Beetle

Sha / Senuria's page

No posts. Alias of The Wyrm Ouroboros.


Strength 4
Dexterity 28
Constitution 26
Intelligence 36
Wisdom 40
Charisma 38

About Sha / Senuria

Sha:
Sha (Senuria)
Female advanced half-celestial agile discreet nuncio speckled hurrum gestalt 7 ::: nature fang druid restorer 7 // unchained ninja (vicious opportunist, wasteland raider) 7 (HOPF Gestalted luckbringer 6) ::: hierophant 3 // trickster 3
NG Tiny vermin (vermin, intelligent)

Hero Points ##

Init +36/+16, dual initiative
Senses darkvision 60 ft.; Perception +29 (+31 to avoid being surprised by a foe)

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Defense
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AC 42, touch 35, flat-footed 30 (+1 deflection, +9 Dex, +3 dodge, +2 enhancement, +7 natural, +6 class defense, +2 size, +2 untyped)
Defense 27, flat-footed 15. . (+1 deflection, +9 Dex, +3 dodge, +2 enhancement, +2 untyped)
Armor DR: 24/epic. . (+1 HD bonus, +6 class defense, +7 natural armor, +10 natural DR)

Vig 428
. . { [ (1d8 + 14) * 2 ] + [ (1d8 Class + 14 Cha) * 6 ] + [ (4*2) + (4 *2) Mythic ] } * 2
Wnd 152 (Threshold 76) (CHA-based)
Critical Defense: +34. . (+24 DR, +9 Dex, +1 deflection)

Fort +32 (2 One Good, +3 Gestalt, +8 Con, +2 Resistance, +2 untyped, +15 Wis)
Ref +33 (2 One Good, +3 Gestalt, +9 Dex, +2 Resistance, +2 untyped, +15 Wis)
. . +3 vs. traps
Will +39 (2 One Good, +3 Gestalt, +15 Wis, +2 Resistance, +2 untyped, +15 Wis)
To Any/All
. . +1 trait bonus against death and negative energy effects
. . +4 vs. fey and plant-targeted effects

Defensive Abilities danger sense +1, improved evasion, hard to kill, narrow escape, trap sense +2, uncanny dodge
SR 20

Immune disease, nauseated, poison
Resist acid 10, cold 10, electricity 10

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Offense
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Speed 45 ft., fly 120 ft. (good)
Melee
. . unarmed strike +18 (12 nonlethal) or
. . bite +18 (1d2+15)
Space 2½ ft.; Reach 0 ft.

Special Attacks deliver touch spells, faith's reach[M], inspired spell[M], mythic power (9/day, surge +1d6), opportunities applenty +8, smite evil 1/day (+10 attack and AC, +7 damage), sneak attack (unchained) +4d6, trickster attacks (fleet charge) [M], wild shape 2/day

Spell-Like Abilities (CL 7th; concentration +22)
. . At will—guidance
. . 3/day—protection from evil, telempathic projection[OA] (DC 26)
. . 1/day—aid, bless, cure serious wounds, detect evil, holy smite (DC 29), neutralize poison, remove disease

Druid (Nature Fang) Restorer Spells Prepared (CL 7th; concentration +22)
. . 4th—brightest light, grove of respite, obsidian flow (DC 29), web cloud (DC 29)
. . 3rd—dispel magic[M] (2), eye of the storm, haste[M], plant growth, sand pit
. . 2nd—clear water, conservation (2), elemental speech, invisibility, lay of the land, outbreak (DC 27)
. . 1st—backlash (2, DC 26), blossoming footsteps, burning sands, detect animals or plants, endure elements[M], goodberry[M], pass without trace
. . 0 (at will)—create water, defiler scent, guidance, nurturing seeds
. . M mythic spell

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Statistics
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Str 4 (4 base, -7 racial, +4 advanced, +2 half-celestial, +1 general)
Dex 26/28 (19 base, +4 advanced, +2 half-celestial, +1 general; +2 enhancement)
Con 26 (15 base, +4 racial, +4 advanced, +2 half-celestial, +1 general)
Int 36 (20 base, -8 racial, +11 familiar, +4 advanced, +4 half-celestial, +2 Mythic, +2 CDtCT, +1 general)
Wis 38/40 (25 base, +4 advanced, +4 half-celestial, +2 standard, +2 CDtCT, +1 general; +2 enhancement)
Cha 38 (25 base, +4 advanced, +4 half-celestial, +2 Mythic, +2 CDtCT, +1 general)

Base Atk +5
CMB +14
CMD 31 . . 19 Fl (39 vs. overrun, trip)

