 trait bonus on initiative checks
Talented: You gain a +1 trait bonus on checks with a single Perform skill (your choice), and all Perform skills are always class skills for you.
Unshackled: You gain a +1 trait bonus on Escape Artist checks, and Escape Artist is a class skill for you.
Vagabond Child(Disable Device): Choose from Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

Extra Feature: When you change shape to your bestial form, you may choose one additional feature from those listed in your shapechange ability and gain that benefit while in bestial form.
Cantrips: You can create a variety of small magical effects. These effects are not powerful and are treated as sphere effects in all ways. They require a standard action to use, have a range of Close, and are either instantaneous or have a duration of 1 hour depending on the effect created.
Emergent Divinity: You gain 1 rank of godling divine traits.
Extra Combat Talent(x3): Gain an additional sphere, or a talent from a combat sphere you possess.
Extra Hex(x6): You gain an extra Hex.
Extra Magic Talent(x1): Gain an additional sphere, or a talent from a sphere you possess.
Feral Vitality: You gain fast healing 2.
Improved Initiative: You gain a +4 bonus on initiative checks.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die.
Extra Lives(Horrifically Overpowered): Your character can come back from the dead, with no penalty, three times in its total career. This happens at the end of whatever encounter you died in, unless that would cause your character to immediately die again (such as if your body was dropped into a pool of lava). In that case, you return to life at some safe location within a week, at the GM’s discretion. If you think your character is likely to be raised quickly and easily, you may choose not to use this ability when you die, in which case it does not count against your three total uses of this feat.
Gestalt(Horrifically Overpowered)(Hedgewitch): Select one character class. You gain all the class features of that class other than spellcasting, as if half your total character level was your class level.
Heroic Grace (Horrifically Overpowered)(Int): You may add your Int, Wis, or Cha bonus to all your saving throws, in addition to your normal ability modifier.
Mental Paragon (Horrifically Overpowered): Your Intelligence, Wisdom, and Charisma are a base of 18 (before racial and level-based adjustments).
Hex Maven (Horrifically Overpowered): Your hexes which state they can only affect a specific target once per day, can instead affect the same target a number of times per day equal to your Int bonus.
Super Speed(Horrifically Overpowered): You gain an additional move action each round. This move action can be used for any purpose in addition to the normal move action you possess each round. You may use this move action in addition to a move and standard action, or in addition to a full-round action. You may forgo both of your normal move actions to instead take two standard actions in a single turn. This may allow you to cast multiple spells requiring standard actions or use other abilities requiring a standard action twice in one turn.
Mythic: Dual Path: Select a mythic path other than the path you selected at your moment of ascension. You gain that path's 1st-tier ability. Each time you gain a path ability, you can select that path ability from either path's list or the list of universal path abilities.
Mythic: Mythic Paragon: Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells. This doesn’t grant you access to mythic abilities or greater versions of mythic spells at a lower tier than you would normally need to be to get them, nor does it grant you additional uses of mythic power or adjust the dice you roll for your surge.
Mythic: Extra Lives (Horrifically Overpowered): As long as you have at least one use of the Extra Lives feat available, you can expend three uses of mythic power to use your Extra Lives feat without it counting against the maximum number of times you can use the feat. If you expend two points of mythic power, you may grant another dead character one of your uses of the Extra Lives feat. You can’t do both of these at once.
Mythic: Gestalt (Horrifically Overpowered): When calculating what class features you gain from your gestalt class, add your mythic tier to half your character level (to a maximum of your hit dice). If you expend a point of mythic power, you may also gain the class features from the first level of any one prestige class you meet the prerequisites for, for one minute.
Mythic: Mental Paragon (Horrifically Overpowered): Add your mythic tier to your Intelligence, Wisdom, and Charisma scores.

