Monkey

"Initiative_monkey"'s page

84 posts. Alias of Johnny_Panic.


About "Initiative_monkey"

Cronossuss Fallen of Time [LG]
Planar Elf
Legendary Investigator L20 + Mythic: Path Of The Genius T1
Lord of Time - Time Warden L20 + Mythic: Path Of The Bound T1

Presented Form
Description
Cronossuss Fallen is a Time Warden, He likes to keep well dressed, as he says, "you never known when you may be invited to a party". He is shocking attractive elf, with white Hair, White pale skin and stange grey white eyes that seem to glitter. In the center of his forehead is a diamond gem, like a 3ed eye.

Personality
Fallen is very very old and very Odd. He is also caring, intelligent, charming, tactful and discreet. Fallen likes the company of others and will help anyone if they can, being kind by nature. He hates to harm others and will only kill if there is no other way. Fallen "sees" time, The pathways of reality. So he sometimes seems odd, seeing and talking about things that are not there.

Crunch:

BASICS
Init*={+58}DEX15+8TP+4insight+5Class{4d8+10 take best two}
Movement 40' / Fly 80' / Incorporeal Movement
Permanent: All round Vision / Perception 68*+(4d8+10FC take best two)

*Conflicted Vision (Ex)
Before a time seer rolls initiative, it must attempt a DC 10 Wisdom check. On a success, the time seer gains a +4 bonus on its initiative roll. On a failure by less than 5, the time seer rolls for initiative normally. A failure by 5 or more imposes a –4 penalty on the initiative roll.

======-Attack-======
Unarmed Attack / Touch Attacks
Rapture’s Burn (Ex) [2d8+2 or 1d6+2] {DC37}
A soulfire creature deals soulfire damage (+1d8 to neutral creatures +2d6 to evil creatures) in addition to the normal damage it deals on a successful hit in melee. Those affected by the rapture’s burn ability must also succeed on a Will save (DC 10 +1/2 the base creature’s HD + its Charisma modifier) or catch fire (though this is soulfire, not normal fire), taking same amount of soulfire damage for an additional 1d4 rounds at the start of its turn. A burning target can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +2 bonus on this save. Creatures that hit a soulfire creature or a burning creature with natural weapons or unarmed attacks take the same amount of soulfire damage and must make a Will save (same DC) to avoid catching on fire (again this is soulfire, not normal fire).
+ Sonic Touch 20d6 DMG to Object or Constraints as a touch attack.

Range

Breath Weapon (Su) [20d6+2] {DC37}
A soulfire creature can breathe a cone of soulfire with a length equal to 5 feet x its CR once every 1d4 rounds. Every creature in the area takes damage, and is allowed a Reflex saving throw (DC 10 + 1/2 the base creature’s HD + its Constitution modifier) for half damage. This ability deals 1d8 points of damage per two HD to neutral creatures, or 1d6 points of damage per HD to evil creatures. Evil creatures that fail their saving throw are also blinded for 1 minute.

Gaze of Rapture (Su) {DC37}
The gaze attack of a soulfire creature can cause ecstasy and damage to any non-good living creature within 30 ft. The target must make a successful Will save (DC 10 +1/2 the base creature’s HD + its Charisma modifier) or suffer awe-inspiring euphoria that inflicts a penalty on attack rolls, skill checks and ability checks equal to the soulfire creature’s Charisma bonus (minimum -1) for a number of rounds equal to the soulfire creature’s final CR.

Channel Positive Energy: [Heal Channel Positive energy 12d6/ /Harm 6D6 / 6d6 Soul Fire ] DC37
The sublime creature may channel positive energy as a cleric. Substitute the creature’s racial HD (minimum 1 for creatures with no racial HD) for cleric level to determine how effectively the creature can channel. If the creature has actual cleric levels (or other class levels which grant the ability), the creature’s racial HD and relevant class levels stack when determining the effect of the channeling.

++++-DEFENCE-++++

AC68/78* T68/78* FF--
[10+4TP+15Dex+9NA+6Douge+17Deflection]{Studied Defense (Ex) +10AC*}
class +6 dodge bonus to AC against attacks by traps.
studied-defense* +10 AC 15 Rounds / Damage Reduction 20/Epic / SR31

HP-BODY-MIND
HP D8 20x(HD10+CON15+15CHA+2Advanced){+6 Mythic} = HP846/846
Fast healing 15

Defenses: Immune fire; SR 11 + soulfire creature’s final CR
Incorporeal (Ex)
IMMUNES
Immune: Incorporeal Imunites + aging effects, Starvation, sleep, paralysis, disease, fire, acid, cold, electricity, poisons, to illusion that grants a saving throw.
The subject is protected from all devices, Powers, and spells that gather information about the target through divination powers or magic (such as detect evil, locate creature, scrying, and see invisibility). Barred mind also grants a +8 resistance bonus on saving throws against all mind-affecting powers, spells, and effects. Barred mind even foils bend reality, limited wish, miracle, reality revision, and wish spells when they are used in such a way as to gain information about the target. In the case of remote viewing or scrying that scans an area the creature is in, such as arcane eye, the effect works but the creature simply isn’t detected. Remote viewing (scrying) attempts that are targeted specifically at the subject do not work at all.