Feats Agile Maneuvers, Bonded Mind, Centered Spell, Combat Casting, Combat Expertise[M], Combat Stamina, Conceal Scent, Cunning, Deadly Aim[M], Dodge, Dual Path[M], Eschew Foci, Eschew Gestures, Eschew Materials[M, HOPF], Extra Moment Of Chance, Extra Ninja Trick, Extra Path Ability[M] x3, Gestalt, Gestalt[M], Healing Factor, Heroic Grace, Improved Counterspell[M], Iron Gut, Magical Source (Wizard >> Druid), Maximize Spell, Mythic Paragon[M], Mythic Spell Lore[M], Power Attack[M], Quick Preparation, Still Spell, Summon Guardian Spirit, Supernatural Spell Monster, Weal Or Woe Focus, Weapon Finesse[M], Widen Spell, Wild Speech, Woe Unto Him

Traits eye for the wondrous, nature worshiper, spell duel prodigy, talented, trustworthy

Adventuring Skills
Acrobatics +14: 2 ranks + 3 class + 9 Dex (+4 to jump)
Bluff +24: 7 ranks + 3 class + 14 Cha (+1 to fool others)
Climb +21: 5 ranks + 3 class + 9 Dex + 4 racial
Diplomacy +25: 7 ranks + 3 class + 14 Cha + 1 trait
Disable Device +20: 5 ranks + 3 class + 9 Dex + 3 untyped
Disguise +16: 0 ranks (+ 3 class) + 14 Cha + 2 insight
Escape Artist +17: 5 ranks + 3 class + 9 Dex
Fly +27: 7 ranks + 3 class + 9 Dex + 4 Size + 4 maneuverability
Heal +27: 7 ranks + 3 class + 15 Wis + 2 untyped (+1 when providing first aid)
Intimidate +24: 7 ranks + 3 class + 14 Cha
Knowledge (arcana) +20: 4 ranks + 3 class + 13 Int
Knowledge (dungeoneering) +20: 4 ranks + 3 class + 13 Int
Knowledge (local) +20: 4 ranks + 3 class + 13 Int
Knowledge (nature) +25: 7 ranks + 3 class + 13 Int
Knowledge (planes) +20: 4 ranks + 3 class + 13 Int
Knowledge (psionics) +20: 4 ranks + 3 class + 13 Int
Knowledge (religion) +20: 4 ranks + 3 class + 13 Int
Perception +29: 7 ranks + 3 class + 15 Wis +4 racial (+2 to avoid being surprised by a foe)
Psicraft +20: 7 ranks + 3 class + 13 Int
Ride +13: 1 ranks + 3 class + 9 Dex
Sense Motive +25: 7 ranks + 3 class + 15 Wis
Spellcraft +23: 7 ranks + 3 class + 13 Int
Stealth +31: 7 ranks + 3 class + 9 Dex + 8 Size + 4 racial
Survival +27: 7 ranks + 3 class + 15 Wis + 2 untyped (+3 to follow or indentify tracks in desert terrain)
Swim +13: 1 ranks + 3 class + 9 Dex
Use Magic Device +18: 1 ranks + 3 class + 14 Cha

Racial Modifiers +4 Climb, +4 Perception, +4 Stealth

Background Skills
Appraise +18: 2 ranks + 3 class + 13 Int
Artistry (musical composition) +18: 2 ranks + 3 class + 13 Int
Handle Animal +24: 7 ranks + 3 class + 14 Cha
Knowledge (engineering) +20: 4 ranks + 3 class + 13 Int
Knowledge (geography) +20: 4 ranks + 3 class + 13 Int
Knowledge (history) +20: 4 ranks + 3 class + 13 Int
Knowledge (nobility) +20: 4 ranks + 3 class + 13 Int
Knowledge (warcraft) +20: 4 ranks + 3 class + 13 Int
Linguistics +20: 3 ranks + 3 class + 13 Int
Perform (dance) +20: 3 ranks + 3 class + 14 Cha
Perform (sing) +25: 7 ranks + 3 class + 14 Cha + 1 trait
Sleight of Hand +14: 2 ranks + 3 class + 9 Dex

Spoken Languages
Celestial, Common, Druidic, Dwarven, Elven, Entomic*, Kreen*, Rhul-thaun Halfling*, Saurian, Tarek, Tohr-kreen*

Written Languages
Bodach Literacy, Entomic Literacy, Kalidnay Literacy, Kreen Literacy, Rhul-thaun Halfling Literacy, Tohr-kreen Literacy, Waverly Literacy, Yaramuke Literacy

Other Gear
band of privacy[MA]
(33,375 gp)