-----Witch (Sphere Witch/Fellseer) Special Abilities-----
Drawback: The spiritual nature of the fellseer’s prescient and sensory information limits her focus on both her craft and her insight. In an attempt to reconcile this dual nature–the intuitive arcanist and the divinely inspired precognitive–her strength of will is somewhat diminished. A fellseer always takes a –1 penalty on all Will saves.
Somatic Casting(x2): You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.
Easy Focus: When maintaining a sphere ability through concentration, you only need to spend a move action to maintain concentration instead of a standard action. This does not decrease the sphere ability’s casting time, only the action used to maintain concentration.
Spell Pool(20): The sphere witch gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Intelligence modifier. This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents: A sphere witch gains a magic talent every level.
Witch’s Familiar(Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches him magic and helps to guide him along his path. Familiars also aid a witch by granting him skill bonuses, additional spells, and help with some types of magic. This functions exactly like the witch’s ability by the same name except as follows:
---The familiar learns one language that only the fellseer can understand. At 6th level and every six levels thereafter, the familiar learns an additional language with which to communicate with the fellseer's allies.
---If the fellseer is affected by a confusion or sleep effect, bond with her familiar causes the familiar to also be affected by the condition, with no saving throw of its own. After the fellseer overcomes the condition, the familiar can begin to make checks as normal to overcome the effect.
---If the familiar is unconscious, confused, slain, or otherwise incapacitated, the fellseer loses her access to revelations and to her mystery spells until it is restored or replaced. The fellseer also loses the benefits of her oracle's curse (but keeps the penalties) under these circumstances. A replacement familiar knows all the languages of its predecessor. The fellseer must make a concentration check to cast mystery spells if the familiar is more than 5 feet away from her.
Patron(Ancestors): At 1st level, when a witch gains his familiar, he must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that he might not entirely understand. A sphere witch does not gain bonus spells from their patron. Instead, they gain a bonus magic talent at 1st level and every odd level thereafter chosen from the sphere associated with their patron.
Hex(DC:27)(Su): This is exactly like the witch’s ability of the same name, except that the fellseer may select a hex at 1st level, and again at 4th level and every even level thereafter. In addition, whenever the fellseer can select a hex, she may select a revelation from her mystery instead. The fellseer has an oracle level equal to her fellseer level for the purposes of qualifying for revelations and determining their effect. The save DC for a fellseer's revelation is equal to 10 + the 1/2 the fellseer's level + the fellseer's Intelligence bonus.
Mystery(Seersworn): In place of mystery spells, a sphere oracle gains +1 spell point at 2nd level and every 2 levels thereafter.
Oracle’s Curse(Haunted)(Ex): At 1st level, the fellseer gains oracle’s curse. He gains a bonus magic talent at 1st, 5th, 10th, and 15th levels, chosen from the sphere associated with that curse.
Fellseer's Cry (Su): At 2nd level, the fellseer gains the cackle hex. Whenever she uses it, it also extends the duration of any revelation with a duration expressed in rounds affecting a creature within 30 feet.
Fellseer's Blight(Su): At 3rd level, the fellseer adds oracle's burden to her familiar. In addition, the fellseer may obtain alternative uses for her oracles burden ability. Whenever the fellseer could select a hex, she can instead gain the ability to use oracle's burden three times per day, as a spell-like ability. Whenever the fellseer could select a major hex, she can choose to have her oracle's burden spell-like ability target a number of creatures in range equal to her Intelligence modifier each time it is cast. Whenever the fellseer could select a grand hex, she can choose to have her oracle's burden spell-like ability affect any number of creatures within range.
Grand Hex: This is exactly like the witch’s ability of the same name, except the fellseer only selects a grand hex at 20th level.

-----Witch Hexes/Revelations:-----
Hex: Aura of Purity(Su): Diseases, inhaled poisons, and noxious gaseous effects (such as stinking cloud) are negated in a 10-foot aura around the witch for a number of minutes equal to her level. This duration does not need to be consecutive, but it 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 feet 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: Evil Eye(Su)(11 rounds): The witch can cause doubt to creep into the mind of a foe within 30 feet that he can see. Effect: The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.
Hex: Fortune(Su): The witch can grant a creature within 30 feet 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. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
Hex: Healing(Su)(2d8+6): This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
Hex: Misfortune(1 round): The witch can cause a creature within 30 feet 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. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Hex: Slumber(Su)(6 rounds): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. 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. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Hex: Soothsayer: When the witch uses the evil eye hex, fortune hex, misfortune hex, or retribution major hex, she can choose to delay the effect. If she does so, the hex takes effect the next time the target makes a roll that could be affected by the hex (such as an ability check, attack roll, saving throw, or skill check) or is affected by an action that could be modified by the hex (such as being attacked when the hex would affect the target’s AC), 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(6 min/day): A witch with this hex can understand any spoken language for a number of minutes per day equal to her level, as comprehend languages. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 5th level, a witch can use this ability to speak any language, as per tongues.
Revelation: Aura of Insight(Su)(9/day): As a standard action, you can give a small amount of your insight to your allies. The aura affects one ally plus one additional ally within 30 feet of you for every three oracle levels you possess. You may confer this bonus upon yourself in place of one ally. Affected allies gain a +2 insight bonus on attack rolls, AC, and skill checks for 1 round. This is a mind-affecting effect. You may use this ability a number of times per day equal to your Wis modifier.
Revelation: Prescient Step(Su): Your preternatural senses allow you to add your Intelligence modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saves.

