Dinvaya

Serael Adren's page

447 posts. Alias of Wyshart.


Full Name

Serael Adren

Race

Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11

Classes/Levels

Abilities:
Hit Dice 7/7 | Spell Points 12/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

Gender

Female Half-Elf Witch/Ranger 7

Size

Medium

Age

32

Alignment

Neutral Good

Deity

Desna

Languages

Common, Elven, Varisian, Skald, Hallit, Aklo and Sylvan

Strength 10
Dexterity 14
Constitution 14
Intelligence 20
Wisdom 14
Charisma 10

About Serael Adren

Backstory:

Serael Adren was not special. Born in Sothis to merchant parents in the Sphinxside, she would often have to accompany them on their trips as to not stay alone at home. Since early in her life she was filled with wanderlust, the trips being the highlight of her life. Her parents were of modest means, but loving and focused on her education, in which she usually excelled.
During a particularly harsh trip on the deserts of Osirion, Serael got lost from her group during a sandstorm. She doesn’t know how much time passed, as time was meaningless and her thirst was great, ending up crawling on the sands, burning from the heat and freezing from the cold during the nights. All seemed lost until she saw two birds, one red, one white, circling around her.
They approached, seemingly more intelligent than the other animals she loved so much and she knew, deep in her heart, they were offering salvation through a contract. She did not feel malice from them, but was desperate nonetheless and accepted. Each bird shed one feather and both feathers intertwined in the air and formed a solid ring, half white, half red, that Serael must use for her magic, which she gained at that moment. Her jet black hair became light blonde, almost white and her skin cold to the touch.
They brought her water and guided the merchant caravan back to her. Soon she found out the contract was different to each bird, the red bigger bird, which she called Summer could speak to her and was her loyal companion while the white one, an albino raven she called Winter, granted her magic and shared many of her peculiarities, such as a cold aura. Her parents were relieved but worried about what she became.
There was no hiding their daughter’s nature now and quickly word somehow spread of some of her cold powers and Irrisen representatives showed up at her house to take her to train. Her parents protested, but the girl, a teenager now, wanted to go if only to learn how to control her powers.
The following years were a blur. Numerous White Witches would try to teach her and understand the source of her powers, to no avail. Their methods were harsh and punitive, which led to many sleepless nights and attempts to run. No running was required as, after a few years, when she was a young adult, she was kicked out for being a failure.
Embracing her freedom, she went back to Sothis to see her parents one more time and started her journey to explore Golarion, fully converting to Desna (but still with a soft spot for the Ancient Osirianni deities) and getting on the road.
It’s been a decade and nowadays she is in Varisia, trying to practice the language, one of the many she learned during her studies.

Race Traits, Half Elf:

+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves gain an extra Background or General feat at 1st level. [Chosen Extra background feat]
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multitalented: Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes. [Favored Classes: Witch and Ranger]
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Draconic or Druidic): Common, Elven, Varisian, Skald, Hallit, Aklo and Sylvan [Common and Elven from Half-Elf race, +4 languages for Int and Skald from “Failed Winter Witch Apprentice” trait]

Background:

Animal Whisperer
Skill: Lore (Cold) and Handle Animal
Feat chosen: Nature Soul
Animal Affinity (The background feature not the chosen feat!): You can spend one hit die to cast call animal. At 5th level, you can spend three hit dice to cast dominate animal.

Stat Allocation:

Half Elf: Int +2
Free Boost: Wis +2
Background: Animal Whisperer +2 Wis
Free Boost: +2 Con
Class: Witch +2 Int
Free Boosts: +2 to Dex, Cons, Int, Cha
Optional: -2 to Str and Cha -> +2 to Int
Total:
Str: 10 (+0)
Dex: 14 (+2)
Cons: 14 (+2)
Int: 20 (+5)
Wis: 14 (+2)
Cha: 10 (+0)

Statistics:

Initiative: +2 (+2 Dex)
Perception: +11 (+7 level +2 Wis +2 racial)
Low-Light Vision
Speed: 30 ft.
HP: 91 (10 +2 Con mod +1 Favored Class Bonus per level)
Fortitude: +9 (+3 class +2 Con Mod +2 Resistance +2 Good Save)
Reflex: +9 (+3 class +2 Dex Mod +2 Resistance +2 Good Save)
Will: +9 (+3 class +2 Wis Mod +2 Resistance +2 Good Save)
AC: 20 (10 +2 Dex +4 Armor +1 natural [From Cloak of the Yeti] +2 Deflection +1 attunement)
CMB: 8 (+7 BAB +0 Str +1 attunement)
CMD: 20 (10 +CMB +2 Dex)
PSB: +8 (+7 BAB +0 Cha Mod +1 attunement)
PSD: 20 (10 +PSB +2 Wis)
MSB: +7 (Spherecasting class level)
MSD: 18 (11 + MSB)
Melee: +8 (+7 BAB +0 Str +1 attunement)
Ranged: +10 (+7 BAB +2 Dex +1 attunement) [+1 when using Bows due to Weapon Focus] [+1 if within 30 ft. of target]

