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No posts. Alias of Lord Foul II.


About Extra character builds

kerito:

Fey touched human indigo advent 16/umbral weaver bard 8/night blade 8
Str 30 dex 22 con 14 int 26 wis 16 cha 26
Special abilities:
8 attacks in a round from twf and BAB
Cool, hard to resist illusions

Can make copy of primary weapon out of shadowstuf,
Has celestial pixy guide familiar
Defensive Abilities invisibility; DR 10/cold iron, evil &magic; SR 20, resist acid 20, cold 20, electricity 20
Spell-Like Abilities (CL 10th; concentration +15)

Constant—detect evil, detect good, detect chaos, detect law
At will—dancing lights, daze (DC 13) know direction and location, locate object
1/day—color spray (DC 14) mass daze (DC 18) 1/day—dancing lights, detect thoughts (DC 15), dispel magic, entangle (DC 14), lesser confusion (DC 14), permanent image (DC 19; visual and auditory elements only), shield, baleful polymorph, beast shape II (Tiny creatures only), irresistible dance.
Smite evil 1/day

Poison Use (Ex)

A pixie is never at risk of poisoning itself when handling poison. They use sprite poison on their arrows.

Sprite Poison
Type injury; save DC 15; frequency 1/min. for 2 min.; effect unconscious 1 minute/2d4 hours; cure 1 save.
Speak with Animals (Su)

Pixies can communicate with animals as the spell of the same name. This innate supernatural ability is always active and cannot be negated or dispelled.

Senses detect evil, detect good,detect chaos, detect law low-light vision;

Invisibility (Su)

A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.

Special Arrows (Su)

When a pixie fires an arrow from any bow, it can decide to change the arrow's properties by sprinkling it with magical pixie dust. Doing so is a free action as long as the pixie is the one who fires the arrow. A pixie can generate a number of uses of dust equal to its Charisma score each day (16 uses per day for most pixies)—the dust is useless to another creature unless the pixie gives the dust freely. In this case, the pixie chooses what effect the dust will have on an arrow when it is applied, and it takes a standard action to apply the dust to the arrow. Once pixie dust is applied to an arrow, the pixie's chosen effect persists on the arrow for only 1 round. As long as an arrow is altered in this way, it does not inflict damage when it hits—it only causes its new effect. A pixie can choose any one of the following three effects when dusting an arrow. Save DCs are Charisma-based.

Charm: The target must succeed on a DC 15 Will save or be affected as though by a charm monster spell for 10 minutes.

Memory Loss: The target must succeed on a DC 15 Will save or be affected by a modify memory spell (this effect can only eliminate the previous 5 minutes of memory—a pixie typically uses this ability to make the target forget it encountered the pixie so it won't chase the pixie when he flees).

Sleep: The target must succeed on a DC 15 Will save or fall asleep for 5 minutes.

Bow damage 1d6 x4 crit


Sean Rushman (marrow):

Sean, even from a young age was a strong and sturdy child, when he was a teenager he once got into a fight with another child and broke his arm, enraged by this he started atacking the boy with his broken arm, killing him, only to discover it wasn't broken anymore, but had turned into some kind of sword, shunned by his community he was taken in by a group of people known as the Morlocks, they too had been shunned by their society for the powers they posessed, later in his life, the group changed leadership to one who wished to use the group to take over the country, possibly later, the world, Sean decided to jump ship and go it alone.
12
20
16
14
22
10
Ageis 3/soulknife (shielded blade) 3/metaforge 5/Rouge (glory rogue) 5

AC 30 10+5(dex)+6(shield)+7(armor)+1(dodge)+2 (natural armor)
HP: 112
Saves
Fort +11
Reflex +13
Will +15

offensive abilities
sneak attack 3d6
bleading attack
form mind blade
shape mind blade
throw mind blade
Crystallized Mind Blade
ambush
mind blade +16/+13/+8 1d8+17 19-20 x2 critical

defensive abilities
evasion
uncanny dodge
form mind shield (+6 shield bonus to AC+light fortification)
Superior Senses (Ex)
Form astral suit Default: astral armor, stats listed below
DR 4/-
fast heal 1

other abilities
Power points (16)
Invigorating Suit (Su)

Feats (6 including bonus feats)
Extra blade skill (focused offence)
weapon focus (mind blade)
power attack
furious focus
two weapon fighting
dodge

Equipment
headband +2 wisdom
belt +2 dex
quick runners shirt
cloak of resistance +2
crystaline pauldrons +1
amulet of natural armor +2
2 masterwork pistols
5.6 k GP

skills
Acrobatics* +16 = DEX 5+8+3
Appraise +2 = INT 2+0+0
Bluff +0 = CHA 0+0+0
Climb* +1 = STR 1+0+0
Craft +2 = INT 2+0+0
Craft +2 = INT 2+0+0
Craft +2 = INT 2+0+0
Diplomacy +0 = CHA 0+0+0
Disable Device*† +12 = DEX 5+4+3
Disguise +4 = CHA 0+1+3
Escape Artist* +16 = DEX 5+8+3
Fly* +5 = DEX 5+0+0
Handle Animal† +0 = CHA 0+0+0
Heal +6 = WIS 6+0+0
Intimidate +11 = CHA 0+8+3
K (Arcana)† +2 = INT 2+0+0
K (Dungeoneering)† +13 = INT 2+8+3
K (Engineering)† +3 = INT 2+1+0
K (Geography)† +3 = INT 2+1+0
K (History)† +3 = INT 2+1+0
K (Local)† +6 = INT 2+1+3
K (Nature)† +13 = INT 2+8+3
K (Nobility)† +3 = INT 2+1+0
K (Planes)† +3 = INT 2+1+0
K (Religion)† +3 = INT 2+1+0
Linguistics† +2 = INT 2+0+0
Perception +6 = WIS 6+0+0
Perform +0 = CHA 0+0+0
Perform +0 = CHA 0+0+0
Profession† +6 = WIS 6+0+0
Profession† +6 = WIS 6+0+0
Ride +5 = DEX 5+0+0
Sense Motive +6 = WIS 6+0+0
Sleight of Hand*† +5 = DEX 5+0+0
Spellcraft† +3 = INT 2+1+0
Stealth* +16 = DEX 5+8+3
Survival +17 = WIS 6+8+3
Swim* +1 = STR 1+0+0
Use Magic Device† +0 = CHA 0+0+0

abilities described, if necessary:
Superior Senses (Ex)

Focused Offense

As long as the soulknife maintains psionic focus, she adds her Wisdom modifier to her attack and damage rolls instead of her Strength modifier.

