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Unusual Gear
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mwk elysian bronze birdlance A birdlance is, at heart, a lance scaled down to Tiny size and modified for use by an extremely agile, flying humanoid. Made only at sizes Tiny or smaller, the birdlance is customarily 3' worth of needle-pointed steel, long enough to permit the fae (or similar creature) to attack into an adjoining space without entering it (and thus exposing themselves to an attack due to movement). Its light (albeit still two-handed) build permits it to be used as a finesse weapon, and like a lance, when used in a charge it inflicts double damage.
Damage Type: P
Critical: x3
Specials: Charge Damage, Reach
Cost: 12gp, 5 sp
Racial Equipment: Sprites, Lyrakien and Thyrlien Azata
Weight: 0.5 lbs.
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Agile Maneuvers [Combat Trick] For a Combat Maneuver, treat self as size category larger for each 2 Stamina spent (up to Dex bonus)
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) 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.
Deadly Aim [Combat Trick] 4 stamina points reduce penalty from Deadly Aim by 1.
Dual Initiative (Ex) You act a second time each round at -20 from your normal initiative
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fated Guardian (Su) Target creature attacks/attempts save roll twice keep better result.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fly (110 feet, Perfect) You can fly!
Immunity to Electricity You are immune to electricity damage.
Immunity to Petrification You are immune to Petrification.
Improved Initiative [Combat Trick] 10 stamina points to use 20 as the rolled result.
Improved Weapon Finesse Gain Dex on damage with Finesse weapons.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Smite Threat (1/day) (Su) +11 to attack/ +5 damage vs. foe threatening ward.
Spell Resistance (17) You have Spell Resistance.
Starlight Blast (1/1d4 rounds, DC 14) (Su) 5-ft burst deals 1d4 holy damage + 1 for each step away from CG (Ref neg.)
Traveler's Friend (1/day) (Su) Listening to lyraken's performance removes the effects of exhaustion and fatigue.
Truespeech (Su) Speak with any creature that has a language.
Nyssa Half-Devil:
Nyssa Half-Devil
Female half-infernal human (pyure) zen archer unchained monk 18/psychic 20/shadowdancer 2/gestalt 20/wizard*/Champion 10 (Advanced Player's Guide, Pathfinder RPG Bestiary 171, Pathfinder RPG Occult Adventures 60, Pathfinder Unchained 14, Ultimate Wilderness 210)
LE Medium outsider (native)
Init +36; Senses darkvision 90 ft., see in darkness; Perception +38
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Defense
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AC 62, touch 45, flat-footed 48 (+8 armor, +5 deflection, +8 Dex, +6 dodge, +4 monk, +9 natural, +12 Wis)
hp 302 (20d10+180)
Fort +23, Ref +26, Will +29
Defensive Abilities evasion, fortification 50%, hard to kill, mythic saving throws, share will, uncanny dodge, unstoppable; DR 10/good or magic; Immune cold, fire, poison; Resist acid 15, electricity 10, sonic 10; SR 35
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Offense
--------------------
Speed 130 ft., fly 120 ft. (good)
Melee unarmed strike +27/+27/+27/+22/+17 (2d8+6/19-20/×3) or
. . bite +22 (1d6+3), 2 claws +22 (1d4+3)
Ranged +5 adaptive cyclonic guided penetrating seeking horse bow +39/+39/+39/+39/+39/+39/+34/+29 (2d6+20/19-20/×3)
Special Attacks arcane metamastery[MA] (1 spell slots), archmage arcana (arcane surge), champion's strike (distant barrage), flurry of blows (unchained), force of will, ki focus bow, mythic power (21/day, surge +1d12), phrenic amplifications (dispelling pulse[OA], dual amplification[OA], mimic metamagic[OA], relentless casting[OA], will of the dead[OA]), phrenic pool (22 points), smite good, style shot, trick shot, zen archery
Spell-Like Abilities (CL 20th; concentration +19)
. . 3/day—chains of darkness, darkness, malediction, unholy aura
. . 1/day—blasphemy, boneshatter, destruction, instrument of agony, lost legacy, summon monster ix (fiends only), unholy blight
Arcane School Spell-Like Abilities (CL 20th; concentration +19)
. . 12/day—diviner's fortune (+10)
Psychic Spell-Like Abilities (CL 20th; concentration +29)
. . Constant—haste
. . 1/day—detect thoughts (DC 10), telepathic bond Wizard Spell-Like Abilities (CL 20th; concentration +19)
. . At will—cantrip
Monk (Unchained) Spell-Like Abilities (CL 18th; concentration +17)
. . —barkskin (self only, 1 ki)[UM]
. . —ki leech (0 ki)[UM]
. . —restoration (self only, 2 ki)[UM]
. . —shadow walk (3 ki)[UM]
. . —share memory (0 ki)[UM]
Psychic Spells Known (CL 20th; concentration +29)
. . 9th (7/day)—divide mind[OA], major mind swap[OA] (DC 28)
. . 8th (7/day)—moment of prescience
. . 7th (7/day)—greater arcane sight, finger of death[M] (DC 26), limited wish, power word blind
. . 6th (7/day)—legend lore