Skill:

Skills per Level: 13(6 +5 Int Mod +1 FCB +1 from Cunning feat per level) Total: 91

Acrobatics
Athletics
Craft
Deception
Disable Device +6 (+5 rank +2 Dex Mod -1 armor check penalty)
Escape Artist
Fly +11 (+7 rank +2 Dex Mod +3 class -1 armor check penalty)
Handle Animal +10 (+7 rank +0 Cha Mod +3 class) [Granted by Beastmastery Sphere)
Heal +9 (+2 rank +2 Wis Mod +3 class +2 from Self-Suficient Feat)
Influence +10 (+7 rank +0 Cha Mod +3 class)
Knowledge (arcane) +15 (+7 rank +5 Int Mod +3 class) [+1 trait bonus to identify spells or magical effects with the cold descriptor]
Knowledge (civilization) +9 (+1 rank +5 Int Mod +3 class)
Knowledge (divine)
Knowledge (dungeoneering) +9 (+1 rank +5 Int Mod +3 class)
Knowledge (engineering)
Knowledge (history) +9 (+1 rank +5 Int Mod +3 class)
Knowledge (martial) +10 (+2 rank +5 Int Mod +3 class)
Knowledge (nature) +17 (+7 rank +5 Int Mod +3 class +2 from Nature Soul feat)
Knowledge (occult) +16 (+7 rank +5 Int Mod +3 class +1 from Spiritualism Tradition)
Knowledge (planes)
Linguistics
Lore (Cold) +15 (+7 rank +5 Int Mod +3 class) [Class Skill Granted from Background]
Perform
Profession
Sense Motive +4 (+2 ranks +2 Wis Mod)
Sleight of Hand
Spellcraft +15 (+7 rank +5 Int Mod +3 class) [+1 trait bonus to identify spells or magical effects with the cold descriptor]
Stealth +11 (+7 rank +2 Dex Mod +3 class -1 armor check penalty)
Survival +18 (+7 rank +2 Wis Mod +3 class +2 from Nature Soul Feat +2 from Track Ranger Class Feature +2 from Self-Suficient feat)
Use Magic Device +11 (+7 rank +0 Cha Mod +3 class)

Feats:

Nature Soul [Granted by Animal Whisperer Background + half-Elf's Adaptability feature at lvl 1]
Benefit: You get a +2 bonus on all Knowledge (nature) checks and Survival checks. At character level 10, the bonus increases to +4.

Self-Suficient [Granted by Half-Elf’s adaptability class feature]
Benefit: You get a +2 bonus on all Heal checks and Survival checks. At character level 10, the bonus increases to +4.

Weapon Focus (Bows) [lvl 1 feat]
Prerequisites: Proficiency with at least one weapon from the selected weapon group, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using any weapon from the selected group.

Robustness [lvl 2 background feat]
Benefit: Whenever you are the target of a spell, sphere ability, or supernatural ability that allows you to regain hit points that does not grant fast healing, you heal additional hit points equal to your Hit Dice. The increase in healing can not be greater than the original amount of healing granted. When you are granted fast healing, the fast healing heals 1 additional hit point per round.

Combat Casting [lvl 3 feat]
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.

Combat Advice [lvl 4 background feat]
Benefit: As a move action, you can offer useful advice to an ally engaged in combat at just the right moment. Designate an enemy; your ally gains a +2 competence bonus on her next attack roll against that enemy. For your ally to benefit from this feat, you must be able to clearly see your ally and the designated enemy, and your ally must be able to hear you.

First Response [lvl 5 feat]
Prerequisite: Life sphere.
Benefit: When you use a standard action to use a Life sphere ability on an ally other than yourself, you may take 10 on any concentration checks required.

Cunning [lvl 6 background feat]
Benefit: You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Dice right away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well.

Counterspell [lvl 7 feat]
Prerequisites: Casting class feature, magic skill bonus +5
Benefit: You may spend a spell point as a standard action to dispel an existing magical effect on a creature, item, or location within Medium range. You may target a specific effect if you have identified it, otherwise the effect with the highest caster level on the target is automatically targeted. Alternatively, you may ready an action to use this ability to counter a spell or magical effect cast by another. In both cases, you must succeed at a MSB check against the caster or magical effect in question. If you succeed then the targeted effect is destroyed. If you target a magic item, the item is not destroyed; instead the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. A magic item’s physical properties are unchanged; a suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this. This is treated as a sphere effect, and it is subject to all rules as a sphere ability, is affected by the caster’s casting tradition, and can itself be countered by another caster.

