Ghoul

Schiffer's page

Organized Play Member. 177 posts (1,015 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 6 aliases.


RSS

1 to 50 of 177 << first < prev | 1 | 2 | 3 | 4 | next > last >>

I am going to be running a campaign with a lovecraftian feel to it. I plan to use both the horror adventures book and the occult adventure book to for the game.

What is some advice you guys have to help with this sort of campaign?

Any good books on the outer gods and great old ones out yet that I might have missed?


thanks!


One of the abilities of the artifact is to drain vitality and strength (Con, Str) when it deals damage. I want the players to have to roll a Con saving through or take some ability damage. Is there anywhere where someone had laid out the different saving throw DCs based on party level and how hard you want the saving throw to be for a quike graph or something?


For example, a succubus (CR7) with 7 levels of wizard would be a CR ?

And how do you do this math to figure it out?


Asking for a player and sending him here to find it.


"no, drives and ambitions aren't necessarily the same as emotions."

I agree, what I am looking for is the source of the drives, with out emotion.

"From the description in hero labs they have an innate sense of jealousy and malice, but do not feel pleasure or happiness. It also says they hide the hatefulness that lurks at their core. From the sound of it they do feel emotions just the negative ones.

Their Epithet is Spitespawn. You motivation is to prevent other from experiencing what you cannot."

Awesome! Thanks for pointing that out that adds a lot!

Dastis, thank you for that list, I'll be mulling it over!


My brother is planning to run a campaign where we play evil characters, and I am greatly looking forward to the idea of playing a Tiefling Rogue with the Div Bloodline. I recall reading somewhere (I believe it was the blood of fiends book?) that these Tiefling don't experience emotion, so my problem with this character is, where does the drive come from? All the PCs and NPCs I've ever made were able to experience emotion on some level and therefore, coming up with drive for something was not a problem at all, but now I am going to be playing someone who CANNOT experience these things. I know he is going to be a cold hearted killer, who never looks back, never regrets, but....the drive, I can't figure that one out. Any ideas. And any interesting things I can throw into this character to make him more memorable?


In my campaign the shadowfel (shadow realm) and the mortal realm are starting to fuse together, and soon my players will be entering this realm. The mortal realm is still dominant, but the shadowfel is starting to absorb it into its realm, creating a part of the mortal world known as the shadowlands. I have some indeas What are some things i can do to push this setting, and some encounters I can use as well.

-Vampire castle coming up obviously.
-A paladin escorting a necromancer to find justice.
-Undead everywhere
-Pens filled with humans for the undead to breed and feed on.
-Maybe a shadow dragon, although I am using a black dragon tonight and don't want to use to many dragons (They are special when I DM, players know there is going to be a good fight, don't want to lose that idea)
-Demons serving Orcus (Demonlord of undeath for those who don't know)
-Enhanced necromancy spells.
-Any other ideas?


Awesome advice guys, ty


Running a Black Dragon Lair in my next session. Need some help figured out his lair.

So far i Have:
-Underwater tunnels to help him get around the lair (escape and ambush as needed)
-Kobolds that are high off the swamp gas
-Swamp gas that gets you high
-Acid geysers
-Half Dragon Crocodiles that are in the marsh guarding the entrance.

What else could I add to make it fun and memorable for my players. Not really looking for things about the dragon I guess, I got that figured out, just want to make the lair interesting also. That is where I'm looking for more ideas, but dragon tactic advice is welcome too.


As title asks.


awesome! makes sense thank you!


Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.

What exactly does this do? I am not sure I understand what a character with this would gain.


what are you planning jacob?


Maybe luck could use luck as a source of re rolling?


Anything we can do with a spell book?


I recently got a "mask of 1000 tombs" which gives me a +10 on all knowledge checks, but has no eye sockets, so I need a way to see.

Yes, I can always take off the mask in combat, but it would be way cooler if I kept the mask on imo


Are there any spells that counter the effects of being blind while casting spells?


Hazrond wrote:
Heretek wrote:
Atarlost wrote:
They had to kick you out to prevent you from sabotaging their plans. You are the unruly party member. You're also plainly not the party leader because they aren't following you.
Seconding this also. The party should just abandon you at this point.
I disagree, at least how i read things the party was NOT all on the paladin's side, but split between the two camps, which would mean there is no party leader, and does not necessarily mean the OP was in the wrong (disregarding the fact that popular opinion doesn't decide these things in the first place)

Sorry for late response to all of this but yes, The paladin and an NPC asked for this, My character agreed to it before we could get input from the other characters.

We Have a fighter in the group who is indifferent and a Monk who has sided with me in the past.


An evil god*


There is a villain we are looking for who plans to release a god into the world. Working on stopping that. And my character use to be neutral, the paladin was around at that point.


Sorcerer, +12 diplomacy, level 6, destined and impossible bloodline don't have level three spells because of my archtype. Buffing and combat magic.

However, we tend to not use diplomacy one eachother, we find it more interesting to have to actually convince our characters vs making them agree cause I can roll high


Okay let me clear two things up that you guys keep mentioning. Evil character's are allowed, as long as they do not act as a wrench in the parties cogs (which my character as yet to do).

Also I double checked with everyone after the session last week to make sure I wasn't disrupting their fun by "battling" with the paladin and they all enjoyed it and have joined in in most of the conflicts between our character's.