-----Mighty Godling-----
Lineage Domain: Clandestine Inquisition:
---Disappear(Sp)(6 rounds)(9/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. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Divine Traits:
---Paramortal I: The godling does not need to eat or drink. While the godling may partake if she desires, she 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 her darkvision’s range. The godling ages only 1 year for every 10 years that pass.
---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 she has gained another godling level. If the godling casts a divination spell with a percentage chance of gaining information, the godling adds her spellcasting attribute modifier to the chance of success.
Scion Talents: As a mighty godling gains experience, he learns a number of talents that aid him and confound his foes.
---Scion of the North Wind (Ex): Your godling powers allow you to call upon the speed and constant might of the north wind. Your movement rate gains a +10 ft. bonus. Also, as a swift action you can move up to your movement rate. You may do this once per day, +1 additional time per day for every 5 levels you possess.
---Uncanny Dodge (Ex): A godling with this talent can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A godling with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
Bonus Feat: At 4th level, and again at 12th, a mighty godling receives a bonus combat feat.

-----Hedgewitch (Astrology/Martial)(6)-----
Tradition Benefit(Astrology): You gain the Light sphere as a bonus magic talent.
Tradition Power(Astrology): You gain the ability to channel the power of celestial objects, projecting different celestial auras to aid your allies. You may only project a single celestial aura at a time. Projecting a celestial aura is a swift action, and its effects last until you dismiss it as a free action or you activate a different aura. The effects of your auras apply to all allies (including yourself) who are currently within 30 ft. In addition to any other benefits, all auras increase the light level within the area by one step to a maximum of normal light. This ability functions only while you are conscious, not if you are unconscious or dead.
---Moon(Fort:+2)(Temp HP:+4): Moonlight is the light of revelry and lunacy, lending strange invigoration and vitality to all bathed within it. This aura provides a +1 bonus to Fortitude saves, and increases by +1 for every 5 hedgewitch levels you possess. In addition, the aura provides one temporary hit point, plus an additional temporary hit point for every two hedgewitch levels you possess. These temporary hit points automatically refresh at the start of your turn. These temporary hit points only persist on allies who remain within the area of this aura.
Tradition Secrets(Astrology):
---Heaven’s Reach(x2): The radius of your celestial aura increases by 10 ft. You can take this secret up to two times, and the effects stack.
---Wax and Wane: You have greater control over the light of your celestial aura. As a free action you can adjust the light level it provides, increasing the level of light by up to two steps up to a maximum of normal light or shedding no light at all.

-----Spheres of Might(Equipment)(1):-----
Martial Tradition: Free Runner
---Athletics: | Run | Leap | Fly | Wall Stunt | Swift Movement |
Unarmored Training(+5): Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. 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. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess. This bonus to AC applies even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the monk or similar abilities. This bonus depends on an intricate awareness of the practicioner’s body and balance, and as such is lost when the target is under any shapeshift other than blank form, or is polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type.