Trait:

Failed Winter Witch Apprentice: As a child, you were apprenticed as a winter witch in the frozen land of Irrisen, but you did not complete your training. Perhaps you disagreed with the politics of Irrisen’s White Witches, or you had an altercation with one of your teachers, or maybe you were just ill-suited to the practice of witchcraft. Whatever the reason, you left the ranks of the winter witches and left Irrisen. Whether or not you have continued your training on your own, you still retain some small knowledge of witchery and the magic of the icy north. You gain a +1 trait bonus on Knowledge (arcana) and Spellcraft checks to identify spells or magical effects with the cold descriptor, and one of these skills (your choice) is a class skill for you. In addition, you gain Hallit or Skald (this does not count toward your number of languages).

Class Features (Gestalt Witch/Ranger):

Weapon and Armor Proficiency:
A ranger is proficient with simple weapons, as well as light armor and bucklers. In addition, if this is the character’s first level in any class, he may select a martial tradition of his choice. [Martial Tradition chosen: Custom, see next section]

Combat Training (Ex):
A ranger is considered a Proficient practitioner, gaining spheres and talents as appropriate. Rangers use Wisdom as their practitioner modifier. (Ranger Combat Talents = 0)

Magic Talents:
A witch gains a magic talent every time she gains a caster level. This does not stack with caster levels gained from other sources. (Witch Magic Talents = 3) [Casting Tradition chosen: Custom, see next section]

Spell Pool:
The witch gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Intelligence modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Spell Points: 14 [+7 level +5 Int Mod +2 from Casting Tradition]

Studied Target (Ex):
A ranger can study an opponent he can see as a move action. The ranger then gains a +1 bonus on Influence, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of ranger class abilities against that opponent increase by 1. A ranger can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the ranger studies a new target.

If a ranger deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack, damage rolls, and skill checks and to ranger DCs against a studied target increase by 1. In addition, at each such interval, the ranger is able to maintain these bonuses against an additional studied target at the same time. The ranger may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a ranger can study an opponent as a move or swift action.

Track (Ex):
A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex):
A ranger can improve the initial attitude of an animal. This ability functions just like an Influence check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Familiar (Ex):
At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses and help with some types of magic. This functions like the wizard’s arcane bond class feature, except the witch’s familiar must take the Sage familiar archetype.

[Familiar Chosen = Raven]

Patron:
At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the listed forces. The witch’s patron grants a special ability to the witch’s familiar and also grants access to exclusive hexes.

Patron Chosen: Winter

Winter

Familiar: The witch’s familiar radiates an aura of cold in a 5-foot radius. This aura doesn’t cause any damage. The familiar is immune to cold damage but vulnerable to fire.
Hexes available: Cold Flesh, Frostfoot, Hoar Blade, Snow Blindness.
Major Hexes available: Blizzard, Hoarfrost, Ice Tomb.
Grand Hex available: Unearthly Cold, Winter's Curse.

Tradition:
Witches draw power from their tradition, blending magic and hidden knowledge to powerful effect. A witch chooses a tradition at 1st level, gaining its class skills (or a +1 bonus to any that were already class skills) and tradition power, and its tradition mastery at 20th level.

Tradition Chosen:
Spiritualism
Class Skills: Knowledge (civilization), Knowledge (history), Knowledge (occult).
Tradition Benefit: You may make Knowledge checks untrained. Whenever you make a Knowledge check, roll twice and take the higher result.
Tradition Power: You may channel spirit allies into yourself, temporarily gaining their knowledge and experience. As a standard action, you may grant yourself the benefit of any one magic talent you don’t possess. This effect lasts for 1 minute per class level. You must possess that talent’s base sphere and meet any prerequisites (if an advanced talent). You may use this ability a number of times per day equal to 3 + 1/2 your witch level (minimum 1). Multiple uses of this ability do not stack. If you use this ability again before the previous duration has expired, it replaces the previous use.
At 5th level, you may use this ability to gain the benefits of two magic talents at the same time. You may select one magic talent as a move action or two magic talents as a standard action. You may use one of these magic talents to meet a prerequisite of the second magic talent; doing so means that you cannot replace a magic talent currently fulfilling another’s prerequisite without also replacing those talents that require it. Each individual magic talent selected counts toward her daily uses of this ability.
At 9th level, you may gain the benefits of two magic talents as a move action or one magic talent as a swift action.
At 13th level, you may use this ability to gain the benefits of three magic talents at the same time. You may select one magic talent as a free action, two magic talents as a swift action, or three magic talents as a move action. You may use some of the magic talents to meet the prerequisites of others. Each individual magic talent selected counts toward a daily uses of this ability.
At 17th level, you may gain the benefit of one magic talent as an immediate action or three magic talents as a swift action. Each individual magic talent selected counts toward your daily uses of this ability.
Tradition Mastery: You may channel spirit allies to gain the benefit of any number of magic talents as a swift action. Each magic talent selected counts toward your daily uses of this ability.