Resistance
Heaven’s Purity: Reduce alignment-based damage (damage with the chaos, evil, good, or lawful descriptor or that only applies because of the soulfire creature’s alignment) by an amount equal to the base creature’s Hit Dice.

Saves:
F=22{+2d8+10FC Take best 2} [+06Class+10Con+5ABP+2TP]
R=29{+2d8+10FC Take best 2} [+12Class+10Dex+5ABP+2TP]
W=34{+2d8+10FC Take best 2} [+12Class+15Wis+5ABP+2TP]

Saves

STATES
STR[18][+04][06][-5][Race+TP=10][APB+2]
DEX[30][+10][10][+00p][Race+TP=16][APB+4]
CON[20][+10][10][+00p][Race+TP=14][APB+6]
INT[40][+15][17][+13p][Race+TP=12][APB+4][+3Age][Levels+4]
WIS[40][+15][17][+13p][Race+TP=12][APB+6][+3Age][Levels+2]
CHA[40][+15][17][+13p][Race+TP=16][APB+2][+3Age][Levels+1]

Strength +0; Dexterity +4; Constitution -2; Intelligence +2; Wisdom +2, Charisma +2 {Race}
Strength +4; Dexterity +4; Constitution +4; Intelligence +4; Wisdom +4, Charisma +4 {Advanced}
Strength +2; Dexterity +4; Constitution +8; Intelligence +4; Wisdom +0, Charisma +8 {Sublime}
Strength +4; Dexterity +4; Constitution +4; Intelligence +2; Wisdom +2, Charisma +4.{Soulfire}
Strength +0; Dexterity +0; Constitution +0; Intelligence +0; Wisdom +4, Charisma -2 {Time}
Total:
Strength +10;Dexterity+16; Constitution+14, Intelligence+12; Wisdom+12, Charisma +16.

++++FEATS/TRATES++++
BackGround Feat
01:Technologist

From Levels

01:Agile Maneuvers
02:Improved-unarmed-strike
03:Acrobatic[Combat]
04:-
05:Wild Talent
06:Dodge[Combat]
07:Acrobatic Dodge 18/day[Combat]
08:Greater Two-Weapon Fighting
09:improved-sunder
10:-
11:-
12:-
13:-
14:-
15:-
16:-
17:-
18:-
19:-
20:-

MYTHIC FEATS X2
T1 Genius:mythic-crafter
T1 BONDED:-
GM MYTHIC FEATS x2
01:improved-unarmed-strike-mythic
02:-

From Class Investigator
-:-
-:-

From Class Time Warden

Classes
Proficiency Weapon's
Simple, Light, weapons.

TEMPLATES
Uncanny-Dodge
Improved-Uncanny-Dodge
Toughness
Traits Combat,
1:Focused Mind [Magic Trait]
Benefit: You gain a +2 trait bonus on concentration checks.
2:Mutant Eye
Benefit(s): You have a third eye on your forehead. As long as it is uncovered and open, you can get a clearer sense of the emotions of those you see, granting you a +2 trait bonus on Sense Motive checks that increases to +4 on checks to notice whether a character is under a mind-affecting effect. However, the eye is unsettling, and you take a –1 penalty on Bluff and Diplomacy checks against humanoids who can see it.
3:Fate’s Favored{Faith Trait}
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Special Abilities::

Incorporeal (Ex)
An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Soulfire Substitution (Su)
A soulfire creature can modify any spell, magic item, or effect with an energy descriptor to use soulfire instead as a free action. The effect’s descriptor changes to good and fire-for example, a cone of cold composed of soulfire energy is an evocation [fire, good] spell. Such effects deal half their damage as fire damage, and half as pure good-aligned magic energy.
Unreliable Spellcasting (Ex)
Each time the time seer wishes to use one of it spell-like abilities or cast a spell, it must make a successful Wisdom check vs. a DC equal to 10 + the spell’s level. Failure means the attempt produces no effect but that usage or spell slot is wasted.
Preternatural Knowledge (Ex)
Once per round as a free action, a time seer may attempt a DC 15 Wisdom check. On a success, the time seer gains a +4 bonus on its next attack roll, check, or saving throw, whichever comes first. On a failure, the time seer misinterprets its vision of the future and takes a –4 penalty on its next attack roll, check, or saving throw, whichever comes first.
Spell-like Abilities: A time seer gains the following spell-like abilities.
At will—augury / 1/day—true strike, vision
Special Abilities: The sublime creature gains the following special abilities.
Ageless: Though the sublime creature is not truly immortal, it does not suffer the ravages or negative affects of old age. Upon reaching maturity, sublime creatures gain Intelligence, Wisdom and Charisma as normal for a member of their species, but are otherwise unaffected by the passing of time. Sublime creatures never die of old age and they are immune to any spells or effects which cause aging
Positive Energy Affinity: The sublime creature’s affinity for positive energy is such that it is immune to any damage caused by positive energy effects or attacks. Additionally, any healing spells, or other effects, derived from positive energy are doubly effective when applied to the sublime creature (roll as normal for the effect, adding any bonuses such as those derived from class level, and then multiply the result by two).
Strong Life-force:
In addition to its Constitution modifier, the sublime creature also adds its Charisma modifier each of its HD when determining hit points.

