Gerran Bayl's page

7 posts. Alias of Grandlounge.


About Gerran Bayl

Male Human (Half-Umbral Dragon) Archetypes Exploiter Wizard, Sactified Slayer
None Medium dragon (human)
Init +35, Senses darkvision (60 ft.), low-light vision; Perception +23
Aura aura,
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DEFENSE
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AC 49, touch 34, flat-footed 19 (+2 deflection, +21 Int, +9 natural, +2 armour attunment)
hp 116 ((8d6)+81), Fast Healing 5
Fort +18, Ref +40, Will +19
Defensive Abilities armor attunement +2/+2, deflection +2, hard to kill, resistance +3, toughening +1,
Immunities disease, magical sleep, mind-affecting effects, immunity to negative energy, paralysis, poison, strength drain,
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OFFENSE
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Speed 60 ft. Fly 120 ft. (Average)
Melee bite +26 (1d6+16)
Melee claw +26/+26(1d4+16) Sneak damage is 2d6
Special Attacks Breath Weapon (30-ft. cone, 7d8 neg. energy, DC 20), Mythic Power (11/day, surge +1d6), Weapon Attunement +1/+1, Wild Arcana,
Special Attacks Bane, Breath Weapon (30-ft. cone, 7d8 neg. energy, DC 20), Fleet Charge, Distructive smite, Mythic Power (11/day, surge +1d6), Stern Gaze, Weapon Attunement +2/+2, Parry and Repost

Innate Spell-Like Abilities alarm (3/day), arcane lock (1/day), augury (DC ,1/day), clairaudience/clairvoyance (1/day), dimension door (within sacred site) (at will), dismissal (DC 10,1/day), hold portal (1/day), knock (3/day),

Inquisitor Spell-Like Abilities detect chaos (at will)detect evil (at will)detect good (at will)detect law (at will)discern lies (DC 21,8/rounds/day)

Inquisitor Spells Known (CL 8th; concentration +15) (spell points 31/31)

3rd(4/day)-dispel magic, heroism(DC 20), invisibility purge(DC )
2nd(6/day)-align weapon(DC 19), defending bone(DC ), instant weapon, restoration (lesser)(DC 19)
1st(6/day)-cure light wounds(DC 18), divine favor(DC ), ear-piercing scream(DC 18), shield of faith(DC 18), stalwart resolve(DC 18)
0th(at will)-acid splash, create water, detect magic, guidance(DC 17), light, read magic(DC )

Wizard Spells 95/95 sp(CL 8st, concentration +15) (33+ SL + 3 Study + 2 Potent Magic + 2 Spell Bane):

Spell Known:

0th acid splash, arcane mark, bleed, daze, detect magic, disrupt undead, ghost sound, haunted fey aspect, mage hand, mending, message, open/close, prestidigitation, read magic, resistance, touch of fatigue

1st Alarm, blood money, burning hands, color spray, comprehend languages, charm person, endure elements, enlarge person, expeditious retreat, feather fall, grease, infernal healing, keep watch, mage armor, magic missile, shadow trap, shield companion, vanish, chill touch

2nd Glitterdust, Create pit, Alter self, Blade Tutor's Spirit, Blindness Deafness, Command Undead, Defending Bone, Darkvision, Force Sword, Frigid Touch, Invisibility, Locate Object, Knock, Mirror Image, Masterwork Transformation, Pyrotechnics, Rope Trick, See Invisibility, Shackle, Telekinetic Volley (d)

3rd Aversion, Aqueous Orb, Battering Blast, Darkvision Communal, Dispel Magic, Fly, Haste, Heroism, Hold Person, Ice spears, Monstrous Physique I, Magic Weapon Greater Slow, Invisibility sphere, Resist Energy Communal, Resinous Skin, Water Breathing, Tiny Hut, Wind Wall

4th Arcane Eye, Ball Lightning, Wall of Bone, Calcific Touch, Charm Monster, Confusion, Dimension Door, Monsters physique II, Phantom Steed Communal, Stone Shape, Telekinetic Maneuvers

5th Overland Flight, Hold Monster, Echolocation, Possession, Teleport, Dominate Person, Wall of Stone, Wall of force.