Sneak Attack
If a ranger of 2nd level or higher can catch an opponent when he is unable to defend himself effectively, the ranger can deal extra damage. A sneak attack is possible only when a ranger is wearing medium, light, or no armor. This attack deals extra damage any time the target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ranger flanks the target. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every four ranger levels thereafter. Should the ranger score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

Hexes
Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 2nd level and every 2 levels thereafter, a witch gains one hex of her choice. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier. [10 +1 +4 = DC 15]

Evil Eye (Su) [lvl 2 Hex]
The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This effect lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

Flight (Su) [lvl 4 Hex]:
The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

Cackle (Su) [lvl 6 Hex]
A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony, babble, boneless steps, charm, dark desires, discord, disrupt connection, elemental warp, evil eye, fortune, glory of the heavens, mark of plague, misfortune, or primal fury hex caused by the witch has the duration of that hex extended by 1 round.

Nature’s Healing (Ex):
Beginning at 3rd level, a ranger’s extensive knowledge regarding the flora and fauna of his favored terrains gives him a +2 bonus to all Heal skill checks made when in one of those favored terrains. In addition, as long as he is in one of his favored terrains when using the Heal skill, he also gains the following benefits:

- Long-Term Care: If the ranger’s Heal check is successful, the patient recovers hit points or ability score points lost to ability damage at three times the normal rate: 3 hp per character level for a full 8 hours of rest in a day, or 6 hp per character level for each full day of complete rest; 3 ability score points for a full 8 hours of rest in a day, or 6 ability score points for each full day of complete rest. The various items and supplies necessary (bandages, salves, and so on) are easy to come by in the ranger’s favored terrains.

- Treat Deadly Wounds: When treating deadly wounds in any of his favored terrains, a ranger can restore an additional 1d6 hp, plus 1 hp for every three ranger levels he possesses. A ranger does not need a healer’s kit to treat wounds when in one of his favored terrains and receive no penalties for not having such an item.

- Treat Poison: If a ranger’s Heal check exceeds the DC of the poison by 5 or more, the patient receives a +8 competence bonus on his saving throw against the poison.

- Treat Disease: If a ranger’s Heal check exceeds the DC of the disease by 5 or more, the patient receives a +8 competence bonus on his saving throw against the disease.

Favored Terrain (Ex): [Chosen Terrain = Cold]

At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2. If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Nature's Allies (Ex):
At 4th level, a ranger expands his combat training by gaining either the Beastmastery or Warleader sphere and one additional talent from the corresponding sphere as bonus talents. If the ranger already has one of these spheres, he may instead choose any talent from that sphere for which he qualifies. [Chosen Animal Companion twice]

Ranger Talents:
As a ranger gains experience, he learns a number of talents that aid him in combat and help him survive in the wilds. At 4th level, he gains one ranger talent. He gains additional ranger talents as he increases in level. Except where specified, he cannot select an individual talent more than once.

Skirmishing Attack (Ranger Talent chosen at lvl 4) Whenever you move at least 10 feet and attack in the same round, you can also apply sneak attack damage, if applicable, to the target as though it were flat-footed. If you make more than one attack during the round, this ability only applies to the first attack. Enemies with uncanny dodge are immune to this ability.

Cheetah’s Stride [lvl 7 Ranger Talent]: You can move up to twice your speed as a move action. You don’t suffer any penalty on Stealth checks for this move, although it provokes attacks of opportunity as normal. You may do this a number of rounds per day equal to your ranger level. These rounds need not be consecutive.

Woodland Stride: Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

Casting Tradition:

Casting Tradition:
Magic Type: Arcane
Casting Ability Modifier: Intelligence
Drawbacks: Emotional Casting, Focus Casting, Witchmarked
Boons: Bound Creature, +1 bonus spell point (+1 per 6 levels in casting classes)

Sphere Specific Drawback:
Marking Enhancements
A mark appears on any creature or object you enhance. This mark always appears on a body part or portion of the object where it is easily visible. The mark can be easily removed; it can be rubbed away as a standard action (which requires a touch attack and provokes an attack of opportunity if the creature is not willing), or fades away after being exposed to water or another solvent for one minute. Once the mark has been removed, the enhancement ends prematurely.

[Focus Casting item = Ring]

Magic Talents:

Conjuration Sphere
Summon [Granted by Casting Tradition’s Boon Bound Creature]
As a standard action, you may spend a spell point to summon a creature you have made a contract with (called a companion) causing it to appear in an adjacent square, ready to act on your following turn. You must concentrate to maintain the companion’s presence, but may always spend an additional spell point to allow the summoned creature to remain for 1 minute per caster level without concentration.
A companion only recovers hit points and resources (unless restored through the Heal skill or magical means) when the caster rests to recover spell points. A companion may be dismissed as a free action.

Bound Companion Boon:
Your companion can possess companion archetypes and gain (form) talents as a normal companion, but does not gain the extraplanar subtype; it cannot be summoned, dismissed, or banished, and costs no spell points to use. (Form) talents that require the expenditure of spell points when a companion is summoned can be activated by spending those points after you rest to regain spell points, in which case the benefit lasts until the next time you rest to regain spell points. Bound creatures cannot benefit from talents gained from implements or that you do not permanently possess.

