Kiyoshi Gekido's page

27 posts. Alias of GrinningJest3r.

Full Name

Kiyoshi Gekido - Kyubi no Kage


+2 vs Surprise) | Speed 115ft Fly (Perfect); Dimension Door CL7 at-will (in shadows) | Melee +32(P)/+30(S) (+2 on tails ABP) (favored enemies: undead+4, humanoid+2) (incorporeal touch); Range: 5ft + 5ft (Lunge) = 10ft - (P)Bite 1d6(STR)+23+2+1


+30(SA, dispelling)+1d6(force) (P)Claw x2 1d6(STR)+23+2+1+3+30(SA, dispelling)+1d6(force) (S)Tailx9 1d6(STR)+23+2+1+3+30(SA, dispelling)+1d6(force); Warp Touch (20/day, DC31) | 20ft reduced light level 1 step


AC 57, Touch 51, FF 56 | Fort +47 Ref +52 Will +29 | 20ER vs Force, 10ER vs acid/elec, 10ER vs cold while raging | Wounds: 217; Vigor: 325 | Init +26 (+2 in forest) (GO FIRST) | Senses See in Darkness, See Invisibility/Auras; Perc +15 (+2 forest,

Strength 0
Dexterity 56
Constitution 0
Intelligence 35
Wisdom 12
Charisma 45

About Kiyoshi Gekido

Kiyoshi Gekido
Unchained Rogue (eldritch scoundrel, scout, shadow scion) 10
Bloodrager (crossblooded, primalist) 10
(Gestalt feat) Ranger 5
(Prestigious feat) Shadowdancer 2
Dread Shadow +2 CR
Mythic Champion 3
Mythic Trickster 3
CN Medium undead (incorporeal, kitsune, shapechanger)
Init +26 (+2 in forest) (Go First); Senses See in Darkness, low-light vision, See Invisibility and Auras;
Perception +15 (+2 forest, +2 to avoid being surprised)

Dread Shadow template has no STR (incorporeal) or CON (undead) score or modifier
Stats (base/after race):
STR: - (+0)
DEX: 56 (+23) 34(base)+2(racial)+1(lvl 4)+1(lvl 8)+4(ABP)+4(template)+2(mythic)+8(cdtct)
CON: - (+0)
INT: 35 (+12) 33(base)+4(ABP)-4(template)+2(cdtct)
WIS: 12 (+1) 8(base)+2(template)+2(cdtct)
CHA: 45 (+17) 33(base)+2(racial)+4(template)+6(cdtct)
Base Atk +10; CMB +32; CMD 60
AC 57, Touch 51, FF 56 (+14 deflection, +23 dex, +1 dodge, +2 ABP, +3 comp (cdtct), +4 armor)
Wounds: (CHAx2x2)+10x2(toughness+mythic)+15(mythic)+4(FCB Rogue)= 219
Vigor: (d10+CHAmod)x2x2 = 108
-- (d10+17)=28/level
---------- Shadow converts HD to d8
(d8+CHAmod)x2x2 = 100
-- (d8+CHAmod)=25/level past 1 (x9) = 225+100 = 325

Fort: +47 (7BAB+17CHA+3ABP+17FEAT+3cdtct) +2 vs spells cast by self or ally, +2 vs enchantment, +4 Endurance
Ref: +52 (6BAB+23DEX+3ABP+17FEAT+3cdtct) +2 vs spells cast by self or ally, +2 vs enchantment
Will: +29 (3BAB+1WIS+2FEAT+3ABP+17FEAT+3cdtct) +2 vs spells cast by self or ally, +2 vs enchantment

Defensive Abilities
- Rogue: danger sense +3, evasion
- Bloodrager: blood sanctuary, improved uncanny dodge; DR 2/—; DR 10/epic below 0 hit points;
- ER20 (force)
- ER10 (sonic) (armor)
- ER10 (electric) (armor)
- ER10 (cold) (while raging)

Undead Traits
Immune: death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage.