-----Spheres Athletics(1):-----
When you gain an Athletics package, you gain 5 ranks in its associated skill, plus 5 ranks per additional talent spent in the Athletics sphere. If you possess both the (leap) and (run) packages, you gain a competence bonus on Acrobatics checks equal to half your base attack bonus.
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 and count as being one size larger when determining the effects of wind on you while flying. This does not give you the ability to fly; it simply augments your movement abilities if you possess a means of flight. You may gain ranks in the Fly skill even if you do not possess a means of flight. Associated Movement Mode: Flying. Associated Skill: Fly.
Leap: You may reduce the effective height of any fall by 20 ft. on a successful DC 15 Acrobatics check rather than 10. In addition, the fall is reduced by an additional 10 ft. for every 10 points this check exceeds the target DC. Associated Movement Mode: Jumping. Associated Skill: Acrobatics.
Run: You move five times your normal speed while running if wearing medium, light, or no armor and carrying no more than a medium load, or four times your speed if wearing heavy armor or carrying a heavy load. If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your check. You retain your Dexterity bonus to your Armor Class while running. Associated Movement Mode: Ground. Associated Skill: Acrobatics. Associated Feat: Run.
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 ft. When using the (leap) package with this ability, apply the bonus to the maximum distance you may travel while jumping and to your base speed when determining the bonus to Acrobatics checks made to jump granted by your speed even if you are not trained in the (run) package. For every 5 ranks you possess in the skill associated with a movement type, your speed with that movement type increases by an additional 5 ft.
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 at that point. You may treat spaces occupied by creatures of your size or larger as containing such an object but your movement provokes attacks of opportunity as normal. 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 for all or part of your movement, 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, but your movement provokes attacks of opportunity as normal. Doing so bypasses any obstacle on the ground. You must end your movement on the ground as normal; if there is no ground present, you fall.

-----Sphere: Scoundrel(2)-----
Masters of subtlety and guile, practitioners of the Scoundrel sphere know how to best manipulate opponents into dropping their guard before taking them for everything they have. When you gain the Scoundrel sphere, you gain 5 ranks in the Sleight of Hand skill, plus 5 ranks per additional talent spent in the Scoundrel sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Sleight of Hand skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
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: You gain a +1 competence bonus to your dirty trick and steal combat maneuver checks, as well as to your CMD vs. those maneuvers. This bonus increases by +1 for every 4 ranks in Sleight of Hand you possess. This bonus does not stack with the bonus to these maneuvers provided by the Improved or Greater Dirty Trick or Improved or Greater Steal feats. Associated Feats: Improved Steal, Improved Dirty Trick.

-----Sphere: Scout(2)-----
Training in the Scout sphere teaches you how to hide from danger, identify potential threats and hazards, track opponents through almost any environment, and identify a creature’s key weaknesses. When you gain the Scout sphere, you gain 5 ranks in the Stealth skill, plus 5 ranks per additional talent spent in the Scout sphere.
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, (such as damage reduction types and vulnerabilities), 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; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.
Track the Scene: You 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; information gained in this manner is typically quite general, such as whether the targets paused and ate, split up, had an altercation, etc. Detailed information such as what spells they may have cast or items they may have used is typically unavailable, unless the targets left some tangible indication of the act behind, such as an empty potion bottle.

-----Sphere: Alteration(2)-----
Lycanthropic: You can only target yourself with your shapeshift ability. You cannot gain the Mass Alteration nor Ranged Alteration talents.
Shapeshift: As a standard action you may shapeshift yourself or a touched creature, changing their form for as long as you concentrate. If the target is unwilling, this costs a spell point, and they are allowed a Fortitude save to negate. 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. If a caster attempts to place a second shapeshift on a target, he must succeed at a magic skill check. If he succeeds, the second shapeshift is successfully placed on the target, dismissing and dispelling the first.
Vocal Transformation: You may add the following traits to your forms:
---Gift of Speech: The target may speak and supply verbal spell components normally, even if in a form that would normally prevent this.
---Mimicry: The target may perfectly imitate voices and sounds with which it is familiar. The target gains a +10 bonus on Disguise checks to imitate a creature type, individual, or object that they have listened to for at least 10 minutes. These 10 minutes do not have to have been during the duration of the shapeshift. This bonus does not stack with the bonus to Disguise checks from shapeshift, but does increase the bonus to Disguise to imitate a specific individual with the Perfect Imitation talent to +15. (Must be able to speak)
---Roar: The target may roar, howl, growl, or make other threatening vocalizations as a standard action to make an Intimidate check to demoralize all foes within 30 ft. that can hear the sound. This trait may be taken a second time to reduce this to a move action.
---Vocal Theft: The target becomes unable to speak and may not supply vocal spell components or make Perform checks that require singing or speaking.