You do not suffer a chance of failure from the Focus Casting drawback so long as your bound creature is on the same plane as you and is within medium range (100 feet + 10 feet per caster level). If your bound creature dies, you suffer a chance of spell failure as outlined in the Focus Casting drawback until you gain another bound creature or bring the previous one back to life somehow. You cannot bond with a new creature for 30 days or until you gain another level, whichever comes first. A caster must possess the Focus Casting drawback to select this boon.

[Companion Base Form: Avian]

Fey Companion [type] [Granted automatically by the Conjuration Sphere clause of getting a (type) or (form) talent whenever you get a Talent] [Taken the second time as the lvl 4 Magic Talent]

Your companion has strong ties to the Faerie. The companion gains the fey creature type. The companion gains DR 2/ cold iron +1 per 5 Hit Dice, +1 saves vs. charms and sleep +1 per 5 Hit Dice.
You may take this talent twice. If taken twice, your companion’s bonuses improve to DR 3/cold iron +1 per 3 Hit Dice, +1 saves vs. illusions and mind-affecting effects +1 per 3 Hit Dice.

Armored Companion [1/3 Casting Talents chosen at level 1]
Your companion gains armor as appropriate for its form and appearance (a suit of armor, a tougher hide, buffeting winds, etc.). Your companion gains a +2 armor bonus, +1 at every odd Hit Die beyond 1st.

Enhancement Sphere [2/3 Casting Talents chosen at level 1]
As a standard action, you may enhance a creature or object within close range for as long as you concentrate. You may always spend a spell point to allow an enhancement to continue for 1 minute per caster level without concentration. If targeting a creature or intelligent item that does not want to be enhanced (or an item in a creature’s possession that does not want their item enhanced), the target is allowed a Will save (DC 10 + 1/2 caster level + casting ability modifier) to negate the effect. Enhancements are subject to spell resistance.
Each time you use enhance, you choose one enhancement to bestow. When you gain the Enhancement sphere, you gain the following enhancement:
Enhance Equipment
You may enhance a weapon, suit of armor, shield, or as many as 50 pieces of ammunition grouped together (in the same container or quiver), granting it a +1 enhancement bonus. This bonus increases by 1 for every 4 caster levels possessed (maximum +5). This does not stack with any enhancement bonus already possessed by the item.

Natural Enhancement [Acquired by Marking Enhancement drawback]
You may enhance a creature with enhancements that normally only apply to weapons or armor. If it applies to weapons, it applies to one of the creature’s natural weapons as well as its unarmed strikes; if it applies to armor, it applies to any natural armor bonus that the creature possesses (creatures without natural armor are considered to have a natural armor bonus of +0).

Deep Enhancement [Magic Talent chosen at lvl 2]
When you enhance an object or creature, the enhancement remains for 2 rounds after you stop concentrating. When you spend a spell point to make an enhancement last 1 minute per caster level without concentration, it lasts for 10 minutes per caster level instead.

Greater Enhance Equipment [Magic Talent chosen at lvl 3]
When using the Enhance Equipment enhancement, increase the enhancement bonus granted by 1, and raise the maximum enhancement cap to +6. Additionally, when spending a spell point to allow Enhance Equipment to endure for 1 minute per caster level without concentration, it instead lasts for 10 minutes per caster level. If you possess Deep Enhancement, this enhancement instead lasts for 1 hour per caster level.

Life Sphere [3/3 Casting Talents chosen at level 1]
Cure
As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. To living creatures, this is a harmless positive energy effect, but it is harmful to undead and other creatures normally damaged by positive energy (Will half).

Invigorate
As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour (Will negates (harmless)).

Restore
As a standard action, you may touch a target and spend a spell point to restore their health (Will negates (harmless)). When using restore, you must choose to restore mind, body, or soul. If affecting multiple targets, this choice becomes the same for all targets.

If restoring mind, this accomplishes all of the following:

Removes the dazzled condition.
Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
Removes the staggered condition.
If restoring body, this accomplishes all of the following:

Removes the battered condition. (See Spheres of Might.)
Removes the fatigued condition or lessens exhaustion to fatigued.
Removes the sickened condition or lessens nauseated to sickened.
If restoring soul, this:

Heals 1d4 points of ability damage to one ability score of your choice.
If the condition targeted is part of an on-going effect, restore instead suppresses the condition for a number of rounds equal to your caster level. This cannot be used to remove curses or instantaneous effects.

Protection Sphere [Magic Talent chosen at lvl 5]

As a standard action, you may touch a creature and spend a spell point, granting them an aegis for 1 hour per caster level. Unwilling targets are allowed a Will save to resist gaining an aegis, and aegis is subject to spell resistance.
Multiple aegises of the same talent can be placed on a single creature, and the creature can benefit from them when they are providing different effects. This means Armored Magic can give a target both armor and shield, and Energy Resistance can grant resistance to multiple energy types to the same target.
You gain the following aegis when you gain the Protection sphere:
Deflection
You grant the target a +1 deflection bonus to AC, +1 per 5 caster levels.

