Level 7 30 S05-11 Equal Exchanges – The Hidden Current (GM)
----------
BOTTING INSTRUCTIONS:
Charlies and Estes act simultaneously with ◆ to ◆◆◆ Act Together.
He initially supports his angel with ◆ Protect Companion and ◆ Boost Eidolon.
◆ Protect Companion (+1 circumstance bonus to AC)
↺ Life Block (reduce triggering damage to Estes by 20, Charlies loses 10 HP)
◇ Extend Boost, [dice=DC 23 (lvl 7) Religion to Extend Boost]1d20+16[/dice] (3 rd on Success; 4 rd on Crit Success; 1 rd on Failure and Focus Point is not spent)
◆ Boost Eidolon, +4 status bonus to damage rolls with unarmed attacks
ATTACK
Estes does the attacking to enemies.
◆ Strike of Estes [dice=+1 Striking Vitalizing Fist (Primary) Attack]1d20+16[/dice]
[dice=Damage, Eidolon Weapon Spec., Boost Eidolon]2d8+4+2+4[/dice] bludgeoning damage
[dice=Additional Damage]1d6[/dice] persistent vitality damage vs undead (and Enfeebled 1 on Crit Hit)
[dice=Additional Damage[/dice]1[/dice] spirit damage (from Hallowed Strikes) vs unholy creatures or those with weakness to spirit damage
◆ Strike of Estes [dice=+1 Striking Vitalitizing Wing (Secondary) Attack, Agile]1d20+16[/dice]
[dice=Damage, Eidolon Weapon Spec., Boost Eidolon]2d8+4+2+4[/dice] bludgeoning damage
[dice=Additional Damage]1d6[/dice] persistent vitality damage vs undead (and Enfeebled 1 on Crit Hit)
[dice=Additional Damage[/dice]1[/dice] spirit damage (from Hallowed Strikes) vs unholy creatures or those with weakness to spirit damage
Charlies may also attack if needed.
◆ Strike of Charlies [dice=+1 Striking Vitalizing Fist (w Handwraps of Mighty Blows) (agile, finesse, nonlethal, unarmed, magical) Attack]1d20+13[/dice]
[dice=Damage]2d4+1[/dice] B damage
[dice=Additional Damage]1d6[/dice] persistent vitality damage to undead (and Enfeebled 1 on Crit Hit)
◆ Strike of Charlies [dice=+1 Striking Returning Low-Grade Silver Throwing Knife (agile, finesse, thrown 20 ft, magical) Attack]1d20+13[/dice]
[dice=Damage]2d4+1[/dice] P damage plus weakness to silver
◆◆ Holy Light* - Range 120 feet; Targets 1 creature; Defense AC. You shine a blazing ray of light tinged with holy energy. Make a ranged spell attack. The ray deals 5d6 fire damage. If the target has the unholy trait, you deal an extra 5d6 spirit damage. Critical Success The target takes double damage. Success The target takes full damage. If the light passes through an area of magical darkness or targets a creature affected by magical darkness, holy light attempts to counteract the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between yourself and the spell's target.
◆◆ Holy Light
[dice=Holy Light Spell Attack, Rank 4]1d20+13[/dice] vs target AC
[dice=Spell Damage]7d6[/dice] fire, and [dice]7d6[/dice] spirit damage if target has unholy trait.
[dice=Holy Light Spell Attack, Rank 3]1d20+13[/dice] vs target’s AC
[dice=Spell Damage]5d6[/dice] fire, and [dice]5d6[/dice] spirit damage if target has unholy trait.
◆◆ Daze – DC 23 basic Will save vs [dice]2d6[/dice] mental damage (and Stunned 1 on Crit Fail) – Range 60 feet; Targets 1 creature; Defense Will; Duration 1 round. You push into the target's mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1. Heightened (+2) The damage increases by 1d6.
◆◆ Vitality Lash - DC 23 basic Fortitude save vs [dice]5d6[/dice] vitality damage (and Enfeebled 1 for 1 rd on a Crit Fail) – Range 30 feet; Targets 1 creature that is undead or otherwise has void healing; Defense Fortitude. You demolish the target's corrupted essence with energy from Creation's Forge. You deal 2d6 vitality damage with a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 until the start of your next turn. Heightened (+1) The damage increases by 1d6.