RACE-Advanced-Sublimed-Incarnate-Soulfire-TimeSeeker-Planar-Elf:

Planar Elf
Note Generally more powerful than their Material Plane counterparts, this humanoid variant are more likely be encountered as NPCs but may occasionally be allowed as player characters for high-powered campaigns. Planar elves are usually on the Plane of Chaotic Good or a related plane. Immortal beings who have seen the history of the Multiverse unfold before them, these rare elves are all great heroes of consummate ability. Most can no longer remember their age, and there are few among them of less than 9th level.

Ability Score Modifiers You gain +4 Dex, +2 Int, +2 Wis, +2 Cha, –2 Con. This trait alters ability scores.
Languages You begin play speaking Celestial and Elven. If you have a high Intelligence score, you can choose from any of the following languages: Abyssal, Common, Draconic, Dwarven, Gnome, Infernal, and Sylvan. This trait alters languages.
Immortal You are immune to aging, as well as to mundane disease effects (but not to magical afflictions such as mummy rot).
Spell-Like Abilities You can use blend, levitate, and light once each per day as spell-like abilities, using your character level as the caster level and Charisma as your casting ability. This trait replaces elven magic.

BOON of the Evolution's Chosen 6CR teamples:
ADVANCED {CR1}
Sublime-Creature{CR2}
SoulFire-creature{CR1}
Time seer{CR1}

