![]() About SenuriaAmberyl of the Irdanaiath:
Peregrine Stoup - Mystic Wanderer Female irda archmage 4/arcanist 16/magus (kensai) 4/unchained monk (weapon adept) 5/ninja (knife master, scout, (Pathfinder RPG Advanced Class Guide 8, Pathfinder RPG Advanced Player's Guide, 114, Pathfinder RPG Ultimate Combat 13, 55, 72, Pathfinder RPG Ultimate Intrigue 9, 60, Pathfinder RPG Ultimate Magic 9, Pathfinder Unchained 14) LN Medium humanoid (shapechanger) Init +14; Senses darkvision 60 ft., low-light vision; Perception +25 -------------------- Defense -------------------- AC 20, touch 16, flat-footed 17 (+4 armor, +2 Dex, +1 dodge, +1 monk, +2 Wis) hp 155 (20d8+48) Fort +11, Ref +16, Will +14; +1 trait vs. divine spells, +2 vs. enchantments Defensive Abilities blade sense +2, canny defense +4, evasion, hard to kill, mythic saving throws, uncanny dodge, unstoppable; Immune disease -------------------- Offense -------------------- Speed 40 ft. Melee +5 keen nullifying seaborne druchite waveblade +19/+19/+19/+14/+9 (1d6+15/15-20 plus 4d8 sneak attack) or . . mystic bolt (electricity) +13/+13/+8/+3 (1d6+8 electricity plus 4d4 sneak attack) or . . unarmed strike +14/+14/+14/+9/+4 (1d8+10 plus 4d4 sneak attack) Special Attacks arcane metamastery[MA] (2 spell slots), arcane pool (+1, 12 points), arcane reservoir (8/19), arcanist exploits (abaqua spell power[ACG], arcane discovery, counter drain[ACG], counterspell[ACG], greater counterspell[ACG], greater metamagic knowledge[ACG], metamagic knowledge[ACG], metamixing[ACG], obfuscated spellcasting, see magic[ACG]), archmage arcana (arcane surge), consume spells, eldritch breach[MA], flurry of blows (unchained), force of will, magus arcana (arcane accuracy[UM]), mythic power (23/day, surge +1d12), scout's charge, skirmisher, sneak attack (unchained) +4d6, spell combat, spellstrike, style strike, trickster attacks (surprise strike) Spell-Like Abilities (CL 20th; concentration +24) . . 1/day—dancing lights, detect magic, flare (DC 17), ghost sound (DC 14), light, mage hand Arcanist Spell-Like Abilities (CL 20th; concentration +30) . . At will—detect magic Sorcerer Spell-Like Abilities (CL 20th; concentration +24) . . 13/day—arcane bolt (1d4+10 force) Arcanist Spells Prepared (CL 20th; concentration +30) . . 9th (5/day)—maximized disintegrate[M] (DC 27), shapechange . . 8th (4/day)—greater bestow curse (DC 28) . . 7th (3/day)—finger of death[M] (DC 27) . . 1st (7/day)—fastidiousness, mage armor . . 0 (at will)—detect magic, ghost sound (DC 20), mage hand, prestidigitation Magus (Kensai) Spells Prepared (CL 4th; concentration +14) . . 1st—egorian diplomacy (DC 21) . . 0 (at will)—daze (DC 20), spark[APG] (DC 23) Vigilante (Warlock) Spells Prepared (CL 1st; concentration +11) . . 1st—fabricate disguise[UI], power word: pain . . 0 (at will)—flare (DC 23), read magic, resistance . . M mythic spell -------------------- Statistics -------------------- Str 8, Dex 14, Con 10, Int 31, Wis 14, Cha 18 Base Atk +15; CMB +13 (+15 dirty trick, +15 disarm, +15 grapple, +15 reposition, +15 steal, +15 trip); CMD 30 (32 vs. dirty trick, 32 vs. disarm, 32 vs. grapple, 32 vs. reposition, 32 vs. steal, 32 vs. trip) Feats Agile Maneuvers, Bonded Mind, Combat Casting, Combat Expertise, Combat Reflexes[M], Deadly Aim, Deflect Arrows[M], Deft Maneuvers, Dodge, Dual Path[M], Empower Spell, Extend Spell, Extra Arcanist Exploit[ACG], Extra Arcanist Exploit[ACG], Extra Path Ability[M], Fast Study[UM], Intensified Spell[APG], Maximize Spell, Mythic Paragon[M], Natural Spell, Power Attack, Selective Spell[APG], Skill Focus (Spellcraft), Spell Focus (evocation), Spell Focus (transmutation), Unarmed Combatant, Weapon Finesse[M], Weapon Focus, Weapon Focus Traits friend in every town, heresy, precise treatment, quiet as death Skills Acrobatics +16 (+20 to jump), Appraise +21, Bluff +27, Climb +10, Concentration: Arcanist +30 (+34 when casting defensivley or