6th

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TACTICS
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STATISTICS
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Str 34, Dex 20, Con 30, Int 52 (+21), Wis 24, Cha 26,

Base Atk +6/+1; CMB +16; CMD 32
Feats Dazing Spell, Extra Mythic Power, Extra Path Ability, Focused Spell, Persistent Spell, Quicken Spell, Spell Focus/Greater Spell Focus (all), Scribe Scroll

HOPF: Full casting, Hybrid

Horrifically Overpowered:

You are practically a member of two character classes, rather than just one.
Benefit: Select one character class. You gain all the class features (proficiencies and abilities listed in the “special” column of the class writeup) of that class other than spellcasting, as if half your total character level was your class level.
(If you are 1st level, gain only the armor and weapon proficiencies of your selected class until you reach 2nd level.) If you actually have levels in the selected class, you gain class features as if your class level was equal to your actual class level plus one-half of all your other levels.

Combat FeatsPower Attack, Combat Reflexes, Focused Study, Spell Bane, Outflank, Paired Opportunists

Skills Fly +16, Knowledge (Arcana) +32, Knowledge (Dungeoneering) +32, Knowledge (Engineering) +32, Knowledge (Geography) +32, Knowledge (History) +32, Knowledge (Local) +32, Knowledge (Nature) +32, Knowledge (Nobility) +32, Knowledge (Planes) +32, Knowledge (Religion) +32, Spellcraft +32, Use Magic Device +16,
Skills Acrobatics +13, Acrobatics (When Jumping) +25, Bluff +25, Climb +23, Diplomacy +18, Disable Device +13, Fly +16, Heal +18, Intimidate +22, Knowledge (Arcana) +33, Knowledge (Arcana) (ID monster) +40, Knowledge (Dungeoneering) +33, Knowledge (Dungeoneering) (ID monster) +40, Knowledge (Engineering) +33, Knowledge (Geography) +33, Knowledge (History) +33, Knowledge (Local) +33, Knowledge (Local) (ID monster) +40, Knowledge (Nature) +33, Knowledge (Nature) (ID monster) +40, Knowledge (Nobility) +33, Knowledge (Planes) +33, Knowledge (Planes) (ID monster) +40, Knowledge (Religion) +33, Knowledge (Religion) (ID monster) +40, Linguistics +33 Perception +23, Sense Motive +27, Spellcraft +33, Stealth +16, Survival +18, Survival (Follow or identify tracks) +22, Swim +23, Use Magic Device +16,

Languages Common +29 others

SQ:
ability healing, amazing initiative, arcane metamastery, arcane reservoir, archmage, aura, blessed life, bonus feat, cantrips, divine swiftness, energy conversion, exploiter exploit, arcane bond (familiar), familiar, fast healing 5, infectious spell, magus, mental prowess, mirror dodge, mythic tier, physical prowess, quick study, recuperation, skill unlock fly 5 ranks, skill unlock spellcraft 5 ranks, skill unlock use magic device 5 ranks, sacred site, skilled, spells, surge,

Inquisitor SQ:
armor master, aura, blessed life, bonus feat, champion, cunning initiative, deceitful lore, detect alignment, discern lies, divine anger, divine source (community/good), divine swiftness, legendary item, magus, mental prowess, monster lore, mythic spellcasting, mythic tier, physical prowess, pure destiny, quick study, rage, recuperation, skill unlock acrobatics 5 ranks, skill unlock bluff 5 ranks, skill unlock climb 5 ranks, skill unlock diplomacy 5 ranks, skill unlock disable device 5 ranks, skill unlock fly 5 ranks, skill unlock heal 5 ranks, skill unlock intimidate 5 ranks, skill unlock intimidate note, skill unlock perception 5 ranks, skill unlock sense motive 5 ranks, skill unlock spellcraft 5 ranks, skill unlock stealth 5 ranks, skill unlock survival 5 ranks, skill unlock swim 5 ranks, skill unlock use magic device 5 ranks, sacred site, second judgment, skilled, sneak attack, solo tactics, studied target, studied target, surge, talented slayer, track,

Combat Gear
Other Gear bite, claw, 0.0 gp
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SPECIAL ABILITIES
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Ability Healing (Ex) A divine guardian heals 1 point of ability damage per round in each damaged ability score.