An incorporeal creature has no physical body. An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality. In addition, creatures with the incorporeal subtype gain the incorporeal special quality.
*Full text at bottom of character sheet

Speed: 115ft fly (Perfect) (30ft base + 10ft Bloodrager + 15ft Fleet + 15ft (M)Fleet + 30ft (M)Impossible Speed + 15ft Fast as Thought)
. . Dimension Door (CL7, at-will Move, within darkness/shadow)

Melee +37(P)/+35(S)
Range: 5ft + 5ft (Lunge) = 10ft
DC to cast defensively: +4 (disruptive) +1 (M-disruptive) +2 (while raging)
(P)Bite 1d6 STR
(P)Claw x2 1d6 STR
(S)Tail x9 1d6 STR
Attack bonus calculations:
- BAB +10
- Agile Maneuvers (Dexterity) +23
- Weapon focus +1
- ABP Attunement (Tail) +2
- favored enemies (undead +4, humanoid +2)
- Competence from cdtct +3
- *Maximize Sneak Attack -5
Damage bonus calculations:
- (M)Weapon Finesse +23
- ABP Attunement (Tail) +2
- vs flat footed +1
- favored enemies (undead +4, humanoid +2)
- Competence from cdtct +3
- +1d6 Force
- *Sneak Attack +5d6 (can accept -1 to attack to maximize roll, up to maximum number of SA dice)

Special Attacks:
Rogue: scout's charge, sneak attack (unchained) +5d6
Bloodrager: blood casting, bloodrage (39 rounds/day)
Ranger: combat style (natural weapon[APG]), favored enemies (undead +2, humanoid +4)
Warped bloodline: Warp Touch (20/day, DC31)

Spell-Like Abilities (CL 10th; concentration +28) (DCs 10+Cha(17)+Spell Level):
. . 2/day—charm person (DC 28), confusion (DC 31), disguise self, displacement, dominate person (DC 31), invisibility, misdirection, suggestion (DC 30)

Bloodrager spells known:

Casting Stat CHA=39(+17) - Spell points 17+75 = 92

Level Spell Points
1 6
2 9
3 11
4 14
5 20
6 30
7 40
8 50
9 63
10 75
11 90
12 105
13 120
14 140
15 165
16 170
17 195
18 225
19 240
20 260

Bloodrager (Crossblooded) Spells Known (CL 10th; concentration +28)
Bloodline Arcane, Shadow

gloomblind bolts[ARG] (DC 30)
hold person (DC 30)

blindness/deafness (DC 29)
rovagug's fury
see invisibility
shatter (DC 29)

enlarge person (DC 28)
mage armor
magic missile
ray of enfeeblement (DC 28)
shadow trap (DC 28)
stone shield

Unchained Rogue (Eldritch Scoundrel) spell slots and spellbook:

Casting Stat INT=35(+12) - Spell points 12+40 = 52
3+Int spells known; +2 free spells per level

CL SP Max level
1 6 1
2 9 1
3 11 1
4 14 2
5 17 2
6 21 2
7 25 3
8 29 3
9 34 3
10 40 4
11 47 4
12 55 4
13 64 5
14 74 5
15 85 5
16 97 6
17 110 6
18 114 6
19 139 6
20 155 6

(CL 10th; concentration +23)
4th level:
greater invisibility
masochistic shadow (DC 26)
shadow conjuration

3rd level:
force punch[UM] (DC 25)
gloomblind bolts[ARG] (DC 25)
mischievous shadow (DC 25)
oneiric horror[OA] (DC 25)
summon monster III
greater unhallowed blows

2nd level:
burning arc (DC 24)
flurry of snowballs (DC 24)
haunting mists[UM] (DC 24)
hideous laughter (DC 24)
summon monster II
telekinetic strikes

1st level:
Major Magic (Mage Armor, 5/day) SLA
burning disarm (DC 23)
burning hands (DC 23)
cause fear (DC 23)
charm fey (DC 23)
charm person (DC 23)
comprehend languages
dancing darkness
detect charm
detect metal
detect secret doors
detect undead
enlarge person (DC 23)
enlarge tail
floating disk
hold portal
repair undead
shadow trap (DC 23)
ventriloquism (DC 23)

