Gear
elemental gem (earth),
extend metamagic rod (lesser),
wand of infernal healing (50 charges)
Cloak of elvenkind,
headband of vast intelligence +4,
living garments,
pathfinder pouch (Stores spellbooks and strapped to leg when not in use.
ring of sustenance
Continual Flame Stone (CLR3)
Loose Coin
GP= 98 gp
--------------------
TRACKED RESOURCES
--------------------
Charm Person (1/day) - 0/1
Cleric Channel Positive Energy 1d6 (5/day) (DC 12) (Su) - 0/5
Dancing Lights (At will) (Sp) - 0/1
Destructive Smite +1 (4/day) (Su) - 0/4
Dispel Magic (1/day) (Sp) - 0/1
Divine Favor (1/day) (Sp) - 0/1
Extend metamagic rod (lesser) (3/day) - 0/3
Hand of the Acolyte (4/day) (4/day) (Su) - 0/4
Hand of the Apprentice (10/day) (Su) - 0/10
Suggestion (1/day) (Sp) - 0/1
(Pending)Mythic Power (5/day, Surge +1d6) - 0/5
--------------------
Feat/power/item descriptions:
Special Abilities
--------------------
Able Assistant (Ex) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.
Cooperative Casting (familiar reduces item creation time by half)
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Blasphemous Covenant +2 Diplomacy vs unbound demons, +2 hp/HD for Summoned Demons, offerings reduced 20%.
Cleric Channel Positive Energy 1d6 (5/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Catastrophe)
Cleric Domain (Magic) Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
Combined Spells (2nd) (Su) You can prepare the spells of one spellcasting class using another classes' slots.
Dancing Lights (At will) (Sp) Cast Dancing Lights at will.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deeper Darkness (At will) (Sp) Cast Deeper Darkness at will.
Destructive Smite +1 (4/day) (Su) Make a melee attack with morale bonus to damage.
Detect Magic (Constant) (Sp) Constant Detect Magic
Dispel Magic (1/day) (Sp) Cast Dispel Magic once per day.
Divine Favor (1/day) (Sp) Cast Divine Favor once per day.
Drow Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Faerie Fire (At will) (Sp) Cast Faerie Fire at will.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Featherfall (At will) (Sp) Cast Faerie Fire at will.
Hand of the Acolyte (4/day) (4/day) (Su) Throw the melee weapon you are holding 4/day.
Hand of the Apprentice (10/day) (Su) Throw the melee weapon you are holding 10/day.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Levitate (At will) (Sp) Cast Levitate at will.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Living garments On command, change coloring, fit, and basic design. Repairs 1 hp a round.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Cleric) +2 CL for a specific class, to a max of your HD.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Pathfinder pouch (empty) This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials. Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet).
With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their nonmagical auras, these pouches sometimes hold secret treasures for generations without their owners realizing their nature.
Construction
Requirements Craft Wondrous Item, magic aura, secret chest; Cost 500 gp
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Resistance (17) You have Spell Resistance.
Suggestion (1/day) (Sp) Cast Suggestion once per day.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Uskwood Hunter (Nidal) +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.
--------------------
Notes:
Next feat:
Super Genius Games
Arcane Student: (Teleport Subschool)
(Multiclass Wizard)
You have studied the laws of one type of magic in the same way a wizard does.
Prerequisites:Elemental Focus* or Spell Focus (see below), Knowledge (arcana) 3 ranks, Int 13.
Benefit:Select one wizard specialization. This may be an arcane school or the universal school. (If focused schools or elemental arcane schools are allowed in the campaign, you may select one of these.) The selected school must not be a school you have as a specialized school or opposition school, and must be a school or element you have taken Elemental focus or Spell Focus for. You gain one of the two abilities gained at 1st level by a wizard with this specialization. This decision must be made when the school is selected, and cannot be changed. When determining the effectiveness of this ability, your effective wizard level is equal to your character level -2.
You must also select an opposition school appropriate to your selected school (an arcane school if you have selected an arcane school, focused school, or even universal school to specialize in, or an elemental arcane school if you have selected an elemental arcane school to specialize in.) You take a -2 penalty to Knowledge (arcana) and Spellcraft checks regarding spells and magic items of your opposition school.
Special:You may take this feat twice. Each time it gives you a different ability gained at 1st level by a wizard with your selected
specialization.
*Indicates a feat in the Advanced Player?s Guide.
Possibly False Focus after
--------------------
Familiar:
“Hal”
Scorpion, Greensting (Valet)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 120 ft.; Perception +10
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 16 (+3 Dex, +2 size, +4 natural)
hp 23 (1d8)
Fort +3, Ref +4, Will +7
Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee sting +7 (1d2-4 plus poison) and
unarmed strike +7 (1-4 nonlethal)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
Spell-Like Abilities (CL 1st; concentration -3)
—prestidigitation
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +2; CMB +3; CMD 9 (21 vs. trip)
Feats Deep Sight, Weapon Finesse
Skills Acrobatics +9, Climb +8, Diplomacy -1, Escape Artist +9, Fly +8, Linguistics +2, Perception +10, Sense Motive +4, Spellcraft +4, Stealth +21; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ able assistant, hero points, improved evasion, teammate
--------------------
TRACKED RESOURCES
--------------------
-none-
--------------------
Special Abilities
--------------------
Able Assistant (Ex) (Valet) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.
Cooperative Casting
Your assistance makes item crafting f
Darkvision (120 feet) You can see in the dark (black and white vision only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.
Prestidigitation (Sp) (Valet) A valet can use prestidigitation once per hour.
Teammate (Ex) (Valet) A valet is considered to have all the teamwork feats its master has.