Sovereign Dragon

IxivixI's page

38 posts. Alias of Philo Pharynx.


Race

AC 68/47/52 (20% concealment); Saves F7 R23 W19; Init +35/+15; Perc +34 (True Seeing, blindsight 60, aura sight, arcane sight, speechreader's sight, greensight')

Classes/Levels

HP 60/60; Temp HP 31/31; SP 60/65

About IxivixI

Impenetrable Veil, Moment of Prescience, Greater Prying Eyes, Greater False Life, Nondetection, Greater Stunning Barrier, Greensight, Adoration, Fickle Winds, zephyrs fleetness, Investigative Mind, Perceive Cues, Aspect of the Nightingale

permanent speechreader’s sight, arcane sight, aura sight, comprehend languages

Adoration +2 diplomacy morale
Perceive cues +5 perception/sense motive
Aspect of the Nightingale +2 competence diplomacy/perform sing
zephyrs fleetness +30' fly and move
Investigative Mind Appraise, Knowledge, Linguistics, or Spellcraft check, you can roll twice and take the higher result.
Impenetrable Veil +20 stealth

AC 68/47/52 (20% concealment); Saves F7 R23 W19; Init +35/+15; Perc +29 (True Seeing, blindsight 60, aura sight, arcane sight, speechreader's sight, greensight')
HP 60/60; Temp HP 31/31; SP 60/65

IxivixI
Mythic young drunk faerie dragon alter ego incanter 2/symbiat (synapse) 1/sphere sorcerer 1
N Diminutive construct (mythic)
Init +35/+15, dual initiative; Senses blindsense 60 ft., darkvision 120 ft., low-light vision, undeniable perception, speechreader’s sight, arcane sight, aura sight; Perception +29 (only -1/40' while using a spyglass, instead of -1/10')
Standard Active Abilities: armored magic (armor), armored magic (shield), anti-magic aura, deflection (6 sp), permanent speechreader’s sight, arcane sight, aura sight, comprehend languages

Activated in-game: Impenetrable Veil, Moment of Prescience, Greater Prying Eyes, Greater False Life, Nondetection, Greater Stunning Barrier, Greensight, Adoration, Fickle Winds, zephyrs fleetness, Investigative Mind, Perceive Cues, Aspect of the Nightingale