0th level:
Minor Magic (Penumbra, At will) SLA
acid splash
arcane mark
bleed (DC 22)
chameleon scales
dancing lights
daze (DC 22)
detect fiendish presence
detect magic
detect poison
disrupt undead
drench (DC 22)
flare (DC 22)
ghost sound (DC 22)
haunted fey aspect[UC]
mage hand
oath of anonymity
open/close (DC 22)
ray of frost
read magic
scrivener's chant
sotto voce (DC 22)
spark (DC 22)
touch of fatigue (DC 22)
vacuous vessel (DC 22)

- Agile Maneuvers
- Blind-Fight
- Combat Expertise
- Combat Stamina (Combat) - 25 points
- Deadly Aim
- Power Attack

Class levels
1. Tail Weapon (serpentfolk converted) / (HOP) Gestalt (Ranger)
1. Magical Tail / Shadow Strike
1. (cdtct) Exotic Heritage (dungeoneering) / ---------------
2. Magical Tail / Dodge
2. Magical Tail / Dimensional Agility
2. (Archetype bonus) Blind-fight / ---------------
3. Magical Tail / Toughness
3. (cdtct) Eldritch Heritage (Warp) / ---------------
4. (cdtct) See the Shadows / ---------------
4. Magical Tail / Skill Focus (Stealth)
4. Magical Tail / Dimensional Assault
4. (Class bonus) Eschew Materials / ---------------
5. Magical Tail / (HOP) Heroic Grace (+17)
6. Iron Will / Fleet
6. Weapon Focus (Natural Weapons) / Combat Reflexes
6. (Ranger Class Bonus) Endurance / ---------------
6. (Favored Class Bonus) Magical Tail / ---------------
6. (Bloodline Feat) Improved Initiative / ---------------
6. (cdtct) Fast as Thought / ---------------
7. Multiattack / (HOP) Prestigious (Shadow Dancer)
8. (cdtct) Energy Attunement (Force) / ---------------
8. Fleet / (HOP) Maximize Sneak Attack
8. Fleet / Dimensional Dervish
9. Dimensional Savant / (HOP) Permanency
9. (Bloodline Feat) Disruptive / ---------------
9. (cdtct) See the Unseen / ---------------
10. Lunge / (HOP) Go First
10. Hammer the Gap / Hellcat Stealth
11. Improved Eldritch Heritage (Long limb) / (HOP) Invulnerability (law)
11. (Sh.dancer) / ---------------
12. Eldritch Claws (Magic/Silver) / (HOP) Greater Invulnerability (fire)
12. Shape Veil / Bracers of Oblivion
12. (cdtct) Alteration Sphere / ---------------
12. (cdtct) Size Change Talent / ---------------
12. (Bloodline Feat) Spellbreaker / ---------------
12. (Rogue Talent, Bonus Feat) Berserker Sphere / ---------------
12. (Ranger Feat) Marauder Talent / ---------------

Chopping Down the Christmas Tree as-Tree-Low-Magic-Item-Rules
Level Feats Competence Bonus* Bonus Feats* Advanced Techniques Ability Boosts
(init, atk, dmg, AC, saves)
1 1st (Exotic Heritage)
2 1st (Dex)
3 2nd (Eldritch Her) +1
4 1st (See the Shadows) 2nd (Cha)
5 All +1
6 3rd (Fast as Tht) +2 Strike Insubstantial 3rd (Dex)
8 2nd (Energy Attunement - Force) 4th (Cha)
9 4th (See Unseen) +3
10 5th (Dex), All +1
12 5th (Alteration Sp) +4 3rd (Size Change) Ignore DR 6th (Cha)
14 7th (Int)
15 6th +5 All +1
16 4th 8th (Cha)
18 7th +6 Bypass Regeneration 9th (Int)
20 5th 10th (Cha), All +1

Mythic levels
1. Champion / Trickster - MP, Surge, +5 HP,
2. Champion / Trickster - +5 HP, Amazing Initiative, +2 (DEX)
3. Champion / Trickster - +5 HP, Recuperation

Mythic Power: 3 + 2xtier = 9

Mythic Paths
1. Champion's Strike: Fleet Charge
1. Always A Chance
2. Impossible Speed
3. Fleet Warrior

1. Trickster Attack: Suprise Strike
1. Supreme Stealth (blindsight/blindsense)
2. Supreme Stealth (scent)
3. Fickle Attack