. . 5th (8/day)—retrocognition[OA]
. . 4th (8/day)—mind probe[OA] (DC 23)
. . 3rd (8/day)—dispel magic[M], haste[M]
. . 2nd (8/day)—hypercognition[OA], ironskin, mental block[OA] (DC 21)
. . 1st (9/day)—comprehend languages, dancing darkness, egorian diplomacy (DC 20), sow thought[ARG] (DC 20), true strike[M]
. . 0 (at will)—dancing lights, flare (DC 19), ghost sound (DC 19), message, open/close (DC 19), prestidigitation
. . Psychic Discipline Synthesis
. . M mythic spell
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Statistics
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Str 22, Dex 26, Con 22, Int 28, Wis 35, Cha 8
Base Atk +19; CMB +36 (+38 dirty trick, +38 disarm, +38 grapple, +38 reposition, +38 steal, +38 trip); CMD 79 (81 vs. dirty trick, 81 vs. disarm, 81 vs. grapple, 81 vs. reposition, 81 vs. steal, 81 vs. trip)
Feats Agile Maneuvers, Bonded Mind, Clustered Shots[UC], Combat Expertise, Combat Reflexes[M], Crane Riposte[UC], Crane Style[UC], Crane Wing[UC], Deadly Aim, Deflect Arrows[M], Deft Maneuvers, Dodge, Dual Path[M], Enforcer[APG], Extra Path Ability[M], Extra Path Ability[M], Fast Study[UM], Fiendskin, Fiendskin, Improved Precise Shot, Intensified Spell[APG], Maleficium, Mask Of Virtue, Mythic Paragon[M], Perfect Strike, Pinpoint Targeting, Point Blank Master[APG], Power Attack, Precise Shot, Soulless Gaze, Unarmed Combatant, Weapon Focus, Weapon Specialization
Traits attempted murder, bruising intellect, cunning liar (any city), strike first, strike ruthlessly and thus be victorious
Skills Acrobatics +27 (+32 to jump, +67 to jump), Appraise +10, Artistry (criticism) +13, Artistry (philosophy) +16, Bluff +35, Climb +10, Craft (alchemy) +32, Craft (bookbinding) +16, Craft (bows) +32, Craft (calligraphy) +16, Diplomacy +3, Disable Device +9, Disguise +5, Escape Artist +14, Fly +30, Heal +13, Intimidate +38, Knowledge (arcana) +24, Knowledge (dungeoneering) +24, Knowledge (engineering) +24, Knowledge (geography) +24, Knowledge (history) +24, Knowledge (local) +24, Knowledge (nature) +24, Knowledge (nobility) +24, Knowledge (planes) +24, Knowledge (religion) +24, Linguistics +20, Perception +38, Perform (dance) +5, Perform (percussion instruments) +5, Perform (sing) +5, Profession (barrister) +20, Profession (librarian) +18, Ride +12, Sense Motive +35, Sleight of Hand +27, Spellcraft +32, Stealth +31, Survival +13, Swim +10, Use Magic Device +4
Languages Anaiathan Sign, Azlanti, Celestial, Common, Draconic, Dwarven, Infernal, Kolshet, Lip-reading, Norspik, Old Talirean (dead Language), Yutak; telepathy 100 ft., tongue of the sun and moon
SQ always a chance[MA], amazing initiative, beyond morality[MA], component freedom[MA], component freedom[MA], component freedom[MA], critical master[MA], expanded awareness, fast movement (unchained), finesse weapon attack attribute, focused trance, forewarned, hide in plain sight, immortal, ki archery, ki arrows, ki pool (27 points, adamantine, cold iron, lawful, magic, silver), ki powers (abundant step, purity of body, qinggong power, qinggong power, qinggong power, qinggong power, qinggong power, wholeness of body), legendary champion, legendary hero, limitless range[MA], memory palace (planes, arcana, religion, geography, nobility, engineering, history, local), monk vows (vow of cleanliness[UM], vow of fasting[UM]), mythic spellcasting[MA], patient insight, precision[MA], psi-tech discovery (kinetic enhancement [+9]), punishing blow[MA], recuperation, reflexive shot, scrying adept, specialized school (divination), style shots (head shot, leaping shot, leg shot, shattering shot), telepathic bond, timeless body, unstoppable shot[MA]
Combat Gear keeper's bracers; Other Gear +5 adaptive cyclonic guided penetrating seeking horse bow, hel's prim profane seal signet +5, ludo's belt[ARG], ludo's sandals, 472,000 gp
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Special Abilities
--------------------
Abundant Step (Su) As a move action, use 2 ki to dimension door (self only).
Agile Maneuvers Use DEX instead of STR for CMB
Always a Chance (Ex) You don’t automatically miss when you roll a 1 on an attack roll.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Metamastery (1 spell slots) (Su) Use 1 power to apply a known metamagic (up to listed spell slot adjustment) to any spell for 10 rnds for free.
Arcane Surge (Su) Use 1 power, cast known/mem arcane spell for free, non-mythic save 2x (take low) & roll 2x vs. SR.
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Beyond Morality (Ex) Count as having no alignment, any effects on your either fail or treat you as the most favorable alignment.
Blasphemy (1/day) (Sp) Kills, paralyzes, weakens, or dazes nonevil subjects.
Bonded Mind You and ally you can see that has this feat can trade nonverbal messages.
Boneshatter (1/day) (Sp) Target's bones splinter, dealing 1d6/lvl and exhaustion.
Cantrip (Detect Poison, At will) (Sp) Cast selected cantrip at will.