◆◆ Void Warp – DC 23 basic Fortitude save vs [dice]5d4[/dice] void damage (and Enfeebled 1 on Crit Fail) - Range 30 feet; Targets 1 living creature. Defense Fortitude. You call upon the Void to harm life force. The target takes 4d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn. DEFENSE
◆ Raise a Steel Shield (+2 to AC) of Charlies
↺ Shield Block of Charlies
SUPPORT
He uses Evolution Surge when the situation needs it. He will move together with Estes to approach enemies by ◆Tandem Movement. He also melds himself with Estes by ◆◆◆ Meld into Eidolon in certain situations. If possible, Charlies can flank enemy with Estes, using his Fist. He also attacks enemy with his throwing knife. Below are actions for ◆ to ◆◆◆ Act Together:
◆ Evolution Surge - Choose one of the following effects: (1) Your eidolon gains low-light vision and darkvision. (2) Your eidolon gains scent as an imprecise sense up to 30 feet. (3) Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait. (4) Your eidolon gains a +20-foot status bonus to its Speed. (5) Your eidolon becomes Large, instead of its previous size. This increases your eidolon's reach to 10 feet but doesn't change any other statistics for your eidolon. Because of the special link you share, you can ride your eidolon without getting in each other's way. If another creature tries to ride your eidolon, both you and the riding creature each regain only 2 actions at the start of your turns each round, as normal. (6) Your eidolon gains a climb Speed equal to its land Speed.
◆ Lifelink Surge (Estes gains Fast Healing 8 for 4 rounds)
◆ Glider Form
◆ Share Senses
◆ to ◆◆◆ Heal – Range varies; Targets 1 willing living creature or 1 undead creature. You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
◆ Heal, 4th Rank, [dice]4d8[/dice] HP to target or vitality damage to undead vs DC 23 basic Fortitude save
◆◆ Heal, 4th Rank, [dice]4d8+32[/dice] HP to target within 30 ft or [dice]4d8[/dice] vitality damage to undead within 30 ft vs DC 23 basic Fortitude save
◆◆◆ Heal, 4th Rank, [dice]4d8[/dice] HP within 30-ft emanation or [dice]4d8[/dice] vitality damage to undead vs DC 23 basic Fortitude save
◆ Heal, 3rd Rank, [dice]3d8[/dice] HP to target or vitality damage to undead vs DC 23 basic Fortitude save
◆◆ Heal, 3rd Rank, [dice]3d8+24[/dice] HP to target within 30 ft or [dice]3d8[/dice] vitality damage to undead within 30 ft vs DC 23 basic Fortitude save
◆◆◆ Heal, 3rd Rank, [dice]3d8 [/dice] HP within 30-ft emanation or [dice]3d8[/dice] vitality damage to undead vs DC 23 basic Fortitude save
◆◆ Light - Range 120 feet; Duration until your next daily preparations. You create an orb of light that sheds bright light in a 60-foot radius (and dim light for the next 60 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement. You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end. Heightened (4th) The orb sheds light in a 60-foot radius (and dim light for the next 60 feet).
◆ Protect Companion - The target gains a +1 circumstance bonus to AC until the start of your next turn. You gain the following reaction; after using the reaction, the spell ends and you can't cast protect companion again for 10 minutes. Life Block [reaction] Trigger The spell's target would take damage; Effect Reduce the triggering damage by 20, but you lose 10 Hit Points. Even if this reduces the damage to 0, the target still takes any effects that would come with the damage, such as the poison on a viper's fangs Strike.
In battle, he can provide healing to himself or allies.