Shed Body (Su)
Starting at 1st level, a incarnate (or “uncarnate”) can become corporeal as a move action. Each day the character can remain corporeal for up to 10 rounds and for each level after the first, he can remain corporeal for 1 additional round. However, unlike other incorporeal creatures, a uncarnate does not gain a deflection bonus to Armor Class from his Charisma modifier. During this time, the character’s body fades into an immaterial form that retains the character’s basic likeness. While uncarnate, the character gains a fly speed equal to his land speed (perfect maneuverability). Losing his physical form allows the character to more easily access his mental abilities, and he gains a +1 bonus on all save DCs for powers he manifests while uncarnate. A uncarnate can become corporeal again as a move action and he is free to divide his available rounds per day in any way he chooses.
Matter-bound (Ex)
When becoming uncarnate, the uncarnate can choose to either subsume his equipment into his incorporeal form, in which case they become inert (but see Assume Equipment below), or he can choose to have them remain functional but material. While the equipment is material, he can use it normally, deriving benefits from items that enhance his capabilities. Often, a uncarnate appears almost like a ghost wearing items of the material world. This doesn’t make his equipment more susceptible to attack (the normal rules for attended objects apply), but it does make it impossible for the character to enter or pass through solid objects while wearing solid equipment. If he drops his material equipment or subsumes it as a swift action, he can pass through solid objects at will again.
Incorporeal Touch (Su)
Beginning at 2nd level, a uncarnate can make a melee touch attack that deals 1d6 points of damage if it hits. The character’s Strength modifier is not applied to this attack, but it is effective against incorporeal creatures (and against corporeal creatures while the uncarnate is incorporeal) The character’s hand and arm seem to become slightly translucent when he makes these attacks. While material, the uncarnate can use this ability up to three times per day, and while uncarnate, a uncarnate can make melee touch attacks at will that do not count against his uses of this ability. For every 2 levels, he gains an additional use of this ability while material. For every three levels higher than 2nd the uncarnate attains, the damage on these attacks increases by 1d6 points.
Uncarnate Armor (Su)
At 2nd level, a uncarnate wearing armor (or using inertial armor or a similar effect) gets his armor bonus to AC even when he becomes incorporeal, along with any special abilities the armor may convey, such as fortification and the benefits against critical hits. This ability works even if the armor being worn becomes incorporeal and subsumed, as per Shed Body.
Assume Equipment (Su)
Beginning at 3rd level, a uncarnate can designate a number of pieces of his worn equipment (including weapons, but excluding armor which is always active anyway, as per the Uncarnate Armor ability) equal to his class level to retain their function when he uses his shed body ability. This has no effect on the equipment’s function, but now when the uncarnate is incorporeal, he can enter or pass through solid objects while wearing nothing other than the designated equipment. Once designated, the equipment automatically changes to incorporeal when the character sheds his body, and it returns to corporeality when the character does. The character can change his designations as he desires as a free action.
Assume Likeness (Su)
At 4th level and higher, while incorporeal, a uncarnate can assume the likeness of any Small, Medium, or Large creature as a standard action that does not provoke attacks of opportunity. The character’s abilities do not change, but he appears to be the creature that he assumes the likeness of, allowing him the ability to effectively disguise himself and bluff those who might wonder at his true nature. When he does this, he does not seem ghostlike, but rather quite material. Each physical interaction with a creature requires a successful Bluff check (opposed by the creature’s Sense Motive check) to convince the creature of the psion uncarnate’s new appearance. The uncarnate must not do anything to give away his true (incorporeal) nature in order for the bluff to be successful; for instance, if he accepts an item from another creature only to have it fall through his immaterial hands, the Bluff check automatically fails. However, a Bluff check would be allowed if the uncarnate uses his telekinetic force ability (see below) to hold the received item. When using his assume likeness ability, a uncarnate has an additional +10 circumstance bonus on Disguise checks. If he can read an opponent’s mind, he gets a further +4 circumstance bonus on Bluff and Disguise checks.
Parting the Veil (Su)
At 5th level, the uncarnate can expend a use of his Incorporeal Touch ability to give a weapon or armor he touches the ghost touch property for 5 minutes.
Hide Mind (Su)
As the uncarnate continues to evolve towards a higher state of being, he gains the ability to hide his true nature from others. From 6th level, nothing can identify the uncarnate as being psionic, regardless of whether it is spells or powers.
Psionic Talent
A uncarnate of 7th level gains the Psionic Talent feat as a bonus feat.
Telekinetic Force (Su)
Beginning at 7th level, while incorporeal, a uncarnate can use telekinetic force as a standard action that does not provoke attacks of opportunity. The save DC is equal to 10 + class level + the psion uncarnate’s key ability modifier (either Int, Wis, or Cha). The character’s manifester level is the manifester level of the effect. Even while corporeal, a uncarnate can use this ability, but only three times per day (uses while he is uncarnate do not count against this use limit).
Rend the Veil (Su)
At 8th level, a uncarnate is almost at the peak of his ascension and can rend the veil that separates the material from the incorporeal. While incorporeal, the uncarnate can expend his psionic focus while making a melee touch attack against another incorporeal creature. If the attack hits, the target becomes material for up to 1 minute. While corporeal, the uncarnate can expend a use of his Incorporeal Touch ability to make a similar melee touch attack, that if it hits, makes the target incorporeal for up to 1 minute. Both uses affect both the creature and any equipment it is using. The uncarnate can end either use of this effect as a swift action.
Uncarnate Bridge (Su)
At 9th level, the uncarnate can use the minds of others as a springboard for transportation. While incorporeal, he can enter the body of a living creature and instantly teleport to any other living creature within line of sight as a move action. This is often unsettling for those subjected to this and if he so chooses, the uncarnate can make his entry and exit even more disturbing by partially melding with the mind of those affected. If he so chooses, both the entry and exit creature must make a Fortitude save with a save DC equal to 10 + ½ class level + the psion uncarnate’s key ability modifier (either Int, Wis, or Cha). If the target fails, it becomes nauseated for 1 round.
Uncarnate (Ex)
At 10th level, a uncarnate becomes a being of pure consciousness. The character becomes permanently uncarnate, gains an additional +1 bonus to all save DCs of powers he manifests, counts his key ability score as 4 points higher for the purpose of bonus power points, gains a deflection bonus to his AC equal to his Charisma modifier (minimum +1) and can instead use his Shed Body class ability to become material.

Skills::

Skill Points 20x[6+15]+[40 Background skills]=[580]
***[Can always take 10 as a free action/Spend 1 inspiration take 20]

>Intimidate
[Unchained] +55+{4d8+10FC Take best 2} (+15Int+20Rank+6Class+2trait+2Luck+10TP)

>Acrobatics +64+{4d8+10FC take best 2} (+15dex,+20rank,+3Class+2Luck+4Feat+22TP)
>Appraise 45+{4d8+10FC take best 2}(+15int,+20Rank,+6Class+2Luck+2TP)
>Bluff +42+{4d8+10FC take best 2}(+15Cha +20Rank+3class+2Luck+2TP)
>Climb +45+{4d8+10FC take best 2}(+15Str+20Rank+3class+2Luck+2TP)
>Craft[ALL**] +45+{4d8+10FC take best 2}(+15int,+20Rank,+6Class+2Luck+2TP)
>Fly +40+{4d8+10 takes best 2}(+15dex,+20Rank,+3Class+2Luck+2TP)
>Disable Device +45+{4d8+10FC Take best 2}(+15int,+20Rank,+6Class+2Luck+2TP)
>Diplomacy +49+(4d8+10FC take best 2}(+15int,+20Rank,+6Class+2Luck+6TP)
>Disguise +42+{4d8+10FC Take best 2} (+15Cha,+20Rank+3class+2Luck+2TP)
>Escape Artist* +40{4d8+10FC Take best 2} (+15dex,+20Rank,+3Class+2Luck+2TP)[incorporeal*]
>Heal +42+{4d8+10FC take best 2} (+15wis+20Rank,+3Class+2Luck+2TP)
>Perception 45+{4d8+10FC take best 2} (+15Int,+20rank,+6class+2Luck+2TP)[+20 vs traps auto with in 30']
>Ride +45+{4d8+10FC take best 2}(+15Str+20Rank+3class+2Luck+2TP)
>Perform {ALL} +42+{4d8+10FC take best 2}(+15Cha+20Rank+3Class+2Luck+2TP)
>Sense Motive [Focus, Unlock] +45{4d8+10FC take best 2}(+15Int+20rank+6class+2Luck+2TP)
>Sleight of Hand +40+{4d8+10FC Take best 2} (+13dex+20rank+3Class+2Luck+2TP)
>Spell craft 65+{4d8+10FC take best 2}(+15int,+20Rank,+6Class+2Luck+take20+2TP)
>Stealth 50/70+{4d8+5FC Take best 2}(+13dex+20Rank+3Class+2Luck+take10+2TP){+20 Invisibility}
>Survival 30(+15Wis+1Rank,+0Class+2Luck+take10+2FC)
>Swim +45+{4d8+10FC take best 2}(+15Str+20Rank+3class+2Luck+2TP)
>Use Magic/Psionic Device 45+{+4d8+10FC Take best 2}(+15CHA+20rank+6class+2Luck+2TP)***