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Defense
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AC 68, touch 47, flat-footed 52 (+8 armor, +6 deflection, +15 Dex, +1 dodge, +7 natural, +6 shield, +4 size, +11 untyped bonus)
hp 60 (7 HD; 3d6+4d8+34); fast healing 5
Fort +7, Ref +23, Will +19
Defensive Abilities hard to kill, hardness 10; DR 10/adamantine & epic & slashing & DR 2/bludgeoning Immune construct traits; precision damage; critical hitsSR 36; Antimagic Ward; Nondetection, Greater Stunning Barrier (DC 36, 41 stuns), Fickle Winds
Weaknesses magical signs
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Offense
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Speed 40 ft., fly 90 ft. (perfect), swim 30 ft.
Melee touch destructive blast +14 (15d6+15) or
. . bite +14 (1d2+2), slam +14 (2)
Ranged destructive blast +26 touch (15d6+15)
Space 1 ft.; Reach 0 ft. (15' for touch spells)
Special Attacks breath weapon (5 ft. cone, euphoria for 1d6 rds., Fortitude DC 11 negates, usable every 1d4 rounds), mythic power (2/day, surge +1d6)
Spell-Like Abilities
. . 3/day—greater invisibility (self only)
. . At will-Disguise Self
. . Constant-Blur
. . Constant-Freedom of Movement
Bloodline Spell-Like Abilities (CL 1d4+23th; concentration +37)
. . 16/day—entangling ectoplasm
. . 27/day—ectoplasmic form
. . 27/day—malevolent ectoplasm
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Statistics
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Str 17, Dex 41, Con —, Int 33, Wis 31, Cha 37
Base Atk +5; CMB +18; CMD 47 (51 vs. trip)
Feats Acrobatic, Cantrips, Dodge, Extra Magic Talent, Extra Magic Talent, Hardened Construct[M], Telekinetic Exoskeleton, Toughness
[b]Traits
resilient, unshackled
Skills Acrobatics +23 (+15 to jump), Appraise* +11, Bluff +27, Climb +15, Diplomacy +31 (+36 to influence the attitude of creatures), Disable Device +24, Disguise +22, Escape Artist +26, Fly +37, Heal +11, Intimidate +17 (+19 while questioning prisoners), Knowledge* (arcana) +19, Knowledge* (dungeoneering) +17, Knowledge* (engineering) +15, Knowledge* (history) +15, Knowledge* (local) +16, Knowledge* (nature) +17, Knowledge* (nobility) +15, Knowledge* (planes) +17, Knowledge* (religion) +16, Linguistics* +21, Perception +34 (only -1/40' while using a spyglass, instead of -1/10'), Perform (dance) +16 (+18 if tattoo is visible.), Perform (sing) +18, Ride +15, Sense Motive +35, Sleight of Hand +22, Spellcraft* +21, Stealth +66, Survival +17, Swim +26, Use Magic Device +23;
*Roll twice and take best
Languages Aboleth, Abyssal, Aklo, Catfolk, Celestial, Common, Cyclops, Daemonic, Draconic, Elven, Infernal, Kasatha, Lashunta, Mi-go, Protean, Sasquatch, Shae, Sphinx, Sylvan; mind link, telepathy 100 ft., teleporting fury
SQ anti-magic aura (aegis), armored magic (aegis), barrier (ward), battlefield relay, bloodline arcana: ectoplasm, casting, charm, crystal blast (blast type), deflection (aegis), destructive blast, disintegrate (blast type), distant teleport, divided mind, ectoplasmic reach (5 feet), energy cloud (blast shape), energy resistance, explosive orb (blast shape), extended range, extradimensional storage (space), finesse, flawless teleport, focused blast, greater blast, greater blast, greater speed, group teleport, increased range, magic skill bonus, magic skill defense, planeshift, psionics, replicated gear, sculpt blast (blast shape), selective blast, sorcerous blood, sorcerous origin, spell ward (aegis, ward), stone blast (blast type), suggestion (charm), suggestion (greater) (charm), suggestion (lesser) (charm), telekinesis, telekinetic maneuver, teleport, true teleport, unseeing teleport
Combat Gear cube of force, hypnotic tattoo, otherworldly kimono[UE], shadowform belt[UE], unicorn's blackened horn, wayfinder of passage; Other Gear metamagician's apprentice[UE], amulet of natural armor +5, bag of concealment iv, blaster's bracers, book of perfect jokes[MA], boots of speed, brass spider[ACG], cayden's cup[MA], cloak of displacement, minor, crystal mask of insightful detection, cyberart, eversmoking bottle, eyes of the dragon[UE], gloves of shaping[UE], headband of mental superiority +6, immovable rod (20), instant fortress, mulberry pentacle ioun stone, orange prism ioun stone, pale green prism ioun stone, phantom entourage, portable hole, psychoactive skin of the hero, ring of chameleon power, ring of freedom of movement, stone of good luck (luckstone), third eye (sense), traveler's any-tool[UE], voidlight lantern, adamantine wire saw[UE], applejack (per gallon)[UE] (5), arcane family workbook[ARG], baijiu (per bottle)[UE] (10), battery (100), billiards gear[UE], board games[UE], camera, cards[UE], chocolate (per bar)[UE] (100), coffee, mwangi (per cup) (100), dark and stormy (100), dice[UE], dominos[UE], fortune cookies[UE] (100), interrogation tools, juggler's kit[UE], mithral waffle iron[UE], orrery, calculating grand, perfume, exotic[ISWG] (10), pocket watch, power receiver, premium hookah, prismatic force field, prismatic hologram generator, sealord wine (per bottle)[UE] (50), secrets of the dreaming dark, pp. 1-195, secrets of the dreaming dark, pp. 372-404, spyglass, masterwork, sunsilk garments, telescope (×250, +6), the inward-facing circle, traveler's pocket watch, wine, corentyn (per bottle) (50), 4,725 gp
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Special Abilities
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Battlefield Relay +2 (DC 18) (Su) Read an enemy's mind to grant combat bonuses to allies within 60'
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Bloodline Arcana: Ectoplasm Incorporeal creatures take 75% damage from your damaging spells and must save twice against the others
Boots of Speed Haste 10 rounds/day
Breath Weapon (Su) 5 ft. cone, euphoria for 1d6 rds., Fortitude DC 11 negates, usable every 1d4 rounds
Cantrips You can create a variety of small magical effects
Casting (CL 1d4+25, Charisma, DC 36) You can cast sphere effects.
Chain Blast (blast shape) (14 targets, 35 ft between targets) Spend 1 SP to chain destructive blast between targets
Concealment 20% miss chance
Construct Traits (+0 HP) Constructs have many immunities.
Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.