Full Enhancement

When forming her mind blade into multiple items, the soulknife suffers no reduction in enhancement bonus.
Benefit: A rogue with this talent has a mastery over her senses, and can detect presences by smell and sound as well as he can with sight. He gains a +10 to his Perception rolls to locate creature who benefit from invisibility.

Bleeding Attack (Ex)
Benefit: A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage.

Special: Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

Invigorating Suit (Su)

An aegis of at least 3rd level wearing his astral suit gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

Guile Pool (Ex)

At 2nd level, a rogue gains a guile pool equal to half her rogue level plus her Charisma modifier (minimum 1).

A rogue may spend one point from her guile pool as part of any skill check to gain a +2 bonus to that skill check. At 10th level, this bonus increases to +4.

A rogue may spend 1 point from her guile pool as a swift action to grant herself a +1 circumstance bonus to her to- hit modifier until the end of her turn. For every four levels beyond 2nd the rogue possesses, this bonus increases by 1, to a maximum of +5 at 18th level.

As long as she has at least 1 point remaining in her guile pool, the rogue is treated as if under the effects of the Improved Feint feat.

Ambush (Ex)

Starting at 3rd level, a rogue may designate one of her attacks during a surprise round as an ambush. If this attack hits and deals sneak attack damage, it deals an amount of extra precision damage equal to the rogue’s class level.

In addition, a target damaged by an ambush must make a Fortitude save against a DC of 10 + half the rogue’s level + the rogue’s Dexterity modifier. If the target fails this save, she becomes sickened for 1d4+1 rounds. As a rogue gains levels, she may change the effect bestowed when the target fails this saving throw. At 8th level, the rogue may choose to make her target staggered. At 13th level, the rogue may make the target nauseated. At 18th level, the rogue may stun the target. All effects last for 1d4+1 rounds.

Form Mind Shield (Su)

At 1st level, a shielded blade gains the Mind Shield blade skill, gaining a +2 shield bonus to AC as long as she has a hand free. Unlike any other soulknife who takes the Mind Shield blade skill, a shielded blade can use the mind shield as if it was in all ways (except visually) a masterwork heavy steel shield, including making shield bashes, although she does not suffer the Armor Check penalty or Arcane Spell Failure for using a heavy steel shield. The shielded blade's mind shield is affected like a mind blade in all other ways (breaking, null psionics fields, etc). A shielded blade still applies the shield's shield bonus to her AC when performing a shield bash.

The shielded blade's mind shield is enhanced as the soulknife gains levels at the same, but the mind blade suffers a -1 penalty to its enhancement bonus (if any) if the shielded blade has both formed at the same time. The shielded blade may only apply the enhancement bonus for a mind shield to the Armor Class bonus of the shield, and not as a bonus to attack and damage rolls.

A shielded blade may (and eventually must) choose special abilities for the mind shield, just as she does for the mind blade. She chooses special abilities for the mind shield from the table below.

A shielded blade is always considered proficient with her mind shield.

This ability replaces the bonus feat gained at 1st level.

Craftsman

Beginning at 2nd level, an aegis gains a +1 bonus to any one Craft skill of his choice. At 6th level and every four levels thereafter, this bonus increases by 1.

Transfer Enhancement (Su)

Starting at 2nd level, a metaforge can spend one minute in concentration to reduce his mind blade's enhancement bonus or weapon special abilities by 1 (or a +1 equivalent ability) and gain an armor special ability of equal value added to the astral suit. This transfer lasts until the metaforge spends another minute to either revert his mind blade to its full power or to alter the armor special ability granted to his astral suit.

A metaforge may only have one such transfer in effect at any given time and may not reduce his mind blade to a +0 enhancement bonus. Every two levels thereafter, the enhancement bonus that the metaforge can transfer is increased by 1, to a maximum of +5 at 10th level.

Dual Summon (Su)

Upon achieving 3rd level, the metaforge has learned to bring about his weapon and armor at the same time. While maintaining his psionic focus, the metaforge can form both mind blade and astral suit at the same time. The action needed to do this is whichever action takes the longer between the two abilities. For example, for a soulknife with the Quick Draw feat and using Astral Juggernaut form, using this ability requires a full-round action, as that is how long it takes to form an astral suit in Astral Juggernaut form. For Astral Skin form, it would instead take a swift action.

The metaforge may alternatively expend his psionic focus to summon both his mind blade and his astral suit. The action needed to do this is whichever action takes the shorter between the two abilities.

Astral Armor
When formed into astral armor, an astral suit resembles masterwork chainmail and is treated as such for all mechanical purposes. Should the aegis be wearing armor when forming his astral suit in this fashion, the astral suit encloses the armor and the aegis gains the benefits of only his astral suit and not that from his armor, even if his armor would confer better benefits. Forming an astral suit into this form takes a move action. The aegis gains the following free customizations: nimble, improved damage. At 2nd level, the aegis gains the flexible suit customization as a free customization when the astral suit is in astral armor form. At 8th level, the astral suit resembles and is treated as a masterwork breastplate for all mechanical purposes.

Improved Damage
The aegis’s melee attacks deal additional damage. If wielding a two-handed weapon, the aegis deals 3 additional points of damage on a successful hit. If wielding a one-handed weapon, the aegis deals 2 additional points of damage on a successful hit. If wielding a light weapon, the aegis deals 1 additional point of damage on a successful hit. If dual-wielding, each weapon is affected separately.

Flexible Suit
The aegis’s armor check penalty is reduced by 1 (to a minimum of 0). The aegis may also sleep in his astral suit without becoming fatigued, if he was not already able to do so (such as if in astral skin form).

Nimble
The aegis gains a +2 enhancement bonus to Dexterity while he is wearing his astral suit. This customization can be selected a second time beginning at 5th level, and a third time starting at 10th level. Each subsequent time it is taken, the enhancement bonus to Dexterity is increased by +2.

Stalwart
As long as the aegis is wearing the astral suit,if the aegis is subjected to an attack that normally allows a Fortitude or Will save for a reduced or partial effect, he ignores the effect if he makes a successful saving throw. The aegis must be at least 2nd level before selecting this customization.