*Can always Take 20 on Kn Skills, no matter the PC Environment to condition.
>Kn(Arcana)/(psionics) 50+{+4d8+10FC Take best 2}(+15int+20rank+6class+5race+2Luck+2TP)***
>Kn(Dungeoneering) 50+{+4d8+10FC Take best 2}(+15int+20rank+6class+5race+2Luck+2TP)***
>Kn(Engineering) 70+{+4d8+10FC Take best 2}(+15int+20rank+6class+5race+2Luck+22TP)***
>Kn(Geography) 50+{+4d8+10FC Take best 2}(+15int+20rank+6class+5race+2Luck+2TP)***
>Kn(History) 50+{+4d8+10FC Take best 2}(+15int+20rank+6class+5race+2Luck+2TP)***
>Kn(Local) 50+{+4d8+10FC Take best 2}(+15int+20rank+6class+5race+2Luck+2TP)***
>Kn(Nature) 50+{+4d8+10FC Take best 2}(+15int+20rank+6class+5race+2Luck+2TP)***
>Kn(Nobility) 50+{+4d8+10FC Take best 2}(+15int+20rank+6class+5race+2Luck+2TP)***
>Kn(Planes) 50+{+4d8+10FC Take best 2}(+15int+20rank+6class+5race+2Luck+2TP)***
>Kn(Religion) 88+{+4d8+10FC Take best 2}(+15int+20rank+6class+5race+2Luck+10TP)***

>Linguistics 50+{+4d8+10FC Take best 2}(+15int+20rank+6class+5race+2Luck+2TP)***
>Concentration 72+{4d8+10FC take best 2}(20ML+15INT+3Item+2trait+take20+2TP) {CLASS ALWAYS Concentrated }

Other SKILL adds.
Investigator Gain a +1/4 bonus on all inspiration rolls {+5}
Unlocks
+2 insight bonus on any Bluff, Diplomacy, Intimidate, or Sense Motive checks that you make in the round when you cease concentrating on this power.
+6 bonus to Perception checks to avoid being surprised by a foe
+6 bonus to Perception checks Vs Traps
+2 TP bonus to all Skill rolls
+10 FC bonus to all Class Skill that have inspiration, {all skills}

CLASS = Legendary Investigator L20:

Class Skills: The legendary investigator treats all skills as class skills.
Skill Ranks per level: 15+3+8+4+1=Skills 33skills, all of em at 20
Course of Study (Ex)- Engineering
A study in engineering is a focus on structures and machines, how they are put together, how they stay together, and how they are taken down.
Focus Skill: Disable Device
Power Source: Any
Hazard Anticipation (Ex)
At 1st level, you are so studied in your chosen field that you can sense the tell-tale signs of danger of hazards and traps. You may automatically roll a Perception check, with a bonus equal to your legendary investigator class level, to notice a natural hazard, such as loose rocks or a possible mudslide, or traps within 20 feet. Additionally, you may disable magical traps as a rogue can.
Rote Engineering Memory (Ex)
At 4th level, your skill and understanding of engineering concepts becomes second nature to you. You need not expend inspiration to reactivate studied combat against a structure, object, construct, or construct-like creature (like an inevitable). Additionally, you may take 10 on Disable Device and Knowledge (engineering) checks.
Resonance (Ex)
At 8th level, you have learned the resonant frequencies of various materials and have learned to use sound to cause physical changes in the objects. you can use a tuning fork or any other resonant item (crystal glasses, lute, etc.) to affect a target item, construct or predominantly construct-like creature, like an inevitable within 30 feet. To do so, you expend a point of inspiration as a standard action that does not provoke an opportunity. The target construct, structure or item (including magic items) takes 1d6 sonic damage per class level that ignores hardness (if applicable). Alternatively, the resonance created can remove any immunity or spell resistance to magic the target may have for 1 minute. The target creature or magic item may attempt a Fortitude save to half the damage or duration of the effect. This ability does not work within or on a target within an area of magical silence.
Applied Engineering (Ex)
At 12th level, you have learned to apply mundane methods to creating the magical and technical marvels usually relegated to masterful spellcasters. You gain Craft Construct as a bonus feat. You are considered to have any spell required in the creation of the construct and may substitute a Knowledge (engineering) check for any Craft check in the construction requirements.
Quick Building (Sp)
At 16th level, you have the magical ability to quickly build engineering marvels out of raw materials. You may cast fabricate once per day as a spell-like ability. You may cast it additional times per day by expending inspiration for every use after the first. For the purposes of this fabricate spell, you automatically succeed on any Craft check, even ones you have no ranks in.