My character wants to work with the party, the problem is that the Saladin doesn't want to work with my character. No one has a problem with this, it isn't hurting the game so no need to worry about that. What I am looking for is a way to manipulate a paladin to my advantage


I've already been manipulating people he is trying to get information from to not trust him. We are currently in a city dedicated to Erastil and they kicked my out of the party for one week to do things there way, with help from the village elder, I guess what I'm looking for is a way to kick his ass in an rp sort of way so he will almost be trapped working for me


I even have his character the speech about sarenrae teaming up with asmodaus to stop rovagug, he had me thrown in prison....it is fun and I am enjoying the conflict cause I have never played an evil character, but I need to come to the table preped tonight


He detected evil at some point and found out, so he does in character know that I am evil. And yeah that is the correct God, never been able to spell her name right.

Thank you for the advice, I'm looking forward to using it tonight


My character as the stargazer campaign trait for iron gods. It gives me a "+2 to identify aliens, their weaknesses and abilities" my DM asked me to find out what an alien is, so I can start using this trait.


From my character's perspective, he is the party leader, however there is one character in he party who is contradicting everything he does, simply because my alignment is different from his, how should I handle this paladin, who hates my character simply because I am lawful evil?

Even when my ideas could have come from this paladin, he gets everything he can do to stop me because I am evil. We are playing iron God's, he worships serinrea.

Thanks!


ok. Thanks everyone for your advice! Helped a lot. :)


If a target is helpless. Can multiple people all coup de grace the same target at the same time? Like if someone is sleeping. Can a group of people stealth up to them and they all coup de grace?
-Thanks!


That Wizard's Mail is nice, i might have to pick that up!


I'm Hiding In Your Closet wrote:
Paladin of Baha-who? wrote:
You shouldn't bother spending feats on light armor proficiency or arcane armor training.
I disagree with this. If you want to pursue light armor this way, doing so is a wholly valid option - that way you can enjoy the benefits of whatever magical light armor you find, among other things! My only reservation is that utilizing Arcane Armor Training costs you your swift action every round you use it, so at least avoid relying on any other "swift action" tricks.

The reason I want to be a leather wearing is because every time we have an arcane caster in our party it is cloth and mage armor, which is a logical thing to do, but I am getting tired of that feel so I decided to make my character different from that, even though it might not be the strongest build in the world, it is how i see my character.

I'm Hiding In Your Closet wrote:


A suggestion or two on roleplaying your Bloodline and religion:

- be asexual (perhaps even repulsed by sexuality and flesh in general)

- personally identify more with objects than animal beings (maybe you have a habit of talking to inanimate objects)

- Ethnic Taldans have a reputation for arrogance and bigotry. Maybe you're a departure from that, especially since you might have been on the receiving end of some of it.

- OOC, look into the Art-Deco "machine aesthetic," and try applying that to your character somehow

Thank you for this. Some of it I already had but the ones I left in the quote will help me out a lot making my character stand out!


James Gitsham wrote:
Secondly as a worshiper of Brigh you will be at odds with the Technic League as Brigh is about spreading knowledge with others whereas the Technic League are very secretive and hoard their knowledge, to the point where they hunt down others who have acquired "their" knowledge (see the plot points of a couple of the early Season 6 PFS scenarios).

Hm, then maybe I want to influltrate the technic league and steal some of their information and secrets. I could even be involved with the pathfinders, hopping to get the information to them. That could be fun


So I didn't want to double post but I'm past my edit time : /

Anyway, I don't wanna plan my character TOO far in advance because my DM is known in our group for characters dying often, (in the caves two of us almost died in one round), but I still wanna have an idea of where I'm going with him so here is what I have so far with feat selection:

Keep in mind my character is still level 1

Bonus human: Toughness
Level 1:Light armor proficiency
Level 3:Light arcane armor training (or w/e it is called)
Level 3 from class: Craft wondrous item
level 5: magic specialization enchantment (+1 to my enchantments)
level 7 from sorcerer bonus: Craft construct
Level 7: Craft magic arms and armor

Being there are 5 players and we are receiving gold for four of us i decided to take a lot of crafting feats to help the team out with magic items, so it would be until level 9 that i start getting some stronger feats with meta magic and stuff.

Ideas of what i could do mechanically or Roleplaying to make this interesting?

What kind of contruct should i construct


I'm playing Iron Gods with my group and I decided to play a Taldan impossible sorcerer who is worshipping Brigh. He came to the town (torch?) hopping to start finding evidence in nurima (?) of alien life and one day join the technic league and creating in the name of Brigh.

I'm going to get to read over the section in the adventure path that talks about the brigh religion but what kind of advice can you guys offer in playing him, both in a role-playing say (how do taldans act, what can I do to roleplay my impossible blood line, how can I mix these into my religion?) and how can. Build him. I'm going to get arcane leather training and some crafting feats, and if my DM is okay with it, the contruct feat as well, but what else can I do to be effective?

-Thanks!

I'm posting off my phone so sorry for typoes and such. I'll post an idea of what I want him to look like with feats and such when I get to a place where I can.


awesome! thnak you all very much


Where do i find Chronicle sheets for novels and advneturepaths?


Goddity wrote:
Fire. It's in the sidebar.

Missed it

tyvm!


which elemental school is opposed to metal?

-Thanks


Without knowing anything about me and my play style (so only thinking about how this campaign goes) and without any spoilers (cause no one likes those) would I be more happy with the impossible bloodline or the stormsoul bloodline? Which one fits into the story and is mechanically better?

-Thanks


I'm not to worried about them forgetting to use abilities. I did a lot of highlighting on their character sheets so that they remember to use stuff and how it works.

I am mainly concerned about holes in the Adventure path.


your comment confuses me, what sort of issues are we talking about?