Damage Reduction (10/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Damage Reduction (10/slashing) You have Damage Reduction against all except Slashing attacks.
Damage Reduction (2/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Destruction: Crystal Blast Destructive Blast deals piercing damage (d4's) and can entangle target. Reflex DC 34
Destruction: Destructive Blast 15d6+15 Ranged or melee touch attack deals 15d6+15 damage; 1sp 28d6+28
Destruction: Disintegrate Destructive Blast deals untyped damage and destroys the bodies of slain creatures
Destruction: Energy Cloud (Radius up to 35 ft., speed 80) Destructive Blast creates a persistent cloud. Fortitude DC 34
Destruction: Explosive Orb (Radius up to 35 ft.) Deal destructive blast damage in a radius. Reflex DC 34
Destruction: Extended Range Increase the range of your destructive blast
Destruction: Focused Blast Your destructive blasts deal +1 dmg/die when unaltered by a blast shape talent
Destruction: Greater Blast +1 damage die to your destructive blast
Destruction: Greater Blast +1 damage die to your destructive blast
Destruction: Sculpt Blast Deal destructive blast damage in a cone or line
Destruction: Selective Blast (3 creatures) Exclude 1 (+1 per 10 CL) creatures from the area of your destructive blasts
Destruction: Stone Blast Your destructive blast deals slashing/piercing/bludgeoning damage and ignores anti-magic defenses
Drunk (Ex) Permanently has the sickened condition.
Dual Initiative (Ex) You act a second time each round at -20 from your normal initiative
Ectoplasm Your family has a connection with the ethereal substance known as ectoplasm, whether from communing with the spirits or battling the spiritual undead. The power of the Ethereal Plane thrums in your mind and pulls at your flesh.
Ectoplasmic Body Immune to sneak attacks and critical hits. DR/Slashing
Ectoplasmic Reach (15 feet) (Su) Your reach for melee touch attacks is 5 ft.
Ectoplasmic form (26 min/day) (Sp) As gaseous form, speed 60, carry small objects
Entangling Ectoplasm (16/day) (Sp) Hurl ectoplasm as a tanglefoot bag
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Fly (60 feet, Perfect) You can fly!
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hardness 10 Subtract Hardness from damage done. Energy damage halved before hardness.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits (Ex)
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Sneak Attack (Ex)
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See four times as far as a human in dim light, distinguishing color and detail.
Magical Signs Your use of magic is obvious to all observers
Malevolent Ectoplasm (26 rd/day) As black teneacles centered on me. Does not affect me, but does affect incorporeal or ethereal. CMB +33,
Metamagician's Apprentice Empower; Extend; Reach; Selective
Mind Link (Su) Enable allies within 60' to communicate telepathically
Mind: Charm You may place charms on creatures.
Mind: Suggestion You may plant thoughts into a target’s mind.
Mind: Suggestion (Greater) As lesser Suggestion, but stronger
Mind: Suggestion (Lesser) Plant a suggestion into the target's mind
MSB +1d4+29 Use for counterspelling, concentration, caster level checks, and beating SR
MSD 42 Use when defending against an MSB check
Protection: Anti-Magic Aura Spell Ward can be strengthened for one additional spell point
Protection: Armored Magic (+8 armor or +6 shield) You can put an aegis on a target that grants them an armor or shield bonus to AC
Protection: Barrier You can create a ward that absorbs damage. HP 32, Break DC 28
Protection: Deflection +6 You can put an aegis on a creature to grant it a deflection bonus to AC
Protection: Spell Ward Create a ward that suppresses all magic, or an aegis that grants Spell Resistance
Psionics (15 rounds/day) (Su) You can create psionic effects
Replicated Gear (Su) You have copies of your progentior's equipment that disolve 1 rd. after leaving your poessession.
Sorcerous Blood You gain 1 extra spell point per sorcerer level
Spellcasting (Ex) Cast spells as a 20th level sorcerer including bloodline spells and abilities.
Spell Resistance (20/36) You have Spell Resistance.
Surge (1d6) Spend a use of mythic power to add the roll of a die to a d20 you just rolled
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Swim (30 feet) You have a Swim speed.
Telekinesis: Divided Mind (27 targets) Lift multiple objects at once
Telekinesis: Finesse You may use telekinesis to perform fine manipulations
Telekinesis: Greater Speed Move lifted objects more quickly
Telekinesis: Increased Range Use telekinesis at longer range
Telekinesis: Telekinesis (Colossal, Speed 120 ft) You can move objects and creatures with your mind, with several applications
Telekinesis: Telekinetic Maneuver (CMB +34) You can perform combat maneuvers with telekinesis
Telekinetic Exoskeleton (Dampening Field) Gain the benefit of one of three telekinetic enhancements
Tactile Telekinesis: You add your casting ability modifier as a bonus to Strength checks, and Climb and Swim checks.
Dampening Field: You gain temporary hit points equal to your casting ability modifier. They do not stack with themselves or other temporary hit points.
Propelling Force: You gain a +10 ft enhancement bonus to all of your movement speeds.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Teleporting Fury (20% miss chance) (Su) Using teleport lets you attack from your starting or ending square, and attacking from teleport grants a miss chance
Undeniable Perception (Ex) See with constant true seeing effect that cannot be dispelled. Also see through fog, mist, smoke.
Warp: Distant Teleport Teleport at longer range
warp: Emergency Teleport Teleport as an immediate action at the cost of range.
Warp: Extradimensional Storage You gain a permanent extradimensional space that may hold non-living material
Warp: Flawless Teleport True Teleport gains unlimited range and no miss chance
Warp: Group Teleport (13 extra targets) Teleport multiple creatures
Warp: Planeshift Teleport to other planes of existence
Warp: Teleport You can teleport yourself as a standard action
Warp: True Teleport You can teleport incredible distances
Warp: Unseeing Teleport Teleport without line of sight

