About Kuchen, the Gingerbread Man
		
Kuchen, the Gingerbread Void Prophet
Male Jiinga zealot 20 | fighter (eldritch guardian) 2/unchained rogue 18
N Diminutive construct
Init +11 (+8 in Cold terrain); Senses Perception +47 (+8 in Cold terrain, +6 vs surprise), true seeing, blindsight 40’
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Defense
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AC 51, touch 39, flat-footed 40 (10 +11 DEX, +4 size, +9 unarmored training, +7 shield, +5 deflection, +5 natural armor); +6 vs Scouted, +7 with Active Defense (costs an AoO)
hp 344 (21d10+182)
Fort +28, Ref +29 (+6 vs traps), Will +28 (+1 vs. fear and mind-affecting effects.)
Defensive Abilities danger sense +6, evasion, improved uncanny dodge, martyrdom (6), 20% concealment
Immune  (construct immunities?)
Weaknesses water and ice vulnerability, 1d6 dam/round if fully immersed in water 
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Offense
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Speed 10 ft. (100 ft. base when running)
Zealot Powers Known (power points 226, ML 20th; concentration +34)
Melee lance +37 (1d3+16/15-20) 
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Statistics
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Str 10, Dex 32, Con 28, Int 22, Wis 28, Cha 38
Base Atk +21; CMB +27; CMD 37 (can't be tripped)
Feats  Ability Focus (Steal Speed), Accomplished Sneak Attack, Additional Traits, 4x Advanced Study (stance x2, maneuver x4), Awakened Animus, Confound the Big Folk, Diehard*, Discipline Focus (Sleeping Goddess), Escape Route, 7x Extra Combat Talent (spheres), 2x Extra Readied Maneuver, Great Focus, Improved Critical (lance), Improved Familiar, Martial Charge, Martial Power, Outflank, Pack Flanking, Psicrystal Affinity, Psicrystal Containment, Psicrystal Reservoir, Staggering Critical, Signature Skill, Stealth Synergy, Stunning Critical, Tap Animus, Underfoot Combat, Weapon Finesse*
Traits beast bond (ride), voice of solid things (craft), unorthodox method, scout’s eyes
Skills  312 ranks (8 Zealot + 144 rogue + 120 INT +40 spheres); 40 background
Acrobatics +36 (20 ranks, 3 class, 11 DEX, 1 competence (ioun), 1 luck), 
Appraise +12 (1 ranks, 3 class, 6 INT, 1 competence (ioun), 1 luck),
Bluff +39 (10 ranks, 3 class, 14 CHA, 10 competence (circlet), 1 competence, 1 luck), 
Craft (Confections)* +63 (20 ranks, 3 class, 14 CHA, 10 competence (circlet), 1 competence, 5 luck (crafter’s fortune), 10 racial), 
Diplomacy +48 (20 ranks, 3 class, 14 CHA, 10 competence (circlet), 1 luck),
Disable Device +36 (20 ranks, 3 class, 11 DEX, 1 competence (ioun), 1 luck), 
Handle Animal +30 (1 ranks, 3 class, 14 CHA, 10 competence (circlet), 1 luck),
Intimidate +48 (20 ranks, 3 class, 14 CHA, 10 competence (circlet), 1 luck), 
Knowledge (arcana) +31 (20 ranks, 3 class, 6 INT, 1 competence (ioun), 1 luck),
Knowledge (dungeoneering) +31 (20 ranks, 3 class, 6 INT, 1 competence (ioun), 1 luck),
Knowledge (engineering)*  +12 (1 ranks, 3 class, 6 INT, 1 competence (ioun), 1 luck),
Knowledge (geography)* +12 (1 ranks, 3 class, 6 INT, 1 competence (ioun), 1 luck),
Knowledge (history)*  +12 (1 ranks, 3 class, 6 INT, 1 competence (ioun), 1 luck),
Knowledge (nature) +21 (10 ranks, 3 class, 6 INT, 1 competence (ioun), 1 luck),
Knowledge (local) +21 (10 ranks, 3 class, 6 INT, 1 competence (ioun), 1 luck),
Knowledge (planes) +31 (20 ranks, 3 class, 6 INT, 1 competence (ioun), 1 luck),
Knowledge (religion) +21 (10 ranks, 3 class, 6 INT, 1 competence (ioun), 1 luck),