Everyone in this group has not played any pathfinder at all with the exception of myself and the groups sorcerer (who has played 2-3 sessions). I know that this group isn't going to be a trouble group cause they are just here to have fun (for now, hopefully they will love Pathfinder for more than just a good time with friends).

What are some pit falls with this AP that I should look for and things that I could do that helped your game?

I myself have read through the first two adventures and some of the third. I have DMed the first book and a half of the adventure path.

-Thanks


If you have a negative modifier to your wisdom, how do you roll play that?

If -1 int means your slow or have a hard time learning, and -1 Cha means your hard to get along with, what is - wis?

-Thanks


So, for everyone reading this in the future:Roxas is 17 and somewhat rash (Wisdom is 8) but I plan to play him as someone who can keep his cool. The rashness will come up when he gets angry and similar emotions, then he will become rash.

Roxas is being played by James :)


as we are all form different nations, should we post our actions and dialog in spoilers?


oh yeah, 'Lore Keeper'. My bad and thank you


Does the Touch of Lore power allow me to make knowledge checks against creatures whose knowledge skill I don't have ranks in?

-Thanks


indiana joans for the tomb raiding


I'm getting to be a PC in this one. I settled on a character with the Blood of the Pharaohs traits. Garundi Paladin or Horus :)

My girlfriend grabbed the old god trait and his playing a cleric of Horus too, so we'll see where that duo goes. Most likely will play siblings.

Full Name

Eleanor (Nona) Rastaban

Race

Human

Classes/Levels

| Nona and Zia

Gender

Female (she/her/hers) Shaman 10 Tier 3 | AC 23 (Stoneskin DR 10/Ad) T 15 FF 20 HP 99/99 F +5 R +7 W +15 (+17 OW) Perception +9 Init +5 | Mythic Power 8/9 Confidence 3/3 |Effects: Tears to Wine, Owl's Wisdom, Celestial Companion on Zia

About Nona Rastaban

Nona Rastaban
Shaman 9 Marshal/Hierophant 3

Background:
Eleanor (Nona) Rastaban was born in 4644 in the city of Storasta on the winter solstice. She had a series of birthmarks across her chest that resembled the constellation the Stair of Stars, which formed a line that pointed toward the North Star, Cynosure, thought to be the home of the Goddess Desna. At the time, the auroras seemed to be concentrated along the Stair, giving it a rainbow hue. The winter solstice being one of the two holiest days for the Sarkorans, this was viewed as an omen. Various oracles pronounced different opinions about the significance of the birth, some seeing it as a sign the child would lead the remnants of lost Sarkoris to victory over the demon armies while others said it foretold the beginning of the end of the nation. Eleanor's father, Salmus Achyon, was one of the most respected religious leaders at the time. He protected his daughter from all expectations, telling the community to let her choose her path without the weight of speculation about her birth.

Those oracles who said Eleanor's birth portended disaster were vindicated six years later, when the demon armies descended on the city and sacked it, driving Salmus and his daughter from the city to become refugees, eventually ending up in Mendev. Prejudice and fear made the Sarkorans feel unwelcome in Mendev, so Salmus' clan traveled the region as a band of mercenaries, looking for a place to settle and hoping for news that the crusades had turned back the demons so they could return to Sarkoris.

As Eleanor was growing up, she proved to be quite capable as a shaman, having a particular affinity for the spirits of her ancestors. When she came of age, she married, had children, and served her community as a healer and diviner. Once she became a grandmother, she spent more time as an advisor to the mercenary band, eventually accompanying them on missions, aiding them in battle and healing them afterwards. She began to be seen as a leader.

Then things took a turn and she found herself in the thick of fights. She began to mature as a spellcaster and seer, as well as a savvy supporter of others in battle. Her spells became more powerful and effective. She and her coyote familiar were common sights in the midst of battle. Eventually, when other battle veterans fell, she became the leader of shrinking band of mercenaries.

Her group received a request to help the government of Taldan by crossing the border into Galt to defend an orphanage. It turned out the orphanage was hiding a sect of demon worshippers and the center of an attempt to open a second Worldwound. Nona had researched such things and suspected that the first Worldwound could have been stopped with a ritual that turned the energy that created the rift back on itself. She and her mercenaries entered the orphanage, fought past the demons and faced a powerful demon, a Vavakia. Against all odds, aided by some supernatural entity, the demon was killed, allowing entry into the rift that was just forming. A lilitu demon was presiding over a ritual that centered on a purple crystal. Nona and her band intimidated her into teleporting away and the remaining host of demons were too scared to attack without a more powerful ally. Nona advanced to the platform with the crystal and chanted the words of the ritual she had identified years before as a way to stop the rift as it was forming. The last act was to destroy the crystal. This was almost prevented the the arrival of a demon lord and some attendant mariliths. Despite this, the crystal was destroyed with the help of a Galtese named Cydric. Nona and two of her mercenaries, a cleric and a paladin, escaped before the rift closed. One of the mariliths lost its head when the rift closed around its neck.

Since then, Nona and her band have continued to battle demons and visiting Sarkorian ruins trying to locate artifacts and information that can allow the Worldwound to be closed. She arrived in Drezen once she learned it had been liberated and sought an audience with Irabeth to offer her aid.

It was about this time that she found an enchanted object at a ruined city at the border, just inside what had once been Sarkoris, now just the Worldwound. It was a beautiful silver headband with a butterfly motif over the forehead. She tested it with her knowledge of spells and magic and with the aid of magic and determined it was meant as an enhancement to the wearer's intellect. She communed with her ancestors and who said the item was created by an ancient sage of Sarkoris. When she put it on, after a day wearing it, her head filled with information about the geography of the land. Thereafter, she always seemed to know the lay of the land even if she had never traveled an area before.