◆ Battle Medicine
[dice=DC 20 Battle Medicine]1d20+13+1[/dice] +1 fr held Battle Medic’s Baton
[dice=Expert Healing]2d8+10[/dice] HP
If he is holding his Battle Medic Baton,
◆◆ Activate
[dice=DC 20 Battle Medicine]1d20+13+1[/dice] +1 fr held Battle Medic’s Baton
[dice=Expert Healing]2d8+10[/dice] HP (becomes immune to Battle Medicine for 1 hour instead of 1 day)
Out-of-combat healing to others,
[dice=Risky Surgery]1d8[/dice] S damage
[dice=DC 20 Medicine to Treat Wounds]1d20+14+2[/dice] (Success becomes Crit Success)
[dice=Expert Healing, Medic]4d8+10+5[/dice] HP to target
Unusual Treatment (once per target per day): On a successful DC 20 Medicine to Treat Wounds, reduce the value of one clumsy, enfeebled, or stupefied condition on the patient by 1
To heal self out of combat,
[dice=Risky Surgery]1d8[/dice] S damage
[dice=DC 20 Medicine to Treat Wounds]1d20+15+2[/dice] (Success becomes Crit Success)
[dice=Expert Healing, Medic, Robust Health]2d8+10+5+6[/dice] HP to self
Robust Health: You gain a circumstance bonus to the number of Hit Points you regain equal to your level [7] from a successful attempt to Treat your Wounds or use Battle Medicine on you. After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day.
Unusual Treatment (once per target per day): On a successful DC 20 Medicine to Treat Wounds, reduce the value of one clumsy, enfeebled, or stupefied condition on the patient by 1
DC 20 check to Treat Wounds, you can also reduce the value of one clumsy, enfeebled, or stupefied condition on the patient by 1. If you’re able to treat more than one creature at once, choose only one to gain this benefit. A creature can benefit from Unusual Treatment only once per day. If the condition results from an affliction, the affliction isn’t cured, though the condition is reduced as long as the affliction remains at that stage.
OTHERS
◆ Recall Knowledge (Angel Eidolon Lore +9, Herbalism Lore +9, Nature +11, Religion +16)
◆ Activate Light in Radiant Wayfinder - sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose
◆◆ Activate Radiant Wayfinder command (once per adventure) – Effect: The wayfinder glows with a spiritual radiance, revealing that which is hidden. This has the effects of faerie fire, except the effect (invisible creatures become concealed) occurs in a 10-foot radius centered around you.
◆◆ Activate—Spiritual Light (concentrate, light, revelation) - Frequency once per day; Effect The light cast by the symbol becomes bright light for 10 minutes and shines through bodies to reveal hints of the spirits within. Creatures in the light receive a –1 status penalty to Deception and Stealth checks. You can Dismiss this activation.
BOONS
Protective Mentor (Radiant Oath): While working with less experienced Pathfinder allies, you shield your more fragile wards from the threat of death. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase their current and maximum Hit Points by an additional amount equal to 3 times your Radiant Oath reputation tier (Liked = 1, Admired = 2, Revered = 3).
> Normal: A Level Bump increases a PC’s Hit Points by 10% or 10, whichever is higher.
> Special: A PC can only benefit from two mentor boons.
Heroic Intervention (Radiant Oath): Your heroic moments grant others the will to keep fighting. When you spend a Hero Point, you and any allies within 30 feet who can see you regain [dice]3d6[/dice] Hit Points (4d6 if your Radiant Oath reputation tier is Revered). This healing also affects dying allies, even if they cannot see you due to being unconscious.