Linguistics*  +16 (5 ranks, 3 class, 6 INT, 1 competence (ioun), 1 luck),
Perception +47 (20 ranks, 3 class, 9 WIS, 10 competence (glasses), 1 luck, 4 alertness), 
Ride +47 (20 ranks, 3 class,  11 DEX, 10 competence (saddle), 1 competence, 1 luck, 1 trait), 
Sense Motive +34 (20 ranks, 3 class, 9 WIS, 1 competence (ioun), 1 luck),
Sleight of Hand* +31 (15 ranks, 3 class, 11 DEX, 1 competence (ioun), 1 luck),
Spellcraft +31 (20 ranks, 3 class, 6 DEX, 1 competence (ioun), 1 luck),
Stealth +66 (20 ranks, 3 class, 11 DEX, 12 size, 15 competence (cloak), 1 competence, 1 luck, 3 psicrystal),
Survival +29 (15 ranks, 3 class, 9 WIS, 1 competence (ioun), 1 luck), +9 to track,
Use Magic Device +30 (1 ranks, 3 class, 14 CHA, 10 competence (circlet), 1 luck)
Languages Common, skald, hallit, giant, abyssal, elven, goblin, infernal, terran, ignan, auran, aquan; telepathy
Gear  see sheet
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Tracked Resources
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Power Points (226/226)
Martial Focus (2/2)
Psionic Focus (1/1)
Psicrystal’s Psionic Focus (1/1)
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Special Abilities
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 Active Energy Type (choose) Lets you set your psionic active energy type.
1 Distorted Clock (15 effects) (Su) Stance – Extend a beneficial spell or power affecting you;  get a new save every round vs. hostile spells/powers
1 Unbroken Stride (Su) Stance – You can walk on liquids and unstable surfaces, and eventually walls and even the air.
2 Obsidian Sidestep (Su) Make a Craft check in place of your saving throw, using the result of that check to determine that save’s success.
3 Infinity Mirror Stance (5 images) (Su) Stance – Create mirror images of yourself.
3 Reflected Blade Style (Readied, 1/Encounter) (Su) Boost – Strikes you initiate affect an additional creature within close range.
3 Time Skitter (Readied, 1/Encounter) 14 rounds (Su) Boost – Gain haste for rounds equal to your CHA
4 Flicker Strike (Readied, 1/Encounter) Strike – Teleport to a target, catch them flat-footed for an attack, then teleport away
4 Temporal Body Adjustment (Readied, 1/Encounter) (Su) Counter– Negate one harmful condition
5 Essence Shattering Strike (Readied, 1/Encounter) Strike – Attack deals +6d6 force damage, can daze foe for 1d4 rounds
5 Silvered Mirror Stance (Su) Stance – Beneficial powers and spells cast on you also affect allies.
5 Stance of the Ether Gate (Ex) Stance – Teleport at will, can take Dimensional Agility
6 Convert Intrusion (Readied, 1/Encounter) (Su) Counter – Make an Autohypnosis check to transform an opponent’s spell into a bonus on saving throws for your allies.
6 Overpowering Optimism (Readied, 1/Encounter) (Su) Boost – You automatically regain psionic focus, and one of your maneuvers in the next three rounds is augmented for free.
6 Shatter the Hourglass (Readied, 1/Encounter) (Su) Strike – Melee attack paralyzes or slows target
6 Temporal Wave (Readied, 1/Encounter) (Su) Strike – 30-ft cone effect that nauseates and slows targets
6 Warlock’s Blow CR (Readied, 1/Encounter) (Su) 1200’ range, DC 30 Strike –  you teleport your enemy into your weapon. When you initiate this strike, the target must succeed at a Will save (DC 16 + your initiation modifier) or be teleported to an unoccupied space within your melee reach of your choice that is not difficult terrain. If you successfully teleport your target, make a melee attack. If it hits, it deals weapon damage as normal plus an additional 8d6 points of damage.