-----Sphere: Divination(4)-----
Divine: You may divine to gain information. To divine, you must spend 10 minutes meditating, although you may spend a spell point to decrease this time to a single standard action. Divining always has a duration of concentration, but you must spend a full-round action concentrating (you can take no other action, not even walking); you are flat-footed while divining. When you divine, you detect the strength and location of all magical auras within Medium range. You do not know the exact caster level of an item or spell, but you may sense the aura’s general strength according to the chart below. To determine the spell school or sphere of the effect, you must pass a Knowledge (arcana) check with a DC equal to 15 + 1/2 the caster level.
Expanded Divinations: Pick any three alternate divinations which you do not currently possess. You gain access to those alternate divinations as if you possessed the requisite spheres.
Fast Divinations(x2): Divining takes 1 minute instead of 10 minutes (without a spell point). You may take this talent two times decreasing the time it takes to divine down to 1 round instead.

• Alternate Divinations:
---Alteration: You may divine for creatures with the shapechanger type. If a creature is not a shapechanger, but is under the effect of a Shapeshift Alteration sphere (or similar) ability, it shows up with a dim aura.
---Fallen Fey: You may divine the location of any creature that possesses the elf, fey, gnome, or sidheir types or subtypes.
---Fate(Detect Loyalties): You may divine the top three general things that matter most to the creatures you can see within range. Examples of base loyalties may include but are not limited to: Country, Faith, Family, Power, and Self. Subcategories for base loyalties may also exist where appropriate such as Self (survival) or Self (perfection). While you do not learn specific details such as proper names of the associated loyalties, you do acquire the order in which the loyalties stand. Mindless creatures might have only 1 loyalty such as Self (survival), whereas creatures with low animal-like intelligence might only have 2 loyalties such as Family (pack) and Self (survival). Only the top three loyalties are revealed, even if they have more.
---Life: If you possess the Life sphere, you may divine the location of nearby living creatures. These creatures do not have auras; you instead determine their condition.
---Illusion: You may divine for illusions. This grants you a free Will save or Perception check against any illusions or invisibility within the area.
---Light(Ultravision): You gain a bonus to perception checks equal to your caster level. In addition, once per round you may make a Perception check as a free action.
---Telekinesis: You may divine the density and weight of nearby objects and creatures that you can see.
---Telekinesis: You may divine the presence or absence of creatures with the incorporeal subtype. For the purpose of this ability, creatures such as unseen servant and other similar creatures of force are considered to have the incorporeal subtype. This ability will not not reveal the general location or direction in which the incorporeal creatures are, it will however give you knowledge of the incorporeal creature’s aura.
---Time: You may divine the events that happened within medium range (100 ft + 10 ft per caster level). You can only divine what occurred up to 1 hour per caster level ago. When you divine time you are only given the following details: The number of creatures that were in the area, their size, how long they remained in the area, and any movements they made while in the area. In addition, if objects were left unattended or unattended objects were moved during this time, you learn the size and vague shape of such objects.
---Warp: You may divine the presence of portals, rifts (including extradimensional spaces), and teleportation circles, both active and inactive within medium range. In addition, when identifying the properties of portals, you gain a circumstance bonus to Knowledge (planes) checks equal to 1/2 your caster level (minimum +1).
---Weather: You may divine the weather at your location for the next 24 hours, providing you with advance warning of storms, tornadoes, and so on. This reveals only the weather that would arise naturally and does not take into account any magical occurrences that might change the weather.
Sense: As a standard action, you may grant yourself paranormal senses for 1 hour/level.
---Read Magic: You may spend a spell point to gain a sense that allows you to decipher all magical writings, such as those found in books, scrolls, on weapons, or in other places intelligible to you. This does not invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once you have read a magical inscription through this ability, you are thereafter able to read that particular writing even without this sense. 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). There is no limit to the number of different senses you may have active at a time.