----------
CHARACTER INFORMATION Name: Charlies
Ethnicity, Heritage & Ancestry: Versatile Human
Background: Eidolon Contact Home Region: Starstone Isle Nation: Otari in Absalom Languages: Common, Celestial
Sub-Class & Class: Angelic Avenger Summoner Level: 7
Deity Pharasma Gender: Male Size & Reach: Medium (5 ft) Speed: 25 ft
----------
STATS & SKILLS(* indicates Proficiency Level) STR +1, DEX +3, CON +2, INT +0, WIS +2, CHA +4^
HP 99/99 w Toughness (restoring 1 HP/min), AC 25 w +1 Studded Leather Armor (27 w Steel Shield raised), Fortitude** +13, Reflex* +12, Will** +13, Perception** +13
Acrobatics* +12
Arcana +0
Athletics +1
Crafting +0
Deception +4
Diplomacy* +13
Intimidation +4
(Legacy) Lore: Herbalism* +9 - Dubious Knowledge, Earn Income for Downtime
Lore: Angel Eidolon* +9 - Dubious Knowledge, Earn Income for Downtime
Medicine** +13 (14 w held Battle Medic’s Baton) - ◆ Battle Medicine, Risky Surgery, Dubious Knowledge, Unusual Treatment
Nature* +11 - Dubious Knowledge
Occultism +0
Performance* +13 - Earn Income for Downtime
Religion*** +16 w Pharasma’s Shining Symbol - Dubious Knowledge
Society +0
Stealth +3
Survival +2
Thievery +3
GEARS & ITEMS Invested Items (4/10):Wayfinder (w Light and 10-ft Faerie Fire), Pearly White Spindle Aeon Stone (1 HP/min, Negative Resistance 1), Pharasma’s Shining Symbol, +1 Striking Vitalizing Handwraps of Mighty Blows Worn Items: Dagger, +1 Striking Returning Low-Grade Silver Throwing Knife, +1 Striking Vitalizing Handwraps of Mighty Blows, +1 Studded Leather Armor, Steel Shield, Wayfinder, Battle Medic’s Baton, Healer's Tools, Backpack
Stowed Items (in Backpack): Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap
Current Bulk: 4.0 (Encumbered 6.0, Maximum 11.0)
----------
FEATS Level 1 Skill Feat (from background) Dubious Knowledge – [ooc]Prerequisites trained in a skill with the Recall Knowledge action. You’re a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad. General Feat (from Heritage) Toughness – Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1 (page 411). Class Feat —
Ancestry Feat General Training - Armor Proficiency – You become trained in light armor. If you already were trained in light armor, you gain training in medium armor. If you were trained in both, you become trained in heavy armor. If you are at least 13th level, you become an expert in this armor type. Special You can select this feat more than once. Each time, you become trained in the next type of armor, as detailed above. Class Feature Eidolon – You have a connection with a powerful and usually otherworldly entity called an eidolon, and you can use your life force as a conduit to manifest this ephemeral entity into the mortal world. Magic also flows through this conduit from your eidolon into you, so your eidolon determines the type of spells you cast and the spell list you choose from (as described in Summoner Spellcasting below). Choose a type of eidolon from the options starting on page 59 and other eidolons you have access to. When you choose your eidolon, you also determine its appearance and general form, within the parameters for that particular type of eidolon. Once you establish your eidolon's type and general appearance, these features can't be changed later, except by selecting special evolution feats that can cause your eidolon to develop new features. Your magical connection with your eidolon takes the form of a sigil on each of your bodies. As long as your eidolon is manifested, the sigil glows with light and can't be covered or disguised via any means; it will shine through clothing, appear over cloaks, and remain unaffected by obfuscating magic. This, combined with the way that the two of you clearly act in tandem, makes it readily apparent to an intelligent observer that the two of you are connected in some way, even if the person has never encountered a summoner before. You bring your eidolon into reality with the Manifest Eidolon action. > Angel Eidolon – Your eidolon is a celestial messenger, a member of the angelic host with a unique link to you, allowing them to carry a special message to the mortal world at your side. Most angel eidolons are roughly humanoid in form, with feathered wings, glowing eyes, halos, or similar angelic features. However, some take the form of smaller angelic servitors like the winged helmet cassisian angel instead. The two of you are destined for an important role in the plans of the celestial realms. Though a true angel, your angel eidolon's link to you as a mortal prevents them from casting the angelic messenger ritual, even if they somehow learn it. Class Feature Eidolon – You have a connection with a powerful and usually otherworldly entity called an eidolon, and you can use your life force as a conduit to manifest this ephemeral entity into the mortal world. Magic also flows through this conduit from your eidolon into you, so your eidolon determines the type of spells you cast and the spell list you choose from (as described in Summoner Spellcasting below). Choose a type of eidolon from the options that you have access to. When you choose your eidolon, you also determine its appearance and general form, within the parameters for that particular type of eidolon. Once you establish your eidolon's type and general appearance, these features can't be changed later, except by selecting special evolution feats that can cause your eidolon to develop new features. Your magical connection with your eidolon takes the form of a sigil on each of