6 Unavoidable Gaze of the Sleeping Goddess SG (Su) +14 to Init,  Stance – You do not need to make Perception checks to notice creatures; you can detect and pinpoint all creatures within 60 feet. You also ignore miss chances granted by concealment, darkness, and invisibility, although you still must have line of effect to a creature or an object to discern it. In addition, you can expend your psionic focus as a move action to pierce creatures’ minds as easily as your senses pierce darkness. For a number of rounds equal to your initiation modifier after activating this ability, you can read the surface thoughts of all creatures within 60 feet as if you had manifested the read thoughts power. A creature can make a Will save (DC 16 + your initiation modifier) to keep you from reading their thoughts. A creature that successfully saves against this effect is immune to having its surface thoughts read by this stance for 24 hours. You do not need to concentrate on this ability to maintain it. This use of this stance is considered a mind-affecting effect.
7 Beat the Clock (Readied, 1/Encounter) (Su) Boost – Immediately gain a standard action
7 Black Dog’s Due (Readied, 1/Encounter) (Su) Strike – weapon damage as normal plus an additional 8d6 points of damage, and the target must succeed at a Reflex save (DC 17 + your initiation modifier) or be knocked prone. If the target is flanked (either by you or by other creatures), this strike’s additional damage increases to 12d6.
7 Double Team (Readied, 1/Encounter) (Su) Strike – Make a melee attack, deal 2x Craft check bonus damage, knock victim prone
7 Mirror Demon’s Waltz (Readied, 1/Encounter) (Su) Boost [Curse] – Teleport, render opponents adjacent to you flat-footed and cursed
7 Soul-Crushing Mien (Readied, 1/Encounter) (Su) Counter – Gain a +4 bonus on a Will save, and possibly stun the effect’s originator.
8 Anchoring Spirit (Ex) Stance – You become incorporeal and can block [Teleportation] effects within 30 ft
8 God of the Hourglass Stance (Su) Stance – Act in surprise rounds or during time stop, get an extra standard or move action each round
8 Indomitable Idealism (Readied, 1/Encounter) (Su) Counter – You avoid death, recreating yourself from the thoughts of onlookers.
8 Lunar Penumbra (Readied, 1/Encounter) Counter –Switch positions with your attacker, causing him to strike himself
8 Obsidian Negation (Readied, 1/Encounter) (Su) Counter – Make a Craft check vs. your opponent’s caster, initiator, or manifester level check; if successful target maneuver, power, or spell is negated.
8 Self Beyond the Self (Readied, 1/Encounter) (Su) Strike –Your attack allows you to take control of the target’s mind temporarily, as if by a Geth’s mind control power.
9 Break the Hourglass RH (Readied, 1/Encounter) (Su) Counter – Immediately gain a full-round action, or a standard and a move
9 Festival of Shadows CR (Readied, 1/Encounter) (Su) DC 33  Strike – strike, all opponents within range must succeed at a Reflex save (DC 19 + your initiation modifier) or become immobilized by shadows; all their movement speeds are reduced to 0 for a number of rounds equal to your initiation modifier. Creatures in flight drop to the ground and take falling damage as normal if they cannot hover. In addition, make a melee attack roll as part of this maneuver and compare it to the AC of all creatures within range. Each creature hit by the attack roll takes weapon damage as normal plus an additional 10d6 points of damage. If a target is cursed, this strike’s additional damage increases to 12d8.
9 Immortal Truths of the Sleeping Goddess (Readied, 1/Encounter) (Su) Strike – Your attack deals +10d6 damage, and if you would reduce the target to 0 or fewer hit points, you enter an instantaneous dialogue with them, potentially converting them to your way of thinking.
9 Septennial Seal (Readied, 1/Encounter) (Su) (75 ft. range, DC 33)  Strike – Make a melee attack, struck creature must succeed at a Will save (DC 19 + CHA) or have their soul trapped in a mirror.
Advanced Study x4 (Stance, 2 maneuvers, 2 Maneuvers, 2 maneuvers) 
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Burning Contemplation (Ex) Use CHA in place of WIS to qualify for psionic feats
Collective (19 members, Anywhere) (Su) You have a collective of up to 19 individuals
Candy Blast 2d4 piercing, slashing and bludgeoning damage to one creature in 30ft
Consuming Void (Su)  Dead collective members can be raised without a body for up to 1 day/lvl. You may expend the soul of an unwilling creature that has died and merged with her collective through her metaphysical transcendence ability as a free action. If she does, that creature dies (and leaves the collective) and the void prophet regains her psionic focus. She may not expend the souls of willing members of her collective.