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Abilities: Druid (Nature Fang, Restorer)
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Druidic Herbalism (1m, 15/day) (Ex) Create free concoctions, as brew potion, but only for druid spells; create w/ lvl 4+ spells at cost of daily spell slot. Can make them harder to ID (+10 to std or believe it something else, druid's decision).
Enemy of Blight (30 rounds/day) (Ex) Ignore overgrown area that has been magically manipulated to impede you.
Healing Touch (Ex) When using Heal to provide first aid, gain extra +1 bonus.
Nature Sense (Ex) A druid gains a +2 untyped bonus on Knowledge (nature) and Survival checks.
Resist Nature's Lure (Ex) Gain +4 save vs. effects from Fey or using/affecting plants.
Sneak Attack (Ex) Added to ninja sneak attack.
Spontaneous Casting: Natural Medic Lose a spell to cast a cure spell of the same level.
Spontaneous Casting: Summon Nature's Ally Lose a spell to cast a summon nature's ally spell of the same level.
Studied Target +2 (swift action, 1 at a time) (Ex) Study foe as a Swift action, gain +2 to att/dam & some skills vs. them. (Bluff, KS, Perception, Sense Motive, Survival)
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +21 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (7 hours, 2/day) (Su) Shapeshift into a different creature one or more times per day: Tiny-Large Animal, Small Elemental.
Woodland Stride (Ex) Move through undergrowth at normal speed.

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Abilities: Unchained Ninja (Vicious Opportunist, Wasteland Raider)
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Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Desert Tracker +3 (Ex) Add bonus on Surivial checks to follow or indentify tracks in desert terrain.
Direct Allies (Ex) Grant your allies half your Opportunities Applenty bonus.
Ki Pool (17/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Trick: Attack Speed (swift, 1 ki) (Su) Spend ki to gain +1 attack at your highest bonus.
Ki Trick: Jump (Running Start, 1+ ki) (Su) If you have ki remaining, treat all Acrobatics jumps as if you had a running start.
Ki Trick: Movement (Swift, +20, 1 ki) (Su) Spend ki to gain boost to your base movement for 1 rd.
Ki Trick: Stealth (Swift, +4, 1 ki) (Su) Spend ki to gain bonus to Stealth for 1 rd.
Light Step +2 (Ex) DC of Survival checks to track the desert raider increases by 3. Gain bonus on Perception checks to avoid being surprised by a foe.
Light Steps (Ex) When moving up to x2 normal movement, you may ignore difficult terrain and can move over any surface.
Ninja Trick: Castling (Ex) Treat soft cover granted by creatures your size or larger as though it were cover instead.
Ninja Trick: Eerie Disappearance (Ex) Mv. up to speed to cover/concealment, Stealth to Hide, Intimidate to Demoralize foes in 60' of path that were aware of but lost track of you.
Ninja Trick: Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Ninja Trick: Vanishing Trick (1 ki, 7 rounds) (Su) Disappear, as invisibility.
No Trace +2 (Ex) Survival DCs to track you are at +2, gain +2 to Stealth when you are stationary and not acting.
Opportunities Applenty +8 (Ex) +8 damage if you flank your target, your target is flat-footed, or your target has a detrimental condition.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack (Unchained) +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed. (Stacked w/ Druid.)
Sneak Attack: Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Sneak Attack: Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Sneak Attack: Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Sun at Your Back (Ex) Can attempt Stealth checks when in bright light without cover or concealment at a -5 penalty.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.

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Abilities: Luckbringer
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Improbable: Fortunate Fate When using Fatespin, roll two d20s when rerolling and choose roll to use.
Improbable: Improved Weal or Woe (Ex) Your Weal or Woe moment of chance improves to +/-2.
Improbable: Jinx (DC 27) (Su) Allow missed attacks a 20% chance to hit.
Longshot (1/day) (Su) At most once per round, you can do things beyond or affect probablity.
Longshot: Better Lucky than Good (DC 27) (Ex) Any natural 20s are treated as natural 1s and vice versa within 100 ft.
Moment of Chance (12/day) (Su) Use as a free action, even when not your turn.
Moment of Chance: Fatespin (Su) Reroll one attack roll, combat maneuver check or skill check that occurs with 100 ft. of you, no save.
Moment of Chance: Narrow Escape (Ex) Attempt to avoid a confirmed critical or any attack that would reduce you to 0 hit points or fewer; Reflex (DC 10 + 1/2 attack bonus or 1/2 DC of effect; use Cha bonus instead of Dex) to succeed.
Moment of Chance: Weal or Woe (Ex) +3 luck bonus or -3 luck penalty to a d20 roll within 100 ft.
Nothing is Written: Fortune's Favor (Ex) When you or your opponents roll miss chances, roll 2d10, pick the "10s" and the "1s" place.
Nothing is Written: Fool's Luck (15/day) (Ex) Make two d20 rolls and keep the higher roll.
Nothing is Written: More Luck Than Skill (+7, 15/day) (Ex) Give luck bonus/penalty to skill roll (not on Take 10/20). No save.