-----Sphere: Fallen Fey(3)-----
Fey-Link: As a swift action, you may change your creature type to fey for 1 minute per caster level. You are treated as a fey and no longer count as your previous creature type for all purposes including spells, magic items, etc. You still possess any subtypes you previously possessed (thus, an elf using this ability would change from a humanoid with the elf subtype to a fey with the elf subtype). Whenever fey-link is active, you may spend 1 spell point as a free action to gain the benefits of a fey-blessing until the end of the fey-link. There are no limit to the number of fey-blessings you may have active at a time, but each one must be activated separately, and all only endure until the end of the feylink. Renewing a fey-link does not increase the duration of a fey-blessing, and ends all fey-blessings you currently possess.
Greater Fey-Link: Your fey-link endures for 10 minutes per caster level rather than 1 minute per caster level. You may spend a spell point to increase this duration to 1 hour per caster level instead.
Nature-Connection (fey-blessing): You gain a +1 bonus on initiative checks and Knowledge (geography), Survival, Stealth, and Perception skill checks made within one terrain of your choice (chosen when this fey-blessing is cast). This bonus increases by +1 for every 5 caster levels you possess. You may gain this fey-blessing multiple times, gaining this bonus in a different terrain each time.
Mantle of Spring (fey-blessing): You may activate the following abilities as fey-blessings:
---Plant Growth: A single plant or creature of the plant type that you touch increases its size by one category. This increases to two categories at 10th caster level and one additional category every 10 caster levels thereafter. This effect persists for as long as you are within 30 ft. of the target, until you end it as a free action, you choose to apply it to a different target, or the fey-link ends. Unwilling creatures are permitted a Will save to negate this effect. This effect bypasses the immunity to polymorph effects of the plant type. This ability cannot cause creatures to grow larger than Huge. At 5th caster level and every 5 caster levels thereafter, this limit increases by one size category, to a maximum of Colossal at 15th caster level. This is a polymorph effect.
---Verdant Step: You may cause flowers, grass, and small vines to spring up wherever you step. The rapid, clinging growth creates difficult terrain in any space you enter until the start of your next turn. You are not hindered by this difficult terrain. This effect may be halted or resumed as a free action. If you spend a spell point as a free action, this growth instead remains for 1 minute per caster level. This ability does not function if you are not touching the ground. This growth is considered sufficient to be a target by any abilities of the plantlife package of the Nature sphere that requires plants (but not large growths such as trees) until the start of your next turn or for 1 minute per caster level when using the spell point option. After this time expires, the growth fades away and any ongoing effects requiring it end.

-----Sphere: Illusion(1)-----
Illusion: You may craft images and impressions of things that aren’t there. Illusion sphere abilities have a range of Close and do not allow spell resistance unless placed on a creature with resistance. Unwilling targets are allowed a Will save to resist an illusion or trick being placed upon them. An illusion may shed as much normal light as a torch and may cast a shadow.
Invisibility(glamer): You may make things disappear. As a trick, you may add 1/2 your caster level to Sleight of Hand checks made to palm a small object or hide a light weapon. You may also place an illusion on a creature or object that makes it harder to see. Rather than make a Will save to disbelieve, creatures must make Perception checks to detect the hidden creature or object. Objects have a flat Perception DC equal to 10 + their size bonus + your caster level, while creatures gain a bonus to their Stealth checks equal to your caster level. In addition, since they are invisible, creatures may make Stealth checks even while being observed and do not require cover to retain or initiate Stealth. Even when detected by another creature, an invisible creature gains a +2 bonus to attack rolls against sighted targets and ignores their Dexterity bonus to AC. Attacks against the invisible creature have a 50% chance they will simply miss, even if the attack has targeted the correct square. Making a creature or object invisible also hides its magical aura from such effects as detect magic or the base Divination sphere divine ability.

-----Sphere: Light(1)-----
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 ft +5 ft per 2 caster levels, and increases the light level by one step to a maximum of normal for 30 ft +5 ft 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 for 1 minute per caster level, or until the glow effect expires, whichever comes first.

-----Sphere: Telekinesis(4)-----
Telekinesis(Size:Small)(Speed:50 ft)(DC:24): As a standard action you can use telekinesis to lift one unattended object or willing creature within Close range and move it up to 20 ft, + 5 ft per 5 caster levels. The object levitates as long as you concentrate, have line of sight, and the object remains within Close range.
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 (such as Craft, Profession, or Performance checks that involve objects or instruments) at a distance, as well as Heal checks to perform first aid. When performing a skill at a distance you may use your casting ability modifier in place of the normal ability modifier, but you also suffer a -5 penalty to the skill 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 with telekinesis increases to 30 ft + 5 ft per 2 caster levels per round.
Steal(CMB:14): 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 plus your casting ability modifier as your CMB. On a successful maneuver, you may move the object up to your telekinesis distance in any direction.