Chains of Darkness (3/day) (Sp) Target is bound by chains (paralyzed) and can't use any extradimensional travel abilities.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Combat Expertise +/-5 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes [Mythic] As a swift action, use 1 power for movement AoO vs. foes who already provoked one for moving.
Component Freedom (3 components) (Ex) Ignore focus, material, somatic, or verbal components when casting spells (up to max listed).
Crane Riposte Lessen fight defensive attack pen. Gain AoO when deflect att/lose crane wing dodge bonus.
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Crane Wing Your sweeping blocks and graceful motions allow you to deflect melee attacks with ease.
Critical Master (Ex) Automatically confirm critical hits and do maximum damage against non-mythic creatures.
Damage Reduction (10/good or magic) You have Damage Reduction against all except Good or Magic attacks.
Darkness (3/day) (Sp) 20-ft. radius of supernatural shadow.
Darkvision (90 feet) You can see in the dark (black and white only).
Deadly Aim -5/+10 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deflect Arrows [Mythic] As an immediate action, use 1 power to deflect a single ray.
Deft Maneuvers You don't provoke attacks of opportunity when tripping.
Destruction (1/day) (Sp) Kills subject and destroys remains.
Dispelling Pulse (Ex) 1 pool: target of spell is affected by targeted dispel magic.
Distant Barrage (Ex) As a swift action, use 1 power for ranged att (+12 bonus, ignore cover/conceal & bypass all DR).
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +10 (12/day) (Sp) As a standard action, touch grants ally +10 insight bonus to many checks for 1 round.
Dual Amplification (Ex) 1 extra point to use two amplifications on spell.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (15) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Sonic (10) You have the specified Energy Resistance against Sonic attacks.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Expanded Awareness (20 rounds, Lifesense, 12/day) (Su) As mv act, gain selected ability for a short duration.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fast Movement (Unchained) (+60 ft.) The Monk adds 10 or more feet to his base speed.
Fast Study Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of y
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Flurry of Blows (Unchained) (Ex) As full-round action, gain extra attacks with some weapons.
Fly (120 feet, Good) You can fly!
Focused Trance (Ex) Meditate 1d6 rds and gain +20 circ bonus on single Appraise, Knowledge, or Spellcraft check.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Forewarned 10 (Su) Can always act in surprise rounds.
Fortification 50% You have a chance to negate critical hits on attacks.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Head Shot Increase crit threat rng & mult by 1 & +2 confirm crit with arrow.
Hide in Plain Sight (Su) Can use Stealth even while observed, if there is a shadow in 10 ft.
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Immunity to Cold You are immune to cold damage.
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Instrument of Agony (1/day) (Sp) Weapon exudes infernall fury, granting a bonus on Intimidate checks.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Focus Bow (Su) You can apply special Ki attacks to your arrows.
Ki Leech (0 Ki) (Sp) Costs 0 ki points to activate.
Ki Pool (27/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Kinetic Enhancement (+9) Bonus on combat maneuvers and checks to break or lift objects.
Leaping Shot (max 60 ft.) Leap up to fast move bonus as part of flurry.
Leg Shot On successful hit, free trip attempt.
Legendary Champion (Ex) On a miss against a non-mythic foe, reroll and take 2nd result. Activate when roll 20 to regain 1 power.
Legendary Hero (Su) One use of mythic power is regained each hr.
Limitless Range (Ex) Throw any melee weapon as if it had a range increment of 20 ft.
Lost Legacy (1/day) (Sp) Target can't improve other's attitudes, and all attitudes max at indifferent.
Malediction (3/day) (Sp) Affected target who dies is damned to Hell and hard to raise from the dead.
Mask of Virtue Your alignment is concealed.
Memory Palace (20 10-ft. cubes, 1/day) (Su) Mental extradimensional space grants +4 circ. bonus on selected skills.
Mimic Metamagic (Maximize Spell, Empower Spell) (Ex) Spend points from your pool to apply selected metamagics.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Patient Insight (Ex) When making Heal, Knowledge, Sense Motive or Survival chk, spend 1 phrenic pool, roll 2x take higher.
Perfect Strike (2d20, 18/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Phrenic Pool (22/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Pinpoint Targeting Standard action (may not move this round): target of your ranged attack loses armor, natural armor and shield bonuses to AC.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Punishing Blow (Ex) Creatures hit lose regeneration and fast healing for 1 rnd. Criticals cause loss of DR.
Purity of Body (Ex) Immune to all diseases, including supernatural and magical diseases.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Reflexive Shot (Ex) Make AoO with bow.
Relentless Casting (Su) 1 pool: roll twice and take better result to overcome SR for linked spell.
Remade Self (Haste, Constant) (Sp) Selected spell as constant effect. Use 1-cost amplification for no cost while under its effects.
Restoration (self only, 2 Ki) (Sp) Self only. Costs 2 ki points to activate.
Scrying Adept (Su) At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a -
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Shadow Walk (3 Ki) (Sp) Costs 3 ki points to activate.
Share Memory (0 Ki) (Sp) Costs 0 ki points to activate.
Share Will (Su) When your or familiar fails a save vs. mind-affecting effect, the other can roll in their place, but failure affects both.
Shattering Shot Shot ignores DR and hardness for damage.
Smite Good (1/day) (Su) +0 to hit, +20 to damage, +0 deflection bonus to AC when used.