Ranged Attack
The aegis gains the ability to propel a non-psionic crystal, formed from the astral suit, at a target as a ranged attack that deals 1d8 points of piercing damage and has a range increment of 30 ft.

Underwater Breath
The aegis can safely breathe underwater as long as he is wearing his astral suit.

Augmented Weapon
The astral suit coats the aegis’s weapon. The weapon is treated as if it was one size category larger for damage purposes. The aegis does not suffer any penalties for wielding the weapon. This ability does not stack with effects that increase the aegis’s size category, such as expansion. The aegis must be at least 6th level to select this customization.

Climb
The aegis gains a climb speed equal to 1/2 of his base land speed.

Speed
The aegis’s base land speed is increased by 5 feet. This customization can be selected up to five times. Its effects stack.

Reach
The aegis’s reach increases by 5 feet. The aegis must be at least 7th level before selecting this customization.


wilros gilgamesh (gold dragon oracle (duel cursed star gazer)):

LG Large dragon (fire)
Init +1; Senses dragon senses, Perception +22
DEFENSE
AC 28, touch 13, flat-footed 22; (+5 Cha, +13 natural)
hp 138
Fort +12, Ref +9, Will +13
Immune fire, paralysis, sleep
Weaknesses vulnerability to cold

OFFENSE
BAB 12/
Speed 50 ft., fly 200 ft. (poor), swim 60 ft.
Melee bite +18 (2d6+10), 2 claws +18 (1d8+7/19–20), 2 wings +16 (1d6+3), tail +16 (1d8+10)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40-ft. cone, DC 20, 6d10 fire), weakening breath
Spell-Like Abilities (CL 12th; concentration +15)
At will—detect evil
Spells Known (CL 1st; concentration +4)

1st (4/day)—mage armor, shield
0 (at will)—detect magic, light, mending, stabilize
STATISTICS
Str 25, Dex 12, Con 19, Int 18, Wis 17, Cha 20
Base Atk +12; CMB +20; CMD 31 (35 vs. trip)
Feats Alertness, Improved Critical (claw), Iron Will, Multiattack, Power Attack, Vital Strike
Skills Diplomacy +18, Fly +10, Heal +18, Knowledge (local, religion) +18, Perception +22, Sense Motive +22, Spellcraft +18, Swim +30
Languages Common, Draconic, Elven, Halfling
SPECIAL ABILITIES
Change Shape (Su)

A very young or older gold dragon can assume any animal or humanoid form three times per day as if using polymorph.

Detect Gems (Sp)

A young or older gold dragon can detect gems three times per day. This functions as locate object, but can only be used to locate gemstones.

Fast Flight (Ex)

A young or older gold dragon is treated as one size category larger when determining his fly speed.

Weakening Breath (Su)

Instead of a cone of fire, a gold dragon can breathe a cone of weakening gas. Creatures within the cone must succeed on a Fortitude save or take 1 point of Strength damage per age category (Will save half).

Oracle Spells Per Day
Level 1 6 + 2 [Cha]
Level 2 6 + 1 [Cha]
Level 3 6 + 1 [Cha]
Level 4 5 + 1 [Cha]
Level 5 3 + 1 [Cha]
Oracle Spells Known
Level 0 9
Level 1 5 cure light, inflict light, shield of faith, bless water, curse water, infernal healing. Identify
Level 2 4 cure moderate, inflict moderate, glitter dust, masterwork transformation, oracle's burden, summon monster 2
Level 3 3 cure serious guiding star, animate dead, blood biography, bestow curse
Level 4 2 cure critical, boneshatter, dismissal, wandering star motes
Level 5 1 cure light (mass), flame strike contact other planes

Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity

Mental Acuity (Ex): Your explorations into the secret mysteries of the world have granted you a preternatural understanding of all things—and you just keep getting smarter. You gain a +1 inherent bonus to Intelligence upon taking this revelation and another at every third oracle level gained thereafter. You must be at least 7th level to select this revelation.

Guiding Star (Su): As the heavens mystery revelation. You must take this revelation at 1st level.

Star Chart (Ex): As the heavens mystery revelation. You must take this revelation at 7th level.
Revelations

A dual-cursed oracle gains a new revelation at 5th level and 13th level. These are in addition to the normal revelations she receives at 3rd level, 7th level, and so on. In addition, the cursed oracle may select the following revelations in place of a mystery revelation.

Guiding Star (Su): Whenever you can see the open sky at night, you can determine your precise location. When the night sky is visible to you, you may also add your Charisma modifier to your Wisdom modifier on all Wisdom-based checks. In addition, once per night while outdoors, you can cast one spell as if it were modified by the Empower Spell, Extend Spell, Silent Spell, or Still Spell feat without increasing the spell’s casting time or level.

Star Chart (Ex): Your copious notes contain a working model of the night sky expressed in artistic scribbles and arcane mathematical formulae. Once per day, you may spend 10 minutes contemplating your star chart to gain the benefit of the spell commune. You must be at least 7th level to select this revelation.
Lame

Source Advanced Player's Guide

Effect

One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.

At 5th level, you are immune to the fatigued condition (but not exhaustion).

At 10th level, your speed is never reduced by armor.

At 15th level, you are immune to the exhausted condition.

Legalistic

Source Pathfinder Player Companion: Blood of Fiends

The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile.

Effect

Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.

At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one.

At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.

At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.

