CN Medium Humanoid (Fey & Shapechanger)
Init +3 (+3 Dex), Darkvision (60 ft.), Light sensitivity
Defense
AC 19 (10 +6 Armor Bonus +3 Dex); Touch 13 (10 +3 Dex); Flat-Footed 16 (10 +6 Armor Bonus)
HP 52 (38 +7x2 Con +0x1HP Favored Class Bonus)
Fort Save +5 (+2 Class +2 Con +1 Resistance); Ref Save +9 (+5 Class +3 Dex +1 Resistance); Will Save +5 (+5 Class -1 Wis +1 Resistance)
+2 on saves vs. enchantment spells/effects
+2 vs. death effects
Immune to sleep effects
Natural healing is doubled
+2 per die on magical healing
Damage from cold iron weapons can't be healed naturally
+1 damage from cold iron weapons
Offense
Speed: Medium (30 ft)
Melee: +1 Keen Adamantine Nodachi
Damage: 1d10 +5 [+3 Power Attack]
Attack roll: +10 [-1 Power Attack] (+5 Base Atk +3 Str +1 Enhancement +1 Weapon Focus)
Crit: 15/20x2
Melee: Cold wood Nodachi
Damage: 1d10 +5 [+3 Power Attack]
Attack roll: +9 [-1 Power Attack] (+5 Base Atk +3 Str +1 Weapon Focus)
Crit: 18/20x2
Ranged: +2 Darkwood Composite Longbow [+3 Str]
Damage: 1d8 +5
Attack roll: +10 (+5 Base Atk +3 Dex +2 Enhancement)
Crit & range: x3; 110 feet
Ranged: Javelin
Damage: 1d6 +3
Attack roll: +8 (+5 Base Atk +3 Dex)
Crit & range: 19–20/×2; 80 feet
Statistics
Str 17 (16 +1 Lv4), Dex 16 (14 +2 Race), Con 14, Int 8, Wis 8 (10 -2 Race), Cha 14 (12 +2 Race)
Base Atk +5; CMB +8 (+5 Base Atk +3 Str); CMD 21 (10 +5 Base Atk +3 Str +3 Dex)
Feats:
Extra Temporal Talent
Fey Foundling
Mote of Time (Class)
Power Attack
Temporal Talent (Class)
Weapon Focus [Nodachi]
Racial Traits:
Deepsight
Fey Immunities
Mortal-Touched
Primal Healing
Seeming
Traits:
Armor Expert
Friend in Every Town [+1 on Kn (Local) & Diplomacy. Diplomacy is a class skill.]
Skills (Untrained):
Appraise -1 (-1 Int)
Craft -1 (-1 Int)
Fly +3 (-0 Armor +3 Dex)
Heal -1 (-1 Wis)
Perform +2 (+2 Cha)
Survival -1 (-1 Wis)
Skills (Trained):
Acrobatics +13 (+7 +3 Class -0 Armor +3 Dex)
Bluff +6 (1 +3 Class +2 Cha)
Climb +7 (1 +3 Class -0 Armor +3 Str)
Diplomacy +13 (7 +1 Trait +3 Class +2 Cha)
Disable Device +7 [+2 Circ. bonus, Mst. Thieves' Tools] (1 +3 Class -0 Armor +3 Dex)
Disguise +6 (1 +3 Class +2 Cha)
Escape Artist +7 (1 +3 Class -0 Armor +3 Dex)
Intimidate +6 (1 +3 Class +2 Cha)
Knowledge (History) +3 (1 +3 Class -1 Int)
Knowledge (Local) +3 (1 +3 Class -1 Int)
Knowledge (Planes) +3 (1 +3 Class -1 Int)
Linguistics +2 (3 -1 Int)
Perception +5 (3 +3 Class -1 Wis)
Ride +7 (1 +3 Class -0 Armor +3 Dex)
Sense Motive +3 (1 +3 Class -1 Wis)
Sleight of Hand +7 (1 +3 Class -0 Armor +3 Dex)
Stealth +7 (1 +3 Class -0 Armor +3 Dex)
Swim +7 (1 +3 Class -0 Armor +3 Str)
Use Magic Device +3 (1 +2 Cha)
Languages: Axe, Common, Elven, Giant, Sylvan
Equipment
Combat gear
Cold Wood Nodachi (2060gp, 8lbs.)
+2 Darkwood Composite Longbow [+3 Str] (8730gp, 1.5lbs.)
Javelin [x2] (each 1gp, 2lbs.)
+1 Keen Adamantine Nodachi (11,060gp, 8lbs.)
Ammunition
Alchemical Silver Arrows [20] (20 = 41gp, 3lbs.)
Arrows [84] (20 = 1gp, 3lbs.)
Cold Iron Arrows [20] (20 = 2gp, 3lbs.)
Wearing & otherwise equipped
Cloak of Resistance +1 (1000gp, 1lb.)
Crystal Tiara (1000gp, -)
Gold Signet Ring, with the image of a flowering tree (5gp, -)
+1 Mithral Breastplate (5200gp, 15lbs.)