unenhanced stats:

IxivixI
Mythic young drunk faerie dragon alter ego incanter 2/symbiat (synapse) 1/sphere sorcerer 1
N Diminutive construct (mythic)
Init +35/+15, dual initiative; Senses blindsense 60 ft., darkvision 120 ft., low-light vision, undeniable perception; Perception +29 (only -1/40' while using a spyglass, instead of -1/10')
Standard Active Abilities: armored magic (armor), armored magic (shield), anti-magic aura, deflection (6 sp), permanent speechreader’s sight, arcane sight, aura sight, comprehend languages

Activated in-game:
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Defense
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AC 68, touch 47, flat-footed 52 (+8 armor, +6 deflection, +15 Dex, +1 dodge, +7 natural, +6 shield, +4 size, +11 untyped bonus)
hp 60 (7 HD; 3d6+4d8+34); fast healing 5
Fort +7, Ref +23, Will +19
Defensive Abilities hard to kill, hardness 10; DR 10/adamantine & epic & slashing & DR 2/bludgeoning Immune construct traits; precision damage; critical hitsSR 36; Antimagic Ward
Weaknesses magical signs
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Offense
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Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee touch destructive blast +14 (15d6+15) or
. . bite +14 (1d2+2), slam +14 (2)
Ranged destructive blast +26 touch (15d6+15)
Space 1 ft.; Reach 0 ft. (15' for touch spells)
Special Attacks breath weapon (5 ft. cone, euphoria for 1d6 rds., Fortitude DC 11 negates, usable every 1d4 rounds), mythic power (2/day, surge +1d6)
Spell-Like Abilities
. . 3/day—greater invisibility (self only)
. . At will-Disguise Self
. . Constant-Blur
. . Constant-Freedom of Movement
Bloodline Spell-Like Abilities (CL 1d4+23th; concentration +37)
. . 16/day—entangling ectoplasm
. . 27/day—ectoplasmic form
. . 27/day—malevolent ectoplasm
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Statistics
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Str 17, Dex 41, Con —, Int 33, Wis 31, Cha 37
Base Atk +5; CMB +18; CMD 47 (51 vs. trip)
Feats Acrobatic, Cantrips, Dodge, Extra Magic Talent, Extra Magic Talent, Hardened Construct[M], Telekinetic Exoskeleton, Toughness
[b]Traits
resilient, unshackled
Skills Acrobatics +23 (+15 to jump), Appraise +11, Bluff +27, Climb +15, Diplomacy +27 (+32 to influence the attitude of creatures), Disable Device +24, Disguise +22 (+26 to appear as its progenitor), Escape Artist +26, Fly +37, Heal +11, Intimidate +17 (+19 while questioning prisoners), Knowledge (arcana) +19, Knowledge (dungeoneering) +17, Knowledge (engineering) +15, Knowledge (history) +15, Knowledge (local) +16, Knowledge (nature) +17, Knowledge (nobility) +15, Knowledge (planes) +17, Knowledge (religion) +16, Linguistics +21, Perception +29 (only -1/40' while using a spyglass, instead of -1/10'), Perform (dance) +16 (+18 if tattoo is visible.), Perform (sing) +16, Ride +15, Sense Motive +30 (+29 while questioning prisoners), Sleight of Hand +22, Spellcraft +21, Stealth +46, Survival +17, Swim +26, Use Magic Device +23;
[b]Languages
Aboleth, Abyssal, Aklo, Catfolk, Celestial, Common, Cyclops, Daemonic, Draconic, Elven, Infernal, Kasatha, Lashunta, Mi-go, Protean, Sasquatch, Shae, Sphinx, Sylvan; mind link, telepathy 100 ft., teleporting fury
SQ anti-magic aura (aegis), armored magic (aegis), barrier (ward), battlefield relay, bloodline arcana: ectoplasm, casting, charm, crystal blast (blast type), deflection (aegis), destructive blast, disintegrate (blast type), distant teleport, divided mind, ectoplasmic reach (5 feet), energy cloud (blast shape), energy resistance, explosive orb (blast shape), extended range, extradimensional storage (space), finesse, flawless teleport, focused blast, greater blast, greater blast, greater speed, group teleport, increased range, magic skill bonus, magic skill defense, planeshift, psionics, replicated gear, sculpt blast (blast shape), selective blast, sorcerous blood, sorcerous origin, spell ward (aegis, ward), stone blast (blast type), suggestion (charm), suggestion (greater) (charm), suggestion (lesser) (charm), telekinesis, telekinetic maneuver, teleport, true teleport, unseeing teleport