grappled.), Concentration: Magus +14 (+18 when casting defensivley or grappled., +14, and add the same amount as a circumstance bonus on your concentration check.), Craft (jewelry) +33, Diplomacy +28, Disable Device +25, Disguise +27 (+47 to appear as part of polite society while in your social identity, +47 to assume the shape of another with a polymorph spell or effect), Escape Artist +15, Fly +7, Heal +12, Intimidate +12, Knowledge (arcana) +35, Knowledge (dungeoneering) +24, Knowledge (engineering) +24, Knowledge (geography) +24, Knowledge (history) +24, Knowledge (local) +25, Knowledge (nature) +24, Knowledge (nobility) +24, Knowledge (planes) +24, Knowledge (religion) +24, Linguistics +24, Perception +25, Perform (dance) +9, Perform (sing) +9, Ride +6, Sense Motive +25, Sleight of Hand +25 (+29 to conceal a light blade), Spellcraft +41, Stealth +27, Survival +4, Swim +18, Use Magic Device +24 Languages Aklo, Anaiathan Sign, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Infernal, Iraen, Kolshet, Lip-reading, Old Talirean (dead Language), Sylvan, Undercommon SQ amazing initiative, bloodline (sage[UM]), change shape (alter self), change shape (alter self), channel power[MA], chosen weapon, component freedom[MA], debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, druchite, dual identity, fast movement (unchained), finesse weapon attack attribute, hidden blade, hide in plain sight, high arcana, high arcana (mastery of counterspelling, mastery of elements, spell power +2, spell-like ability), immortal, improbable prestidigitation[MA], ki pool (9 points, magic), ki power (wholeness of body), legendary hero, light steps, metamagic adept (At will), monk vow (vow of cleanliness[UM]), mystic bolt (mystic bolt [electricity][UI]), mystic bolts, mythic spellcasting[MA], mythic spellcasting[MA], mythic spellcasting[MA], new arcana, ninja tricks (assassinate [DC 18][UC], deflect arrows[UC], fast stealth, without a trace), no one of consequence[MA], perfect preparation[MA], perfect strike, recuperation, school power (evocation), social talent (seamless shapechanger), style strike (throat crush), supreme trickster Other Gear +5 keen nullifying seaborne druchite waveblade, arcanist starting spellbook, magus starting spellbook, warlock starting spellbook -------------------- Special Abilities -------------------- Abaqua Spell Power (Su) Prepare arcane spells per day as a higher-level caster. Agile Maneuvers Use DEX instead of STR for CMB 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 Accuracy +10 (Su) 1 Arcane Pool: +10 to attack rolls until the end of your turn. Arcane Bolt (1d4+10 force, 13/day) (Su) Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as Arcane Discovery Learn an arcane discovery, as a wizard of half your arcanist level. Arcane Metamastery (2 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 Pool +1 (12/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers. Arcane Reservoir +1 DC or CL (19/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell. Arcane Surge (Su) Use 1 power, cast known/mem arcane spell for free, non-mythic save 2x (take low) & roll 2x vs. SR. Assassinate (DC 18) (Ex) Can kill unaware foe with a prepared sneak attack (Fort neg). Blade Sense +2 (Ex) +2 dodge bonus to AC vs. attacks made against you with light blades. Bonded Mind You and ally you can see that has this feat can trade nonverbal messages. Canny Defense +4 (Ex) +INT bonus to AC (max Kensai level). Change Shape (alter self, 3/day) (Su) You can change your form. Change Shape (alter self, 3/day) (Su) You can change your form. Channel Power (Su) Use 1 power for +50% dam, 2x duration, ignore SR & -4 to saves (-2 if mythic) on spell. Chosen Weapon (Wave blade) Kensai abilities only function when wielding a weapon of this type. Combat Casting +4 to Concentration checks to cast while on the defensive. Combat Expertise +/-4 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 (1 components) (Ex) Ignore focus, material, somatic, or verbal components when casting spells (up to max listed). Consume Spells (4/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir. Counter Drain (Su) When counter a spell, add 1/3 its level (round down) to arcane reservoir. Counterspell (Su) Use 1 reservoir as an imm action, counter with spell 1 level higher or same spell at +5 bonus. Darkvision (60 feet) You can see in the dark (black and white only). Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage. Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd. Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd. Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd. 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. Druchite +2 circ bonus on atks vs creatures perceiving you with darkvision. Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted. Eldritch Breach (Su) Roll twice and take better roll when dispelling or overcoming spell resistance. Empower Spell Numeric effects of a spell are increased 50%. +2 Levels. Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Extend Spell Spell duration lasts twice as normal. +1 Level. Fast Movement (Unchained) (+10 ft.) The Monk adds 10 or more feet to his base speed. Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty. 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-rd action, gain extra attacks with unarmed strike/monk weapons. Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll. Greater Counterspell (Su) Counterspell exploit only needs equal level spell when countering. Greater Metamagic Knowledge When preparing spells, can exchange bonus MM feat for another that qualify for. Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2. Hidden Blade +4 +4 bonus on Sleight of Hand checks to conceal a light blade. Hide in Plain Sight (Su) Can use Stealth even while observed, if there is a shadow in 10 ft. High Arcana The archmage learns secret lore unknown to lesser wizards and sorcerers. She gains the ability to select a special ability from among the following by permanently eliminating one spell slot. For example, a 15th-level wizard normally can cast two 7t Immortal (Su) Ressurrect next day, unless killed by an artifact's crit. Immunity to Disease You are immune to diseases. Improbable Prestidigitation (Su) You can use Sleight of Hand to hide or retrieve objects in a personal extradimensional space. 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 Pool (9/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier. Legendary Hero (Su) One use of mythic power is regained each hr. Light Steps (Ex) When moving up to x2 normal movement, you may ignore difficult terrain and can move over any surface. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Mastery of Counterspelling (Arcanist) When the archmage counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning (for example, if it is an area or effect spell), then it Mastery of Elements (Arcanist) The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally does. For example, an archmage could cast a fireball that does sonic damage instead of fire. This ability can only alter spel
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
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
Human: Talitha of Lemish
Dwarf: Fatherless Topaz
Elf: Ororana of the Qualinesti
Minotaur: Tariki de-Athak
Ogre: Kult'i Dwarf-Eater
Kender/Halfling:
Gnome:
Irda (True Form): Amberyl
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Sana Firebrand:
Sana Firebrand - Warrior Innocent Female aasimar antipaladin (tempered executor, tyrant, lord of darkness) 14/cleric (asmodean advocate, evangelist, (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder Player Companion: Dirty Tactics Toolbox 16, Pathfinder RPG Advanced Player's Guide 118, 135, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 40, Pathfinder RPG Ultimate Intrigue 64, Pathfinder Unchained 20, Ultimate Wilderness 210, 211) LE Medium outsider (native) Init +17; Senses darkvision 150 ft.; Perception +28 (+32 vs. followers of Mitra) Aura despair (10 ft.), aura of obedience (DC 27), sin (10 ft.), mythic presence[MA] (30 ft., DC 32) -------------------- Defense -------------------- AC 44, touch 31, flat-footed 38 (+6 armor, +10 Cha, +5 deflection, +5 Dex, +1 dodge, +7 shield) hp 259 (20d10+160); regeneration 1 Fort +27, Ref +24, Will +30; +1 trait vs. divine spells, +6 morale bonus when threaten challenged foe Defensive Abilities hard to kill, improved uncanny dodge, mythic saving throws, share will, unstoppable; DR 15/epic; Immune bleed, disease; Resist acid 5, cold 5, electricity 5, positive energy 10 -------------------- Offense -------------------- Speed 30 ft. Melee fire of the ninth +33/+28/+23/+18 (2d8+49/19-20 plus 2d6 sneak attack and 2d6 vs. Mitra) or . . unarmed strike +24/+19/+14/+9 (1d3+39 nonlethal plus 2d6 sneak attack) Special Attacks challenge 1/day (+18 damage, +6 to saves while threaten), channel negative energy 11/day (DC 33, 12d6), channel negative energy 13/day (DC 30, 10d6), countersong, divine surge (inspired spell), domination, fascinate, for the faith 4/day (+10), force of will, greater tactician 5/day (swift action, 13 rds), guardian's call (absorb blow), inspire courage +4, inspire greatness, inspire heroics, inspired spell[MA], mythic power (23/day, surge +1d12), sermonic performance, smite good 5/day (+10 attack and AC, +14 damage), sneak attack (unchained) +2d6 Spell-Like Abilities (CL 20th; concentration +30) . . 1—corruption resistance (vs evil hr/lvl on self)[APG] (DC 22) Antipaladin Spell-Like Abilities (CL 14th; concentration +24) . . At will—detect good Cleric (Asmodean Advocate, Evangelist, Hidden Priest) Spells Prepared (CL 20th; concentration +28) . . 9th—time stop[D] . . 8th—mass invisibility[D] . . 7th—screen[D] . . 6th—mislead[D] (DC 24) . . 5th—false vision[D] . . 4th—confusion[D] (DC 22) . . 3rd—deeper darkness, dispel magic, nondetection[D] . . 2nd—cure moderate wounds (2), darkness, desecrate, invisibility[D] . . 1st—clarion call (2), cure light wounds (2), disguise self[D], murderous command[UM] (DC 19) . . 0 (at will)—create water, detect magic, enhanced diplomacy, spark[APG] (DC 18) . . D Domain spell; Domain Trickery -------------------- Statistics -------------------- Str 22, Dex 20, Con 20, Int 18, Wis 26, Cha 30 Base Atk +18; CMB +24 (+26 bull rush, +26 drag, +26 overrun, +26 sunder); CMD 55 (69 vs. bull rush, 57 vs. drag, 57 vs. overrun, 67 vs. push, 67 vs. reposition, 57 vs. sunder, 67 vs. trip) Feats Bonded Mind, Chain Challenge, Change Of Heart, Combat Expertise, Combat Reflexes[M], Cornugon Smash, Deadly Aim, Discordant Voice[UC], Divine Fighting Technique (asmodeus's Mandate), Dodge, Dual Path[M], Extra Path Ability[M], Extra Path Ability[M], Improved Critical, Improved Outflank, Leadership, Mythic Paragon[M], Outflank[APG], Power Attack[M], Powerful Maneuvers, Stand Still, Weapon Focus, Weapon Specialization Traits asmodeus is with you, eyes and ears of the city, heresy, wicked leader Skills Appraise +8, Bluff +41 (+43 to checks attempted during violent conflict., +51 to lie and any lie you tell cannot be detected via detect lies, zone of truth, or similar spells., +45 vs. followers of Mitra, +45 to conceal Fire of the ninth vs. members of religions other than Mitra), Climb +10, Diplomacy +41, Disguise +10 (+14 to conceal Fire of the ninth vs. members of religions other than Mitra), Fly +25, Handle Animal +33, Heal +15, Intimidate +33 (+35 to checks attempted during violent conflict., +37 on Intimidate checks made against living creatures within 10 feet. Beat DC by 10 or more and issue a command as the spell), Knowledge (geography) +5 (+9 vs. followers of Mitra), Knowledge (history) +8 (+12 vs. followers of Mitra), Knowledge (local) +8 (+12 vs. followers of Mitra), Knowledge (nobility) +13 (+17 vs. followers of Mitra), Knowledge (planes) +19 (+23 vs. followers of Mitra), Knowledge (religion) +32 (+36 vs. followers of Mitra), Linguistics +27 (+37 to create or detect forgeries), Perception +28 (+32 vs. followers of Mitra), Perform (dance) +16, Perform (oratory) +33, Perform (sing) +15, Profession (barrister) +41, Profession (courtesan) +19, Ride +25, Sense Motive +25 (+29 vs. followers of Mitra), Sleight of Hand +9 (+13 to conceal Fire of the ninth vs. members of religions other than Mitra), Spellcraft +21, Stealth +18, Survival +9 (+13 vs. followers of Mitra), Swim +10, Use Magic Device +16; Racial Modifiers +2 Diplomacy, +2 Perception Languages Abyssal, Anaiathan Sign, Celestial, Common, Daemonic, Dwarven, Giant, Goblin, Infernal, Iraen, Kolshet, Lip-reading, Norspik, Old Talirean (dead Language), Sakvroth, Sylvan, Yutak SQ amazing initiative, brutal beating, calling 4/day (+10), channel shockwave[MA], cruelties (cruelty [commanded], cursed, sickened, staggered), debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, devil in the details, diabolic boon (weapon +4, 3/day), divine bond, divine patron, divine weapon specialization, druchite, false arcanist, finesse weapon attack attribute, foe-biting, frightening, heathen slayer[MA], hide in plain sight, immortal, immovable[MA], impervious body[MA], impervious body[MA], impervious body[MA], impervious companion[MA], legendary hero, legendary item[MA], legendary item[MA], legendary item[MA], legendary power, legendary surge, mythic bond, mythic presence[MA] (30 ft., DC 32), order (order of the star), pact bound, public speaker, recuperation, rejuvenating, returning, rogue talents (combat trick, poison use), serpent, shoulder devil, spontaneous casting, the boss, touch of corruption 22/day (12d6), true defender, unseen devotion, unstoppable strike, unyielding Other Gear +5 burdenless dastard shadow warding druchite heavy ceremonial armor, +5 bolstering malevolent negative channeling resonating weeping mithral heavy steel shield, fire of the ninth, belt of physical power +6, headband of mental superiority +6, imperial army greathelm, ring of the ecclesiarch[UE], the hadean signet, tied on items, 879,700 gp, 7 sp, 3 cp -------------------- Special Abilities -------------------- Absorb Blow (60 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist. 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). Antipaladin Channel Negative Energy 12d6 (11/day, DC 33) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Aura of Despair -2 (10 ft.) (Su) Enemies in aura take a -2 to all saves. Aura of Obedience (1/day, DC 27) (Su) Demoralize living creature within 10 feet Aura of Sin (10 ft.) (Su) Attacks vs. foes in range bypass DR as evil-aligned. Own attacks always count as evil. Bardic Performance: Fascinate (9 targets, DC 32) (Su) One or more creatures becomes fascinated with you. Bardic Performance: Inspire Courage +4 (Su) Morale bonus on some saving throws, attack and damage rolls. Bardic Performance: Inspire Greatness (4 allies) (Su) Grants allies 2 bonus hit dice, +2 to attacks and +1 to fort saves. Bardic Performance: Inspire Heroics (2 allies) (Su) +4 to saving throws and +4 to AC for 2 allies. Bonded Mind You and ally you can see that has this feat can trade nonverbal messages. Brutal Beating (2 rounds) (Ex) Forgo 1d6 sneak attack damage to sicken the target for listed duration. Calling (4/day) As std. action, gain +10 on a single ability check, attack roll, saving throw, or skill check. Chain Challenge When challenge target is downed, declare a new challenge target as immediate action. Change of Heart When melee atk reduces target to 0 hp or unconscious, forgo dam and attempt Diplomacy to influence attitude. Channel Shockwave (Su) On crit, can channel energy vs. foe of opposed alignment to deal extra dam (Will half). Cleric (Asmodean Advocate, Evangelist, Hidden Priest) Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills. Cleric Channel Negative Energy 10d6 (13/day, DC 30) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. 