Noble's Outfit (75gp, 10lbs.)
Robe of the Faerie Queen (4800, 1lb.)
Silver Earrings with Yellow Sapphires (10gp, -)
Silver Necklace with Yellow Sapphires (10gp, -)
Handy Haversack (2000gp, 5lbs.): 102/120lbs.
Acid [x5] (each 10gp, 1lb.)
Alchemist's Fire [x5] (each 20gp, 1lb.)
Bedroll (1sp, 5lbs.)
Chalk [x10] (1cp, -)
Fishhook (1sp, -)
Flint and Steel [x2] (1gp, -)
Grappling Hook (1gp, 4lbs.)
Hot weather outfit (8gp, 4lbs.)
Masterwork Thieves' Tools (100gp, 2lbs.)
Rope, Hemp (50 ft.) (1gp, 10lbs.)
Shovel (2gp, 8lbs.)
Tent, Large (30gp, 40lbs.)
Trail Ration [x7] (each 5sp, 1lb.)
Traveler's Outfit (1gp, 5lbs.)
Waterskin (1gp, 4lbs.)
Encumbrance: 72.1lbs.; Light Load, (Light Load up to 86lbs., Medium up to 173lbs., Heavy up to 260lbs.)
Money: 2875gp 8sp 7cp
Class Info
Favored class: Time thief
Alternate class bonus: Add +1/2 mote of time per day. (Chosen 7 times.)
Mote of Time (13 a day: 3 +7 Class Level +7x0.5 Fav Class):
Once a round, as a free action, a time thief can expend a mote to do any one of the following things:
* Gain a bonus to one attack roll, skill check, ability check, or saving throw. The roll must represent a single action that occurs entirely within a single round. (A time thief could use a mote to add a bonus to an Acrobatics check to leap over a chasm, but not to a Craft check made to determine how much progress was made after a day of work.) The bonus gained is equal to +1d4. This increases to +2d4 at 8th level, and +3d4 at 16th level. The time thief can decide to add this bonus immediately after seeing the result of the original die roll.
* Take a swift action that does not count against the time thief’s normal limit of one swift action per round.
* Act in the surprise round when the time thief would not normally be able to do so.
* At 3rd level, a time thief gains the ability to add the bonus from spending a mote of time to a single damage roll, or to her armor class (as a dodge bonus) until the beginning of her next turn.
* At 7th level, the time thief may spend a mote to reduce the duration of any negative condition or effect she is suffering. By accelerating the speed with which only the negative influences on her travel through time, the time thief can reduce the duration of any one condition, affliction, or spell effect by 1d6 rounds (to a minimum of 0). This increased to a 2d6 round reduction at 15th level.
* At 11th level, the time thief may spend a mote to take a move action as a swift action.
* At 19th level, the time thief may use a mote to grant any ally within 60 feet that she can see an additional move action on that ally’s next turn.
Temporal Talents:
Evasion (Ex): The time thief can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the time thief is wearing light armor or no armor. A helpless time thief does not gain the benefit of evasion. A time thief with this talent may also choose to spend a mote when making a Reflex save. If she does so, she takes no damage on a successful saving throw, and only half damage even if she misses her save. A time thief must decide to spend a mote prior to making the Reflex saving throw roll.
Old Wounds (Su): As a standard action, the time thief can channel time into a wound, causing it to experience rapid healing, as if many days had passed. The time thief may spend a mote to heal her own wounds, or the wounds of an ally touched. The wounds heal for 1d8 damage +1 per class level of the time thief.
Steady Hand (Su): The time thief can rewind time by small amounts to erase any minor mistakes she makes as a result of distraction around her. By spending a mote, the time thief may use skills reliably even under adverse conditions. Once she spends the mote, she may take 10 on any single skill check made before the end of her next round, even if stress and distractions would normally prevent her from doing so.
Uncanny Dodge (Ex): A time thief with this talent can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A time thief with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
Aevum (1 a day):
The time thief has a single aevum per day to spend. She gains additional aevum powers at 9th, 13th, and 17th level, and also increases her daily aevum pool by +1 at each of the levels. Spending an aevum is a standard action unless the ability description says otherwise.
Bolt Time (Su): By spending an aevum, the time thief can accelerate her movements to a speed that allows her to easily see and react to the movement of a crossbow bolt or other projectile as it flies toward a target. The time thief remains in bolt time for one round per class level. This ability counts as a haste effect. While in bolt time, the time thief gains the following benefits:
* When making a full attack action, the time thief may make one extra attack with any weapon she is holding. The attack is made using her full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by haste or a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
* The time thief gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.
* All of the time thief’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice her normal speed using that form of movement. This increase counts as an enhancement bonus and it affects the time thief’s jumping distance as normal for increased speed.
* Each round, the time thief may automatically dodge the first ranged attack she is aware of that would otherwise strike her.
Item Abilities:
Crystal Tiara: Despite its fragile appearance, this intricate ice crystal tiara has hardness 12 and 10 hp. Its wearer gains the effects of endure elements against cold conditions only.