Create Confections may create 1lb of any confection as a standard action at will. This confection can appear anywhere up to 10ft from the Jiinja and it comes into existence accompanied by the sound of party whistles
Danger Sense +6 (Ex) +6 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-8 (Ex) Foe who takes sneak attack damage takes -2 AC pen (-8 vs Kuchen) for 1 rd.
Debilitating Injury: Disoriented -2/-8 (Ex) Foe who takes sneak attack damage takes -2 attack pen (-8 vs. Kuchen) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Defiance Gain Diehard feat, take no damage while using Aid Another
Diehard You are stable and can choose how to act when at negative Hp.
Discipline Focus (Sleeping Goddess) Gain +2 to discipline maneuver save DC's, +2 damage with discipline weapons
Echoes of Steel (2) (Su) Allow a collective member to initiate a maneuver within 1 minute after you initiate it
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endless Hunger (Su) You may attempt to add a creature who fails its saving throw against one of her strikes to her collective; if the strike does not normally allow a save, the creature must instead succeed at a Will save (DC 10 + the strike’s level + the void prophet’s initiation modifier) to avoid being added to the void prophet’s collective. This is a free action that is part of the strike in question. If successful, the void prophet may not recover the strike that provoked this ability, though she may still recover 1 other maneuver as normal. 
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Freedom of Movement jiinjas are under constant Freedom of Movement
Hollow Faith (Su) She may add unwilling members to her collective as a move action, and may expend her psionic focus to add an unwilling member as a swift action instead. A void prophet never loses power points as a result of an unwilling member of her collective dying.
The void prophet may designate any number of creatures in her collective as a free action at the beginning of her turn. Those creatures suffer a –2 penalty to armor class, attack rolls, skill checks, caster level checks (such as those made to overcome spell resistance), and manifester level checks (such as those made to overcome power resistance). These penalties persist until those creatures leave the void prophet’s collective or she is rendered unconscious or dead, or else chooses to rescind the penalties as a free action at the beginning of her turn.
Starting at 8th level, a void prophet’s hollow faith grants her the ability to augment her maneuvers by spending power points. A void prophet can spend a maximum number of power points augmenting a maneuver equal to one plus one additional power point for every four initiator levels she possesses (up to a maximum of 6 at 20th level). If the void prophet has the ability to augment her maneuvers in other ways, such as from another class feature or the maneuver itself, this cannot be combined with the augments granted by this ability; she must choose which augmentation type to use when initiating the maneuver.
For every power point the void prophet spends when initiating a strike, the target of the strike has any insight and morale bonuses affecting them reduced by 1 for the duration of the bonus or 24 hours, whichever is shorter. This can reduce a bonus below 0 (effectively creating a penalty), but only if such a bonus is already affecting the creature. If the strike allows a saving throw, a successful save against it negates this effect. If it does not allow a saving throw, then the target can make a Will save (DC 10 + 1/2 the void prophet’s initiator level + the void prophet’s initiation modifier) to negate this effect.
If the void prophet spends 3 power points when initiating a counter and that counter successfully negates an attack against the void prophet (either through making the attack miss or otherwise preventing the attack from occurring), the void prophet may have the attack target a member of her collective instead. The redirected attack uses the same attack and damage rolls as the initial attack against the void prophet, but can target the member of the collective regardless of the range.
Improved Uncanny Dodge (Lv >= 22) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 22+.
Irresistible npcs always start with a friendly attitude to Jiinjas unless circumstances dictate otherwise
Martial Power -10 to hit /+30 THP You are able to instinctively call upon reserves of untapped power within yourself to defend yourself.
Martyrdom (6) 1/round per collective member, can take up to 100 damage that would go to them. The first 10 redirected are automatically negated. The rest can be reduced at 6 dam / PP.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Pack Flanking If you and familiar are adjacent or share square and threat same target, you're considered flanking.
Path of Dedication (Su) Give a move action to a collective member
Path of Dedication, Improved (Su) Pay 3 PP to use Path of Ded. when initiating a boost or counter
Psicrystal Bonus:  You gain the Alertness feat & +3 to Stealth while your familiar is within arm's reach.
Recover Maneuvers void prophet recovers one expended maneuver whenever she adds an unwilling creature to her collective, and recovers expended maneuvers equal to her void prophet initiation modifier (minimum 2) whenever a member of her collective is reduced to 0 or fewer hit points. Alternately, the void prophet may focus inwards, meditating and recovering a single maneuver as a standard action.