Appearance:
In her youth, Nona was not a physically imposing figure, short statured, physically fit, but not especially strong or nimble. She was quite beautiful, with lustrous black hair, a pretty face, a comely figure, and light brown eyes. After raising a family and serving her people in various capacities, she developed white hair and a face still lovely but lined with age and wisdom. Her health declined after the normal aging process, but her mind remained sharp, wise, and charismatic. Through events associated with her mythic ascension as well as her shaman spirit, have resulted in her being physically as she was in her prime, but with an aged face. She is always accompanied by Zia, her coyote spirit familiar. She wears a magical breastplate, some magical jewelry and a belt that enhance her strength and intelligence. She carries a battle aspergillum filled with holy water, a morningstar, and a MWK heavy crossbow, but her primary melee weapon is a Sansetsukon, a three-section staff sometimes used by monks. This appears in her hands from nowhere and disappears again when no longer needed.

She has a cloak made out of a snow leopard pelt (cloak of resistance +2) and a loose dress made of deerskin, with fur lined boots. Small charms dangle from many places on her garments, along with a spell component pouch.

Nona Rastaban
Shaman 10 Marshal/Hierophant tier 3
NG medium humanoid
Init +5 Senses Perception +7 (+9 within 30 feet of familiar)

Defense
AC 23 Touch 15 FF 20 (+8 Armor +2 Dex +1 Dodge +2 Def)
+2 vs demons from defiant armor
+1 shield bonus when fighting defensively with sansetsukon.
Can gain a +2 insight bonus to AC versus a creature she has used her Monstrous Lore ability on for 1 minute.
Stoneskin: DR 10/Adamantine, 100/100 available.

HP 99 (10d8 + 42)
Fort +5 Ref +7 Will +15

Offense
Speed 30 (20 ft. in armor)
Melee +1 Sansetsukon +11/+6 (1d10 + 4), Battle Aspergillum +8/+3 (1d6 + 3), Morningstar +8/+3 (1d8 + 3)
Sansetsukon special: Disarm: When you use a disarm weapon, you get a +2 bonus on Combat Maneuver Checks to disarm an enemy.
Blocking: When you use this weapon to fight defensively, you gain a +1 shield bonus to AC.
Ranged MWK Heavy Crossbow +9 (1d10 19-20/x2)
Can gain a +2 insight bonus to hit versus creatures she has used her Monstrous Lore ability on for 1 minute.

Spell-like Ability CL 10th
2/day Teleport, self only to places known and visited

Owl's Wisdom: all spell DCs are +2, Concentration +2,
Shaman Spells Prepared (CL 10th; concentration +26, +30 casting defensively) [dice=Penetrate SR]1d20 + 10 + 2[/dice]
5th—{3} Burn Corruption, Beast Shape III
Spirit— Telekinesis (DC 21) or contact other plane
4th—{4} Cure Critical Wounds, Flame Steed, Neutralize Poison, Repel Vermin
Spirit— Spiritual Ally or legend lore
3rd—{5} Clairaudience/Clairvoyance, Cure Serious Wounds, Fly, Spectral Scout, Wind Wall
Spirit— Heroism or locate object
2nd—{6} Barkskin, Celestial Companion, Huntmaster's Spear, Owl's Wisdom, Pinecone Bomb, Restoration, Lesser
Spirit— Spiritual Weapon or tongues
1st—{6} Doom, Gentle Breeze, Haze of Dreams, Nature's Paths, Strand of the Tangled Knot, Tears to Wine
Spirit— Unseen Servant or identify
0 (at will){4} Detect Magic, Guidance, Light, Stabilize

Below are determined while preparing spells.
Wandering Spirit: Lore
Spirit Magic Spells: identify (1st), tongues (2nd), locate object (3rd), legend lore (4th), contact other plane (5th)
Wandering Spirit ability: Monstrous Insight (Su): The shaman can identify creatures and gain insight into their strengths and weaknesses. As a standard action, the shaman can attempt a Knowledge skill check to identify a creature and its abilities (using the appropriate skill for the monster’s type) with an insight bonus equal to her shaman level. Whether or not the check is successful, she also gains a +2 insight bonus for 1 minute on attack rolls made against that creature and a +2 insight bonus to her AC against attacks made by that creature. These bonuses last for 1 minute. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
Wandering Hex: Arcane Enlightenment (Su): The shaman’s native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier [4] to the list of shaman spells she can prepare. To cast these spells she must have an Intelligence score equal to at least 10 + the spell’s level, but the saving throw DCs of these spells are based on her Wisdom rather than Intelligence. When she casts these spells, they are treated as divine rather than arcane. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new spell on the wizard/sorcerer spell list. Spells selected: Haste (3), Eyes of the Void (4), Beast Shape III (5), Burn Corruption (5).