Ward
As a standard action, you may create a ward centered on yourself with a radius of up to 10 feet + 5 feet per caster level, but can also be made so small as to only cover yourself. Wards remain as long as you concentrate, but you may spend a spell point to allow them to remain for 1 round per caster level without concentration. Wards remain in the location they were created, even if you move (however, if the ward is created entirely on top of a vehicle, it will move with that vehicle). If a ward affects targets inside it, its effects are subject to spell resistance.
When you gain the Protection sphere, you gain the following ward:
Barrier
You may create a ward that creates a mostly-transparent wall of force at its perimeter. While this barrier does not block line of sight, it does block line of effect; thus, while you could still target a creature through the barrier (such as for an attack that attempts to break the barrier and still deal damage to the creature on the other side), the barrier does stop attacks, movement, breath weapons, and any spells or sphere effects that rely on line of effect until the barrier is destroyed. Ethereal creatures are technically stopped by the barrier, but can usually find a way around it (as the barrier does not cut through objects, and so usually stops at ground level). Creatures inside a space where a barrier is created are shunted to the nearest empty space on the outside.
A barrier has hit points equal to twice your caster level and a Break DC of 15 + 1/2 your caster level. A barrier can hold weight, up to 2,400 lbs. + 250 lbs. per caster level; beyond that, a barrier simply shatters as if broken with a Strength check. If a barrier is broken anywhere, the entire effect ends.
If an attack is directed at a target through the barrier, the attack first deals its damage to the barrier itself. If this damage is enough to destroy the barrier, the attack continues on to its intended target, although damage dealt to the barrier is subtracted from any damage done to the target or targets. Burst-effect attacks such as splash weapons, fireball spells, or others attempting to travel through the barrier explode at the barrier’s edge and also must overcome the barrier’s hit points to damage targets on the other side. If you maintain your barrier through concentration, its hit points are renewed each round on your turn.

Mass Enhancement [mass] [Magic Talent chosen at lvl 6]
When bestowing an enhancement, you may spend an additional spell point to enhance an additional 1 target per 2 caster levels (minimum 1) at the same time. Each target must be within range and must gain the same enhancement (thus, if using the Physical Enhancement talent to increase a target’s Strength, you could only target creatures, all of which would gain increased Strength). Once created, each enhancement is considered a separate sphere effect.

Mass Healing [mass] [Magic Talent chosen at lvl 7]
When using a cure, invigorate, or restore, you may spend an additional spell point to affect an additional 1 creature per 2 caster levels (minimum 1) at the same time. Each target must be within range and must be affected by the same cure, invigorate, or restore.

Companion:

Avian Companion - "Summer"
Size Medium;
Init +3
Speed 20 ft., Fly 15 ft*. (average);
HP 66 (6d10+6)
AC 24 [10 + 3 Dex + 5 natural armor +1 dodge +5 armor]; T 14 FF 20 [+5 dodge against attacks of opportunity when moving in or out of a threatened square]
Saves
Fort (good [+6], Ref (good) [+8] , Will (bad) [+2]; [+2 vs. charms and sleep, +4 vs. charm and enchantment effects, such as enchantment school spells or the Mind sphere]
DR 5/cold iron
Attacks:
Bite +10 (1d4+3), 2 talons +10 (1d4+3)
Str 13, Dex 16, Con 13, Int 7, Wis 10, Cha 11
BAB: +5
PSD: 15
MSD: 11
Feats: Weapon Focus (Natural), Dodge, Finesse Fighting (counts as being taken twice)
Skills: Fly +12 [+6 ranks, +3 Dex, +3 class]
Special:
Evasion: At 2 Hit Dice, a companion gains evasion, taking no damage on a successful Reflex save against an effect that grants half damage on a successful Reflex save. At 11 Hit Dice, they gain improved evasion, only take half damage on failed Reflex saves against effects that grant half damage on a successful Reflex save.
Devotion: At 5 Hit Dice, a companion gains a +4 morale bonus on Will saves against charm and enchantment effects, such as enchantment school spells or the Mind sphere

Familiar:

Raven - "Winter"

N Tiny animal
Init +2; Senses low-light vision; Perception +6

AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 natural)
hp 45 (7d8)
Fort +1, Ref +4, Will +4
Immune cold
Vulnerabilities fire

Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

Str 2, Dex 15, Con 8, Int 12, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Skills [2 skill points per level up, 14 total, +2 bonus on Knowledge checks due to Sage’s Knowledge] Fly +7 (2 skill points) , Perception +6 (2 skill points), Knowledge (Divine, Planes) – +10 (5 skill points each), Knowledge (all others) - +2 [Can roll untrained]

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 witch 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.

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.

Sage Skills: A sage treats all Knowledge skills as class skills.

Dazzling Intellect (Ex)
A sage’s Intelligence score is always equal to 5 + its master’s class level, but it gains natural armor increases as if its master’s class level were half what of the actual class level.
This alters the familiar’s Intelligence score and natural armor adjustment.