Rogue’s Edge Skill Unlocks with Diplomacy, Intimidate, Ride, and Perception 
Run When running, a jiinja’s base speed counts as 100 ft. and they may "run" while running increasing their speed even more. They may also turn corners as though they were walking.
Share Training (Ex) Familiar may use combat feats of master, and doesn’t need to meet prerequisites.
Sneak Attack (Unchained) +10d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Steal Speed DC 35 (Su): Starting at 2nd level, the time thief gains the ability to steal a tiny fraction of her opponent’s speed and reaction time when making a sneak attack. Once per round when performing a sneak attack on an opponent, the time thief can sacrifice a number of her sneak attack damage dice to steal an action from her opponent, allowing the time thief to take that action and denying her opponent the ability to use that action until the start of the time thief’s next turn. An affected target is allowed a Will saving throw (DC 10 + 1/2 the time thief’s class level + her Charisma modifier) to negate the effect. The actions the time thief can steal, and the amount of sneak attack dice she must sacrifice to steal them, are as follows:
1 sneak attack die - Attack of opportunity. The time thief steals 1 attack of opportunity from her opponent and increases the number of attacks of opportunity she can make by 1 until the start of her next turn.
3 sneak attack dice - Swift or immediate action. The time thief steals her opponent’s swift action and may use an extra swift action on her turn, or an additional immediate action before the start of her next turn.
5 sneak attack dice - Move action. The time thief steals her opponent’s move action and may use an extra move action on her turn.
7 sneak attack dice - Standard action. The time thief steals her opponent’s standard action and may use an extra standard action on her turn.
10 sneak attack dice - Full round action. The time thief steals her opponent’s standard and move actions, and may use an extra standard action and move action on her turn.
This replaces the rogue talent normally gained at 2nd level.
Steal Time (Su) DC 33: From 10th level on, whenever the time thief reduces an opponent to 0 or fewer hit points with a sneak attack, she may spend an immediate action to instantly slay the opponent unless they succeed at a Fortitude saving throw (DC 10 + 1/2 the time thief’s class level + her Charisma modifier). If the target fails their saving throw, the time thief absorbs a portion of the time the creature would have still had left, adding it to her own. The time thief increases her natural life span by a number of years equal to the creature’s CR; a creature whose CR is less than 1 provides no benefit. If the time thief is middle aged or older, she may subtract these years from her current age up to her minimum age for adulthood, removing any age-related penalties to physical ability scores while retaining any bonuses to mental ability scores; the time thief cannot gain bonuses for reaching a new age category more than once. In addition, each time the time thief successfully slays a creature whose CR is at least 1 with this ability, she gains a number of temporary hit points equal to twice her class level; these temporary hit points expire after one minute.
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
Telepathy (Su) Communicate telepathically with your collective
Terrain Mastery (+Greater) (Cold) +8 to Initiative, Perception, Stealth, and Survival in Cold environments.
Preach the Silence (+5 morale to hit, saves for 14 rounds, or until leaves collective) (Su) Whenever a creature fails a saving throw to be added to her collective, the void prophet’s allies in the collective gain a +1 morale bonusto attack rolls and saving throws for a number of rounds equal to her initiation modifier, or until the creature leaves her collective, whichever happens first. This bonus increases by +1 at 5th level and again every five void prophet levels thereafter.
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Canny Scoundrel Abilities
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Martial Tradition Phalanx Soldier
Athletics (Run)
You move five times your normal speed while running if wearing medium, light, or no armor and carrying no more than a medium load, or four times your speed if wearing heavy armor or carrying a heavy load. If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your check. You retain your Dexterity bonus to your Armor Class while running
Shield Training - proficiency with all shields.
Spear Dancer You may treat any spear or polearm you wield as though it had the finesse weapon special feature, and may wield it as a one-handed weapon.
Critical Genius (lance) You may select 1 weapon with which you are proficient (including unarmed strike), treating that weapon as though its critical threat range was 19-20 (unless it would be higher) and its critical multiplier as though it was x2 (even if it would normally be higher). In addition, when you confirm a critical hit with the chosen weapon while using the attack action, you deal additional damage equal to your base attack bonus; this additional damage is applied after other modifiers and is not multiplied by the critical hit. At +10 base attack bonus, the chosen weapon’s critical threat range is instead treated as 18-20.