Statistics
Str 16 Dex 14 Con 11 Int 14 Wis 22 Cha 18

Attribute Dice bots:
[dice=Wisdom]1d20 + 6[/dice]

BAB +7/2 CMB +10 CMD 22 [dice=Stabilize]1d20 + 5[/dice], Doesn't die until -16.
Feats Alertness (when within 30 feet of familiar), Combat Casting, Dazzling Display, Dodge, Dual Path (mythic), Great Fortitude, Greater Spell Focus (evocation), Mythic Spell Focus (Evocation), Spell Focus (evocation), Spell Penetration, Toughness
Traits Omen (faith), Scholar of Ruins (Race)
Skills Diplomacy +8, Fly +3*, Handle Animal +8, Heal +10, Intimidate +20, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +8, Knowledge (Engineering) +7, Knowledge (Geography) +20, Knowledge (History) +7, Knowledge (Local) +7, Knowledge (Nature) +16, Knowledge (Nobility) +7, Knowledge (Planes) +13, Knowledge (Religion) +13, Perception +7 (+9 within 30 feet of familiar), Ride +3*, Spellcraft +18, Survival +21, Use Magic Device +5 *includes -3 ACP
Owl's Wisdom: +2 to all Wisdom based skills.
Skill Dicebots:

[dice=Diplomacy]1d20 + 8[/dice]
[dice=Fly, ACP]1d20 + 6 - 3[/dice]
[dice=Handle Animal]1d20 + 8[/dice]
[dice=Heal]1d20 + 10[/dice]
[dice=Intimidate]1d20 + 20[/dice]
[dice=Knowledge (Arcana)]1d20 + 7[/dice]
[dice=Knowledge (Dungeoneering)]1d20 + 8[/dice]
[dice=Knowledge (Geography)]1d20 + 20[/dice]
[dice=Knowledge (History)]1d20 + 7[/dice]
[dice=Knowledge (Local)]1d20 + 7[/dice]
[dice=Knowledge (Nature)]1d20 + 16[/dice]
[dice=Knowledge (Planes)]1d20 + 13[/dice]
[dice=Knowledge (Religion)]1d20 + 13[/dice]
[dice=Perception]1d20 + 7[/dice]
[dice=Perception, Alertness]1d20 + 7 + 2[/dice]
[dice=Ride, ACP]1d20 + 6 - 3[/dice]
[dice=Sense Motive, default]1d20 + 6[/dice]
[dice=Spellcraft]1d20 + 18[/dice]
[dice=Survival]1d20 + 21[/dice]
[dice=Use Magic Device]1d20 + 5[/dice]

Languages Common, Hallit, Abyssal
SQ Hexes (Fortune, Intimidating Display, Wisdom of the Ages, Ghost Blade), Spirit Ability (Ancestor's Council), Greater Spirit Ability (Ancestral Weapon), Spirit Animal (Coyote), Mythic (Hard to Kill, Mythic Power 9, Surge 1d6, Marshal's Order: Rally, Path Abilities: Longevity, Menacing Presence, Confidence, Recuperation), Profane Gift (Belana)
Gear +2 Defiant (demons) Agile Breastplate, Battle Aspergillum, Belt of Giant Strength +2, Cloak of Resistance +2, Cold Iron Crossbow Bolts (10), Crossbow Bolts(10), Headband of Vast Intelligence (Knowledge (Geography)) +2, Heavy Crossbow, Holy Water, Morningstar, Ring of Protection +3, MWK spear (x5), a set of marked sticks or bones worth at least 25 gp (for read weather), Incense for various spells worth 1750 gp, Polished silver (for Akashic Communion), Harrow Deck, Diamond Dust (spell component, worth 1500 gp), Scrying Mirror.
Cash: 161 gp

Profane Gift:
Those who receive her gift (of mobility) gain the following boons:
--A profane bonus of +3 to one attribute score [Strength]
--The ability to cast greater teleport twice per day as a spell like ability, but self only, akin to how the average demon teleports
--Belana has constant status on you
--Belana can communicate with you telepthically as long as you are on the same plane
--You can telepathically "call" her, but it is up to her to respond, she also does not hear the call if she is on a different plane

Race Abilities (Human):

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. (Charisma)
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.(Toughness)
Heart of the Wilderness (Source Advanced Race Guide pg. 72, Advanced Player's Guide pg. 23): Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.
Languages: Humans begin play speaking Common and their ethnic language (Hallit). Intelligence bonus: Abyssal.

Traits:

Omen: Category Basic (Faith)
You are the harbinger of some future event. Whether this event bodes good or ill, you exude an ominous presence. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action

Scholar of Ruins: Source Ultimate Campaign pg. 62, Taldor, Echoes of Glory pg. 14, Advanced Player's Guide pg. 332
Category Race
Requirement(s) Human
From the moment you could walk and talk, the ruins of ancient civilizations have fascinated you. Because of this, you have special insight into geography as well as expertise in exploring lost places. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (Knowledge (geography)) is always a class skill for you.

Campaign Trait: TBD

Feats:

Bonus Feat: Human
Toughness Source PRPG Core Rulebook pg. 135
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

1st level
Great Fortitude Source PRPG Core Rulebook pg. 124
You are resistant to poisons, diseases, and other maladies.
Benefit: You get a +2 bonus on all Fortitude saving throws.

Bonus feat from Familiar so long as master is within 30 feet of familiar
Alertness Source PRPG Core Rulebook pg. 117
You often notice things that others might miss.
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Level 3
Combat Casting Source PRPG Core Rulebook pg. 119
You are adept at spellcasting when threatened or distracted.
Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Level 5
Spell Penetration Source PRPG Core Rulebook pg. 134
Your spells break through spell resistance more easily than most.
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.

Bonus Feat at gaining of first mythic tier
Dodge (Combat) Source PRPG Core Rulebook pg. 122
Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Prerequisites: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Mythic Feat at Tier 1
Dual Path Source Mythic Adventures pg. 63
You follow two mythic paths.
Prerequisites: 1st mythic tier.
Benefit: Select a mythic path other than the path you selected at your moment of ascension. You gain that path’s 1st-tier ability (divine surge). Each time you gain a path ability, you can select that path ability from either path’s list or the list of universal path abilities.