SKILLS
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics* +2 = DEX 1+1+0
Appraise +12 = INT 4+5+3
Bluff +18 = CHA 5+10+3
Climb* + 16= STR 7+1+0+8
Craft +4 = INT 4+0+0
Craft +4 = INT 4+0+0
Craft +4 = INT 4+0+0
Diplomacy +18 = CHA 5+10+3
Disable Device*† +9 = DEX 1+5+3
Disguise +5 = CHA 4+1+0
Escape Artist* +2 = DEX 1+1+0
Fly* +1 = DEX 1+0+0
Handle Animal† +5 = CHA 4+1+0
Heal +11 = WIS 3+5+3
Intimidate +25 = CHA 4+11+3+7 [Intimidating Prowess]
K (Arcana)† +17 = INT 4+10+3
K (Dungeoneering)† +8 = INT 4+1+3
K (Engineering)† +8 = INT 4+1+3
K (Geography)† +8 = INT 4+1+3
K (History)† +8 = INT 4+1+3
K (Local)† +4 = INT 4+0+0
K (Nature)† +8 = INT 4+1+3
K (Nobility)† +8 = INT 4+1+3
K (Planes)† +8 = INT 4+1+3
K (Religion)† +4 = INT 4+0+0
Linguistics† +8 = INT 4+1+3
Perception +5 = WIS 3+0+0+2 [Alertness]
Perform +5 = CHA 5+0+0
Perform +5 = CHA 5+0+0
Profession (scholar)† +7 = WIS 3+1+3
Profession† +3 = WIS 3+0+0
Ride +1 = DEX 1+0+0
Sense Motive +5 = WIS 3+0+0+2 [Alertness]
Sleight of Hand*† +12 = DEX 1+8+3
Spellcraft† +4 = INT 4+0+0
Stealth* +12 = DEX 1+8+3
Survival +10 = WIS 3+7+0
Swim* +7 = STR 7+0+0
Use Magic Device† +6 = CHA 5+1+0
all wisdom based skills get a +5 (cha) at night

non dragon feats
craft wondrous

Animal Ally
Your respect for nature is so great that you can form a deep and lasting friendship with an animal.

Prerequisites: Nature Soul, character level 4th, must not have an animal companion or mount that advances as an animal companion.

Benefit: You gain an animal companion as if you were a druid of your character level –3 from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper), or wolf. If you later gain an animal companion through another source (such as the Animal domain, divine bond, hunter's bond, mount, or nature bond class features), the effective druid level granted by this feat stacks with that granted by other sources.

Nature Soul
You are innately in tune with nature and venerate the power and mystery of the natural world.

Benefit: You get a +2 bonus on all Knowledge (nature) checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill

Detect Expertise
You can detect the mystic specialty of a foe.

Prerequisites: Int 13; ability to cast detect chaos, detect evil, detect good, detect law, or detect magic.

Benefit: When you use any of the spells listed in this feat’s prerequisites to detect a creature’s alignment or its magic, you have a chance of detecting what spellcasting expertise it has. After you observe a creature with the detect spell for 3 rounds, it must make a Will save (DC 10 + 1/2 your caster level + your Intelligence modifier). If it fails the saving throw, you learn what bloodlines, domains, hexes, schools, or mysteries (if any) the creature possesses. If the creature makes its save, it is immune to the effects of this feat for 24 hours.
Eyes of Judgment
The true motives of creatures cannot escape your discerning gaze.

Prerequisites: Detect alignment class feature, caster level 6th.

Benefit: When using your detect alignment class feature, you may spend 3 rounds studying a creature within 60 feet. You cannot take any other actions while doing this. After that time has passed, you learn the alignment of the creature.

animal companion Orus the owl, divine servant/guide of iori (and wilros)
Bird

Size Medium; Speed 10 ft., fly 80 ft. (average); AC +5 natural armor; Attack bite (1d6), 2 talons (1d8+2); Ability Scores Str 14, Dex 20, Con 12, Int 3, Wis 14, Cha 6; Special Qualities low-light vision.
6hd saves reflex +10 fort +6 will +4
AC 21 flat footed, 15 touch 16
BAB +4
to hit +10
feats: weapon finesse, improved natural weapon, dodge, weapon focus

spiritual Guidance (Sp)

At 3rd level, a totem guide can use guidance as a spell-like ability at will as a full-round action, targeting itself or its master.

In addition, a totem guide's master can spontaneously cast the following spells while adjacent to the totem guide by sacrificing a spell slot of equal or higher level:

detect animals or plants (1st), augury (2nd), helping hand (3rd), divination (4th), commune with nature (5th), and find the path (6th).

The totem guide serves as a divine focus for these spells, but costly material components must still be provided.

This ability replaces evasion.

Beast Speech (Ex)

At 6th level, a totem guide can speak with its master as though the two shared a common language, and it can speak with other animals of its species (or, at the GM's discretion, other creatures with similar types).

This ability replaces devotion.

Equipment:
Necklace of adaptation
Headband of +2 charisma
decanter of endless water

sam starfield quickling (glory rougeninja (mage slayer) 6/sorcerer 6/arcane trickster 4):

Init +10; Senses low-light vision;
sneak attack +1d6
Spell-like Abilities (CL 6th)
1/day—dancing lights, flare (DC 12), , levitate, shatter (DC 14), ventriloquism (DC 14)

Defensive Abilities evasion, natural invisibility, supernatural speed, uncanny dodge; DR 5/cold iron
Weaknesses slow susceptibility
Str 11, Dex 31, Con 14, Int 14, Wis 13, Cha 20
base Atk +2; CMB +2; CMD 22
Feats Dodge, MobilityB, Spring AttackB, Weapon FinesseB
Skills Acrobatics +14, Bluff +9, Craft (ice sculpture) +9, Escape Artist +12, Knowledge (nature) +7, Perception +11, Sleight of Hand +14, Stealth +14 (+22 in forested areas), Survival +7
Racial Modifiers +2 Perception, +8 Stealth in forested areas
Languages Common, Sylvan

FORTITUDE SAVE
+5 = 3 [base] +2 [Con]
REFLEX SAVE
+17 = 7 [base] +10 [Dex]
WILL SAVE
+8 = 7 [base] +1 [Wis]
Speed 120 ft.

to hit +17
SPECIAL ABILITIES
Natural Invisibility (Su)

A quickling is invisible when motionless. It loses this invisibility and remains visible for 1 round in any round in which it takes an action other than a free action.

Supernatural Speed (Su)

A quickling moves with incredible speed. Save for when it remains motionless (at which point it is invisible), the quickling’s shape blurs and shimmers with this speed, granting it concealment (20% miss chance). In addition, this ability grants the quickling evasion and uncanny dodge (as the rogue abilities of the same names).

Slow Susceptibility (Ex)

A quickling that succumbs to a slow effect loses its supernatural speed ability and is sickened as long as the effect persists. This sickened condition persists for 1 round after the slow effect ends.

Guile Pool (Ex)

At 2nd level, a rogue gains a guile pool equal to half her rogue level plus her Charisma modifier (minimum 1).