Sage’s Knowledge (Ex)
A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master’s class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master’s class level.
This replaces alertness and the familiar’s ability to share its master’s skill ranks.

Martial Tradition:

Custom Tradition
Equipment: Rogue Weapon Training
Beastmastery Sphere
Sniper Sphere
One Equipment talent of choice: Shortbow Mastery

Combat Talents:

Beastmastery Sphere [Granted by Martial Tradition]
You gain 5 ranks in the Handle Animal skill, plus 5 ranks per talent spent in the Beastmastery sphere (maximum equal to your total Hit Dice). If you already have ranks in Handle Animal you may immediately retrain them. You do not get to retrain skill ranks when only gaining Beastmastery sphere talents as temporary talents, such as through the armiger’s customized weapons class feature or the brawler’s martial flexibility ability. Talents with the (handle animal) tag grant new ways to tame and train your animal allies. Talents with the (handle animal) tag substitute your ranks in Handle Animal for your base attack bonus when determining the saving throw DC of those talents (10 + 1/2 your ranks in Handle Animal + your practitioner modifier) unless otherwise stated.

You also gain the following ability:

Tame
You may attempt to train an animal to readily obey your commands in and out of combat. This requires 8 hours and a creature of the animal type that has an attitude toward you of indifferent or better. This time may be divided as per the magic item crafting rules. You may only train one creature at a time with this ability. At the end of this period, make a Handle Animal check with a DC of 10 + the creature’s Hit Dice. If successful, the creature is now considered tame.

You may not tame a creature with more Hit Dice than you have ranks in Handle Animal. You may have multiple tame creatures under your control, but their total Hit Dice cannot exceed your ranks in Handle Animal. If you attempt to tame a creature that would exceed your Hit Dice cap, you must choose which other creatures to release. Animal companions and familiars, such as from class features, the Animal Companion talent, or the Pet talent, never count against this Hit Dice cap.

You may not use this ability on a creature with the swarm subtype. A creature with a template adds the challenge rating adjustment of the template to its HD (minimum increase +0) for determining if you may tame it and for how many creatures you can have tame. Variant creatures with increased challenge ratings (such as a pyrohydra compared to a normal hydra, if using the Broad Skills talent), treats the challenge rating increase of the variant as if it were a template for this purpose. A creature whose permanent Intelligence score is raised above 2 is no longer a valid target for this ability and is automatically released. This effect ends if you go two full days without spending at least 1 hour training your tame creatures.

This is treated as an extraordinary mind-affecting compulsion effect for the purposes of opposed control checks, such as another compulsion effect affecting your tame creature. Use your ranks in Handle Animal in place of your caster level for the opposed check.

Sniper Sphere [Granted by Martial Tradition]
Snipers specialize in making single, deadly shots, often over great distances. Practitioners of the Sniper sphere can shoot or throw ranged weapons at a creature engaged in melee without taking the standard –4 penalty on their attack roll. Associated Feat: Precise Shot.
All practitioners of the Sniper sphere gain the following ability:

Deadly Shot
As a special attack action, you may make an attack with a ranged weapon. You may add any one (snipe) talent you know to this attack.

In addition, you may expend your martial focus to increase the damage dealt by the attack by 1d10, or 1d6 if the attack targets touch AC or is made with a scatter weapon. You must choose whether or not to use this ability before making your attack roll. These extra damage dice are not multiplied on a critical hit, but are added to the total. For every 4 points of base attack bonus you possess, you deal an additional 1d10 damage, or an additional 1d6 if the attack targets touch AC or is made with a scatter weapon.

Some talents are marked (snipe). These talents add additional effects when you perform a deadly shot. You may only apply the effects of one (snipe) talent to each deadly shot.

Pinning Shot (snipe)
On a successful deadly shot, the target of your attack gains the grappled condition. A target grappled by a projectile can break free by destroying the weapon or ammo used in the attack (hardness 5, hit points 1, break DC 13 for arrows and bolts) or with an Escape Artist or combat maneuver check made as a move action against your CMD -4.

Animal Companion [1/2 and 2/2 of Nature’s Allies class feature]

You gain an animal companion as the druid class feature. Your effective druid level for this companion is the highest between your base attack bonus, Handle Animal ranks, or Ride ranks - 3 (minimum 1). Your companion always counts as an animal ally. If you possess the Broad Skills talent, you may instead choose a plant or vermin companion.
Should you release your companion or your companion dies, you may gain a new companion after 1 week. If you are in the environment where the new companion typically lives, you may instead gain that new companion in 24 hours.
In addition, your companion is always considered combat trained and gains Light Armor Proficiency as a bonus feat. If the companion is suitable to serve as a mount, you do not take an armor check penalty on Ride checks while riding this companion. This talent counts as possessing the mount class feature.
Abilities that grant talents temporarily can not be used to gain this talent, such as taking the Extra Combat Talent feat with martial flexibility or gaining it from an armiger’s customized weapon.
You may take this talent a second time. If you do, your effective druid level when determining the effects of this talent becomes equal to the highest between your base attack bonus, ranks in Handle Animal, or ranks in Ride.