7th Level
Spell Focus (Evocation) Source PRPG Core Rulebook pg. 134
Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Bonus Feat from taking shaman hex Intimidating Display
Dazzling Display
You can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.
Weapon focus not required for this version. See Intimidating Display Hex below.

9th Level
Greater Spell Focus (Evocation) Source PRPG Core Rulebook pg. 125
Choose a school of magic to which you have already applied the Spell Focus feat. Any spells you cast of this school are very hard to resist.
Prerequisites: Spell Focus.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.

3rd Mythic Tier Feat
Mythic Spell Focus (evocation) Source Mythic Adventures pg. 74
Your magical specialties are particularly effective.
Prerequisites: Spell Focus.
Benefit: Choose a school of magic you already have Spell Focus in. The bonus to save DCs provided by Spell Focus and Greater Spell Focus for that school increases by 1. You can expend one use of mythic power as part of casting a spell from your chosen school to force any of the spell’s targets to roll their saving throws twice, taking the lower result.

Shaman Abilities:

Class Skills
The Shaman's class skills are Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Survival (Wis).
Skill Points at each Level: 4 + Int modifier.

Weapon and Armor Proficiencies: A shaman is proficient with all simple weapons, and with light and medium armor.

Spells: A shaman casts divine spells drawn from the shaman spell list. A shaman must choose and prepare her spells in advance.

To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a shaman’s spell is 10 + the spell’s level + the shaman’s Wisdom modifier.

Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–9. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 in the Pathfinder RPG Core Rulebook).

Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A shaman can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion.

Orisons: Shamans can prepare a number of orisons, or 0-level spells, each day as noted on Table 1–9. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spirit (Su): A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit (see Spirits on page 37), which grants a number of abilities and defines many of her other class features.

At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features.

At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit.

If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform.

Spirit Animal (Ex): At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. See the Spirit Animal section on page 47.

A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. If a shaman’s spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.

Spirit Magic: A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats on page 113 of the Core Rulebook).

Hex: A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. At 2nd level, a shaman learns one hex. At 4th, 8th, 10th, 12th, 16th, 18th, and 20th level, the shaman learns new hexes. A shaman can select from any of the following hexes or from any of the hexes listed in the description of her chosen spirit. A shaman cannot select a hex more than once unless noted otherwise.

Using a hex is a standard action that doesn’t provoke an attack of opportunity unless otherwise noted. The saving throw DC to resist a hex is equal to 10 + 1/2 the shaman’s level + the shaman’s Wisdom modifier.

Wandering Spirit (Su): At 4th level, a shaman can form a temporary bond with a spirit other than the one selected using her spirit class feature. She must make this selection each day when preparing her spells. While this feature is active, she gains the spirit ability granted by the spirit. She also adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. She does not add the hexes from her wandering spirit to her list of hexes that she can choose from with the hex class feature. At 12th level, she gains the abilities listed in the greater version of her wandering spirit. At 20th level, she gains the ability listed in the true version of her wandering spirit.

Wandering Hex: At 6th level, a shaman can temporarily gain the use of one of the hexes possessed by either one of her spirits. She must make this selection each day when she prepares her spells. For the purposes of this ability, she can select any hex possessed by her spirit or wandering spirit. If she selects it from her wandering spirit, she loses the hex immediately if she bonds with another spirit, although she can then select a different hex to gain using this ability, from either her spirit or her new wandering spirit. At 14th level, a shaman can select two wandering hexes each day instead of one. This ability otherwise functions as the hex class feature.

Shaman Spirit: Ancestors:

A shaman that selects the ancestors spirit has wise eyes and thick white or silver hair. Fine wrinkles line the shaman’s face, becoming more obvious when she smiles or glowers. When she calls upon one of this spirit’s abilities, her hair glows as though lit from within, rustling of its own accord.

Spirit Magic Spells: unseen servant (1st), spiritual weapon (2nd), heroism (3rd), spiritual ally (4th), telekinesis (5th), greater heroism (6th), ethereal jaunt (7th), vision (8th), astral projection (9th)

Spirit Ability: A shaman who chooses the Ancestors spirit as her spirit or wandering spirit gains the following ability.
Ancestor's Council (Su): As a standard action the shaman can call upon her ancestors to provide advice and assistance to one ally within 30 feet. The ally gains a +2 bonus on any attack roll, saving throw, ability check, or skill check made before the beginning of the shaman’s next turn. The shaman can use this ability a number of times per day equal to 3 + her Charisma bonus.

Greater Spirit Ability: A shaman who chooses the Ancestors spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

Ancestral Weapon (Su): As a standard action, the shaman can summon an appropriately-sized simple or martial weapon with a +1 enhancement bonus from her family’s history. She is always considered proficient with this weapon. At 15th level and 19th level, the weapon’s enhancement bonus increases by 1. At 11th level, the weapon gains the ghost touch weapon property. The shaman can use this ability for a number of minutes per day equal to her shaman level. This duration does not need to be consecutive, but it must be used in 1-minute increments. The weapon disappears 1 round after leaving the shaman’s grasp. Nona's ancestral weapon is a Sansetsukon, also called a three-section staff. This weapon is divided into three 2-footlong segments chained together, allowing the wielder greater flexibility than a normal staff and allowing the weapon to be swung rapidly to create a defensive block, wrap and catch weapons, or harness momentum via a whipping motion for powerful strikes.