A rogue may spend one point from her guile pool as part of any skill check to gain a +2 bonus to that skill check. At 10th level, this bonus increases to +4.

A rogue may spend 1 point from her guile pool as a swift action to grant herself a +1 circumstance bonus to her to- hit modifier until the end of her turn. For every four levels beyond 2nd the rogue possesses, this bonus increases by 1, to a maximum of +5 at 18th level.

As long as she has at least 1 point remaining in her guile pool, the rogue is treated as if under the effects of the Improved Feint feat.

Ambush (Ex)

Starting at 3rd level, a rogue may designate one of her attacks during a surprise round as an ambush. If this attack hits and deals sneak attack damage, it deals an amount of extra precision damage equal to the rogue’s class level.

In addition, a target damaged by an ambush must make a Fortitude save against a DC of 10 + half the rogue’s level + the rogue’s Dexterity modifier. If the target fails this save, she becomes sickened for 1d4+1 rounds. As a rogue gains levels, she may change the effect bestowed when the target fails this saving throw. At 8th level, the rogue may choose to make her target staggered. At 13th level, the rogue may make the target nauseated. At 18th level, the rogue may stun the target. All effects last for 1d4+1 rounds.

Magebane Attack (Ex)

At 4th level, the mageslayer gains the magebane attack advanced rogue talent as a bonus rogue talent.

This replaces Uncanny Dodge .

Harrowing (Ex)

If an enemy you threaten tries to cast defensively, add half your rogue level to the DC of their concentration check. If they choose to forgo the concentration check and instead provoke an attack of opportunity, your attack of opportunity against them deals sneak attack dam- age as if they were flat-footed. You do not add sneak attack damage to your attack of opportunity if the opponent has uncanny dodge.

This replaces Improved uncanny dodge

Poison Use

At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon

Light Steps (Ex)

At 6th level, a ninja learns to move while barely touching the surface underneath her. As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger.

Ki Pool (Su) (8 points in the pool)

At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).

By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

3 rouge talents ninja tricks

Wall Climber (Su): A ninja with this ability gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.
terrain mastery (favored terrain: urban)
fast stealth

Ranged Legerdemain (Su)

An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.

Impromptu Sneak Attack (Ex)

Beginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack she makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).

At 7th level, an arcane trickster can use this ability twice per day.

Bloodline Arcana: Whenever you cast a spell with the [darkness] descriptor or the shadow subschool, you gain a circumstance bonus on Stealth checks equal to the spell’s level for 1d4 rounds.

Shadowstrike (Sp): At 1st level, you can make a melee touch attack as a standard action that inflicts 1d4 points of nonlethal damage + 1 for every two sorcerer levels you possess. In addition, the target is dazzled for 1 minute. Creatures with low-light vision or darkvision are not dazzled by this ability. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Nighteye (Ex): At 3rd level, you gain darkvision 30 feet. At 9th level, you gain darkvision 60 feet. If you already possess darkvision, its range is increased by these amounts.

Shadow Well (Sp): At 9th level, you can use the Stealth skill even while being observed and without cover or concealment, as long as you are within 10 feet of a shadow other than your own. In addition, when within an area of darkness or dim light, as a standard action you may choose to switch places with a willing ally within 60 feet, who must also be in darkness or dim light. At 13th level, you can instead switch the positions of two willing allies, each of whom must be within 60 feet of you. Unless otherwise noted, this travel is identical to dimension door. You may use the ability to switch places once per day at 9th level, plus one additional time per day at 17th level and 20th level.

Spells

Sorcerer Spells Per Day
Level 1 6 + 2 [Cha]
Level 2 6 + 1 [Cha]
Level 3 6 + 1 [Cha]
Level 4 5 + 1 [Cha]
Level 5 3 + 1 [Cha]

Spells known
0th 9 detect magic, detect poison, ghost sound, mage hand, mending, prestidigitation, dancing lights, jolt, ray of frost
1st 5 ray of enfeeblement Mage armor, shield, shocking grasp, infernal healing, detect secret doors
2nd 4 darkvision summon monster 2 invisibility scorching ray knock
3rd 3 deeper darkness diamond spray haste displacement
4th 2 shadow conjuration, elemental body 1 invisibility (greater)
5th 1 shadow evocation wreath of blades

Sorcerer bonus feats
Eschew materials
Skill focus (stealth)

Regular feats
Nobil scion (local) (imp familiar)
Craft wonderous
Hellcat stealth
Improved steal
Dampen presence

SKILLS
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics* +16 = DEX 10+3+3
Appraise +12 = INT 3+6+3
Bluff +18 = CHA 5+10+3
Climb* +8 = STR 0+5+3
Craft +3 = INT 3+0+0
Craft +3 = INT 3+0+0
Craft +3 = INT 3+0+0
Diplomacy +13 = CHA 5+5+3
Disable Device*† +23 = DEX 10+10+3
Disguise +18 = CHA 5+10+3
Escape Artist* +23 = DEX 10+10+3
Fly* +10 = DEX 10+0+0
Handle Animal† +9 = CHA 5+1+3
Heal +5 = WIS 1+1+3
Intimidate +13 = CHA 5+5+3
K (Arcana)† +11 = INT 3+5+3
K (Dungeoneering)† +7 = INT 3+1+3
K (Engineering)† +7 = INT 3+1+3
K (Geography)† +7 = INT 3+1+3
K (History)† +7 = INT 3+1+3
K (Local)† +7 = INT 3+1+3
K (Nature)† +7 = INT 3+1+3
K (Nobility)† +7 = INT 3+1+3
K (Planes)† +7 = INT 3+1+3
K (Religion)† +7 = INT 3+1+3
Linguistics† +3 = INT 3+0+0
Perception +16 = WIS 1+10+3+2
Perform +5 = CHA 5+0+0
Perform +5 = CHA 5+0+0
Profession† +1 = WIS 1+0+0
Profession† +1 = WIS 1+0+0
Ride +10 = DEX 10+0+0
Sense Motive +9 = WIS 1+5+3
Sleight of Hand*† +23 = DEX 10+10+3
Spellcraft† +3 = INT 3+0+0
Stealth* +32 = DEX 10+10+3+2+6 [masterwork tools]+6 [Skill Focus]
Survival +6 = WIS 1+5+0
Swim* +4 = STR 0+1+3
Use Magic Device† +9 = CHA 5+1+3

racial bonus of +8 to stealth in forested areas +2 to perception
+4 favored terrain (urban)