-----Sphere: Warp(2)-----
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 Storage: You gain a permanent extradimensional space that may hold up to 10 pounds per caster level of non-living material. You can create a portal to this extradimensional space within arm’s reach at will. Placing an object in this space or calling an object from this space requires a full-round action, but may be done as a swift action by spending a spell point. Living things and attended objects cannot be placed in your extradimensional storage. If you die, all contents of your extradimensional space appear in your square or the nearest unoccupied space.

-----Sphere: Weather(1)-----
Control Weather: As a standard action, you may control all weather within Medium range, adjusting either the wind, temperature, or precipitation levels. If you are in a confined area such as inside a building, your control only extends to the edge of that space. This change in weather lasts as long as you concentrate, but you may always spend a spell point as a free action to allow this change to continue for 1 minute per caster level without concentration. When using control weather to change the weather’s severity, the change happens 1 level change per category per round until the desired severity is reached. When the effect ends, the severity of the altered weather categories returns to normal by 1 step per round. If you are maintaining the effect through concentration, the effect moves with you. If it is being maintained through a spell point, it remains stationary.

-----Mythic Abilities(3): | Stranger | Living Saint |-----
Mythic Power(Su)(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. 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.
Surge(Su)(1d6): 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. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
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.
Aura of Divine Favor(Su)(+3): You can expend one use of mythic power to create a 30' radius aura of divine favor around your person for one hour per mythic tier. The aura affects all allies in range and grants them the benefits of the Divine Favor spell(+1 luck bonus on attack and weapon damage rolls for every 3 levels), cast at your caster level and with a maximum luck bonus of +6. Allies remain affected only while in range.
Legendary Item(Ex): You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact.
Profound Vitality(Su): When you cast a healing or conjuration spell of at least 1st level, or when you spend one use of mythic power as a standard action to activate this ability, you can fill an area with plant life. A 20-foot-radius circle centered on a point within 30 feet fills with lush plants, which can be any combination of light or heavy undergrowth or short enough to provide no concealment or difficult terrain at all, as you choose.
Mythic Class Ability(Hex:Cackle): The witches familiar can cackle as a standard action, which functions as if the witch had cackled.

-----Animal Lord: Dire Lion-----
Change Shape(Su): An animal lord has two forms—a humanoid and an animal form. When an animal lord in humanoid form uses the base animal’s defensive abilities, movement types, attacks, and other features, the animal lord’s body instantaneously changes as appropriate to allow the use of that ability, growing wings or claws or fangs as necessary. The animal lord can use this ability to take the shape of the base animal (as shapechange) as a move action.

-----Thunder Child-----
Cloud Sight(Ex): A thunder child can see through clouds, gases, fogs, mists, and smoke as though they didn’t inhibit vision. Creatures and objects do not gain concealment from a thunder child due to such conditions. A thunder child may use this ability while gaseous.

-----Haunted One Abilities-----
True Lore(Su)(2/day): Once per day, a haunted one can gain a +20 insight bonus on any Knowledge skill check that it makes, provided that the haunted one possesses at least one skill rank in that Knowledge skill. Every 5 HD possessed by the haunted one grants an additional daily use of this ability.
Vision(Sp)(2/day): Once a day, a haunted one can use Vision as a spell-like ability (Caster Level equals the haunted one’s HD). Every 5 HD possessed by the haunted one grants an additional daily use of this ability. This spell functions like legend lore, except that it works more quickly and produces some strain on you. You pose a question about some person, place, or object, then cast the spell. If the person or object is at hand or if you are in the place in question, you receive a vision about it by succeeding on a caster level check (1d20 + 1 per caster level; maximum +25) against DC 20. If only detailed information on the person, place, or object is known, the DC is 25, and the information gained is incomplete. If only rumors are known, the DC is 30, and the information gained is vague. After this spell is complete, you are fatigued.

-----Automatic Bonus Progression: Level+2-----

-----Legendary Item: Name(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, she 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 her surge die type in place of the d6. If she’s bonded to the item, she 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 her waiting hand, as if using teleport object. The item must be on the same plane as the bonded creature for this ability to function. This ability can be taken a second time, allowing the item to cross planes to return to the bonded creature. The item must be a major artifact to take this ability again.

Other Gear: | Concealable Thieves’ Tools | Cooking Kit | MW Artisan Tools(Staff) | MW Artisan Tools(Tattoo) | Inks | Arsione's Ring |

Progression Ideas:

---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): You gain a magus arcana, oracle revelation, or rogue talent.
Lengthened Weather: When you