Level 0 DC {DC25}6/ [At will]
//telekinetic-projectile//prestidigitation//read-magic//detect-psychic-significance//light//haunted-fey-aspect

Level 1 DC {DC26}6/ [6+2/day]
//cultural-adaptation//detect-aberration//charge-object//comprehend-languages//detect-thoughts//whispering-lore
Level 2 DC {DC27}6/ [6+2/day]
//anonymous-interaction//speak-with-animals//confess//detect-mindscape//object-reading//see-invisibility
Level 3 DC {DC28}6/ [5+1/day]
//analyze-aura//arcane-sight//aura-sight//mindscape-door//restore-mythic-power//voluminous-vocabulary
Level 4 DC {DC29}5/ [4+1/day]
//telepathic-bond//planar-ally//mythic-severance//mindwipe//insect-scouts//dream
Level 5 DC {DC30}4/ [3+1/day]
//telepathy//Possession//permanency//dream-scan//Lesser astral-projection//contact-other-plane

Studied Combat (Ex)
Swift action, 15 rounds +10TH/+10DMG precision damage [24 hours cool down]
Studied Strike (Ex) 10D6 DMG precision damage
They cannot use a studied strike against a creature with concealment.
Quick Wits (Ex)
Ues Intelligence modifier for Perception, Sense Motive, Diplomacy.
Danger Sense (Ex)
+6 dodge bonus to AC against attacks by traps.
+6 bonus on Reflex saves to avoid traps
+6 bonus to Perception checks to avoid being surprised by a foe
This ability counts as trap sense for any feat or class prerequisite. The bonuses gained from this ability stack with those gained from trap sense (if the legendary investigator has trap sense from another class).
Investigator Talent (Ex)
Level 03 Quick Study
level 05 Amazing Inspiration(investigator now d8s at 20th rolls 2d8 and adds both dice to the result}
Level 07 empathy Roll twice on Sense Motive checks; spend inspiration to detect thoughts
Level 09 Tenacious Inspiration (Ex)Whenrolling inspiration die, roll an additional inspiration die and take the higher result, {at 20th Roll 4D8 takes best two}
Level 01 Combat Inspiration (Ex)[Use inspiration on attacks 4d8+take best 2]
Level 13 Inspired Intimidator 1Ip = +5 Intimidate result.
Level 15 Eidetic Recollection Can Always two 10 on ALL skill rolls, 1IP = take 20
Level 17 studied-defense +10AC 18 Rounds
Level 19 Greater Combat Inspiration Add Inspiration to Attack rolls no Inspiration cost
Keen Recollection (Ex)
At 3rd level, a legendary investigator can attempt all Knowledge or Lore skill checks untrained. This does not allow them to apply their inspiration die to the check if they normally would be unable.
Piercing the Veil (Ex)
At 16th level, they automatically succeed on any Will saving throw against an illusion that grants a saving throw. Will save against any glamer or figment present within 10 feet regardless of it having a saving throw.
Stimulate the Mind (Ex) 4/Day +1d8 inspiration
4x per day, spend 10 minutes reviewing notes to roll their inspiration die 1d8 to regain the resulting number in points of inspiration
Slippery Mind (Ex)
At 14th level, If they fail their saving throw and are affected by an enchantment or other mind-affecting spell or effect, may attempt the save again 1 round later at the same DC. They get only this one extra chance to succeed on their saving throw.
Master Intellect (Ex)
A legendary investigator’s powers of reason and deduction become almost superhuman, and they are able to use them in nearly all aspects of life. At 20th level, a legendary investigator can use inspiration on all skills (even ones they are not trained in) and all ability checks (including initiative checks) without spending inspiration. If you already may use the check without inspiration, you may roll your inspiration die twice and take the higher result.