Equipment
Robe of arcane heritige + "of the sorcerer"
4 mithril daggers
urban camouflage(50 gp +2 to stealth)
Silken ceremonial armor
Armored kilt
Two spring loaded wrist sheaths
Headband of +2 cha
Scent block x10
Boots of friendly terrain


Avalon Academy

Ryner lute:

arcanist 12/warlock 9/hellfire warlock 3/Eldritch Theurge 4/bard(arcane duelist,) 4
str 8 dex 22 con 18 int 30 wis 19 cha 26

Eldritch Blast (Su): A warlock gains a supernatural ability known as the eldritch blast; this ability allows the warlock to focus his eldritch arcane energy into a damaging blast of dark energies able to wound, or even kill, his opponents. As a standard action a warlock can make a ranged touch attack against an opponent within 60 feet, dealing 1d8 points of damage (the damage results from pure arcane energy and does not possess an energy type, therefore energy resistances and immunities offer no protection). The target of the eldritch blast receives no saving throw. Although the eldritch blast itself does not provoke an attack of opportunity, it should be noted that all ranged touch attacks in Pathfinder do provoke an attack of opportunity when the to-hit roll is made.
At 2nd level, and every two warlock levels gained thereafter, the damage inflicted by an eldritch blast increases by 1d8 to a maximum of 11d8 at 20th level.
An eldritch blast is not subject to spell resistance.
An eldritch blast deals half damage to objects.
For the purposes of the spells globe of invulnerability, lesser globe of invulnerability, and similar powers and effects, a 1st level warlock’s eldritch blast has an effective spell level equal to a 1st-level spell. At each odd-numbered warlock level gained thereafter, the eldritch blast strength increases by one level, to an effective spell of 9th-level at warlock level 17.
A warlock may apply the ability focus feat to a specific invocation, not the eldritch blast in general. He may select ability focus multiple times, but it must be applied to a separate invocation with each selection.

Invocations (Su): Warlocks learn a number of magic tricks, called invocations, which he can apply to his eldritch blast. At 1st level, a warlock gains one of the following minor invocations of his choice. He gains an additional invocation at 2nd level and for every 2 levels attained after 2nd level. A warlock cannot select an individual invocation more than once.
Unless otherwise noted, invocations are part of the same standard action a warlock uses to unleash his eldritch blast. The save (if any) to resist an invocation is equal to 10 + ½ the warlock’s level + the warlock’s Charisma modifier.
A warlock can apply only one invocation to any given eldritch blast.

Damage Reduction (Ex): At 3rd level, the warlock’s exposure to eldritch arcane energies begins to strengthen his body, providing protection from many attacks. He gains DR 2/cold iron. This increases by 1 at 5th level and every two levels gained thereafter, to a maximum of DR/10 cold iron at 19th level. (Curent DR 8

Energy Resistance (Ex): At 5th level, the warlock gains resistance 10 to two of the following energy types: acid, cold, electricity, and fire. The warlock chooses which types of energy he becomes resistant to. At 11th level, both of these resistances increase to 20. At 17th level, the warlock’s energy resistances once again increase, this time to 30.

Eldritch Intensity (Ex): At 6th level, a warlock may add his class level as a bonus on the damage inflicted by his eldritch blast.

Eldritch Resilience (Su): At 7th level, the warlock can use his eldritch energy to reknit his tissues, sinews, and bones. The warlock can use a swift action to grant himself fast healing 1 for 20 rounds. At 10th level, and every three levels gained thereafter, the fast healing granted by eldritch resilience increases by 1 to a maximum of fast healing 5 at 18th level. The warlock can use this ability twice per day at 13th level and three times per day at 19th level.

Eldritch Aura (Su): At 8th level, a warlock’s eldritch power grows strong enough that he unconsciously releases damaging attacks on those who harm him. Any melee attack that damages the warlock for at least 1 point of hit-point damage (lethal or non-lethal) causes a backlash in eldritch energy. This backlash deals 1d8 points of damage to the attacker. This damage results from pure arcane energy and does not possess an energy type, therefore energy resistances, energy immunities, and damage reduction of any type offer no protection against it. It always deals lethal damage and is not under the conscious control of the warlock. Any melee attack that inflicts hit point damage to the warlock provokes the use of this ability.
At 12th level, and every four levels gained thereafter as a warlock, the damage inflicts by the warlock’s eldritch aura increases by 1d8, to a maximum of 4d8 at 20th level.

Eldritch Knowledge (Su): At 9th level, the warlock gains a 1st-level arcane spell of his choice that he may add to his list of spells known. He may select from any 1st-level bard, magus, sorcerer/wizard, or witch spell to add to his spells known. At 11th level, and every two levels gained thereafter, the warlock gains knowledge of another arcane spell, each time of a progressively higher level (2nd-level spell at 11th level, 3rd-level spell at 13th-level, etc.). At 19th level, when the warlock gains this ability, he may select a single 7th-level sorcerer/wizard or witch spell and add it to the list of his spells known as a 6th-level warlock spell.

Boreal Blast: The warlock alters his eldritch blast to inflict cold damage. The damage on his eldritch blast increases by +1d8; this extra damage applies only to the boreal blast.

Eldritch Spear: The warlock can use his eldritch blast at medium range (100 ft. + 10 ft./level) instead of the standard 60-foot range.

Invoking: At each level, you gain new invocations known, increased damage with eldritch blast, and an increase in invoker level as if you had also gained a level in the warlock class. You do not, however, gain any other benefit a character of that class would have gained.
Resistance to Fire 10 (Ex): At 2nd level, you gain resistance to fire 10. This resistance stacks with any resistance to fire you have gained from warlock class levels.

