Reactionary (combat): +2 initiative
Soul Drinker (faction): Once per day when an enemy creature is killed, you may, as an immediate action, gain a number of temporary hit points equal to the slain foe’s Hit Dice. These temporary hit points last for 1 minute. This is a supernatural ability.
Languages Taldane (common), Polyglot, Grippli
SQ bonus feat, skilled
Combat Gear+1 mithral chain shirt, darkwood heavy shield, cold iron dagger, masterwork cold iron short spear, +1 katana, sling, sling bullets (10), acid (4), alchemist’s fire (4), holy water (4), smoke stick (4), potion of cure light wounds, potion of endure elements, wand of comprehend languages (6/6), wand of cure light wounds[i] (9/9), [i]wand of cure light wounds (50/50)
Other Geareverburning torch, handy haversack 36.5 lbs/ xx lbs xx Load Coins: 16.04
SPECIAL ABILITIES Evil Spirit (Su):
Spoiler:
A fiend keeper serves as the vessel for a powerful evil spirit that fights and bargains for dominance. The legends a fiend keeper channels are all aspects of this evil presence. Willingly performing an evil act automatically grants the evil spirit 1 point of influence over him. Protection from evil temporarily suppresses all the spirit’s benefits while the fiend keeper is under the spell’s effects. When the spirit gains at least 3 points of influence over the fiend keeper, in addition to the penalties associated with each legend, he gains an evil aura as per a cleric of his level and treats his alignment as evil for purposes of resisting or being vulnerable to spells and abilities (such as unholy blight or a paladin’s smite evil class ability).
Spirit Bonus (Su): +2
Spirit Power (lesser) (Su): Spirit Surge (Su): Shared Seance (Su): Taboo (Ex): Use Spirit Surge 3.25 times without incurring influence (FCB +5) Dark Communion (Su): (5/day, DC 10) (5 temporary hit points)
Spoiler:
A fiend keeper can entice the evil spirit to lend him its knowledge or its power as a full-round action a number of times per day equal to his class level. If the fiend keeper seeks knowledge, this behaves as contact other plane using his medium level as his caster level, but if he fails the Intelligence or Charisma check, his spirit gains 1 point of influence over him instead of reducing his ability scores. Treat the spirit as a demigod. Treat the spirit as a lesser deity at 7th level, and an intermediate deity at 13th level.
If the fiend keeper requests power, he must instead succeed at an Intelligence or Charisma check (DC 10 at 3rd level, DC 12 at 7th level, or DC 14 at 13th level or higher), or his spirit gains 1 point of influence over him. Regardless of the outcome, he gains one of the following powers and gains a number of temporary hit points equal to his medium level for 1 minute. At 7th level, he selects two powers.
Dark Power: The fiend keeper gains a +1 profane bonus on attack and damage rolls, and a +1 profane bonus to AC. At 13th level, these bonuses increase to +2.
Fiendish Form: The fiend keeper gains darkvision 60 feet. At 7th level, he grows fiendish wings and gains a fly speed equal to his base speed (average maneuverability). At 13th level, his fly speed instead equals double his base speed (good maneuverability).
Natural Attacks: The fiend keeper gains two claw attacks and a bite attack. These are primary attacks that each deal 1d6 points of damage. At 13th level, the damage increases to 1d8.
Spirit Power: The fiend keeper’s spirit bonus increases by 1. At 13th level, the spirit bonus instead increases by 2.
Unholy Resilience: The fiend keeper gains resistance 5 to two of the following energy types: acid, cold, electricity, fire, or sonic. The resistance increases to 10 at 7th level and 20 at 13th level.
Expenses:
8-08: 508
8-16 (Slow): 250
GoM1 (Slow): 718
GoM3: 1536
GoM2: 1536
GoM Bonus: 3711
Total = 16.04
+1 Mithral Chain Shirt (2100 gp)
Darkwood Heavy Shield (257 gp)
Masterwork Cold Iron Short Spear (302 gp)
+1 Katana (2350 gp)
Sling
Sling Bullets: 10
Handy Haversack (2000 gp)
Contents of Haversack:
Acid (flask): 4
Alchemist’s Fire (flask): 4
Antitoxin (vial): 4
Bedroll
Canvas (4 sq. yd.)
Scroll Case
Chalk
Cold Iron Dagger
Everburning Torch (110 gp)
Fishhook
Flint and Steel
Grappling Hook
Hammer
Holy Water (flask): 4 (25 gp x 4 = 100 gp)
Ink
Inkpen
Manacles (medium): 2
Manacles (small): 2
Small Steel Mirror
Clay Tankard
Oil (flask): 4
Paper (sheet)
Parchment (sheet)
Piton: 4
Potion of Cure Light Wounds (50 gp)
Potion of Endure Elements (50 gp)
Rope (50 ft, silk)
Sewing Needle
Signal Whistle
Smoke Stick: 4
Tanglefoot Bag: 4 (50 gp x 4 = 200 gp)
Thunderstone: 4 (30 gp x 4 = 120 gp)
Tindertwig: 10
Waterskin
Wand of Comprehend Languages (CL 1): 6/6 (90 gp; 8-16)
Wand of Cure Light Wounds (CL 1): 9/9 (chronicle boon; GoM1)
Wand of Cure Light Wounds (CL 1): 50/50 (2 Prestige)