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Abilities: Familiar (Discreet Nuncio)
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Alertness (Ex) Provide the Alertness feat to your master if you are within arm's reach.
Dazzling Intellect (Ex) You receive a bonus to your intelligence equal to 3 + your master's class level. You receive a bonus to your natural armor equal to 1/4 your master's class level, all fractions rounded up.
Deliver Touch Spells (Su) Deliever master's touch spells.
Divine Guidance (Sp) A discreet nuncio can cast guidance at will.
Domain Influence (Growth Domain, Enlarge 1r., 1/day) (Su) Gain domain power 1/day.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Nuncio’s Knowledge +4 (Ex) Attempt all Knowledge checks untrainted and gain bonus on all Knowledge checks.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Share Will (1/day) (Su) When you or your master fails a save, the other can roll in their place, but failure affects both.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.

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Abilities: Mythic
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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.
Sudden Block (Su) As an imm action, use 1 power to add +5 to own/adj ally AC vs. a melee att & foe must rolls 2x (take low). Make return att (bypass all DR).

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).
Dual Initiative (Ex) Gain a complete second set of actions (as if another round) at Init - 20. Count as 1 round for spell effects.
Bonus HP (Hierophant, 20) Gain 4 bonus HP per tier.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Mythic Power (11/day) (Su) Use power to perform mythic abilities.
Mythic Surge (Immediate, 1d6) (Su) Use 1 power to add amount to any d20 roll after the results are revealed.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.

Empathic Healing (50 points) (Su) Spend 1 power to transfer damage from ally to you, or 2 points to transfer disease or poison.
Faith's Reach (Su) Your touch divine spells have a range of 30 ft.
Flexible Counterspell (Su) As immediate action, use 1 power and spell of same or higher level to counterspell.
Flowers in Your Footsteps (Sp) Spend 1 power to radiate an aura of plant growth for 1 minute/tier.
Mighty Summons (Su) Summoned creatures have DR 5/epic, and extra creature or spend 1 power to add agile or savage template.
Path Dabbling: Impervious Body (damage reduction 5/epic) (Su) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus). Your unarmed and natural attacks are considered epic against damage reduction.
Plantbringer (fast healing 5) (Su) Allied plant creatures within 30 ft. gain fast healing equal to your tier. This applies to Gotak.
Tongue of the Land (Su) Be understood by your choice of animals, elementals, fey, and plants when speaking Druidic.

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Abilities: Legendary Item (Circlet of Self)
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Legendary Item (Minor Artifact) You possess an item of legend that can only be destroyed in some unique manner.
Legendary Power (6/day) Use to power Legendary Surges.
Legendary Surge (+1d6 or wielder's) Use 1 power to add to Cha, Int, and Wis Skill Checks.
Legendary Ability: Powerful (x2) Increase legendary power uses/day.
Legendary Ability: Eternal Bond Can only be bonded to character.
Legendary Ability: Metamagician Spend power equal to metamagic level increase to apply metamagic to spell as you cast.
Legendary Ability: Undetectable Become utterly undetectable while invisible.

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Abilities: Feats
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Combat Expertise (-2/+4) [M] Bonus to AC in exchange for a penalty to attack. Use 1 power to eliminate attack penalties for 1 min.
Deadly Aim (-2/+6) [M] Trade a penalty to ranged attacks for a bonus to ranged damage.
Power Attack (-2/+6) [M] You can subtract from your attack roll to add to your damage. Use 1 power to eliminate attack penalties for 1 min.

Extra Path Ability (x3) [M] Gain another Path ability.
Improved Counterspell [M] Same-school spell used to counterspell can be the same level as target spell.
Mythic Paragon [M] Your tier is 2 higher for potency of abilities, feats, and spells.
Mythic Spell Lore [M] You can cast (and enhance) the mythic versions of the following spells: endure elements, goodberry, dispel magic, haste, cure serious wounds.
Weapon Finesse [M] Add your Dex bonus to attack and damage for all finesse weapons.

Eschew Materials (24h or 30/150/300) [M, HOPF] Ignore M components, but if you entirely ignore them, any instant or permanent spell reverts in 24 hours. Otherwise, as listed for 0/1/2 power.
Gestalt (+5) [M, HOPF] Add your effective tier to your gestalt class level, max of actual class level. Spend 1 power to gain 1 minute of L1 non-spellcasting abilities of a prestige class for which you qualify.