Hellfire Infusion (Su): Starting at 2nd level, you can infuse magic items that you wield with the power of hellfire. Whenever you use a charged magic item (such as a wand or a staff ), you can apply one of the following metamagic effects to your next use of the item: empower, enlarge, widen, or energy substitution. These effects work just like the metamagic feats of the same name (the Energy Substitution feat is described on page 79 of Complete Arcane). Using hellfire infusion is a swift action. You can use this ability a number of times per day equal to your Charisma modifier (minimum one). When you infuse an item with hellfire, it glows briefly with fiery symbols that are disturbing to look upon.
Hellfire Shield (Sp): Starting at 3rd level, you can call up hellfire to surround yourself with a protective barrier. Whenever someone directs a melee attack against you, you can, as an immediate action, aim a blast of hellfire at that creature. This blast deals damage equal to your eldritch blast (including bonus damage from the hellfire blast ability). This blast automatically strikes the target, which can attempt a Reflex saving throw for half damage (DC 10 + 1/2 your character level + your Cha modifier).
Each time you use this ability, you take 1 point of Constitution damage. Because the diabolical forces behind the power of hellfire demand part of your essence in exchange for this granted power, if you do not have a Constitution score or are somehow immune to Constitution damage, you cannot use this ability.
Hellfire
Hotter than the hottest flames of any world, hellfire burns with a white-hot glow and is capable of burning through even the hardest of substances. Hellfire does not deal fire damage, despite its flames. Even creatures with immunity or resistance to fire take full normal damage from these hellish flames. Hellfire also deals full damage to objects, unlike normal fire damage.
Magic Lore (Ex)

At 2nd level, an archivist gains a bonus on Spellcraft checks to identify magic items or decipher scrolls equal to half his bard level and may take 10 on such checks. An archivist can use Disable Device to disarm magical traps as per a rogue’s trapfinding ability and gains a +4 bonus on saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind.

feats (non bonus)
1 improved counterspell
2 Parry spell
3 teleport tecnician
4 fire music
5 sutra caster
6 eldritch heritage (eragon)
7
8
9

arcanist exploits (7)

See Magic (Su): The arcanist can see magical auras as if under the effects of detect magic. If she expends on point from her arcane reservoir, for 1 minute she instantly recognizes magic item auras and spell effects. During this time, she is treated as if she had studied each aura for 3 rounds and she treats her Knowledge (arcana) skill check as if she had rolled a 15 on the d20. In addition, if she touches a magic item during this time, she can immediately identify its properties using Spellcraft without needing to spend 3 rounds examining the object. If an enemy possesses the object, the arcanist must first succeed at a melee touch attack to identify the item.

Counterspell (Su): By expending one point from her arcane reservoir, the arcanist can attempt to counterspell a spell as it is being cast. She must identify the spell being cast as normal. If the check is successful, the arcanist can then use an immediate action and expend an available arcanist spell slot of a level at least one higher than the level of the spell being cast. To counterspell the spell, the arcanist must make dispel check as if using dispel magic. If the spell being countered is one that the arcanist has prepared, she can instead expend an available arcanist spell slot of that level and she receives a +5 bonus on the dispel check.

Dimensional Slide (Su): The arcanist can expend one point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see; this is in place of 5 feet of movement. She can only use this ability once per round. She does not provoke an attack of opportunity for the movement caused by this ability, but any other movement provokes as normal.

Counter Drain (Su): Whenever the arcanist successfully counterspells a spell, the arcanist regains points to her arcane reservoir depending on the level of the spell countered. Spells restore a number of points equal to one third the level of the spell countered (rounding up) points. The arcanist must have the counterspell exploit before selecting this exploit.

Bloodline Development: The arcanist can select one bloodline from any of those available to bloodline sorcerer class feature. The arcanist gains that bloodline’s bloodline arcana and 1st-level bloodline power, as though she were a 1st-level sorcerer. As a swift action, the arcanist can expend one point from her arcane reservoir to bolster her latent nature, allowing her to treat here arcanist level as her sorcerer level for these abilities for 1 minute for the purposes of the bloodline arcana and 1st-level bloodline power. (For example, a 7th-level arcanist with the destined bloodline normally can only bestow an insight bonus of +1 from the touch of destiny bloodline power, but by expending one point from her arcane reservoir, the insight bonus is instead +3.) She does not gain any new abilities from this use, such as those gained at 3rd level. This exploit cannot be used to gain an arcane bond through the arcane bloodline; if the arcane bloodline is selected, the arcanist gains the hand of the apprentice ability from the universal school instead (see the arcane bond wizard class feature), using her Charisma modifier in place of her Intelligence modifier.

School Understanding: The arcanist can select one arcane school from any of the schools available to arcane school wizard class feature, but does not have to select any opposition schools. The arcanist gains the abilities of that arcane school as though she were a 1st-level wizard, using her Charisma modifier in place of her Intelligence modifier for these abilities. As a swift action, the arcanist can expend one point from her arcane reservoir to bolster her understanding, allowing her to treat here arcanist level as her wizard level for these abilities for 1 minute for the purposes of those arcane school abilities granted at 1st level. (For example, a 7th-level arcanist with the enhancement school normally gains an enhancement bonus of +2 from the enchanting smile ability, but by expending one point from her arcane reservoir, the enhancement bonus is instead +3.) She does not gain any new abilities from this use, such as those gained at 8th level.
Taken twice, once for evocation, once for abjuration

Feris Eris:

Classes (side one) summoner (synthesist) 1/monk (martial artist) 5/swiftblade 10/ (filler) barbarian 16

Abilities: spell sunder
The eldion takes the form of living metal shoulder pauldrons, these grant a +2 armor bonus to AC and can be enchanted as normal armor but does not count as armor for any other purposes such as a fighter's DR or a monk's AC bonus due to the limited area it covers and it's light weight
The armor also provides an additional +4 to AC verses critical threats and sneak attacks
The armor grants it's wearer an additional 8 hit points and a +1 to hit and is treated as 1 HD higher if it is advantageous
The armor also grants 5 energy resistance to all energy, the "fleet" feat, DR 5/magic, and fast healing 1

The feats go into improved sunder as various anti-caster feats
Weapon equipped is an oversized andamanite bastard sword enchanted as a +4 impervious keen merciful weapon.
To qualify for swiftblade she takes the feat "precious apprentice" learning haste


bunny-guard:

Movement rate 70 land (80 in bunny form) 64 climb
4d6 sneek attack
Favored terrain urban +6, forest +4, planes or mountain (undecided) +2
Can use shape shifting 11 times per day
7 henge tricks
Duplicate Self (Su): As a standard action, the mushakemono can create a duplicate image of herself. By concentrating, as a move action, the henge can make this image move and talk. The image has a range of 100 feet and is considered an illusion and can be disbelieved with a successful Will save. The image has an AC of 10 + Charisma modifier + size modifier and if the image takes damage, it disappears.