Combat Gear cube of force, hypnotic tattoo, otherworldly kimono[UE], shadowform belt[UE], unicorn's blackened horn, wayfinder of passage; Other Gear metamagician's apprentice[UE], amulet of natural armor +5, bag of concealment iv, blaster's bracers, book of perfect jokes[MA], boots of speed, brass spider[ACG], cayden's cup[MA], cloak of displacement, minor, crystal mask of insightful detection, cyberart, eversmoking bottle, eyes of the dragon[UE], gloves of shaping[UE], headband of mental superiority +6, immovable rod (20), instant fortress, mulberry pentacle ioun stone, orange prism ioun stone, pale green prism ioun stone, phantom entourage, portable hole, psychoactive skin of the hero, ring of chameleon power, ring of freedom of movement, stone of good luck (luckstone), third eye (sense), traveler's any-tool[UE], voidlight lantern, adamantine wire saw[UE], applejack (per gallon)[UE] (5), arcane family workbook[ARG], baijiu (per bottle)[UE] (10), battery (100), billiards gear[UE], board games[UE], camera, cards[UE], chocolate (per bar)[UE] (100), coffee, mwangi (per cup) (100), dark and stormy (100), dice[UE], dominos[UE], fortune cookies[UE] (100), interrogation tools, juggler's kit[UE], mithral waffle iron[UE], orrery, calculating grand, perfume, exotic[ISWG] (10), pocket watch, power receiver, premium hookah, prismatic force field, prismatic hologram generator, sealord wine (per bottle)[UE] (50), secrets of the dreaming dark, pp. 1-195, secrets of the dreaming dark, pp. 372-404, spyglass, masterwork, sunsilk garments, telescope (×250, +6), the inward-facing circle, traveler's pocket watch, wine, corentyn (per bottle) (50), 4,725 gp
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Special Abilities
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Battlefield Relay +2 (DC 18) (Su) Read an enemy's mind to grant combat bonuses to allies within 60'
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Bloodline Arcana: Ectoplasm Incorporeal creatures take 75% damage from your damaging spells and must save twice against the others
Boots of Speed Haste 10 rounds/day
Breath Weapon (Su) 5 ft. cone, euphoria for 1d6 rds., Fortitude DC 11 negates, usable every 1d4 rounds
Cantrips You can create a variety of small magical effects
Casting (CL 1d4+25, Charisma, DC 36) You can cast sphere effects.
Chain Blast (blast shape) (14 targets, 35 ft between targets) Spend 1 SP to chain destructive blast between targets
Concealment 20% miss chance
Construct Traits (+0 HP) Constructs have many immunities.
Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.
Damage Reduction (10/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Damage Reduction (10/slashing) You have Damage Reduction against all except Slashing attacks.
Damage Reduction (2/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Destruction: Crystal Blast Destructive Blast deals piercing damage (d4's) and can entangle target. Reflex DC 34
Destruction: Destructive Blast 15d6+15 Ranged or melee touch attack deals 15d6+15 damage; 1sp 28d6+28
Destruction: Disintegrate Destructive Blast deals untyped damage and destroys the bodies of slain creatures
Destruction: Energy Cloud (Radius up to 35 ft., speed 80) Destructive Blast creates a persistent cloud. Fortitude DC 34
Destruction: Explosive Orb (Radius up to 35 ft.) Deal destructive blast damage in a radius. Reflex DC 34
Destruction: Extended Range Increase the range of your destructive blast
Destruction: Focused Blast Your destructive blasts deal +1 dmg/die when unaltered by a blast shape talent
Destruction: Greater Blast +1 damage die to your destructive blast
Destruction: Greater Blast +1 damage die to your destructive blast
Destruction: Sculpt Blast Deal destructive blast damage in a cone or line
Destruction: Selective Blast (3 creatures) Exclude 1 (+1 per 10 CL) creatures from the area of your destructive blasts
Destruction: Stone Blast Your destructive blast deals slashing/piercing/bludgeoning damage and ignores anti-magic defenses
Drunk (Ex) Permanently has the sickened condition.
Dual Initiative (Ex) You act a second time each round at -20 from your normal initiative
Ectoplasm Your family has a connection with the ethereal substance known as ectoplasm, whether from communing with the spirits or battling the spiritual undead. The power of the Ethereal Plane thrums in your mind and pulls at your flesh.
Ectoplasmic Body Immune to sneak attacks and critical hits. DR/Slashing
Ectoplasmic Reach (15 feet) (Su) Your reach for melee touch attacks is 5 ft.