Unarmored Training +9 When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess. This bonus to AC applies even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the monk or similar abilities.
Beastmaster: ride package - Defensive Rider When your mount is targeted by an attack or subject to a Reflex save, you may spend an attack of opportunity to make a Ride check and use the result in place of your mount’s AC or Reflex save result, if higher.
Pet Gain a familiar (stacks with Eldritch Guardian)
Shield Active Defense AoO : +7 
If you are using a shield and you are attacked by a creature you are aware of while not flat-footed, you may spend an attack of opportunity to increase your shield bonus to AC against that attack by +2. This decision must be made before the roll is made. For every 4 points of base attack bonus you possess, the increase to your shield bonus provided by this talent increases by 1. Talents with the (deflect) tag grant additional effects to this ability. Each use of active defense may only benefit from one (deflect) talent. You may expend your martial focus to use active defense in place of spending an attack of opportunity.
Cover Ally As long as you have martial focus, you may use active defense to benefit an ally when an ally within your shield’s reach is targeted by an attack.
Redirecting Shield Whenever a weapon attack (not including siege weapons, or other massive weapons) misses a creature benefiting from your active defense, you may choose a new target for the attack within its original range (for ranged attacks) or reach (for melee attacks) as a free action that can be taken even when it’s not your turn, comparing the original attack roll, with a -2 penalty, to the new target’s AC and resolving the attack as normal on a successful hit.
Perfect Redirection You may use your Redirecting Shield talent against spell effects that include an attack roll or touch attack.
Soul’s Shield You gain a resistance bonus to all saving throws equal to your shield’s enhancement bonus to AC.
Scoundrel (bonus) Swift Hands
You may use your Dexterity in place of your Strength when attempting a dirty trick or steal maneuver and may use your ranks in the Sleight of Hand skill in place of your base attack bonus when determining your combat maneuver bonus to perform a dirty trick or steal maneuver. In addition, you may apply any enhancement bonuses to your unarmed strikes to your dirty trick and steal combat maneuvers.
Marked Target
You may make a melee touch attack against a creature as a swift action; if this attack is successful, the creature is battered and takes a -1 penalty on Perception checks for 1 round. For every 4 ranks in Sleight of Hand you possess, this penalty is increased by 1.
Whenever you perform a steal or dirty trick combat maneuver, or make a Sleight of Hand check to take an object from a target unnoticed, you may apply one (trick) talent to it. (Trick) talents cannot be applied to maneuvers performed as a free action.
Scout As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.
Lurker - Creatures using unusual forms of sensory perception such as blindsight, greensight, or tremorsense cannot automatically foil your use of Stealth; such creatures must make a Perception check as normal to detect you when you make use of the Stealth skill.
Lurker foils divination spells and Divination sphere sense abilities in the manner described above, but has no effect on spell, sphere, spell-like, or supernatural abilities specifically used to uncover information about you rather than enhancing the user’s perception, such as when scrying or using the Divination sphere‘s divine abilities
Walk unseen - So long as you have martial focus, ending your turn without cover or concealment does not automatically cause you to lose the benefits of Stealth. This only applies for a single round in a row; if you end your next turn without cover or concealment, this benefit does not apply.
Vanish - So long as you have martial focus, you may use your Stealth skill to hide even when observed.
Discern illusions - As long as you have martial focus, you gain a bonus to all Will saves against illusions (including glamers, figments, and any effects created by the illusion school or the Illusion sphere) equal to 1/2 your ranks in Perception (minimum 1). As a swift action, you can expend martial focus to share this bonus with all allies within 30 ft. for a number of rounds equal to your practitioner modifier.
Piercing Eye - move (or free+expend focus): reduce miss chance 55% - You have learned to see through obscuring effects and to spot the subtle patterns in defensive illusions. You may spend a move action to reduce your miss chance due to concealment on a single creature by 5% until the start of your next turn (this cannot reduce your miss chance due to concealment below 0).
For every 2 ranks in Stealth you possess, you further reduce your miss chance due to concealment by an additional 5%. You may expend your focus to make this a free action. If the target is under the effects of the mirror image spell or a similar effect, you may roll twice and choose the most favorable result when determining if the target was struck.