Mythic Feats:
1. (M)Weapon Finesse / (M)Toughness
1. (M)Fleet / (M)Iron Will
2. (M)Fleet / (M)Improved Iron Will
2. (M)Fleet / Extend Spell
3. (M)Extra Path Ability (Mirror Dodge) / (M)Disruptive

1. Arcane Temper - +1 Concentration and Initiative (magic)
2. Hungry for Revenge - +1 damage vs flat footed (campaign - Curse of the Crimson Throne)
3. Axe to Grind - +1 damage if nobody else threatens the target (combat)
4. Seeker - +1 Perception (social)
5. Uskwood Hunter (Nidal) - +1 Stealth (regional)

Skills Total = Class + Mod + Ranks + Tr/Ft + Other
Rogue: 8+Int(12)/lvl = 200
Background: 2/lvl = 20
Total: 200+20 = 220
Conversion: 170+50=220
Acrobatics 31 (Dex) 3 23 5 -
Appraise--- 15 (Int) 3 12 - -
Bluff 30 (Cha) 3 17 10 -
Climb 3 (Str) 3 - - -
Diplomacy 30 (Cha) 3 17 10 -
Disable Device 36 (Dex) 3 23 10 - -2 no tools, +5 trapfinding
Disguise 20 (Cha) 3 17 - -
Escape Artist 26 (Dex) 3 23 - -
Fly 18 (Str) - - 10 - +8 perfect maneuverability
Heal 4 (Wis) 3 1 - -
Intimidate 30 (Cha) 3 17 10 -
Kn(Arcana) 22 (Int) - 12 10 -
Kn(Dungeoneering) 29 (Int) 7 12 10 -
Kn(Engineering)--- 22 (Int) - 12 10 -
Kn(Geography) 25 (Int) 3 12 10 - +2 forest
Kn(Local) 25 (Int) 3 12 10 -
Kn(Nature) 25 (Int) 3 12 10 -
Kn(Planes) 22 (Int) - 12 10 -
Kn(Religion) 22 (Int) - 12 10 -
Linguistics--- 25 (Int) 3 12 10 -
Perception 15 (Wis) 3 1 10 1 +2 forest, +2 to avoid being surprised
Perf(Dance)--- 22 (Cha) 3 17 2 -
Perf(Oratory)--- 23 (Cha) 3 17 3 -
Prof(librarian)--- 14 (Wis) 3 1 10 -
Ride 26 (Dex) 3 23 - -
Sense Motive 14 (Wis) 3 1 10 -
Sleight of Hand--- 36 (Dex) 3 23 10 -
Spellcraft 25 (Int) 3 12 10 -
Stealth 41 (Dex) 7 23 10 1 +2 forest, (see incorporeal)
Survival 4 (Wis) 3 1 - - +2 forest
Swim 3 (Str) 3 - - -
Use Magic Device 20 (Cha) 3 17 10 -

[26 additional languages remain]
Bloodrager SQ disruptive bloodrage, fast movement, shades of rage, strength of shadows

Rogue SQ alarm sense, change shape, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, fast shifter[ARG], finesse weapon attack attribute, hide in plain sight, rogue talents (cloying shades, minor magic, major magic, fast stealth, dispelling attack)

Ranger SQ favored terrain (forest +2), favored enemy (Undead +4, Native Outside +2), hunter's bond (wolf named Animal Companion), track +2, wild empathy +19

Shadowdancer SQ hide in plain sight

Dread Shadow SQ command shadows, create spawn, strength damage, shadow slip

Combat Gear
Starting gold: 62000gp

Nihilite Haramaki (38003gp) (1 lb) - reduce non-magical light level in 20ft by 1 step, Sonic Resist 10, Electric Resist 10


Magic gear:
Amulet of Grasping Souls (21000gp)
Bag of holding I (2500gp) (15 lbs)

Mundane gear:

Total remaining: 497gp (9.94lbs)

Carrying capacity:
Lgt load maximum: 4256 lbs
Med load maximum: 8528 lbs
Hvy load maximum: 12800 lbs

Special Abilities
From Kitsune
Change Shape - Assume a single human form.
Fast Shifter - Using your racial change shape ability is a move action instead of a standard action
Magical Tail (x8) -