- 5th Level: Once per day, the wearer can summon a small ice elemental as summon monster II.
- 7th Level: As a standard action, the wearer can launch an icicle at a foe within 30 ft. as a ranged attack. On a hit, the icicle deals 1d6 points of piercing damage and 1d6 points of cold damage. The wearer can walk across icy ground without slipping.
- 10th Level: As part of her move action, the wearer can step into the air, creating crystalline stairs beneath her feat, adding new steps in whichever direction she travels, and melting away behind her. If another tries to climb the steps, they crumble away, leaving only the portions beneath the wearer's feet intact. This otherwise acts as the air walk spell. She can use this ability each day for 10 minutes per level, divided any way she chooses in 10 minute intervals.
- 12th Level: Once per day, the wearer can call forth an ice storm. When she uses the tiara to summon ice elementals, she can either summon 1d4 small ice elementals or 1 medium ice elemental as summon monster IV.
- 14th Level: Once per day, the wearer can travel to a safe, very familiar location, as if she had cast ice crystal teleport on herself. When she uses the tiara to summon ice elementals, she can also choose to summon 1d3 medium ice elementals or 1 large ice elemental as summon monster V.
- 16th Level: The wearer can use the tiara to call up a tower of ice, exactly as an instant fortress except that the tiara does not transform into the tower, the tower takes 1 minute to rise instead of 1 round, the walls of the tower only have 12 hardness, like the tiara, and damage to the tower does not carry over upon multiple uses of this ability.
- 18th Level: When the wearer calls forth a tower of ice, if there is enough open space, she can also choose to call forth a small palace instead, 100 feet square at the base with 20 foot tall rooms, with a central tower 20 feet square and 100 feet high. At will, she can spend 5 rounds to transform into a flurry of snowflakes that can move at incredible speed. Treat this as wind walk except she gains vulnerability to fire. It normally takes 5 rounds to transform back into her normal shape. However, she can revert to her original form early as a standard action. If she does so, she cannot transform into snowflakes again for 24 hours. When she uses the tiara to summon ice elements, she can also choose to summon 1d4+1 medium ice elementals, 1d3 large ice elementals, or 1 huge ice elemental as summon monster VI.
- 20th Level: The wearer gains cold resistance 30. When she uses the tiara to summon ice elementals, she can also choose to summon 1d4+1 huge ice elementals, 1d3 greater ice elementals, or 1 elder ice elemental as summon monster VIII. She can create ice stairs without a daily limit, and if she wishes, they last for 1 minute before melting, even if another creature tries to climb them. If she chooses to make them last longer, she can dismiss the stairs behind her as a swift action, potentially causing creatures climbing the stairs to fall.
Robe of the Faerie Queen: When donned, this sheer, sleeved cape fades to near invisibility. It grants the wearer a +4 competence bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against fey. On command, the mantle glows in delicate faerie fire of any color, and a second command word ceases its glow.
- 8th Level: The mantle magnifies and sharpens the wearer's beauty such that her +4 competence bonus now applies to all Charisma checks, Charisma-based skill checks, and Sense Motive checks against creatures. Against fey, the bonus increases to +6.
- 10th Level: The mantle's wearer becomes manipulative and eloquent in social situations. Whenever she converses with creatures, she can insert a suggestion (DC 14 Will save negates) for every 10 minutes of conversation by succeeding at a DC 14 Perform (oratory) check. If she ever fails the Perform (oratory) check to use this ability, all creatures who witnessed her misstep are immune to this ability for 24 hours.
- 12th Level: Once per day, the wearer can release the glow within the mantle in a single coruscating burst of color. This blinds creatures in a 10-foot radius (Reflex DC 19 negates) for 1d4 rounds and completely dispels any darkness spells of 6th level or lower whose source is within its area.
- 14th Level: The wearer grows a pair of gossamer wings. The wings are delicate and weak, carrying the wearer only with difficulty. She gains a fly speed of 30 feet (poor maneuverability).
- 16th Level: The wearer's wings grow stronger, more agile, and more beautiful, as iridescent patterns trace along them. Her fly speed increases to 60 feet (good maneuverability), and she gains a +5 competence bonus to Fly checks.
- 18th Level: The wearer gains a small domain in the fey realm. She can access her domain from any location, creating a silvery gateway. Treat her domain as a mage's magnificent mansion except that its size is equal to 20 10-ft. cubes/level, the domain appears as a natural wilderness instead of a mansion, and the servants are tiny fey instead of nearly-transparent liveried servants.
- 20th Level: The wearer's type changes to fey, and she gains DR 10/cold iron. If the wearer's type was already fey and she already possessed DR/cold iron, her DR increases by 10 and magic weapons with enhancement bonuses of +3 or greater do not count as cold iron for the purpose of bypassing her DR.
Other Abilities:
Rune of Healing: Once per day as a swift action you may cast cure moderate wounds, healing 2d8 points of damage.