Soulless Gaze Otherworldy dread infuses your gaze.
Spell Resistance (35) You have Spell Resistance.
Style Shot (2/round) (Ex) During flurry of blows, one or more shots has an extra effect.
Summon Monster IX (fiends only, 1/day) (Sp) Calls extraplanar creature to fight for you; summons Fiends only.
Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount.
Telepathic Bond (Sp) Cast telepathic bond, or expend 4th or higher spell slot to do so.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Timeless Body (Mature) (Ex) Take no penalties for age categories after the selected category.
Tongue of the Sun and Moon (Ex) Speak with any living creature, as if under a permanent tongues effect.
Trick Shot (Su) 1-3 Ki points: ignore varying amounts of cover or concealment.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Unholy Aura (3/day) (Sp) Granted by Half-Infernal heritage.
+4 to AC, +4 resistance, and SR 25 against good spells.
Unholy Blight (1/day) (Sp) Granted by Half-Infernal heritage.
Harms and sickens good creatures (1d8 damage/2 levels).
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Unstoppable Shot (Ex) As standard action, ranged attack affects all creatures in a line. Spend 1 power to bank shot.
Vow of Cleanliness (+3 ki) Wash daily, keep clean, don't touch the diseased/dirty/undead except to try to heal them, attack them w/ manufactured weapons.
Vow of Fasting (+3 ki) The monk eats nothing but rice (or a similar bland, staple food) and drinks nothing but water. On certain days (usually once per month or on a religious holiday), he may eat a small portion of other simple, bland food to maintain proper nutrition. Th
Weapon Focus (Bows) Choose one weapon group. You become better at using that type of weapon.
Prerequisites: base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies
Wholeness of Body (1d8+18 hp) (Su) As a standard action, use 2 ki to heal damage to self.
Will of the Dead (Su) 2 pool: overcome undead creature's immunity to mind-affecting effects for linked spell.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.
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Teegan CR –
Female nuncio jhereg
LE Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +12
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Defense
--------------------
AC 24, touch 15, flat-footed 21 (+4 armor, +3 Dex, +5 natural, +2 size)
hp 151 (1d8)
Fort +12, Ref +17, Will +14
Defensive Abilities evasion, improved evasion; SR 25
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Offense
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Speed 10 ft., fly 40 ft. (good)
Melee unarmed strike +19/+14/+9/+4 (1 nonlethal) or
. . bite +19 (1d3-2 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks sudden swoop
Spell-Like Abilities (CL 20th; concentration +1)
. . Constant—telepathic bond (with master only)
. . At will—guidance
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Statistics
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Str 6, Dex 17, Con 11, Int 26, Wis 14, Cha 11
Base Atk +19; CMB +20; CMD 28
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Lightning Reflexes, Power Attack
Skills Acrobatics +3 (-5 to jump), Fly +22, Knowledge (arcana) +22, Knowledge (dungeoneering) +22, Knowledge (engineering) +22, Knowledge (geography) +22, Knowledge (history) +22, Knowledge (local) +22, Knowledge (nature) +22, Knowledge (nobility) +22, Knowledge (planes) +22, Knowledge (religion) +22, Linguistics +9, Perception +12, Sense Motive +12, Stealth +22, Swim +7
Languages Anaiathan Sign, Azlanti, Common, Dwarven, Infernal, Kolshet, Old Talirean (dead Language) (can't speak)
SQ domain influence, empathic link, finesse weapon attack attribute, nuncio’s knowledge +10, share will
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-5 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -5/+10 Trade a penalty to ranged attacks for a bonus to ranged damage.
Divine Guidance (Sp) A discreet nuncio can cast guidance at will.
Domain Influence (Sp, Su) Gain domain power.
Empathic Link (Su) You have an empathic link with your master.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Fly (40 feet, Good) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nuncio’s Knowledge +10 (Ex) Attempt all Knowledge checks untrainted and gain bonus on all Knowledge checks.
Poison (DC 20) (Ex) Bite—injury; save Fort DC 20; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Scry on Familiar (Sp) Master can scry on you once per day.
Share Will (1/day) (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.
Spell Resistance (25) You have Spell Resistance.
Sudden Swoop (Ex) Do not provoke an AoO when making a charge whil flying. Gain +2 damage with bite when making a sudden swoop.
