About Candida the ShadowFemale werebat-kin skinwalker (bloodmarked)
Init +6; Senses low-light vision; Perception -1
Level 1
Memorised Level 0 Daze
Level 1 Burning Hands
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Languages
SQ animal-minded, bond senses (3 rounds/day), change shape, change shape (+1 natural armor), change shape (+4 perception), change shape (bite), change shape (falls), change shape (scent), eidolon (named Hunter, the Reverend and Coils), life link
Summon Monster II (5/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon. Equipment:
Handy Haversack 2,000
Triats:
Slippery (Flower Network) You have escaped from so many dangerous situations in your life that you’ve gotten quite good at not getting caught. Benefit: You gain a +1 trait bonus on Stealth checks and Stealth is a class skill for you. Valashmai Veteran
Benefit: You gain a +1 trait bonus on Perception checks, and a +1 trait bonus on Survival checks in jungle terrain. One of these skills becomes a class skill for you.
[spoiler=Morphic Monsters] Since a morphic savant’s power is drawn from planar energies aligned with chaos, all the creatures he summons must be of a chaotic alignment. If a creature would normally be celestial or fiendish, it is instead an entropic creature. This also causes the morphic savant’s summoning power to be less reliable than a standard summoner‘s. Each time he uses his summon monster spell-like ability to summon multiple creatures, there is a 50% chance he summons one more monster than normal for the summon monster spell he uses, in which case the creatures remain for only 1 round per level (instead of 1 minute per level). Also, starting at 2nd level, the morphic savant can grant one 1-point evolution to all the creatures he summons with his summon monster spell-like ability. He can’t grant an evolution that duplicates the function of, or has the same name as, any ability the summoned creatures already possess (for example, he can’t grant a creature with a bite attack another bite attack), nor can he add an evolution that causes the summoned monsters to have more attacks than his eidolon‘s maximum number of attacks. The creatures do not have to be of the correct subtype to gain an evolution, but do have to meet any other prerequisites. Arcane Reservoir:
Su) An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way. Consume Spells:
(Su) At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost. Psychic Bloodline Bloodline Arcana:
Your sorcerer spells and spell-like abilities count as psychic instead of arcane. You use thought and emotion components instead of verbal and somatic components when casting your spells. Instead of verbal and somatic components, all psychic spells have components related to the caster’s inner being. The two psychic components are called emotion components and thought components. If a spell’s components line lists a somatic component, that spell instead requires an emotion component when cast by psychic spellcasters, and if it has a verbal component, it instead requires a thought component when cast by psychic spellcasters. Psychic spells cast by non-psychic arcane and divine casters use any listed somatic and verbal components as normal. Emotion Components: Emotion components represent a particular emotional state required to cast the spell. A psychic spellcaster marshals her desire in order to focus and release the spell’s energy. It is impossible to cast a spell with an emotion component while the spellcaster is under the influence of a non-harmless effect with the emotion or fear descriptors. Even if the effect’s emotion matches the necessary emotion to cast the psychic spell, the spellcaster is not in control of her own desires and animal impulses, which is a necessary part of providing an emotion component. Thought Components: Thought components represent mental constructs necessary for the spell’s function, such as picturing a wolf in vivid detail—down to the saliva dripping from its jaws—in order to cast beast shape to transform into a wolf. Thought components are so mentally demanding that they make interruptions and distractions extremely challenging. The DC for any concentration check for a spell with a thought component increases by 10. A psychic spellcaster casting a spell with a thought component can take a move action before beginning to cast the spell to center herself; she can then use the normal DC instead of the increased DC. Psychic Strike:
(Su) At 1st level, you can overwhelm the minds of those nearby. You can target one creature within 30 feet that you can see; that creature must succeed at a Will saving throw (DC = 10 + 1/2 your sorcerer level + your Charisma modifier) or it takes 1d6 points of damage + 1 point for every 2 sorcerer levels you possess and becomes shaken for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Mental Resistance:
(Ex) At 3rd level, your mind blocks attempts to assail it. You gain a +2 bonus on saving throws against mind-affecting effects. At 9th level, this bonus increases to +4. Eidolon of Chaos:
A morphic savant’s eidolon must be of a chaotic alignment (if using the Unchained Summoner, the eidolon must have the azata, demon, or protean subtype). The morphic savant’s eidolon has three base forms: biped, quadruped, and serpentine. Each form has the same feats and skills, but has its own set of evolutions. When the summoner meditates and regains his spell slots for the day, he can select any of the three base forms of his eidolon. The eidolon has 1 fewer evolution point than normal for an eidolon of the morphic savant’s summoner level, and has 1 fewer skill point per Hit Die. Hunter:
Eidolon Form 1 Quadruped Medium outsider Init +2; Senses darkvision 60 ft.; Perception +6 -------------------- Defense -------------------- AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural) hp 25 (+3) Fort +4, Ref +5, Will +1 Defensive Abilities evasion -------------------- Offense -------------------- Speed 40 ft. Melee bite +5 (1d6+2), 2 claws +5 (1d4+2) -------------------- Statistics -------------------- Str 15, Dex 15, Con 13, Int 7, Wis 10, Cha 11 Base Atk +3; CMB +5; CMD 17 (can't be tripped) Feats Combat Reflexes, Power Attack Skills [all class] Ranks/ total bonus Bluff [cha] 1/ +4
Languages Common
The Reverend:
Eidolon Form 2 Biped CN Medium outsider
Ranks/ total bonus Bluff [cha] 1/ +4
Languages Common
Coils:
Eidolon Form 3 Serpentine CN Small outsider
Ranks/ total bonus Bluff [cha] 1/ +4
Languages Common
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