Arcane pool
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Attuned Armor

Attuned Shield

Attuned Weapon

Attuned Weapon (Fist)

Attuned Weapon (Off-Hand)

Attuned Weapon (Primary)

Amazing Initiative (Ex) You gain a +3 bonus on initiative checks. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Rage Domain

Arcane Metamastery (Su) As a swift action, you can expend one use of mythic power and pick any one metamagic feat you know that increases the slot level of the spell by 0 or 1 levels. For the next 10 rounds, you can apply this metamagic feat to any arcane spell you cast without increasing the spell slot used or casting time. You can also use this ability on an arcane spell you cast from a scroll, staff, or wand. You can't have more than one use of this ability active at a time. If you use this ability again, any previous use immediately ends (though this doesn't affect spells already cast). You can select this ability more than once. Each time you select this ability, the maximum spell slot level increase of the metamagic feat you can choose goes up by 1, to a maximum of 4.

Arcane Reservoir (Su) At 1st level, the exploiter wizard gains the arcanist's arcane reservoir class feature. The exploiter wizard uses his wizard level as his arcanist level for determining how many arcane reservoir points he gains at each level. The arcane reservoir can hold a maximum of 11 points of magical energy. Each day, when preparing spells, the arcane reservoir fills with raw magical energy, gaining a number of points equal to 7. Any points from the previous day are lost. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcane reservoir are used to fuel many powers. In addition, you can expend 1 point from your arcane reservoir as a free action whenever you cast a wizard spell. If you do, you can choose to increase the caster level by 1 or increase the spell's DC by 1. You can expend no more than 1 point from your reservoir on a given spell in this way.

Archmage For most practitioners of the arcane arts, learning magic requires a great deal of study and practice. Even for those who draw magic from their blood, the effort can be taxing. Not so for the archmage. This master of the arcane draws power from the very fabric of reality itself, learning to weave magic easily and naturally.
The archmage is the master of arcane magic, and many of the abilities of this path enhance your ability to cast arcane spells or greatly increase their potency. In addition, may of the options in this path increase your knowledge of magic and of those who wield it. At the highest tiers, you can begin to break down the walls between the different types of magic and alter the very fabric of reality itself.
Role: As an archmage, you use your abilities to add a great deal of power to your arcane spells, enabling them to blast through defenses and cripple foes. Your mastery over the arcane arts and your vast knowledge are of great benefit to the rest of your group, and your talent at getting the most out of magic items can prove invaluable. Although you gain little in the way of defenses, your overwhelming offensive capabilities more than make up for it--though you should still avoid being engaged in melee.
Classes: The archmage is the most common path selection for characters capable of casting arcane spells, particularly sorcerers and wizards. Bards, summoners, and witches will find that this path has a great deal to offer, though some other paths might also prove useful to them.

Armor Attunement You can attune yourself to one suit of armor or one shield in your possession; you can change that attunement once per day. If you select a normal set of clothing as your armor, it counts as having a starting enhancement bonus of +0. You can split your attunement between a suit of armor and a shield, granting each a +1 enhancement bonus.

Aura (Ex) A divine guardian with the chaotic, evil, good, or lawful subtypes has an aura as if it were an aligned outsider of equivalent Hit Dice (see the detect evil spell for details).

Automatic Bonus Progression

Bane (Su) An inquisitor can imbue one of her weapons with the undead-bane weapon special ability as a swift action. This ability lasts for 8 rounds per day. These rounds do not need to be consecutive.

Blessed Life (Ex) A divine guardian does not age or breathe. It does not require food, drink, or sleep.