your bodies. As long as your eidolon is manifested, the sigil glows with light and can't be covered or disguised via any means; it will shine through clothing, appear over cloaks, and remain unaffected by obfuscating magic. This, combined with the way that the two of you clearly act in tandem, makes it readily apparent to an intelligent observer that the two of you are connected in some way, even if the person has never encountered a summoner before. You bring your eidolon into reality with the Manifest Eidolon action. Your eidolon is no mere minion. It doesn't have the minion or summoned trait, and the two of you work together and coordinate your actions. You and your eidolon share your actions and multiple attack penalty. Each round, you can use any of your actions (including reactions and free actions) for yourself or your eidolon. You coordinate your actions with your eidolon more efficiently when you Act Together. Your connection with your eidolon allows you to communicate with it telepathically at all times, even when it isn't manifested. You also gain the Share Senses action. Lastly, the connection between you and your eidolon means you both share a single pool of Hit Points. Damage taken by either you or the eidolon reduces your Hit Points, while healing either of you recovers your Hit Points. Like with your actions, if you and your eidolon are both subject to the same effect that affects your Hit Points, you apply those effects only once (applying the greater effect, if applicable). For instance, if you and your eidolon get caught in an area effect that would heal or damage you both, only the greater amount of healing or damage applies. > Angel Eidolon (Angelic Avenger) – Your eidolon is a celestial messenger, a member of the angelic host with a unique link to you, allowing them to carry a special message to the mortal world at your side. Most angel eidolons are roughly humanoid in form, with feathered wings, glowing eyes, halos, or similar angelic features. However, some take the form of smaller angelic servitors like the winged helmet cassisian angel instead. The two of you are destined for an important role in the plans of the celestial realms. Though a true angel, your angel eidolon's link to you as a mortal prevents them from casting the angelic messenger ritual, even if they somehow learn it. Tradition Divine Alignment must be good, usually neutral good Home Plane Nirvana (if NG), Elysium (if CG), or Heaven (if LG). > Hallowed Strikes – Your eidolon's attacks are hallowed by the celestial realms. Your eidolon's unarmed Strikes gain the holy trait and deal 1 extra spirit damage to unholy creatures and creatures with weakness to holy.; as usual, this extra damage harms only evil creatures or those with a weakness to good damage. Additionally, your eidolon can make nonlethal attacks with its unarmed attacks without taking the usual –2 circumstance penalty. Class Feature ◆◆◆ Manifest Eidolon – Your eidolon appears in an open space adjacent to you, and can then take a single action. If your eidolon was already manifested, you unmanifest it instead. The conduit that allows your eidolon to manifest is also a tether between you. Your eidolon must remain within 100 feet of you at all times and can't willingly go beyond that limit. If forced beyond this distance, or if you are reduced to 0 Hit Points, your eidolon's physical form dissolves: your eidolon unmanifests, and you need to use Manifest Eidolon to manifest it again. Special This activity has the trait matching your eidolon's tradition (arcane, divine, occult, or primal). Class Feature ◆ to ◆◆◆ Act Together – Frequency once per round. You and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the other takes a single action. For example, if you spent 2 actions to Act Together, you could cast burning hands (2 actions) and your eidolon could Strike (1 action), or your eidolon could use its Breath Weapon (2 actions) and you could Stride (1 action). This lets you each use separate exploration activities like Avoid Notice as you travel. Class Feature ◆ Share Senses – Requirements Your eidolon is manifested. You project your senses into your eidolon, allowing you to perceive through it. When you do, you lose all sensory information from your own body, but can sense through your eidolon's body for up to 1 minute. You can Dismiss this effect. Special This action has the trait matching your eidolon's tradition (arcane, divine, occult, or primal). Your eidolon can also use this ability. When it does, it projects its senses into your body. Class Feature Link Spells – Your connection to your eidolon allows you to cast link spells, special spells that have been forged through your shared connection with your eidolon. Link spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to specifically connect with your eidolon, such as by having a heart-to-heart conversation, playing together, or meditating in unison on the nature of your bond. Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear here. You learn the evolution surge link spell, which allows you to grant your eidolon one of several useful benefits. Class Feature Evolution Feat > ◆ Glider Form – Your eidolon evolves wings, a buoyant body, or some other means to control descent. It glides slowly toward the ground, 5 feet down and up to 25 feet forward through the air. As long as it spends at least 1 action gliding each round and has not yet reached the ground, it remains in the air at the end of your turn.
