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About Senuria

Amberyl 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
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Defense
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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
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Offense
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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
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Statistics
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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
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Special Abilities
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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
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Metamagic Adept (At will) (Ex) Apply all metamagic feats without increasing the casting time.
Metamixing (Su) Use 1 reservoir while casting a spell, apply a known MM to spell without affect on casting time.
Mystic Bolt (Electricity) 1d6 (Sp) Sling mystic bolts of energy at your foes.
Mystic Bolts (Su) Make attacks with one or more elements.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Natural Spell You can cast spells while in Wild Shape.
New Arcana - level (Ex) Add 1 spell to your list of spells known
No One of Consequence (DC 26) (Ex) Creatures must succeed at a Will save to remember information about you.
Obfuscated Spellcasting (Su) Use 1 reservoir, add 2x CL to DC to ID cast spell, on fail believe it was another spell.
Perfect Preparation (Ex) No need for a spellbook or familiar when preparing spells.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Sage When a spell level is increased by a metamagic feat, it gains +1 DC.
School Power (Evocation) (Ex) Add +2 to the DC of spells from the Evocation school.
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Seamless Shapechanger (Ex) +20 circumstance bonus to assume another's shape via polymorph.
See Magic (Su) Can detect magic at will. Use 1 reservoir to skip exam time for 1 min.
Selective Spell You can cast a spell that does not affect some targets within its area.
Skirmisher (Ex) After move 10 ft, first attack deals sneak attack damage as though foe is flat-footed.
Sneak Attack (Unchained) +4d8/+4d4 +4d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Spell-Like Ability (Arcanist) The archmage can use one of her arcane spell slots (other than the slot expended to learn this high arcana) to permanently prepare one of her arcane spells as a spell-like ability that can be used twice per day. The archmage does not use any compone
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.
Supreme Trickster (Su) Non-mythic foes are always flat footed vs. you. If roll 20 on opposed skill vs. mythic, gain 1 power.
Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.
Throat Crush Foe has trouble speaking as the caster croak spellblight.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Vow of Cleanliness (+1 ki) Wash daily, keep clean, don't touch the diseased/dirty/undead except to try to heal them, attack them w/ manufactured weapons.
Weapon Focus (Close Weapons) Choose one weapon group. You become better at using that type of weapon.

Prerequisites: base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies
Weapon Focus (Monk Weapons) Choose one weapon group. You become better at using that type of weapon.

Prerequisites: base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies
Wholeness of Body (1d8+5 hp) (Su) As a standard action, use 2 ki to heal damage to self.
Without a Trace (Ex) When successfully use Evasion/Improved Evasion may hide as imm act.
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Human: Peregrine Stoup
Peregrine Stoup is a young human female just beginning her third decade of life. Less than a handful of inches under six feet in height, she has rich dark brown hair that falls to mid-back when it isn't braided up to the nape of her neck, and dark steady eyes that analyze everything she sees whether she seems to be paying attention or not. Her build is slim, agile but fairly durable; her fingers work equally well with the tools of her jewelry-making craft as they do with the dagger she keeps tucked inside her jacket or the intricately-carved walking-stick she uses to walk about town.

Human: Talitha of Lemish
The forty-year-old Talitha of Lemish clearly has some Abanasinian blood in her; two inches over six feet in height, she also has blonde hair that would be glorious if she allowed it to grow beyond the short hacked-off mess in which she keeps it. With a range of expressions on her scarred face that apparently only varies between grim, irate, and outright pugnacious, Talitha is clearly a woman who isn't necessarily used to getting her own way -- but who isn't afraid to fight you to try to make it happen anyhow. She hits more often than her opponents would like, but (fortunately for them) she hits less hard than they're afraid she might. That will not, however, save them from a dagger in the back. (Because the character does not speak Lemish, Talitha is a 'weak' identity.)

Dwarf: Fatherless Topaz
Suspected of once being of the Klar (supposedly), Fatherless Topaz is an outcast dwarf fem approaching middle age who very fiercely (and sometimes violently) defends her right to not talk about herself, and to shut up people who ask too many d@mn questions. Her skin is on the dark side of the dwarven 'tan' spectrum, her hair a wild and wiry mass she doesn't bother to tame. Lean, she is surprisingly quick, her eyes never staying in one place for long as she scans for danger. Constant vigilance!!