Bonus Feat Humans select one extra feat at 1st level.

Breath Weapon (Su) 30' Cone of Negative Energy 7d8 negative energy, DC 20, usable every 1d4 rounds. Breath weapons allow a Reflex save for half damage. You are immune to your own breath weapon. Although it deals negative energy damage, this breath weapon does not heal undead creatures.

Cantrips Wizards can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposed school, but it uses up two of his available slots.

Christmas Tree +4 competence bonus to all attack rolls, damage rolls, skill checks, AC, saving throws, and initiative
Ability Boosts: +2 to str, +2 to dex , +2 to con, +8 to int (last boosted ability), +2 to wis, +6 to cha

Advanced Techniques:
50% chance to hit incorporeal creatures.
50% chance to bypass hardness or DR.

Champion The champion is the pinnacle of skill at arms and armor. No ordinary fighter could hope to match the skill with a blade, a bow, or an axe that surges within a mythic champion. The champion turns aside blows and shatters shields with every movement, all while racing gracefully across the chaotic battlefield. When the screams of fallen foes die down, the champion stands strong and defiant in blood-spattered armor, hefting a weapon and shouting a terrifying war cry.
Role: As a champion, your role is to take the fight to your enemies. Using devastating melee powers, you can crush your enemies before they even have a chance to harm you and your allies. Few can match your skill at arms or your ability to perform amazing feats of strength. The champion abilities allow you to control your foes, move easily around the battlefield, and challenge a large number of foes all at once. The rest of the party can count on you to dominate any melee you charge into.
Classes: While members or nearly any class could be champions, those who focus on melee attacks-- barbarians, cavaliers, fighters, monks, paladins, and rangers--will find the abilities in this path most attractive and useful. However, even magi or rogues could find that the path of the champion is an excellent way to augment their abilities.

Cunning Initiative (Ex) An inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Deceitful Lore (Ex) A reaper of secrets adds her Wisdom modifier on Bluff and Disguise skill checks in addition to her Charisma modifier.

Deflection You gain a +1 deflection bonus to AC.

Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Divine Source (Su)
You can grant divine spells to those who follow your cause, allowing them to select you as their deity for the purposes of determining their spells and domains. Select two domains upon taking this ability. These domains must be alignment domains matching your alignment if possible, unless your alignment is neutral. You grant access to these domains as if you were a deity. Creatures that gain spells from you don’t receive any spells per day of levels higher than your tier; they lose those spell slots. In addition, you can cast spells from domains you grant as long as their level is equal to or less than your tier. Each day as a spell-like ability, you can cast one spell of each level equal to or less than your tier (selecting from those available to you from your divine source domains). If you’re a cleric or you venerate a deity, you may change your spell domains to those you grant others. At 6th tier and 9th tier, you can select this ability again, adding one domain and two subdomains to your list each time and adding their spells to the list of those that you can cast.

Divine Swiftness (Ex) A divine guardian is gifted with incredible speed, granting it a +4 bonus on initiative rolls. In addition, each of the base creature's speeds is doubled. If the base creature has a fly speed, the divine guardian's maneuverability becomes perfect if it was not already. If the divine guardian acquires the air, earth, or water subtype, it gains a fly, burrow, or swim speed equal to its highest speed.

Dimensional Slide (Su)
The arcanist can expend 1 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 counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.

Detect Alignment (Sp) At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Discern Lies (Sp) An inquisitor can discern lies, as per the spell, for 8 rounds per day. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Divine Anger (Ex) You gain the ability to rage like a barbarian. Your effective barbarian level for this ability is 5. If you have levels in barbarian, these levels stack when determining the effect of your rage. You do not gain any rage powers from this granted power, though if you have rage powers from another class, you may use them with these rages. You can rage 11 rounds per day.

Energy Conversion (Su) Whenever you cast a spell with the acid, cold, electricity, or fire descriptor, you can expend one use of mythic power to switch the energy type to a different one of those energy types. If the spell normally has its original energy type as a descriptor, it loses that descriptor and gains the new type as a descriptor. All other effects of the spell remain unchanged.