Agile Maneuvers - Use DEX instead of STR for CMB
Combat Expertise +/-2 - Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (20 AoO/round) - Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision - You can see in the dark (black and white only).
Deadly Aim -2/+4 - Trade a penalty to ranged attacks for a bonus to ranged damage.
Dimensional Agility - After using abundant step or casting dimension door, you can take any actions you still have remaining on your turn. You also gain a +4 bonus on Concentration checks when casting teleportation spells.
Dimensional Assault - May use dimension door or abundant step as part of a charge action
Dimensional Dervish - During full-attack action, you may cast dimension door or use abundant step as a swift action. If you do, you can teleport up to twice your speed, dividing up your remaining movement into increments of at least 5ft before your first attack, between each subsequent attack, and after your last attack.
Dimensional Savant - Provide flanking from all squares you attack from when using Dimensional Dervish
Disruptive - The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area.
Dodge - You gain a +1 dodge bonus to your AC.
Endurance - +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Extend Spell - Spell duration lasts twice as normal. +1 Level.
Finesse Weapon Attack Attribute (DEX) - Finesse weapons use Dexterity on attack rolls.
Hammer the Gap - With a full-attack action, each hit against the same opponent deals extra damage
Hellcat Stealth - You may make Stealth checks in normal or bright light even when observed, but at a -10 penalty.
(HOP) Gestalt (Ranger) - Gain half your HD in class level for another class - special abilities only, excluding spellcasting
(HOP) Heroic Grace - add highest of Int, Wis, or Cha mod to all saving throws (does not stack with paladin/antipaladin ability)
(HOP) Prestigious (Shadowdancer) - Gain half your (HD-5) in class levels for selected prestige class
(HOP) Maximize Sneak Attack -5/+30 - Attack penalty for each sneak attack dice to maximize damage roll
(HOP) Permanency - Can extend one spell with a duration greater than "instant" to "permanent"; can toggle as a free action
(HOP) Go First - Go first in initiative
Iron Will - +2 to Will Save
Low-Light Vision - See twice as far as a human in dim light, distinguishing color and detail.
Lunge - +5ft to weapon reach during your turn; -2 AC until the start of your next turn
Multiattack - Reduced penalty for secondary natural attacks from -5 to -2
Power Attack -2/+4 - You can subtract from your attack roll to add to your damage.
Shadow Strike - You can deal precision damage against targets with some concealment.
Skill Focus (Stealth) - Choose a skill. You gain a +2 bonus on skill checks with that skill. If you have 10 or more ranks in the chosen skill, this bonus increases to +4.
Toughness -
Weapon Focus (Natural Weapons) - You gain a +1 bonus on all attack rolls you make using weapons from the selected group

From Chopping Down the Christmas Tree
Exotic Heritage (Knowledge [Dungeoneering]) - Choose a skill. You gain a +2 bonus on skill checks with that skill. If you have 10 or more ranks in the chosen skill, this bonus increases to +4. This bonus does not stak with that granted by Skill Focus. This feat counts as Skill Focus with the chosen skill for the purpose of meeting the prerequisites of the Eldritch Heritage feat. When you select Eldritch Heritage, if you use this feat as a prerequisite, you can choose a mutated version of your chosen bloodline as though you were a sorcerer with the wildblooded archetype. All other restrictions and requirements of Eldritch Heritage still apply.
Eldritch Heritage (Warped - mutated variant of Aberrant) - Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline CANNOT be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to character level -2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.
Warp Touch (20/day, DC31) - Starting at 1st level, you create brief, disorienting changes in a creature's physical form. This ability afects one creature within 30 feet, which is dazed for 1 round (Fortitude negates; DC 10 + 1/2 your sorcerer level + your Charisma modifier). You can use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces acidic ray from the Aberrant bloodline.
Energy Attunement [Gift] (Force) - You gain resistance to one type of energy (acid, cold, electricity, fire, force, or sonic) equal to twice your character level. In addition, any weapon you wield, including natural weapons and unarmed strikes, deals an additional 1d6 damage of the same energy type you have resistance to.
Fast as Thought [Knack] - You gain a five foot bonus to base land speed. At 6th level, and every subsequent third level, this bonus increases by five feet. (+10ft at 6th level, +15ft at 9th level, and so on).
See the Shadow [Gift] - You can see without penalty in all types of darkness, including magical darkness.
See the Unseen [Gift] - You can see invisible creatures and magic auras as though under the effects of see invisibility and arcane sight spells.