Elf: Ororana of the Qualinesti
Slim and elegant, at an inch under five feet in height, the young Ororana is of average height for her race. With honey blonde hair that cascades most of the way to the floor and which is kept out of her face by way of two braids from either side of her head interwoven at the back, Ororana is a soft, well-spoken, and peaceful maiden who seems to seek only a reasonable, peaceful solution to any conflict.

Minotaur: Tariki de-Athak
From the look of her, Tariki is a recent survivor of some sort of famine or other starvation event; too lean for a minotaur to consider her to really be healthy, she is yet reasonably durable, and her fingers are agile beyond what most minotaurs can manage, making her able to accomplish with finesse the same things most minotaurs do by sheer power. Her body-fur is a rich russet, while her mane is an almost offensive bright copper, providing contrast for the overly-white eight-inch horns at her temples. (Because the character does not speak Kothian, Tariki is a 'weak' identity.)

Ogre: Kult'i Dwarf-Eater
With the lean-and-hungry look that certain ogres get, Kult'i declares by her name that her preferred prey are the rockbrothers ... but it's unlikely that she's had that meal more than the once. Still, despite being scrawny and weak as a kitten (compared to her kin), the ogress likely arouses uncertainty and fear in her kin, for she is a wily ogre, one who has the evil eye and clever fingers, and you never know what someone like her is thinking.

Kender/Halfling:
The character has not yet developed a kender/halfling identity, as her caution is at odds with their fearlessness, and she's not yet confident she can mimic their 'handling' well enough. Also, she does not know Kenderspeak, which would make for a weak identity.

Gnome:
The character has not yet developed a gnomish identity, not having seen or interacted with enough gnomes. Nor does she know the gnomish language, which would make for a weak identity.

Irda (True Form): Amberyl
Sky-blue skin, cloud-white hair, deep blue eyes -- elegant grace and and a remote/uncaring expression is this young lady of the ancient ogres, a shade over six feet in height with her hair falling straight to below her hips. In this form, every element of her self -- her lack of strength in favor of her extraordinary grace, her thoughtfulness, her beauty and charm, and especially her intellect -- are brought together in the perfect unity that is subtly lacking in all her other forms.

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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)
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Defense
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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
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Offense
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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
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Statistics
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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
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Special Abilities
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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
Mythic Presence (30 ft., DC 32) (Su) Spend 1 mythic power to gain a frightful mien.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Pact Bound (Ex) Gain Trickery domain, and no others.
Poison Use (Ex) Can't accidently poison self when applying poison to a weapon.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Powerful Maneuvers You don't provoke attacks of opportunity when bull rushing.
Public Speaker (-30 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Regeneration 1 Heal HP quickly and cannot die.
Rejuvenating (120 hp) The bearer of this item can expend uses of legendary power to rejuvenate her body. As a standard action, she can expend one use of legendary power to heal herself of 10 points of damage per mythic tier she possesses. Alternatively, as a standard acti
Returning (Plane-Crossing) The creature bonded to this item can expend one use of mythic power to teleport the item to her waiting hand, as if using teleport object. The item must be on the same plane as the bonded creature for this ability to function. This ability can
Sermonic Performance (swift action, 52 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Serpent (Su) At 1st level, an Asmodean advocate gains a familiar as the arcane bond class feature, using her cleric level as her wizard level. She must choose a viper familiar. The viper speaks one language of the Asmodean advocate’s choice as a supernatural ab
Share Will (Su) When your or familiar fails a save vs. mind-affecting effect, the other can roll in their place, but failure affects both.
Shoulder Devil (Su) At 8th level, an Asmodean advocate can choose an imp familiar as though she had the Improved Familiar feat.
Smite Good (5/day) (Su) +10 to hit, +14 to damage, +10 deflection bonus to AC when used.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:

Stand Still When taking an AoO, you can make a combat maneuver check to end opponent's movement instead of attacking.
Star's Challenge +18 (1/day) (Ex) +18 to damage target, -2 AC vs. others when used, +6 to all saves while threatening your target.
Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount.
The Boss (Ex) Become a leading member in an organization, multiply followers from Leadership by 10.
Touch of Corruption (12d6 hit points, 22/day) (Su) As a standard action, touch channels negative energy and applies cruelties.
True Defender (Su) Weapon damage from non-mythic foes is halved before applying resistance. Activate when you suffer a critical hit to regain 1 power.
Unseen Devotion (4/day) (Su) Apply both Silent Spell and Still Spell to a spell without altering its level or casting time.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Unstoppable Strike This weapon bypasses all armor. The wielder can expend one use of legendary power when attacking to make the attack against touch AC. If she instead expends two uses of legendary power, the weapon also bypasses any deflection bonus to AC the target h
Unyielding A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.
Weapon Focus (Hammers) Choose one weapon group. You become better at using that type of weapon.

Prerequisites: base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies

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The Viper CR –
Female imp (infiltrator) (Pathfinder RPG Bestiary 78)
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect good, detect magic; Perception +22
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Defense
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AC 26, touch 15, flat-footed 23 (+3 Dex, +11 natural, +2 size)
hp 129 (3d10); fast healing 2
Fort +12, Ref +12, Will +13
Defensive Abilities improved uncanny dodge, uncanny dodge, uncanny stealth; DR 15/epic, 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
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Offense
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Speed 20 ft., fly 50 ft. (perfect)
Melee unarmed strike +23/+18/+13/+8 (1 nonlethal) or
. . sting +23 (1d4 plus poison)
Space 2½ ft.; Reach 0 ft.
Spell-Like Abilities (CL 20th; concentration +22)
. . Constant—detect good, detect magic, telepathic bond (with master only)
. . At will—guidance, invisibility (self only)
. . 1/day—augury, suggestion (DC 15)
. . 1/week—commune (6 questions, CL 12th)
Domain Spell-Like Abilities
. . 1/day—fire bolt (1d6+10 fire)
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Statistics
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Str 10, Dex 17, Con 10, Int 22, Wis 12, Cha 14
Base Atk +18; CMB +19; CMD 29
Feats Agile Maneuvers, Alertness, Combat Expertise, Deadly Aim, Power Attack
Skills Acrobatics +9 (+5 to jump), Appraise +7, Bluff +41, Climb +4, Disable Device +5, Disguise +6, Escape Artist +4, Fly +41, Handle Animal +22, Heal +8, Intimidate +22, Knowledge (arcana) +12, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +9, Knowledge (planes) +21, Knowledge (religion) +29, Linguistics +26, Perception +22, Perform (dance) +5, Perform (oratory) +22, Perform (sing) +4, Profession (barrister) +21, Ride +23, Sense Motive +22, Sleight of Hand +4, Spellcraft +23, Stealth +19, Survival +2, Swim +5, Use Magic Device +5
Languages Anaiathan Sign, Common, Dwarven, Goblin, Infernal, Iraen, Kolshet, Lip-reading, Norspik, Yutak; speak with master
SQ change shape (boar, VIper, rat or raven; beast shape I), domain influence (Fire), empathic link, finesse weapon attack attribute, share spells, share will
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Change Shape (boar, VIper, rat or raven; beast shape I) (Su) You can change your form.
Combat Expertise +/-5 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (15/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Damage Reduction (5/good or silver) You have Damage Reduction against all except Good or Silver attacks.
Darkvision (60 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.
Divine Guidance (Sp) An emissary can cast guidance at will.
Domain Influence (Sp, Su) Gain domain power.
Domain Influence Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Empathic Link (Su) You have an empathic link with your master.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fire Bolt 1d6+10 fire (1/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Fly (50 feet, Perfect) You can fly!
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Improved Uncanny Dodge (Ex) Can't be flanked or sneak attacked unless rogue is 4+ levels higher.
Poison (DC 22) (Ex) Sting—injury; save Fort DC 22; onset 1; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Scry on Familiar (Sp) Master can scry on you once per day.
Share Spells (Ex) Share spells is limited to divination spells.
Share Will (1/day) (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.
Speak with Master (Ex) You can communicate verbally with your master.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Uncanny Stealth (Ex) Retain Dex bonus to AC when flat-footed.