Hexes:
2nd Level
Wisdom of the Ages (Su): The shaman can call upon her ancestors for lore and guidance. She can use her Wisdom modifier instead of her Intelligence modifier on all Intelligence-based skill checks. [This is a ancestors spirit hex.]

4th Level
Fortune (Su) (Advanced Class Guide pg. 36): The shaman grants a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing it to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. The target creature must decide to use this ability before the first roll is made. At 8th and 16th levels, the duration of this hex increases by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours. [This is from the general Shaman hex list]

8th Level
Intimidating Display (Ex) (Heroes from the Fringe pg. 8): The shaman can call upon some of the majesty and power of dragons to cow her enemies. The shaman gains Dazzling Display as a bonus feat, even if she does not meet the prerequisites, and she can use it even when not wielding a weapon. [This is from the general shaman hex list]

10th Level
Ghost Blade (Su): The shaman can touch a creature to grant all of her weapons the ghost touch weapon property for a number of rounds equal to her Charisma bonus [4]. Once a creature has been the target of this ability, it cannot be the target of this ability again for 24 hours.

Mythic Abilities:

Path Marshal with Dual Path Hierophant
Basic Mythic Abilities
Ability Score: Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2 [Con]. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you’ve already increased or a different ability score.
Mythic Feat: Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally. You gain another mythic feat at 3rd tier, and again e every 2 tiers thereafter.
1st Tier: Duel Path (Hierophant), 3rd Tier: Mythic Spell Focus (Evocation)
Hard to Kill (Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score. [Note: see Human Racial Ability Heart of the Wilderness for other changes to rules around going negative and stabilization rolls.]
Mythic Power (Su): (9 points) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su): (1d6) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.
Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Mythic Path:
Marshal/Hierophant (Dual Path: Marshal was the initial path chosen, with Hierophant options added.)
Bonus Hit Points: Whenever you gain a marshal tier, you gain 4 bonus hit points. These hit points stack with themselves, and don’t affect your overall Hit Dice or other statistics.
Marshal Features
As you gain tiers, you gain the following abilities.
Marshal’s Order: Select one of the following abilities. Once chosen, it can’t be changed.
Rally (Su): As a swift action, you can expend one use of mythic power to rally your allies. This gives you and each of your allies within 30 feet the option to reroll any one d20 roll after the roll is made. The granted reroll must be used before the beginning of your next turn, and the creature must take the result of the reroll, even if it is lower.
Hierophant Divine Surge: Select one of the following abilities. Once chosen, it can’t be changed.
Inspired Spell (Su): You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don’t need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.

Path Abilities (May be chosen from either Marshal or Hierophant Path ability lists)
1) Longevity (Su): (Universal) Upon taking this ability, you can no longer die from old age. If you have penalties to your physical ability scores due to aging, you no longer take those penalties. You still continue to age, and you gain all the benefits to your mental ability scores.
2) Menacing Presence (Su): (Marshal) Something about you puts others on edge. You can attempt an Intimidate check to inf luence a creature’s attitude as full-round action instead of it taking 1 minute. In combat, you can attempt an Intimidate check to demoralize an opponent as a move action. If you expend one use of mythic power, you can attempt to use Intimidate to demoralize all enemies within 30 feet as a standard action, or as a move action if using the Dazzling Display feat (Core Rulebook 120).
3) Confidence (Su): (Marshal) You can draw upon a deep reserve of confidence in times of need. You can call on confidence three times per day to use the surge mythic ability without expending one use of mythic power. You can select this ability up to three times. Each additional time you select it, you gain three additional uses of confidence per day.


Level Up and Mythic Tier details:

All levels: Class Shaman (no archetypes)
Hit Die Rolls made in the Recruitment Thread
Starts at age 69 with Abilities adjusted: STR, DEX, and CON -3, INT, WIS, CHA +2
Starting Abilities: STR 9 DEX 13 CON 8 INT 10 WIS 18 CHA 16
Adjusted by aging: STR 6 DEX 10 CON 5 INT 12 WIS 20 CHA 18
1) HP: 8 (1st level max) +3 (toughness feat) -3 (CON penalty) +1 (Favored Class): 9
Spirit: Ancestors
Familiar Coyote (+2 Reflex Saves)(Fox Stats), grants Alertness feat to Master while within 30 feet
Feats: Toughness (Human bonus), Great Fortitude (1st Level feat)
Traits: Omen (faith), Scholar of Ruins (Race: Human), Campaign TBD
Skill Ranks: 4 (class) +1 (Int) = 5: Kn (Nat), Kn (Pla), Kn (Rel), Spellcraft, Survival
Starting Wealth: 130
Purchases: Armored Coat, Battle Aspergillum, Holy Water, Morningstar, Quarterstaff, Light Crossbow, Crossbow Bolts (10).
Cash 6

2) HP added: 4 (dice) -3 (Con) + 1 (FC) = +2, Total 11
Hex chosen: Wisdom of the Ages (from Ancestor spirit list)
Skill ranks: 4 (class) + 1 (Int) = 5: Diplomacy, Animal Handling, Heal, Spellcraft, Survival
Income: 1000
Purchases: 0
Cash 1006

3) HP added: 8 (dice) - 3 (Con) + 1 (FC) = +6, Total 17
Feat: Combat Casting
Skill Ranks: 4 (class) + 1 (Int) = 6: Kn (nat), Kn (Pla), Ride, Spellcraft, Survival
Income: 2000
Sells Armored Coat 25
Purchases: +1 Agile Breastplate 1550
Cash: 1481