CLASS: LORD OF TIME - TIME WARDEN L20:

LORD OF TIME - TIME WARDEN
BAB+15/+10/+5 / +6/+12/+12

Spells
Time Warden Spells/

Level 0 DC {DC25}--6/At will
Level 1 DC {DC26}6/
Mending//Sift//summon-gear//Know-Direction//Detect-Magic//Mage-Hand
Level 2 DC {DC27}6/
//Status//Time-Shudder//Find-Traps//Gentle-Repose//Hypercognition//Recharge
Level 3 DC {DC28}6/
//Speak-with-Dead//remove-curse//Nap-Stack//Erase-Impressions//Clairaudience-Clairvoyance//Discharge
Level 4 DC {DC29}6/
//Unerring-Tracker//Prognostication//Legend-Lore//Cure-Critical-Wounds//Locate-Creature//Modify-Memory
Level 5 DC {DC30}6/
//Modify-Memory//Locate-Creature//Legend-Lore//Divination//Getaway//Summon-Monster
Level 6 DC {DC31}5/
//Reincarnate//Rapid-Repair//Plane-Shift//Major-Creation//Secret-Chest
Level 7 DC {DC32}5/
//Teleport Greater//Time Stop//Twin-Form//Foresight//Break Greater

Mote of Time (Su) {25/day 1/round {4D4}
A mote is a tiny, splitsecond of time that a time warden gathers from lost timelines and the aftereffects of chronal dissonance. The motes are inconsequential slivers of continuance left over from lost timelines, denied fates, and avoided destinies. If left “wild,” the motes can cause chronal dissonance, leading most time wardens to believe gathering them is an important part of their timeline-guarding duties. By using these motes, a time warden can affect his present timeline, allowing him to subtly alter the normal flow of time.Once a round, as a free action, a time warden can expend a mote to create one of the effects listed below. When the effect grants a bonus to a roll or check, the bonus is equal to +1d4. This increased to +2d4 at 8th level, and +3d4 at 16th level. The time warden can decide to add this bonus immediately after seeing the result of the original die roll. The possible uses of a mote are as follows:
Defensive Retry: Gain a bonus to one saving throw.
Detailed Retry: Gain a bonus to one skill check or ability check. The roll must represent a single action that occurs entirely within a single round. (A time warden could use a mote to add a bonus to a Spellcraft check to identify a spell as it is cast, but not to a Craft check made to determine how much progress was made after a day of work.)
Eldritch Retry: Gain a bonus to one caster level check.
Ready for Anything: Add a bonus to an initiative check.
Spare Second: Take a single swift action that does not count against the time warden’s normal limit of one swift action per round.
Time of War: At 2nd level, a time warden gains the ability to add the bonus from spending a mote of time to his Armor Class (as a dodge bonus) until the beginning of his next turn, or to gain proficiency in a single weapon or type of armor for 24 hours.
Slow Spell: At 5th level, the time warden can spend a mote to extend the duration of a time warden spell he has cast. By slowing the speed with which the spell’s magic travels through time, the time warden can increase the duration of any time warden spell he has cast that already has a duration of at least 7 rounds. The spell’s duration is increased by the time warden’s mote of time bonus.
Personal Timeline: At 8th level, a time warden can spend a mote of time to alter his personal timeline to one in which he received different training. This requires 1 hour of uninterrupted meditation. At the end of this time, the time warden can remove skill ranks from one skill and add them to a different skill, or exchange one feat for another feat, or exchange one spell known for a different spell known. In all cases the selection must meet all normal restrictions (cannot exceed maximum skill ranks in a skill, select a feat for which the time warden does not qualify or exchange one being used to qualify for other feats, spells must be exchanged for other spells of the same level on the same class list, and so on). Any change made remains in effect for 24 hours. A time warden cannot have more than 1 total change per three class levels in effect at the same time. Any attempt to make additional changes to his timeline of training fail.
Personal Casting Time: At 11th level, the time warden can spend a mote to cast a spell with a casting time of 1 standard action or less as a swift action. The time warden cannot cast any other spell on the same round this ability is used.
Sphere of Calm Time: At 17th level, the time warden can use a mote to grant any ally he can see his mote of time bonus to any one skill check or ability check that occurs entirely within 1 round. Each day, a time warden can spend a total of three motes, plus one mote per time warden level.
Aevum [ALL] {6/day}
Arcane Timeline (Su):
The time warden alters his personal past so that one spell slot he has expended becomes available again.
Divide Time (Su):
The time warden can break up the bigger, more important moments of fateful time under his control into smaller, more easily manipulated pieces. By spending an aevum, the time warden can recharge his daily uses of motes. He regains a number of motes of time equal to 1d4 + his Charisma modifier. This cannot increase his number of motes available to above his normal mote maximum.
Enforce Dissonance (Su):
The time warden can spend an aevum to negate the effect of any ability that creates chronal dissonance, which includes any ability that requires the expenditure of motes or aevum, and spells and spell-like abilities with “time” in the title. This acts as a greater dispel magic spell, but can affect (or counterspell) spell-like and supernatural abilities that meet the description of creating chronal dissonance.
Preferred Timeline* (Su):
The time warden can rewind time by small amounts to erase any minor mistakes he makes as a result of distraction around him. By spending an aevum, the time warden can use skills reliably even under adverse conditions. Once he spends the aevum, he can take 10 on any skill check made over the next hour, even if stress and distractions would normally prevent him from doing so.
Reverse Timeline (Su):
By spending an aevum, a time warden can draw information from his future or past, allowing him to instantly gain the benefits of considerable study and reflection. He can also peer briefly into the future to see how others react to his various attempts at negotiation or subterfuge. The time warden can make a single ability check or skill check with a result equal to 20 + his total ability or skill bonus.
Time Jaunt (Su): [20x15=300 Years][LIMITED]
By spending one aevum, the time warden can take himself and up to one touched creature per three levels in a short hop through time. The time travelers can go a maximum number of years into the future or the past equal to the time warden’s level x the time warden’s Will Bonus, but this theoretical maximum is almost never achieved. Because of the pressure of chronal dissonance, there are severe limitations to how far a time jaunt can go. The time jaunt cannot go any farther back in time than when the time warden and those traveling with him last interacted with another creature with an Int, Wis or Cha of at least 1 or interacted with the world in any major way (including any change to any character’s status, or acquisition of any material or item worth at least 1 gp). It cannot go any further forward in time than the earliest point at which a creature with an Int, Wis or Cha of at least 1 would observe. As a result of this limitation, the time jaunt can only take the time warden when no one is observing him (except those traveling with him), and only to an area that is unobserved. A time warden can spend an aevum to time jaunt only once per day. A time warden must be at least 13th level to select this ability.
Time Stop, Lesser (Su): By spending an aevum as a swift action, the time warden can pause his own timeline to engage in activity that occurs outside the normal timeline. This acts as the time stop spell, but the time warden gains only a single round of activity during the time stop. A time warden must be at least 16th level to select this ability.
20th level - Lord of Time (Su)
At 20th level, the time warden has almost total control over his own timeline, allowing him to change his history (and training) daily. Each time the time warden regains the use of his spells and abilities for the day, he can also re-assign his skill points, feats, and spells known as he wishes. The time warden must meet the prerequisites for any new feats he selects, and he cannot change out a feat he is using as a prerequisite for other feats or abilities. The new selection of skill point allotment, feats, and spells known is instant, remaining (even in an antimagic field) until the time warden changes them again with this ability. Further, the time warden can add his Charisma modifier to his caster level when resisting any chronothurgy effect attempting to dispel his spells and abilities (such as the dispel duration spell or enforce dissonance aevum ability).