Exploiter Exploit At 1st level and every 4 levels thereafter, the exploiter wizard gains a single arcanist exploit (see page 9). The exploiter wizard uses his wizard level as his arcanist level for determining the effects and DCs of his arcanist exploits. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 22. You currently have 2 exploits This ability replaces arcane school. CurrentALvl:8 CurrentWLvl: 8

Arcane Bond (Familiar) A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level.
If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.

Familiar (Ex) You can acquire a familiar as the arcane bond wizard class feature, using your arcanist level as your wizard level to determine any of the statistics and abilities of the familiar. If you receive a familiar from another class, your levels of arcanist stack with the levels from that class when determining the familiar's statistics and abilities (this ability does not stack with a familiar gained through the bloodline development exploit; you must choose one or the other).

Fast Healing (Ex) You regain hit points at 5 hit points per round. You regain hit points at 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.

Fleet Charge As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding +3 to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Flamboyant Arcana

Derring-Do (Ex): At 1st level, a magus can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the magus, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The magus makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the magus, the magus takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The magus must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the magus can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.

Hard to Kill (Ex) Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Immunity to Disease (Ex) You are never subject to disease effects.

Immunity to Magical Sleep (Ex) You are never subject to magic sleep effects.

Immunity to Mind-Affecting Effects (Ex) You are never affected by mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Immunity to Negative Energy (Ex)

Immunity to Paralysis (Ex) You can never be paralyzed.

Immunity to Poison (Ex) You never take poison damage.

Immunity to Strength Drain (Ex) You are immune to strength drain attacks.

Infectious Spell (Su) You know no limits when it comes to the potency and ravaging effects of your spells. Whenever you cast a spell that specifically targets a limited number of targets (such as “one creature/level” or “one or more creatures”) and has a duration longer than 1 round, you can expend one use of mythic power to make the spell infectious. Each round on your turn, so long as at least one creature is still under the effect of the infectious spell, the spell targets 3 additional enemies. The range of the spell is the same, but it originates from a creature currently affected by the spell (your choice). A creature affected by an infectious spell suffers all of the effects of the original spell (and may attempt any saving throws as appropriate at the original save DC), but the duration does not reset (meaning the effect ends for all affected targets when the original duration of the spell expires). A creature can only be targeted by a given infectious spell once per casting. Once a round passes without any additional creatures affected by the spell, the spell stops being infectious. This ability can only affect spells of level 6 or less.

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Legendary Item (Ex) You gain a legendary item. This item grants 3 abilities. At 3rd tier, you can select this ability again, causing the item to become a lesser artifact. At 6th tier, you can select this ability again; the item then becomes a greater artifact.

Magus [Not Implemented]A character who chooses magus as his secondary class gains the following secondary class features.
Arcane Pool: At 3rd level, he gains the arcane pool class feature as a magus of his character level - 2.
Magus Arcana: At 7th level, he gains one magus arcana. He treats his character level as his effective magus level when determining whether or not he can select an arcana.
Spellstrike: At 11th level, he gains the spellstrike class feature, but he can use it only with spells that are on the magus spell list, even though he can cast them using another class's spell slots.
Improved Arcana: At 15th level, he gains one additional magus arcana.
Greater Arcana: At 19th level, he gains one additional magus arcana.

Mental Prowess Choose one mental ability score (Intelligence, Wisdom, or Charisma) to gain a permanent +2 enhancement bonus.

Monster Lore (Ex) The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Mirror Dodge (Su) When hit by a melee or ranged attack, you can expend one use of mythic power as an immediate action to replace yourself with an illusory duplicate and teleport to any open square within 30 feet of your current position. You take no damage from this attack, which instead destroys your illusory duplicate (similar to mirror image). Using this ability requires a line of effect to the square into which you teleport.

Mythic Power (Su) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend 11 mythic power. This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Mythic Tier You are a 3rd-tier mythic character.