Ectoplasmic form (26 min/day) (Sp) As gaseous form, speed 60, carry small objects
Entangling Ectoplasm (16/day) (Sp) Hurl ectoplasm as a tanglefoot bag
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Fly (60 feet, Perfect) You can fly!
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hardness 10 Subtract Hardness from damage done. Energy damage halved before hardness.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits (Ex)
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Sneak Attack (Ex)
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See four times as far as a human in dim light, distinguishing color and detail.
Magical Signs Your use of magic is obvious to all observers
Malevolent Ectoplasm (26 rd/day) As black teneacles centered on me. Does not affect me, but does affect incorporeal or ethereal. CMB +33,
Metamagician's Apprentice Empower; Extend; Reach; Selective
Mind Link (Su) Enable allies within 60' to communicate telepathically
Mind: Charm You may place charms on creatures.
Mind: Suggestion You may plant thoughts into a target’s mind.
Mind: Suggestion (Greater) As lesser Suggestion, but stronger
Mind: Suggestion (Lesser) Plant a suggestion into the target's mind
MSB +1d4+29 Use for counterspelling, concentration, caster level checks, and beating SR
MSD 42 Use when defending against an MSB check
Protection: Anti-Magic Aura Spell Ward can be strengthened for one additional spell point
Protection: Armored Magic (+8 armor or +6 shield) You can put an aegis on a target that grants them an armor or shield bonus to AC
Protection: Barrier You can create a ward that absorbs damage. HP 32, Break DC 28
Protection: Deflection +6 You can put an aegis on a creature to grant it a deflection bonus to AC
Protection: Spell Ward Create a ward that suppresses all magic, or an aegis that grants Spell Resistance
Psionics (15 rounds/day) (Su) You can create psionic effects
Replicated Gear (Su) You have copies of your progentior's equipment that disolve 1 rd. after leaving your poessession.
Sorcerous Blood You gain 1 extra spell point per sorcerer level
Spellcasting (Ex) Cast spells as a 20th level sorcerer including bloodline spells and abilities.
Spell Resistance (20/36) You have Spell Resistance.
Surge (1d6) Spend a use of mythic power to add the roll of a die to a d20 you just rolled
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Swim (30 feet) You have a Swim speed.
Telekinesis: Divided Mind (27 targets) Lift multiple objects at once
Telekinesis: Finesse You may use telekinesis to perform fine manipulations
Telekinesis: Greater Speed Move lifted objects more quickly
Telekinesis: Increased Range Use telekinesis at longer range
Telekinesis: Telekinesis (Colossal, Speed 120 ft) You can move objects and creatures with your mind, with several applications
Telekinesis: Telekinetic Maneuver (CMB +34) You can perform combat maneuvers with telekinesis
Telekinetic Exoskeleton (Dampening Field) Gain the benefit of one of three telekinetic enhancements
Tactile Telekinesis: You add your casting ability modifier as a bonus to Strength checks, and Climb and Swim checks.
Dampening Field: You gain temporary hit points equal to your casting ability modifier. They do not stack with themselves or other temporary hit points.
Propelling Force: You gain a +10 ft enhancement bonus to all of your movement speeds.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Teleporting Fury (20% miss chance) (Su) Using teleport lets you attack from your starting or ending square, and attacking from teleport grants a miss chance
Undeniable Perception (Ex) See with constant true seeing effect that cannot be dispelled. Also see through fog, mist, smoke.
Warp: Distant Teleport Teleport at longer range
warp: Emergency Teleport Teleport as an immediate action at the cost of range.
Warp: Extradimensional Storage You gain a permanent extradimensional space that may hold non-living material
Warp: Flawless Teleport True Teleport gains unlimited range and no miss chance
Warp: Group Teleport (13 extra targets) Teleport multiple creatures
Warp: Planeshift Teleport to other planes of existence
Warp: Teleport You can teleport yourself as a standard action
Warp: True Teleport You can teleport incredible distances
Warp: Unseeing Teleport Teleport without line of sight