Nyssa Hellwalker:
--------------------
Nyssa Hellwalker
Female half-infernal agile human (pyure) zen archer unchained monk 18/psychic 20/shadowdancer 2/gestalt 20/wizard*/Champion 11 (Advanced Player's Guide, Pathfinder RPG Bestiary 171, Pathfinder RPG Mythic Adventures 224, Pathfinder RPG Occult Adventures 60, Pathfinder Unchained 14, Ultimate Wilderness 210)
LE Medium outsider (devil, evil, extraplanar, lawful, native)
Init +62/+42, dual initiative; Senses blindsight 400 ft., darkvision 90 ft., detect chaos, detect good, see in darkness, true seeing; Perception +57
Aura frightful presence (90 ft., DC 18), shield of law (DC 21)
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Defense
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AC 87, touch 66, flat-footed 65 (+8 armor, +5 deflection, +14 Dex, +8 dodge, +4 monk, +17 natural, +1 untyped bonus, +20 Wis)
hp 571 (31 HD; 11d8+20d10+400); regeneration 30 (epic and good, good and mythic, or deific)
Fort +30, Ref +39, Will +44
Defensive Abilities evasion, fortification 50%, hard to kill, mind blank, mythic saving throws, share will, uncanny dodge, unstoppable; DR 10/good or magic, 20/epic, 20/good, 20/silver; Immune ability damage, ability drain, charm, cold, compulsion, death effects, energy drain, fire, petrification, poison; Resist acid 35, electricity 10, sonic 10; SR 39
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Offense
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Speed 160 ft., fly 390 ft. (perfect)
Melee unarmed strike +44/+44/+44/+39/+34 (3d8+8/19-20/×3) or
. . bite +39 (1d6+4), bite +39 (1d6+4), 2 claws +39 (1d4+4), 2 claws +39 (1d4+4)
Ranged +5 adaptive cyclonic guided penetrating seeking horse bow +58/+58/+58/+58/+58/+58/+53/+48 (2d6+28/19-20/×3)
Special Attacks arcane metamastery[MA] (1 spell slots), archmage arcana (arcane surge), champion's strike (distant barrage), flurry of blows (unchained), force of will, ki focus bow, mythic power (-2/day, surge +1d12), phrenic amplifications (dispelling pulse[OA], dual amplification[OA], mimic metamagic[OA], relentless casting[OA], will of the dead[OA]), phrenic pool (30 points), smite good, stunning fist (25/day, DC 45), style shot, trick shot, zen archery
Spell-Like Abilities (CL 31st; concentration +34)
. . Constant—detect chaos, detect good, freedom of movement, mind blank, shield of law (DC 21), true seeing
. . At will—astral projection, deeper darkness, desecrate[M], dictum (DC 20), dominate person (DC 18), greater dispel magic, greater invisibility, greater teleport, order's wrath[M] (DC 17), unhallow
. . 3/day—chains of darkness, darkness, finger of death[M] (DC 20), limited wish[M], malediction, unholy aura
. . 1/day—arcane sight, blasphemy, boneshatter, destruction, instrument of agony, lost legacy, overwhelming presence[UM] (DC 39), reverse gravity, summon monster ix (fiends only), time stop[M], unholy blight, wish[M]
Arcane School Spell-Like Abilities (CL 20th; concentration +23)
. . 21/day—diviner's fortune (+10)
Psychic Spell-Like Abilities (CL 20th; concentration +38)
. . Constant—haste
. . 1/day—detect thoughts (DC 14), telepathic bond Wizard Spell-Like Abilities (CL 20th; concentration +23)
. . At will—cantrip
Monk (Unchained) Spell-Like Abilities (CL 18th; concentration +21)
. . —barkskin (self only, 1 ki)[UM]
. . —ki leech (0 ki)[UM]
. . —restoration (self only, 2 ki)[UM]
. . —shadow walk (3 ki)[UM]
. . —share memory (0 ki)[UM]
Psychic Spells Known (CL 20th; concentration +38)
. . 9th (9/day)—divide mind[M,OA], major mind swap[OA] (DC 37)
. . 8th (9/day)—moment of prescience
. . 7th (9/day)—greater arcane sight, finger of death[M] (DC 35), limited wish[M], power word blind
. . 6th (10/day)—legend lore
. . 5th (10/day)—retrocognition[OA]
. . 4th (10/day)—mind probe[OA] (DC 32)
. . 3rd (10/day)—dispel magic, haste[M]
. . 2nd (11/day)—hypercognition[OA], ironskin, mental block[OA] (DC 30)
. . 1st (11/day)—comprehend languages, dancing darkness, egorian diplomacy (DC 29), sow thought[ARG] (DC 29), true strike[M]
. . 0 (at will)—dancing lights, flare (DC 28), ghost sound (DC 28), message, open/close (DC 28), prestidigitation
. . Psychic Discipline Synthesis
. . M mythic spell
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Statistics
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Str 26, Dex 38, Con 30, Int 46, Wis 50, Cha 16
Base Atk +30; CMB +62 (+64 dirty trick, +64 disarm, +64 grapple, +64 reposition, +64 steal, +64 trip); CMD 118 (120 vs. dirty trick, 120 vs. disarm, 120 vs. grapple, 120 vs. reposition, 120 vs. steal, 120 vs. trip)
Feats Additional Traits, Agile Maneuvers, Ancient Tradition, Bonded Mind, Clustered Shots[UC], Combat Expertise, Combat Reflexes[M], Combat Rhythm, Crane Riposte[UC], Crane Style[UC], Crane Wing[UC], Deadly Aim, Deflect Arrows[M], Deft Maneuvers, Devil's Foe, Dodge, Dual Path[M], Elemental Fist[APG], Enforcer[APG], Extra Path Ability[M], Extra Path Ability[M], Fast Study[UM], Fiendskin, Fiendskin, Hammer The Gap[UC], Improved Precise Shot, Infernal Legist, Intensified Spell[APG], Maleficium, Mask Of Virtue, Mythic Paragon[M], Panther Claw[UC], Panther Parry[UC], Panther Style[UC], Perfect Strike, Pinpoint Targeting, Point Blank Master[APG], Power Attack, Precise Shot, Soulless Gaze, Stunning Fist, Unarmed Combatant, Weapon Focus, Weapon Specialization, Wretched Curator