Perfect Preparation (Ex): You have discovered the secret to preparing spells without having to refer to outside sources. You no longer need to prepare spells from a spellbook (if you're a magus or wizard) or a familiar (if you're a witch). You still must spend the normal amount of time preparing spells. You may keep or discard your spellbook or familiar.

Physical Prowess Choose one physical ability score (Strength, Dexterity, or Constitution) to gain a permanent +2 enhancement bonus.

Pure Destiny (Su) Your mythic destiny is guided by providence. You're immune to all non-mythic curses and compulsions. Curses and compulsions from mythic sources count as mythic for the purposes of this ability.

Potent Magic (Su) Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase the spell’s DC, it increases by 2 instead of 1.

Quick Study (Ex) You can prepare a spell in place of an existing spell by expending one point from your arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. You must be able to reference your spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.

Recuperation (Ex) You are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain 62 hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Resistance You gain a +2 resistance bonus on all saving throws.

Skill unlock fly 5 Ranks A successful DC 20 Fly check allows you to make a 45-degree turn without sacrificing movement.

Skill unlock spellcraft 5 Ranks Identifying magic items takes 1 full round, and the time required to learn a spell from a spellbook is halved.

Skill unlock use magic device 5 Ranks You can use the aid another action to assist another creature's Use Magic Device check by attempting a check against the item's Use Magic Device DC.

Sacred Site (Ex) Each divine guardian is assigned to guard a specific site sacred to the deity that invested it with power. This area may be a structure, a series of structures, or a natural site with clearly defined borders. It can be as large as a city, but in most cases it's a single temple or a sacred grove. Gods don't waste their powers on places that their worshipers can protect, so most divine guardians keep watch over abandoned burial grounds or lost temples. The divine guardian of such a site is charged with protecting it from harm and preventing incursions by those not of the faith. It must keep its vigil until the god deems the guardian's task done. If the divine guardian ever moves out of the area defined as the sacred site, it immediately loses the divine guardian template and any spellcasting ability the deity might have granted from class levels. It cannot regain the template unless it atones for its failure (usually by completing some quest or via an atonement spell) and reenters the site within 1 week. Otherwise, it loses the template permanently, taking 6d6 points of Constitution drain as the years of lost food, drink, and sleep return to it tenfold. A creature that lacks a Constitution score takes 2d6 points of damage per Hit Die from this process. Even if it survives the Constitution drain, the creature can never regain the template.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Sneak Attack (Ex) If a sanctified slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot to deal extra damage. The sanctified slayer's attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the sanctified slayer flanks her target. This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter. Should a sanctified slayer score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or an unarmed strike), a sanctified slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual -4 penalty. A sanctified slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sanctified slayer cannot use sneak attack while striking a creature with concealment. This ability replaces the later iterations of the judgment ability. The current sneak damage is 2d6

Solo Tactics (Ex) All of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Standard Rage

Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +4 morale bonus on all Intimidate and Sense Motive checks.

Studied Target (Ex) A sanctified slayer gains the slayer's studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target.

Studied Target (Ex) A slayer can study an opponent to gain a +2 bonus on Bluff, Knowledge, and Sense Motive; a +2 bonus on Perception, and Survival checks attempted against that opponent; and a +2 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 2. A slayer can only maintain these bonuses against 2 opponents at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

Spells A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Chapter 10. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 3-16. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1-3).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Surge (Su) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.

Toughening You gain a +1 enhancement bonus to natural armor.

Wayang Spellhunter You grew up on one of the wayang-populated islands of Minata, and your use of magic while hunting has been a boon to you. Select a spell of 3rd level or below. When you use this spell with a metamagic feat, it uses up a spell slot one level lower than it normally would.

Weapon Attunement You can attune yourself to any weapon in your possession, and can change that attunement once per day. You can split your attunement between two weapons, granting each a +1 enhancement bonus.

Wild Arcana As a standard action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists, must be of a level that you can cast with that arcane spellcasting class, and must have a casting time of "1 standard action" (or less). You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.