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. Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent. Cruelty (Commanded, DC 27) (Su) Command target as per the command spell. Cruelty (Cursed, DC 27) (Su) Touch of corruption can curse target, as per bestow curse (Fort neg). Cruelty (Sickened, DC 27) (14 rounds) (Su) Touch of corrupution can sicken target for 14 rounds (Fort neg). Cruelty (Staggered, DC 27) (7 rounds) (Su) Touch of corrupution can stagger target for 7 rounds (Fort neg). Damage Reduction (15/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus). Darkvision (150 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. Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd. Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd. Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd. Detect Good (At will) (Sp) You can use detect good at will (as the spell). Devil in the Details (Ex) Substitute Profession (barrister) for Bluff/Diplomacy checks. Discordant Voice When using bardic performance, allies deal 1d6 extra sonic damage Divine Bond (Su) Expend a lay on hands usage to activate your divine bond Divine Bond (Weapon +4, 14 mins, 3/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties. Divine Fighting Technique (Asmodeus's Mandate) Threat with mace sickens 1 rd (2 rds on crit). Advanced: swift if hit foe with mace who has no Dex, free dirty trick. Divine Patron (Su) +2 CL when casting divine spells on yourself or creature who seves your deity. Divine Weapon Specialization (Ex) Gain increased weapon damage with deity's favored weapon, as Sacred Weapon. Domination (DC 27) (Su) Create thrall of a living humanoid creature within 30' Druchite Always benefit from 10% miss chance while in dim light/darkness, even vs darkvision. Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks. False Arcanist +10 (Ex) Gain +10 bonus on some skill checks; disguise divine spellcasting as other type with a skill check. Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls. Foe-Biting When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the total amount of damage. If the attack is a conf For the Faith +10 (4/day) (Ex) As a free action, gain listed bonus to att for 1 rd. Allies in 30 ft. of same faith gain half bonus. Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll. Frightening (Ex) Demoralize duration increases by 1 rd, if 4+ rds can frighten 1 rd instead. Greater Tactician (13 rds, 5/day) (Ex) As a swift action, grant the use of one of your teamwork bonus feats to all allies within 90 ft. Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2. Heathen Slayer +4 (Mitra) (Ex) Bonus to attack, damage, Bluff, Knowledge, Perception, Sense Motive, Survival vs. followers of selected deity. 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. Immovable (Su) Spend mythic power to make bull rush, drag, reposition or trip against you fail. Immunity to Bleed You are immune to bleed. Immunity to Disease You are immune to diseases. Impervious Companion (The Viper) (Su) When ally within 30 ft. is targeted by ranged attack, imm. action or mythic powe to become target. Improved Uncanny Dodge (Lv >= 10) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 10+. Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized. Leadership (score 42: 17th; 5,272/526/263/132/66/33) You attract loyal companions and devoted followers. Legendary Hero (Su) One use of mythic power is regained each hr. Legendary Power (8/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully. A myth
Stand Still When taking an AoO, you can make a combat maneuver check to end opponent's movement instead of attacking.
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 -------------------- The Viper CR –
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