Traits attempted murder, bruising intellect, cunning liar (any city), empathic diplomat (qadira or osirion), pragmatic activator, strike first, strike ruthlessly and thus be victorious
Skills Acrobatics +37 (+42 to jump, +89 to jump), Appraise +23, Artistry (criticism) +31, Artistry (philosophy) +41, Bluff +54, Climb +16, Craft (alchemy) +52, Craft (bookbinding) +31, Craft (bows) +52, Craft (calligraphy) +31, Diplomacy +59, Disable Device +24, Disguise +16, Escape Artist +27, Fly +55, Handle Animal +13, Heal +30, Intimidate +58, Knowledge (arcana) +41, Knowledge (dungeoneering) +41, Knowledge (engineering) +41, Knowledge (geography) +41, Knowledge (history) +41, Knowledge (local) +41, Knowledge (nature) +41, Knowledge (nobility) +41, Knowledge (planes) +41, Knowledge (religion) +41, Linguistics +46, Perception +57, Perform (dance) +16, Perform (percussion instruments) +11, Perform (sing) +16, Profession (barrister) +48, Profession (librarian) +43, Ride +22, Sense Motive +54, Sleight of Hand +37, Spellcraft +54, Stealth +48, Survival +30, Swim +16, Use Magic Device +30
Languages Abyssal, Anaiathan Sign, Azlanti, Celestial, Celestial, Common, Daemonic, Draconic, Dwarven, Infernal, Infernal, Kolshet, Lip-reading, Norspik, Old Talirean (dead Language), Yutak; telepathy 100 ft., telepathy 400 ft., tongue of the sun and moon
SQ always a chance[MA], amazing initiative, armor master[MA], beyond morality[MA], channel power[MA], component freedom[MA], component freedom[MA], component freedom[MA], critical master[MA], expanded awareness, fast movement (unchained), finesse weapon attack attribute, focused trance, forewarned, hide in plain sight, immortal, infernal duke traits, ki archery, ki arrows, ki pool (35 points, adamantine, cold iron, lawful, magic, silver), ki powers (abundant step, purity of body, qinggong power, qinggong power, qinggong power, qinggong power, qinggong power, wholeness of body), legendary champion, legendary hero, legendary item[MA], legendary item[MA], legendary item[MA], limitless range[MA], memory palace (planes, arcana, religion, geography, nobility, engineering, history, local), monk vows (vow of cleanliness[UM], vow of fasting[UM]), mythic spellcasting[MA], mythic spellcasting[MA], patient insight, precision[MA], psi-tech discovery (kinetic enhancement [+18]), punishing blow[MA], recuperation, reflexive shot, scrying adept, specialized school (divination), style shots (head shot, leaping shot, leg shot, shattering shot), telepathic bond, timeless body, unstoppable shot[MA]
Combat Gear keeper's bracers; Other Gear +5 adaptive cyclonic guided penetrating seeking horse bow, gown of martial elegance, hel's prim profane seal signet +5, ludo's belt[ARG], ludo's sandals, martial sash, 469,350 gp
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Special Abilities
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Abundant Step (Su) As a move action, use 2 ki to dimension door (self only).
Agile Maneuvers Use DEX instead of STR for CMB
Always a Chance (Ex) You don’t automatically miss when you roll a 1 on an attack roll.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Ancient Tradition Perform a daily ritual to show devotion to an ancient or lost culture and gain boons.
Arcane Metamastery (1 spell slots) (Su) Use 1 power to apply a known metamagic (up to listed spell slot adjustment) to any spell for 10 rnds for free.
Arcane Surge (Su) Use 1 power, cast known/mem arcane spell for free, non-mythic save 2x (take low) & roll 2x vs. SR.
Azlant You gain a +2 on Spellcraft and Use Magic Device checks.
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Beyond Morality (Ex) Count as having no alignment, any effects on your either fail or treat you as the most favorable alignment.
Blasphemy (1/day) (Sp) Kills, paralyzes, weakens, or dazes nonevil subjects.
Blindsight (400 feet) (Ex) Sense things and creatures without seeing them.
Bonded Mind You and ally you can see that has this feat can trade nonverbal messages.
Boneshatter (1/day) (Sp) Target's bones splinter, dealing 1d6/lvl and exhaustion.
Cantrip (Detect Poison, At will) (Sp) Cast selected cantrip at will.
Chains of Darkness (3/day) (Sp) Target is bound by chains (paralyzed) and can't use any extradimensional travel abilities.
Channel Power (Su) Use 1 power for +50% dam, 2x duration, ignore SR & -4 to saves (-2 if mythic) on spell.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Combat Expertise +/-8 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes [Mythic] As a swift action, use 1 power for movement AoO vs. foes who already provoked one for moving.
Combat Rhythm Each damaging melee attack reduces total voluntary penalties by 1 for until next turn.
Component Freedom (3 components) (Ex) Ignore focus, material, somatic, or verbal components when casting spells (up to max listed).
Crane Riposte Lessen fight defensive attack pen. Gain AoO when deflect att/lose crane wing dodge bonus.
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Crane Wing Your sweeping blocks and graceful motions allow you to deflect melee attacks with ease.
Critical Master (Ex) Automatically confirm critical hits and do maximum damage against non-mythic creatures.
Damage Reduction (10/good or magic) You have Damage Reduction against all except Good or Magic attacks.
Damage Reduction (20/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Damage Reduction (20/good) You have Damage Reduction against all except Good attacks.