From Bloodrager
Blood Casting - Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 - +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (39 rounds/day) - +4 Str, +4 Con, +0 to Will saves, -2 to AC when enraged.
Damage Reduction - You have Damage Reduction against all attacks.
Disruptive - +4 DC to cast defensively for those you threaten.
Disruptive Bloodrage - +2 to DC for enemy spellcasters in threatened area when raging.
Eschew Materials - Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 - +10 feet to speed, unless heavily loaded.
Greater Arcane Bloodrage (Haste) - As a free action apply chosen spell to self when enter bloodrage.
Improved Initiative - +4 initiative
Improved Uncanny Dodge (Lv >= 13) - Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 13+.
Shades of Rage - While raging, lower light level in 30 ft by 1 step.

From Rogue
Alarm Sense 10ft - Gain Trap Spotter effect when coming within 10ft of a magic trap
Blind-Fight (archetype) - Re-roll misses because of concealment, other benefits.
Cloying Shades (DC 29) (Su) - When dimension door, all adj to start and end are entangled for 1 rd (Ref neg).
Danger Sense (Trap Sense) +2 - +2 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 - Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 - Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered - Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Dispelling Attack (Su) Your sneak attacks attempt to dispel the target's active spells.
Evasion - If succeed on Reflex save for half dam, take none instead.
Fast Stealth - Move at full speed while using the Stealth skill at no penalty.
Major Magic (Mage Armor, 5/day) (Sp) Gain the chosen 1st-level spell as a spell-like ability.
Minor Magic (Penumbra, At will) (Sp) Gain the chosen cantrip as a spell-like ability.
Rogue Talents For Rogue Talents which require Ki, can use spell slots.
Scout's Charge - Charge attacks deal sneak attack damage as though foe is flat-footed.
Shadow Strike You can deal precision damage against targets with some concealment.
Skirmisher (Ex) After move 10 ft, first attack deals sneak attack damage as though foe is flat-footed.
Sneak Attack (Unchained) +5d6 - Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Denial (Enchantment) Gain +2 to save vs. chosen school of magic.
Spells Can cast wizard spells with the number of slots of a magus.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.

From Shadowdancer
Hide in Plain Sight - Can use Stealth even while observed, if there is a shadow in 10 ft.

From Ranger
Animal Companion Link (Ex) - Handle or push Animal Companion faster, +4 to checks vs. them.
Endurance - +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Undead +4) (Ex) - +4 to rolls vs. incorporeal undead foes.
Favored Enemy (Native Outsiders +2) (Ex) - +2 to rolls vs. native outsiders foes.
Favored Terrain (Forest +2) (Ex) - +2 to rolls when in forest terrain.
Share Spells with Companion (Ex) - Can cast spells with a target of "you" on animal companion, as touch spells.
Track +2 - Add the listed bonus to Survival checks made to track.

From Mythic:
Mythic Weapon Finesse - Add dex to damage for finesse weapons
Mythic Toughness - Double standard Toughness bonus
Mythic Iron Will - Whenever you roll a Will saving throw against a spell, spell-like ability, or supernatural ability from a non-mythic source, roll twice and take the higher result.
Mythic Improved Iron Will - Once per day, when you fail a Will save, you may choose to replace your saving throw result with 20 + your total Will save bonus (as if you had rolled a 20 on the d20 roll for your Will save, though this does not count as an automatic success). You must make this decision immediately after discovering your initial Will save failed. This benefit is in addition to (does not replace) the normal benefit of Improved Iron Will.
Mythic Disruptive - The DC to cast spells defensively within your threatened area increases by half your tier. This stacks with the increase granted by Disruptive. In addition, even if you can’t make attacks of opportunity, non-mythic spellcasters are still wary of you and continue to suffer from the effects of Disruptive.
Mythic Extra Path Ability (Mirror Dodge) -
Mythic Fleet x3 - +5ft(x3) to base speed

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.