Elemental Child (Su): As a standard action the mushakemono can cast resist energy and fireball. She can cast both spells a number of times per day equal to 1/2 her class level. A mushakemono must be at least 4th level to gain this ability.

Stolen Face (Su): When a mushakemono uses her racial shapechanger ability to adopt a human form, she may attempt to mimic the face and shape of an individual human she has seen. Using this ability adds a +10 bonus to Disguise attempts made to impersonate the individual in question. A mushakemono must be at least 4th level to gain this ability.

Invisibility (Su): The mushakemono can cast greater invisibility upon herself a number of times per day equal to 1/2 her class level + her Wisdom modifier. If damaged with a cold-iron weapon while invisible, the spell ends.

Hidden Object (Su): As a standard action, a mushakemono can make a small or tiny object invisible. This invisibility lasts for as long as the object is on the mushakemono's person or for a number of minutes equal to the mushakemono's class level. Invisible weapons benefit from concealment against sunder attempts (50% miss chance) and opponents defending against an invisible weapon have a 50% chance per round of being denied their Dexterity bonus to AC.

Bestial Warrior (Su): By utilizing one use of her racial shapechanger ability, the mushakemono can increase her fighting prowess while in her natural form. She gains a +4 bonus to her Strength and Dexterity and a bite attack which does 1d6 points of damage. She enjoys this bonus for a number of minutes equal to 1 + 1/2 her character level + her Constitution bonus.

Drowsy Slumber (Su): As a standard action, a mushakemono can enspell an animal or humanoid creature within 30 feet causing that creature to become either drowsy or asleep for a number of rounds equal to twice the mushakemono's Charisma modifier. A drowsy character suffers -4 on all d20 rolls, including attacks, initiative, saving throws and skill checks. A sleeping target is in a magically induced slumber but awakens upon taking any damage and suffers no further penalties upon awakening. A target may only be affected by this effect once in a 24 hour period. A Will save negates both forms of this effect.

Spring Attack: Beginning at 1st level, you gain Spring Attack (see page 100 of the Player's Handbook) as a bonus feat. If you already have Spring Attack, choose a different feat for which you do meet the prerequisites.

Swift Surge (Ex): Your body is augmented with the residual energy of previous haste castings. You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. At 7th level, these bonuses increase to +2. At 4th level, you gain a +10 foot enhancement bonus to all of your modes of movement and deal an extra 1d6 points of damage during any round in which you move at least 10 feet. At 10th level, this bonus increases to +20 feet and an extra 2d6 points of damage during any round in which you move at least 20 feet. These bonuses stack with the bonuses gained from the haste spell and skirmish ability.

Blurred Alacrity (Ex): At 2nd level, your understanding of the haste spell makes you difficult to target with melee and ranged attacks. While under the effect of a haste spell that you cast yourself, you gain concealment (20% miss chance). This miss chance increases by +10% at 3rd, 4th, and 5th level. The effect of this ability does not stack with blur, displacement, or similar spell effects.

Sudden Casting (Ex): At 3rd level, you learn how to seamlessly cast the haste spell. You can cast haste as a free action once per round, as if augmented by the Quicken Spell metamagic feat, but without using up higher-level spell slots.

Arcane Reflexes (Ex): At 4th level, you infuse the energy of previous haste castings into your natural reaction time. You receive a competence bonus on initiative rolls equal to your arcane spellcasting ability modifier.

Evasive Celerity (Ex): At 5th level, your knowledge of the haste spell makes you difficult to target with spells. While under the effect of a haste spell that you cast yourself, individually targeted spells have a 20% chance of failing against you. This spell failure chance increases by +10% at 6th, 7th, and 8th level. The effect of this ability does not stack with blink or similar spell effects.

Fortified Hustle (Ex): At 6th level, you learn how to intuitively absorb the haste spell into your body. While under the effect of a haste spell that you cast yourself, the effect becomes extraordinary rather than a continuous spell effect, and therefore cannot be dispelled by any means. The haste spell otherwise functions as it normally would, is expended normally, and can be countered as a spell at the moment of casting.

Bounding Assault: At 7th level, you gain Bounding Assault (see page 75 of Player's Handbook II) as a bonus feat. You need not have the prerequisites normally required for Bounding Assault to gain this feat. If you already have Bounding Assault, choose a different feat for which you do meet the prerequisites.

Diligent Rapidity (Ex): At 8th level, you automatically overcome magic and mundane obstacles with the haste spell. While under the effect of a haste spell that you cast yourself, you can move and attack normally, even under the influence of magic that usually impedes movement, as the freedom of movement spell. See the spell description on page 233 of the Player's Handbook. As an additional effect, you can also move across the surface of placid or flowing water, but not whitewater rapids or stormy water, by making two move actions in a round. You immediately sink any time you make a single move action in a round or come to a complete stop while traversing water.

Perpetual Options (Ex): At 9th level, you can perform even more actions with the haste spell. Instead of making one extra attack at your highest base attack bonus while under the effect of a haste spell that you cast yourself, you now have the choice of making one extra move action or one extra standard action. For example, you could make three consecutive move actions with this ability, two move actions and one standard action, one move action and two standard actions, a full attack action and a move action, a full attack action and a standard action, a full round action and a move action, or a full round action and a standard action.

Feat selection
Craft wondrous tatoo, used to make one of my magical items, the "hidden sword" tatoo, modified to also store my clothes/other carried items, I thought it fits well with being a tattooed familiar
danger prescience (never surprised/flat footed, can always roll initiative/act in surprise round +1 to reflex saves +2 to initiative)
Improved initiative
Bodyguard
Run
Four point charge (can move run spead on a charge)
shiquos school, (attacks as part of a charge or spring attack trip my opponent, DC 10+half level+dex to resist)
Eschew materials
Spring attack, bounding assault
Practiced climber (+14 to climb speed)
Weapon finesse
Dodge
Combat reflexes

unnamed gunslinger/marksman:

Feats:
focused shot (int to damage when I only make one shot in a round)
Intuitive shot (wisdom to damage, see above)
Psionic shot (when psionicly focused +1 to hit and damage with ranged attacks, expend for +2d6)