4) HP Added: 9 (roll) + 1 (toughness) - 2 (con) + 1 (FC) = +9, Total 26
Hex: Fortune
Wandering Spirit (varies based on daily prep)
Skill Ranks: 4 (class) + 1 (Int) = 5: Fly, Intimidate (2), Kn (nat), Spellcraft
Ability Increase: +1 to Con, bringing it to 6
Income: 3000
Purchases: 0
Cash: 4481

5) HP: 4 (dice) + 1 (toughness) - 2 (Con) + 1 (FC) = +4, Total 30
Feat: Spell Penetration
Skill Ranks: 4 (class) + 1 (Int) = 5: Intimidate (2), Kn (Pla), Kn (Rel), Spellcraft
Income: 4500
Purchases: Cloak of Resistance +2 (4000)
Cash: 4981

6) HP: 4 (Dice) + 1 (Toughness) - 2 (Con) + 1 (FC) = +4, Total 34
Wandering Hex (varies based on daily prep)
Skill Ranks: 4 (class) + 1 (Int) = 5: Intimidate (2), Kn (nat), Kn (rel), survival
Income: 5500
Sells Light Crossbow (17)
Purchases: Belt of Giant Strength +2 (4000), MWK Heavy Crossbow (100), Cold Iron Crossbow Bolts (2)
Belt raises Strength to 13
Cash: 6396
Purchase of belt raises Strength to 8

Mythic Tier 1
Bonus benefits (devotion points): Each PC gains the following: a permanent +2 bonus to the skill of your choice (intimidate); 5 permanent hit points; a bonus feat of your choice (you must qualify for the feat) [Dodge]; and a +2 increase to the ability of your choice [Con Increases to 8].
Base Mythic Abilities: Hard to Kill, Mythic Power (5), Surge (1d6), Marshal's Order: Rally
Mythic Feat: Dual Path
This grants the Hierophant Divine Surge (inspired spell)
Path Ability: Longevity (from universal list)
This negates the -3 age penalties to STR, DEX, and CON, bringing them up to 11, 13, and 11. It leaves the bonus +2 for Int, Wis, and Cha.
Gains 4 hp for mythic tier (marshal)
Total increase in HP: 5 (special bonus) + 15 (points lost to Con penalty for age eliminated) + 4 (mythic: Marshal): Net increase +24, New HP Total: 58

7) HP: 8 (roll) + 1 (toughness) = +9, total 67
Feat: Spell Focus (Evocation)
Skill Points: 4 (class) + 1 (INT) + 1 (FC) +7 (with purchase of Headband of Vast Intellect +2 (Kn (Geo)) adds 1 rank per level) = 13
Intimidate, Kn (Arc), Kn (Geo) (7), Kn (his), Kn (Nat), Spellcraft, Surivival
Income: 4000
Purchases: Headband of Vast Intellect +2 (Kn (Geo)) (4000)
Cash: 9896

Mythic Tier 2
Ability Increase: Wisdom +2 increases to 22
HP: +4, Total 71
Amazing Initiative
Path Ability: Menacing Presence

8) HP: 8 (roll) + 1 (toughness) = +9, Total 80
Ability Score Increase: +1 to Dex, increases to 14
Hex: Intimidating Display
Greater Spirit Ability (Ancestors): Ancestral Weapon
SP: 4 (class) + 2 (Int) + 1 (FC) = +7: Intimidate, Kn (Geo), Kn (Nob), Perception, Spellcraft, Survival, Use Magic Device
Income: 9500
Purchases: Upgrade Armor to be +2 with Defiant ability (Demons) (8000)
Cash: 11,396

9) HP: 7 (roll) + 1 (toughness) = + 8, Total 88
Feat: Greater Spell Focus (Evocation)
SP: 4 (class) + 2 (Int) + 1 (FC) = + 7: Intimidate, Kn (Dungeon), Kn (Eng), Kn (Geo), Kn (Local), Kn (Nat), Spellcraft
Income: 13,000
Purchases: Ring of Protection +3 (18,000), spell components (4725), 5 MWK spears (760).
Cash: 756

Mythic Tier 3
HP: +4, Total 92
Feat: Mythic Spell Focus (evocation)
Mythic Ability: Recuperation
Path Ability: Confidence

10) hp: 6 (roll) + 1 (toughness) = +7 total 99
SP: 4 (class) + 2 (Int) + 1 (FC) = +7: Diplomacy, Intimidate, Kn (Nat), Kn (Pl), Kn (Rel), Spellcraft, Survival
Profane Gift from Belana: +3 to Strength, Strength up to 16

Celestial Companion cast on Zia: The target gains SR 10 against spells and spell-like effects produced by evil creatures. The target also gains a +1 sacred bonus on saving throws and DR 5/evil or silver. Creatures under the effects of this spell often take on a celestial appearance, such as golden feathers or a radiant aura, but they are not truly celestial creatures.

Familiar:

Zia
Coyote
NG Tiny Animal
Init +2 Senses low-light vision, scent; Perception +8

Defense
AC 19, touch 14, flat-footed 17 (+2 Dex, +2 size)
hp 44 (9 hd)
Fort +7, Ref +9, Will +14
Celestial Companion: +1 on saves, DR 5/Evil, SR 10 vs spells and spell-like effects by evil creatures.

Offense
Speed 40 ft.
Melee bite +4 (1d3–1)
Space 2-1/2 ft., Reach 0 ft.

Statistics
Str 9, Dex 15, Con 13, Int 10, Wis 12, Cha 6
Base Atk +5; CMB +4; CMD 16 (20 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +2 (+10 when jumping), Perception +8, Stealth +10, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

Special Abilities
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.