Level 2 Class Feat Extend Boost – You can increase the duration of your eidolon's boosts. You learn the extend boost link spell. Increase the number of Focus Points in your focus pool by 1. Skill Feat ◆ Battle Medicine – Prerequisites trained in Medicine; Requirements You're holding or wearing a healer's toolkit. You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
Level 3 General Feat Ancestral Paragon > Natural Ambition > ◆◆◆ Meld into Eidolon – Your physical form can combine with that of your eidolon, granting benefits but limiting your capabilities. You Manifest your Eidolon, but instead of summoning it into an adjacent open space, you become it. While Manifested in this way, you use its statistics, and you can't act except to direct it to use Manifest an Eidolon to unmanifest it. Since you can't act, you can't Cast Spells, activate or benefit from magic items that normally benefit you and not your eidolon, perform actions that have the tandem trait, or use other abilities that require you, and not the eidolon, to act. Your can't be separately targeted while you are melded into it. When you reach 0 HP, your eidolon unmanifests, leaving your body behind, unconscious and dying. Class Feature Shared Vigilance – You and your eidolon work together to remain alert to threats around you, allowing you to perceive far more together than you could individually. Your proficiency rank in Perception and your eidolon's proficiency rank in Perception increase to expert. Class Feature Unlimited Signature Spells – All of your spells are signature spells. That means that if you know a spell, you can heighten it freely by casting it from a higher-level spell slot, up to the maximum level of spell you can cast. You can similarly cast any of its lower-level versions without learning them separately.
Level 4 Class Feat ◆ Tandem Movement – You and your eidolon move together. You each use a single action to Stride. Either of you that has the corresponding movement type can Burrow, Climb, Fly, or Swim instead. Skill Feat Risky Surgery – Prerequisites trained in Medicine. Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead.
Level 5 Ancestry Feat General Training - ↺ Shield Block – Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. Class Feature Eidolon Unarmed Expertise – Your eidolon becomes more capable of using its unarmed attacks. Its proficiency rank for unarmed attacks increases to expert.
Level 6 Class Feat Lifelink Surge – You learn the lifelink surge link spell. Increase the number of Focus Points in your focus pool by 1. Skill Feat Unusual Treatment – Prerequisites expert in Medicine. Your medical training extends to less obvious conditions. When you succeed against a DC 20 check to Treat Wounds, you can also reduce the value of one clumsy, enfeebled, or stupefied condition on the patient by 1. If you’re able to treat more than one creature at once, choose only one to gain this benefit. A creature can benefit from Unusual Treatment only once per day. If the condition results from an affliction, the affliction isn’t cured, though the condition is reduced as long as the affliction remains at that stage. If you are a master in Medicine, add the drained condition to the list of conditions you can remove if you succeed at a DC 30 check. If you are legendary in Medicine, you reduce the chosen condition by 2 instead of by 1.
Level 7 General Feat Robust Health – Your physiology responds well to first aid. You gain a circumstance bonus to the number of Hit Points you regain equal to your level from a successful attempt to Treat your Wounds or use Battle Medicine on you. After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day. Class Feature Eidolon Symbiosis – Your connection with your eidolon strengthens, granting your eidolon access to a new ability depending on its type, as > Traveler’s Aura – Your eidolon emanates a powerful aura—resembling that of an astral deva—that protects creatures as they travel. The aura has the abjuration, aura, and divine traits. Your eidolon and its allies within a 20-foot emanation are protected from severe heat and cold, and your eidolon is never flat-footed to creatures inside the aura that are of a lower level than the eidolon. When you gain the transcendence class feature, this evolves to the full benefits of an astral deva; your eidolon and allies in the aura are protected from environmental damage from any plane, including severe and extreme heat and cold as well as more unusual dangers. Class Feature Eidolon Weapon Specialization – Your eidolon has learned how to inflict greater injuries with its unarmed attacks. It deals 2 additional damage with unarmed attacks in which it's an expert. This damage increases to 3 if it's a master, and 4 if it's legendary.
Level 8 Class Feat Advanced Weaponry > Versatile S for Wings
Skill Feat Continual Recovery
Level 9 Ancestry Feat Multitalented > ???
Class Feature Expert Spellcaster
Class Feature Shared Reflexes