True Sight This functions as the true seeing spell but is a personal, extraordinary effect that allows you to see through normal and magical darkness, notice secret doors hidden by magic, see the exact locations of creatures or objects under blur or displacement effects, see invisible creatures or objects normally, see through illusions, and see the true form of polymorphed, changed, or transmuted things. Further, you can focus your vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of this effect is 120 feet.
Find Gap -6 AC 
Whenever you successfully use the scout ability against a creature, you treat their AC as 1 lower than it actually is for a number of rounds equal to 1/2 your ranks in Perception (minimum 1). For every 4 ranks you possess, treat their AC as an additional 1 point lower
Hidden Focus
Whenever you use the Stealth skill to successfully hide when making a move action, you regain your martial focus
Identify Rhythms +6 dodge to AC
As long as you have martial focus, whenever you have successfully used the scout ability against a creature, you gain a +1 dodge bonus to AC against all of their attacks. For every 4 ranks in Perception you possess, this dodge bonus increases by +1
Track the Scene You gain a competence bonus to Survival checks made to find and follow tracks equal to 1/2 your ranks in Perception (minimum +1). When successfully following a set of tracks no older than 1 hour per rank in Stealth you possess (minimum 1 hour), you learn not only what direction they headed but what actions the tracked targets took before leaving the area and during their movement as long as you successfully continue to follow their trail; information gained in this manner is typically quite general, such as whether the targets paused and ate, split up, had an altercation, etc. Detailed information such as what spells they may have cast or items they may have used is typically unavailable, unless the targets left some tangible indication of the act behind, such as an empty potion bottle
Inimical Gaze - The scout ability granted by the Scout sphere is now a gaze attack that can affect any creature within 60 ft. You may activate this gaze as a free action and it stays active until the end of your next turn. Any creature subject to the gaze that fails a Will save is automatically scouted by you
Detect Surface Thoughts - Once you have scouted a creature, you can attempt to discern their surface thoughts. Each round you may spend a standard action concentrating to gain more information on what a creature is thinking:
1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).
2nd Round: The Intelligence score of your scouted target. If its Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round.
3rd Round: Surface thoughts of the target. Creatures of animal intelligence (Intelligence 1 or 2) have simple, instinctual thoughts
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Dasher      CR –
Small aether elemental
N Small outsider (air, elemental, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 34, touch 14, flat-footed 15 (+2 Dex, +10 natural, +1 size, +1 deflection, +10 circumstance (when ridden))
hp 210 (2d10+2) +20 THP
Fort +13, Ref +14, Will +12
Defensive Abilities improved evasion; Immune elemental traits
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Offense
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Speed fly 60 ft. (good)
Melee slam +22 (1d4+1)
Ranged telekinetic throw +22 (1d8+2)
Special Attacks whirlwind (10-20 ft. high, 1d4+1 damage, DC 12)
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Statistics
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Str 12, Dex 15, Con 12, Int 15, Wis 11, Cha 11
Base Atk +20; CMB +20; CMD 33
Feats Flyby Attack, Improved Critical, Improved Initiative, Outflank[APG], Precise Strike[APG], Weapon Finesse
[b]Skills 
Acrobatics +7, 
Bluff +23, 
Diplomacy +20, 
Escape Artist +7, 
Fly +31 (20 ranks, 3 class, 2 DEX, 2 size, 4 good)
Knowledge (planes) +2, 
Perception +4, 
Stealth +30
Languages Auran
SQ empathic link
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Tracked Resources
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. . -none-
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Elemental Traits Elementals have many immunities.
Empathic Link (Su) You have an empathic link with your master.
Fly (60 feet, Good) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Telekinetic Invisibility Inherently invisible. Not subject to invisibility purge &etc.
Telekinetic Throw (1000 lbs, 480’) DC 21 can fling a creature or object (with a maximum range of 480 feet). A creature receives a Fortitude save to avoid being thrown (the save DC is Constitution-based). The telekinetic throw deals the listed damage to both the thrown creature or object and the target.
The aether elemental can throw a creature or object that weighs at most 50 pounds per Hit Die the elemental possesses.
Telekinetic Maneuver (1200’) DC 21 once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity. CMB = HD + DEX. No save is allowed against these attempts, but spell resistance applies normally. 
Spell Resistance 25 5 + Level