Mythic Path Of The Genius T1:

Mythic Power (Su) 5/Day / Surge (Su) [1d6] / Hard to Kill (Ex) / Mythic Feats[/b] X1
Genius Idea->Perfect Solution (Ex)
As an immediate action when an ally fails a saving throw, you can expend one use of mythic power to allow your ally to reroll that saving throw, using your Intelligence modifier in place of its Constitution, Dexterity, or Wisdom modifier.
Tinker Supplies
The genius path has a number of path abilities that involve implanting mechanical or technological devices in another creature, such as shortwave implant and cybernetic drone. To use these abilities, she must have on hand a supply of components worth 1d6 gp times the Hit Dice of the creature upon who the ability is being used. This cost is doubled for 3rd-tier path abilities and multiplied by 5 for 6th-tier path abilities. The cost can be reduced by half by expending one additional use of mythic power when using an ability. A genius may purchase or create supplies whenever he has access to a laboratory or town, and can allocate as much wealth as he desires to his supplies. Tinker supplies have the same weight as gold (50 gp value per pound). The following path abilities require the use of supplies: clockwork creation, cybernetic drone, genegineer, rapid robotics, shortwave implant, stealth drone, and technomagical conversion. These abilities are marked with an asterisk.
Path Ability
T1:Crafting Mastery (Ex)
You can craft any magic/Psionic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you’re crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item’s cost or any other requirements.

Mythic: Path Of The Bound T1:

Mythic Power (Su) 5/Day / Surge (Su) [1d6] / Hard to Kill (Ex) / Mythic Feats[/b] X1
Bound Vessel: {TIME}
The source of your mythic bargain can influence your actions once per day as if it were an intelligent magic item with ego equal to your character level plus your tier.
Step Between (Su)
As a swift action, you can expend one use of mythic power to shift into the edge of your patron’s extradimensional domain, allowing you to move up to 5 feet per mythic tier in any direction and then shift back into reality. When you reappear, you may shroud yourself in the residual essence of your patron’s domain (such as a halo of dazzling light for a celestial, sooty smoke for a demon, or twinkling twilight for a fey patron), affecting you as a blur spell until the beginning of your next turn, or you may immediately make one melee attack at your highest attack bonus. This negates the blur effect, but your opponent is considered flat-footed against the attack. This attack is in addition to any other attacks you are allowed. You must have line of effect to any space in into which you wish to teleport with this ability.
Bound Path Abilities
Mythic Sustenance (Su)
Your mythic power is enough to sustain you. You no longer need to eat, drink, or breathe to live. You’re immune to inhaled poisons and any spell or effect that requires breathing, though you are still affected by any food or drink you intake.

Equipment:

Mythic Tattoo of substance 25,200