Story:

Transcript of the product development meeting of Biogenesis Accessories LLC. wrote:


Product Manager Razor Sharpe: The shoulder dragon trend is due for a comeback. I know what you were saying, they're too heavy, feeding them is a pain, their magic is unpredictable, and too many systems don't allow us to sell sentient living beings.

RS: But we're developing a new prototype. Draco Adorablis™. We start with faerie dragons stock to get the butterfly wings that all the focus groups prefer. We don't let them grow all the way, we keep them at 15 to 20 centimeters, and no more than 75 grams. This is the point of maximum cuteness.

RS: Then we slaughter humanely them with our Ectoplasmic Annihilator™. The psychic feedback creates a duplicate that is no longer living. They are ectoplasmic simulacra, perfectly legal to sell in all worlds. What's more, since they retain their mental state, we get them a nice happy drunk before we do this. They no longer require food or water, they never grow bigger, they are self repairing, and their already small weight drops some more, so we save on shipping costs. The one drawback is that it does reduce the potency of the euphoric breath, but we'll make sure to show the people breathing deeply to get the maximum effect.

Chief Legal Counsel Hawk Burnham: What about the unpredictable magic?

RS: Oh, we've suppressed those genes. They only should be able to cast cantrip level magic.

Transcript of Security Monitor after the St. BoomBoom's Day party. wrote:


Intern Jubbly McFeely: Oh, they're so cute! Now do me against the tank of Chemical X! {Non verbal sounds} Whoops, I think I spilled some.

Ixivixi (Icksy-Vicksy) is an accidental modification of a simulant dragon. He not only has magic, he is more talented than his original stock. The transformation into ectoplasm has given him a talent for psychic magic. He was originally sold to the partying daughter of a crime lord. When she was attacked, Ixi attacked back. Sadly, Mistress Fiona did not make it, but all of the assassins ended up dying. Ixi then wandered off.

Being a fun-loving agreeable drunk, he went looking for interesting things. He tended to find them. Many of them were interesting in the "What fun!" way, but a few were the "Oh God! Oh God! We're all gonna die!" kind of interesting. All of which worked for him. He's quite easygoing. After all, he doesn't feel fear.

Most recently he found a portal. It was just the right size, so he went through it.

Description and Personality:

Ixi is an adorable baby faerie dragon with golden scales. Beautiful iridescent wings flutter, and within that pattern is his name. But when you look closer, he's slightly translucent. When you touch him, he's slightly squishy. He's got little military-style epaulets and a headband on.

As for personality, he's a happy drunk. He's fixed in this, as it was the thing the original was at his unexpected death. Things don't bother him much. Fear and pain are things of the past.