Damage Reduction (20/silver) You have Damage Reduction against all except Silver attacks.
Darkness (3/day) (Sp) 20-ft. radius of supernatural shadow.
Darkvision (90 feet) You can see in the dark (black and white only).
Deadly Aim -8/+16 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deflect Arrows [Mythic] As an immediate action, use 1 power to deflect a single ray.
Deft Maneuvers You don't provoke attacks of opportunity when tripping.
Destruction (1/day) (Sp) Kills subject and destroys remains.
Devil's Foe Attacks count as good aligned to affect devils.
Dispelling Pulse (Ex) 1 pool: target of spell is affected by targeted dispel magic.
Distant Barrage (Ex) As a swift action, use 1 power for ranged att (+12 bonus, ignore cover/conceal & bypass all DR).
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +10 (21/day) (Sp) As a standard action, touch grants ally +10 insight bonus to many checks for 1 round.
Dual Amplification (Ex) 1 extra point to use two amplifications on spell.
Dual Initiative (Ex) You act a second time each round at -20 from your normal initiative
Elemental Fist (1d6) You can add 1d6 energy damage to an attack.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (35) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Sonic (10) You have the specified Energy Resistance against Sonic attacks.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Expanded Awareness (20 rounds, Lifesense, 20/day) (Su) As mv act, gain selected ability for a short duration.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fast Movement (Unchained) (+60 ft.) The Monk adds 10 or more feet to his base speed.
Fast Study Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of y
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Flurry of Blows (Unchained) (Ex) As full-round action, gain extra attacks with some weapons.
Fly (390 feet, Perfect) You can fly!
Focused Trance (Ex) Meditate 1d6 rds and gain +20 circ bonus on single Appraise, Knowledge, or Spellcraft check.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Forewarned 10 (Su) Can always act in surprise rounds.
Fortification 50% You have a chance to negate critical hits on attacks.
Frightful Presence (90 ft., 5d6 rounds, DC 18) Those in area of effect become frightened or shaken (Will neg.)
Hammer the Gap With a full-attack action, each hit against the same opponent deals extra damage
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Head Shot Increase crit threat rng & mult by 1 & +2 confirm crit with arrow.
Hide in Plain Sight (Su) Can use Stealth even while observed, if there is a shadow in 10 ft.
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Charm You are immune to charm effects.
Immunity to Cold You are immune to cold damage.
Immunity to Compulsion You are immune to compulsion.
Immunity to Death Effects You are immune to death effects.
Immunity to Energy Drain Immune to energy drain
Immunity to Fire You are immune to fire damage.
Immunity to Petrification You are immune to Petrification.
Immunity to Poison You are immune to poison.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Infernal Duke Traits Rulers of devilkind and generals of vast legions, infernal dukes seek to spread the might of Hell across the planes. All infernal dukes are lawful evil outsiders that are, at a minimum, CR 26 in power. Unless otherwise noted in an infernal duke's ent
Infernal Legist Create infernal contract as a full-round action.
Instrument of Agony (1/day) (Sp) Weapon exudes infernall fury, granting a bonus on Intimidate checks.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Focus Bow (Su) You can apply special Ki attacks to your arrows.
Ki Leech (0 Ki) (Sp) Costs 0 ki points to activate.
Ki Pool (35/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Kinetic Enhancement (+18) Bonus on combat maneuvers and checks to break or lift objects.
Leaping Shot (max 60 ft.) Leap up to fast move bonus as part of flurry.
Leg Shot On successful hit, free trip attempt.
Legendary Champion (Ex) On a miss against a non-mythic foe, reroll and take 2nd result. Activate when roll 20 to regain 1 power.
Legendary Hero (Su) One use of mythic power is regained each hr.
Limitless Range (Ex) Throw any melee weapon as if it had a range increment of 20 ft.
Lost Legacy (1/day) (Sp) Target can't improve other's attitudes, and all attitudes max at indifferent.
Malediction (3/day) (Sp) Affected target who dies is damned to Hell and hard to raise from the dead.
Mask of Virtue Your alignment is concealed.
Memory Palace (20 10-ft. cubes, 1/day) (Su) Mental extradimensional space grants +4 circ. bonus on selected skills.
Mimic Metamagic (Maximize Spell, Empower Spell) (Ex) Spend points from your pool to apply selected metamagics.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Panther Claw Retaliate as a free action instead of as a swift action
Panther Parry Retaliatory attacks are resolved before the attack
Panther Style (20/round) Retaliate against opponents that take attacks of opportunity against you
Patient Insight (Ex) When making Heal, Knowledge, Sense Motive or Survival chk, spend 1 phrenic pool, roll 2x take higher.
Perfect Strike (2d20, 25/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Phrenic Pool (30/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Pinpoint Targeting Standard action (may not move this round): target of your ranged attack loses armor, natural armor and shield bonuses to AC.
Power Attack -8/+16 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Punishing Blow (Ex) Creatures hit lose regeneration and fast healing for 1 rnd. Criticals cause loss of DR.
Purity of Body (Ex) Immune to all diseases, including supernatural and magical diseases.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Reflexive Shot (Ex) Make AoO with bow.
Regeneration 30 (epic and good, good and mythic, or deific) Heal HP quickly and cannot die.
Relentless Casting (Su) 1 pool: roll twice and take better result to overcome SR for linked spell.