Barrage Sphere [1/1 chosen at lvl 4]

Barrage practitioners specialize in using ranged weapons to make fast shots, often from the middle of the melee itself.
All practitioners of the Barrage sphere gain the following abilities:
Melee Archer
You gain a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 ft. Associated Feat: Point-Blank Shot.
Barrage
As a special attack action, you may make two ranged attacks at your full base attack bonus -2. Beginning at 6 base attack bonus, you may expend your martial focus to make an additional extra attack, increasing the penalty to all your attacks from -2 to -4. For every 5 points of base attack bonus you possess beyond 6, when expending your martial focus you may increase this penalty by an additional -2 to make an additional extra attack.
Some talents are marked (blitz). You may apply a maximum of one (blitz) per extra attack to a barrage, but only if the barrage meets the prerequisites, including that attack (for example, if a (blitz) requires a target be struck twice, you can only apply that (blitz) to a target that has been struck twice. If he is struck a third time, you could apply a second (blitz) that requires at least two attacks to that target). Associated Feat: Rapid Shot

Greater Trainer (handle animal) [Chosen at lvl 6]
Increase the total Hit Dice of creatures you may have tame at once by an additional 1 per rank of Handle Animal you possess. You may select this talent up to 3 times.

Animal Companion:

Snow Leopard - "Boris"
Base Form: Quadruped.
Focus: Strong.
Size Medium;
Init +1
Speed 40 ft.
HP 54 (6d8+6) [Current HP: 24]
AC 16 [10 + 1 Dex + 5 natural armor]; T 11 FF 15
Saves
Fort (good [+6], Ref (good) [+6] , Will (bad) [+2] (+4 morale bonus against charm and enchantment effects);
Attacks:
Bite +11 (1d6+6)
Str 19, Dex 12, Con 13, Int 2, Wis 10, Cha 11
BAB: +6
PSD: 14
MSD: 11
Feats: Combat Reflexes, Weapon Focus (Natural), Armor Training
Skills: Athletics +10 (three skill points), Stealth +7 (three skill points)
Special:
Talents: Natural Aspect (pounce), Powerful Companion (form)
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Native Environment (Ex): While in its native terrain, the animal companion gains a bonus equal to half its level on checks and saves to deal with environmental hazards.
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against charm and enchantment effects

Currently Tamed Creatures:

Megaloceros (named Horns)

Equipment:

Here!
The itens below are the ones that need a description:

1 x Retrieving Wormband
(A dark bronze, segmented bracelet that always feels slick to the touch. The bearer can mentally command the bracelet to slither off of his wrist and crawl up to 30 feet away in order to coil around an object weighing no more than five pounds and drag it back to the bearer. If the bracelet ever travels more than 30 feet from the bearer or is damaged in any way, it immediately snaps back into bracelet form and becomes inert until worn again.)

1 x Ice Elemental Core
(consume to add the [cold] descriptor to a spell or sphere ability)

1 x Lucky Charm
Instilled with a suspiciously high amount of luck, these amulets are often made with simple materials and prayed over by people who care for the individual it is being made for. Once per day, as a free action that can be taken even when it is not your turn, you may add 1d4 to one attack roll, skill check, saving throw, ability check (including Initiative rolls), or combat maneuver roll you are about to make. As an immediate action, you may instead grant this effect to an ally who can see and hear you. You may only use this effect once per roll and must do so before rolling the dice.

Emberchill (moderate evocation; 8,806gp)
Emberchill is a frost sickle whose cruel blade is crafted entirely of magical ice. The weapon itself is immune to fire damage. A spellcaster can store a single spell of any level with the cold descriptor and a casting time of one standard action in Emberchill. The wielder can use the stored spell to counterspell any spell with the fire descriptor, provided that the stored cold spell is 1 or more levels higher than the target fire spell (unless the cold spell specifically counters the fire spell). The wielder must still ready an action and succeed at a Spellcraft check to identify the spell to counterspell it. Once stored in the weapon, the cold spell cannot be used for any other purpose, but the wielder can harmlessly discharge the stored spell as a swift action to make room for another spell. Abilities that grant the cold descriptor to spells make those spells suitable for storing within Emberchill. (sphere effects are treated as having a spell level equal to half your caster level for this purpose)

Hyperboreal Robe (moderate necromancy; body slot; 3,000gp)
This beautiful robe is fashioned from fine blue silk embroidered with silver thread, and trimmed with owl feathers and tiny shards of crystal. The flesh of the robe’s wearer becomes searing cold to the touch. Anyone who strikes the wearer with an unarmed strike, a touch attack, or a natural weapon takes 1d6 points of cold damage. The wearer can activate or deactivate this ability as a free action.