Rogue archetypes and level up breakdown:

Eldritch scoundrel:
Changes Sneak Attack (disregard, keep base)
Loses Uncanny Dodge (keep)
Alarm Sense replaces Danger/Trap Sense (keep both)
Gain: Spallcasting as Magus
Gain: Ability to use Ninja Tricks (tricks require Ki Pool) by expending spell slot worth of Ki points

Gestalted with:
Shadow Scion:
Shadow Dweller replaces trapfinding (keep)
Shadow Strike replaces Talent at 2 (keep)
Shadow Step replaces Talent at 8 (keep)
Shadow Speaker replaces Talent at 14 (keep)
Shadow Master replaces Master Strike at 20 (keep)

No bonuses:
Scout's Charge replaces Uncanny Dodge
Skirmisher replaces Improved Uncanny Dodge

Special Abilities:
1. Finesse Training, Sneak Attack (unchained) +1d6, Trapfinding, Shadow Dweller
2. Rogue Talent (minor magic - penumbra), Shadow Strike, Evasion
3. Danger Sense +1, Alarm Sense, Finess Training (Tail), Sneak Attack (unchained) +2d6
4. Rogue Talent (Fast Stealth), Debil: Bewilder, Debil: Disor, Debil: Hampered, Uncanny Dodge Scout's Charge
5. Rogue's Edge, SA(U) +3d6
6. Rogue Talent (Cloying Shades), Danger Sense +2
7. SA(U) +4d6
8. Rogue Talent (major magic - mage armor), Shadow Step, Skirmisher, Improved Uncanny Dodge Skirmisher
9. SA(U) +5d6, Danger Sense +3
10. Rogue Talent (dispelling attack), Rogue's Edge (Fly)
11. Finesse Training (), SA(U) +6d6
12. Rogue Talent (), Danger Sense +4
13. SA(U) +7d6
14. Rogue Talent (), Shadow Speaker
15. Danger Sense +5, Rogue's Edge, SA(U) +8d6
16. Rogue Talent ()
17. SA(U) +9d6
18. Rogue Talent (), Danger Sense +6
19. Finesse Training (), SA(U) +10d6
20. Rogue Talent (), Master Strike Unchained, Shadow Master, Rogue's Edge

Barbarian level up breakdown:

Special Abilities:
1. Bloodrage, Bloodline Power (Disruptive Bloodrage), Fast Movement
2. Uncanny Dodge
3. Blood Sanctuary
4. Blood Casting, Eschew Materials, Bloodline Power (Shades of Rage)
5. Improved Uncanny Dodge
6. Bloodline Feat (Improved Initiative)
7. Bonus Spell Choice (Ray of Enfeeblement), DR 1/-
8. Primal Choice, Bloodline Power (Strength of Shadows)
9. Bloodline Feat (Disruptive)
10. Bonus Spell Choice (Magic Missile), DR 2/-
11. Greater Bloodrage
12. Bloodline Feat (Spellbreaker), Bloodline Power (Caster's Scourge)
13. Bonus Spell Choice (Lightning Bolt), DR 3/-
14. Indomitable Will
15. Bloodline Feat ()
16. Bonus Spell Choice (Shadow Conjuration), DR 4/-, Shadow Door, Bloodline Power (Greater Arcane Bloodrage (Displacement))
17. Tireless Bloodrage
18. Bloodline Feat ()
19. DR 5/-
20. Mighty Bloodrage, Bloodline Power (Shadow Warrior)

Ranger level up breakdown:

1. Favored Enemy (Native Outsider), Wild Empathy
2. Bonus Feat (Aspect of the Beast - Claws), Combat Style (Natural Weapon)
3. Favored Terrain (Forest), Endurance
4. Hunter's Bond (Wolf companion)
5. Favored Enemy/Upgrade (Undead)
6. Bonus Feat ()
7. Woodland Stride
8. Favored Terrain/Upgrade, Swift Tracker
9. Evasion
10. Bonus Feat, Favored Enemy/Upgrade
11. Quarry
12. Camouflage
13. Favored Terrain/Upgrade

Shadowdancer level up breakdown:

1. Hide in Plain Sight
2. Darkvision +30ft, Evasion, Uncanny Dodge
3. Rogue Talent, Shadow Illusion (1/day), Summon Shadow
4. Shadow Call (1/day), Shadow Illusion (2/day), Shadow Jump (40ft/day)
5. Defensive Roll, Improved Uncanny Dodge
6. Rogue Talent, Shadow Call (2/day), Shadow Illusion (3/day), Shadow Jump (80ft/day)
7. Slippery Mind
8. Greater Shadow Call (3/day), Shadow Illusion (4/day), Shadow Jump (160ft/day), Shadow Power (1/day)
9. Rogue Talent
10. Improved Evasion, Greater Shadow Call (4/day), Shadow Illusion (5/day), Shadow Jump (320ft/day), Shadow Master, Shadow Power (2/day)


Kiyoshi's tail singled him out from the day he was born. Mutations are not all bad, and some of the non-visible ones can be extremely beneficial, but having one so distinctive definitely didn't help make his life easy. Things got worse as every couple of years, his tails would split apart until he found himself walking around with a grand total of nine tails. It seemed as though the more tails he grew, the less his old friends wanted to be associated with him - as if the mutation could be transferred to them, like an infectious disease - until people would go out of their own way to avoid associating with him. It was enough to drive anyone mad, and made worse as there were no other human settlements that he was aware of on Perelande that he could turn to for a potential change of attitude - theirs was started several hundred years ago as a colonization effort that didn't go anywhere and was potentially even forgotten about. One major benefit was that all of the humans on this island were multilingual - the best to help ensure that they would be able to communicate with natives and visitants to this new planet.

With that sort of ostracization, Kiyoshi spent his free time exploring the mountainous island that he called Home, sometimes venturing out onto the planet's thin crust to hunt smaller creatures for food, otherwise seeking caves, caverns, and other likely hiding places of lost treasure. The individual island he was was born on had many such crevices, but it was also common knowledge that the planet was dotted with similar islands, some home to the wedoth or the etteramerith - though never both together. Kiyoshi learned how to walk, run, climb, and even fight with his tails, using them for balance, using them to handle small objects - though, as the tails are not prehensile, doing this took so much concentration as to be generally not worth it. He learned how to move, how to use the shadows, and how to practically disappear in the blink of an eye.

He picked up very quickly how to distinguish between flora and fauna that he could safely interact with and plenty of monstrous things that would like nothing more than to see him dead - such as many creatures that live in the oceans beneath the planet's crust and break through it to snatch unwary creatures for food. Additionally, the flying mechanical creatures that periodically appear out of massive portals in the sky appear to have devastating effects on human, erreramerith, and wedoth biology, though Kiyoshi did not understand why.

While following rumors of a "Ruin of Knowledge", a visitor to Perelande happened upon Kiyoshi (on an island several days' journey away from his own), introduced himself as a priest - a seeker of Truth - and easily engaged Kiyoshi to learn more about the planet. Without any other notable interaction with humanoids, Kiyoshi easily went with the conversation and was even able to get some bits of knowledge back from the priest regarding his hunt for the "Ruin of Knowledge" and the the planet where the priest advised he hailed from and other places he had visited. At Kiyoshi's request, and admission of his solitude otherwise, Kiyoshi and the priest traveled together around the planet for some time until a nondescript night, like most others when they happened to be too far out to return to the safety of the priest's vessel, they stopped for the night. Neither of them saw the Shadow of the Void, inadvertently brought to Perelande from unknown depths of space by the cromulek, or were swift enough to prevent it from consuming Kiyoshi in his sleep.

When Kiyoshi next woke, it was a very strange feeling, finding himself without a physical body. He was less than most ghosts, insubstantial, silent, but extremely fast - compared to his old self - he could even fly with no physical body to limit him. He felt the cold of the grave or the void in his very essence, and there's a desire there, almost intelligent in its own right, edging him on, guiding him out towards more prey. If nothing else, he will have to deal with this constant struggle not to surrender himself to the Void. Not unless he wants to create more like himself.

Kiyoshi rightly assumed that his mutation, whatever the tails had been physical manifestations of brought him back in this form from what should have been the brink of death. A mutation of the soul instead of the body alone. And so he has picked up where he left off, following the trail of the priest, hoping to find the Ruins of Knowledge on his own, or to make a new life for himself in this form - his time with the priest kicked off an interest in the stars and planets he could see in the sky. Maybe now has become the best time to find a way to explore them.