Remade Self (Haste, Constant) (Sp) Selected spell as constant effect. Use 1-cost amplification for no cost while under its effects.
Restoration (self only, 2 Ki) (Sp) Self only. Costs 2 ki points to activate.
Scrying Adept (Su) At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a -
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Shadow Walk (3 Ki) (Sp) Costs 3 ki points to activate.
Share Memory (0 Ki) (Sp) Costs 0 ki points to activate.
Share Will (Su) When your or familiar fails a save vs. mind-affecting effect, the other can roll in their place, but failure affects both.
Shattering Shot Shot ignores DR and hardness for damage.
Smite Good (1/day) (Su) +3 to hit, +31 to damage, +3 deflection bonus to AC when used.
Soulless Gaze Otherworldy dread infuses your gaze.
Spell Resistance (39) You have Spell Resistance.
Stunning Fist (25/day, DC 45) You can stun an opponent with an unarmed attack.
Style Shot (2/round) (Ex) During flurry of blows, one or more shots has an extra effect.
Summon Monster IX (fiends only, 1/day) (Sp) Calls extraplanar creature to fight for you; summons Fiends only.
Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount.
Telepathic Bond (Sp) Cast telepathic bond, or expend 4th or higher spell slot to do so.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Telepathy (400 feet) (Su) Communicate telepathically if the target has a language.
Timeless Body (Mature) (Ex) Take no penalties for age categories after the selected category.
Tongue of the Sun and Moon (Ex) Speak with any living creature, as if under a permanent tongues effect.
Trick Shot (Su) 1-3 Ki points: ignore varying amounts of cover or concealment.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Unholy Aura (3/day) (Sp) Granted by Half-Infernal heritage.
+4 to AC, +4 resistance, and SR 25 against good spells.
Unholy Blight (1/day) (Sp) Granted by Half-Infernal heritage.
Harms and sickens good creatures (1d8 damage/2 levels).
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Unstoppable Shot (Ex) As standard action, ranged attack affects all creatures in a line. Spend 1 power to bank shot.
Vow of Cleanliness (+3 ki) Wash daily, keep clean, don't touch the diseased/dirty/undead except to try to heal them, attack them w/ manufactured weapons.
Vow of Fasting (+3 ki) The monk eats nothing but rice (or a similar bland, staple food) and drinks nothing but water. On certain days (usually once per month or on a religious holiday), he may eat a small portion of other simple, bland food to maintain proper nutrition. Th
Weapon Focus (Bows) Choose one weapon group. You become better at using that type of weapon.
Prerequisites: base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies
Wholeness of Body (1d8+18 hp) (Su) As a standard action, use 2 ki to heal damage to self.
Will of the Dead (Su) 2 pool: overcome undead creature's immunity to mind-affecting effects for linked spell.
Wretched Curator (Completed, 1/day) When casting [evil] spells: remove evil descriptor and consider neutral for defenses and detections, or gain 2 temp hp per spell level.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.
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Teegan CR –
Female nuncio jhereg
LE Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +12
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Defense
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AC 24, touch 15, flat-footed 21 (+4 armor, +3 Dex, +5 natural, +2 size)
hp 285 (1d8)
Fort +15, Ref +24, Will +21
Defensive Abilities evasion, improved evasion; SR 25
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Offense
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Speed 10 ft., fly 40 ft. (good)
Melee unarmed strike +30/+25/+20/+15 (1 nonlethal) or
. . bite +30 (1d3-2 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks sudden swoop
Spell-Like Abilities (CL 20th; concentration +1)
. . Constant—telepathic bond (with master only)
. . At will—guidance
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Statistics
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Str 6, Dex 17, Con 11, Int 26, Wis 14, Cha 11
Base Atk +30; CMB +31; CMD 39
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Lightning Reflexes, Power Attack
Skills Acrobatics +3 (-5 to jump), Fly +22, Knowledge (arcana) +22, Knowledge (dungeoneering) +22, Knowledge (engineering) +22, Knowledge (geography) +22, Knowledge (history) +22, Knowledge (local) +22, Knowledge (nature) +22, Knowledge (nobility) +22, Knowledge (planes) +22, Knowledge (religion) +22, Linguistics +9, Perception +12, Sense Motive +12, Stealth +22, Swim +7
Languages Anaiathan Sign, Azlanti, Common, Dwarven, Infernal, Kolshet, Old Talirean (dead Language) (can't speak)
SQ domain influence, empathic link, finesse weapon attack attribute, nuncio’s knowledge +10, share will
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-8 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -8/+16 Trade a penalty to ranged attacks for a bonus to ranged damage.
Divine Guidance (Sp) A discreet nuncio can cast guidance at will.
Domain Influence (Sp, Su) Gain domain power.
Empathic Link (Su) You have an empathic link with your master.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Fly (40 feet, Good) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nuncio’s Knowledge +10 (Ex) Attempt all Knowledge checks untrainted and gain bonus on all Knowledge checks.
Poison (DC 20) (Ex) Bite—injury; save Fort DC 20; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based.
Power Attack -8/+16 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Scry on Familiar (Sp) Master can scry on you once per day.
Share Will (1/day) (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.
Spell Resistance (25) You have Spell Resistance.
Sudden Swoop (Ex) Do not provoke an AoO when making a charge whil flying. Gain +2 damage with bite when making a sudden swoop.