Eschew Foci [HOPF] Ignore foci requirements for all spells.
Eschew Gestures [HOPF] All spells cast as if with Still Spell.
Gestalt (3) [HOPF] Gain non-spellcasting class features of another class.
Healing Factor 2 [HOPF] Gain fast healing of 1/3 your level.
Heroic Grace [HOPF] Add the highest of your Int, Wis, or Cha modifiers to all saves.
Magical Source (Wizard >> Druid) [HOPF] Add another class spell list to your own.
Supernatural Spell Monster (Druid) [HOPF] Your spells act as supernatural powers, do not provoke AoOs, and cannot be dispelled or spell-resisted.

Agile Maneuvers Use DEX instead of STR for CMB.
Bonded Mind You and ally you can see that has this feat can trade nonverbal messages.
Centered Spell (+0) Center an area effect instantaneous spell on you excluding you from its effect.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Conceal Scent Can't be tracked by scent, it detects at half distance & can't pinpoint square.
Cunning Gain +1 skill point per level.
Dodge Gain +1 to AC, +4 against movement AoO.
Extra Moment of Chance You gain +2 moments of chance per day.
Extra Ninja Trick You learn an additional ninja trick.
Iron Gut [Knack] You are immune to diseases, poisons, and the nauseated condition.
Maximize Spell (+3) All variable (dice) effects function at the maximum number on the dice.
Quick Preparation Spell preparation time is halved (30m).
Still Spell Cast spells without gestures. (Prereq for Eschew Gestures.)
Summon Guardian Spirit (7m) Summon same individual with highest summon nature's ally, applying Guardian Spirit template.
Weal or Woe Focus Increase Weal and Woe effects by 1.
Widen Spell (+3) Double AoE size.
Wild Speech Speak normally in your wild shape forms. See Tongue of the Land.
Woe Unto Him Do not need to be aware of triggering action, can apply modifiers after knowing results.

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Abilities: Race
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Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60') Black and white vision in darkness.
Energy Resistance, Acid / Cold / Electricity (10) You have the specified Energy Resistance against Acid, Cold, and Electricity attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead. See Improved Evasion.
Fly (120 feet, Good) You can fly!
Small Animal Use Dex to modify Climb and Swim checks.
Smite Evil (1/day) (Su) +14 to hit, +7 to damage, +14 deflection bonus to AC when used.
Spell Resistance (19) You have the listed resistance against spells.

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Abilities: Race
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Eye for the Wondrous Using detect magic, identify magic item properties in 1 round.
Nature Worshiper +1 trait bonus on death effects and negative energy effects.
Spell Duel Prodigy +2 trait bonus on Spellcraft to ID a spell, and on dispel checks to counterspell.
Talented (Sing) +1 trait bonus to Perform skill, and all Performs are class skills.
Trustworthy +1 trait bonus on Bluff to fool someone; +1 trait bonus on all Diplomacy checks.

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Combat Tricks
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Combat Stamina (13 pts) Use to perform combat tricks; if at 0, you are fatigued.
Agile Maneuvers [Combat Trick] For a Combat Maneuver, treat self as size category larger for each 2 Stamina spent (up to Dex bonus)
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Deadly Aim [Combat Trick] 4 stamina points reduce penalty from Deadly Aim by 1.
Dodge [Combat Trick] Up to double Dex bonus in stamina points, increase dodge bonus from Dodge by stamina spent.
Mobility [Combat Trick] Double bonus of Dodge combat trick vs. Attacks of Opportunity provoked by movement.
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.

Adrok Richars:

Androk Richars - Noble Soldier
Male tiefling alchemist (gun chemist, mindchemist) 3/investigator (conspirator, empiricist) 17/unchained rogue (ph (Community Created 1, Pathfinder Player Companion: People of the Wastes 11, Pathfinder RPG Advanced Class Guide 30, 56, 100, 125, Pathfinder RPG Advanced Player's Guide 26, 147, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Intrigue 33, 46, 52, 53, Pathfinder RPG Ultimate Magic 19, Pathfinder Unchained 20, Ultimate Wilderness 210)
LE Medium outsider (native)
Init +28 (+30 on surprise rounds that involved Bluff or Sense Motive to determine surprise); Senses darkvision 90 ft., watcher sense +5; Perception +36 (+41 to notice magical effects used to watch you and checks to act on the surprise round)
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Defense
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AC 26, touch 18, flat-footed 18 (+4 armor, +4 Dex, +4 dodge, +4 shield)
hp 168 (20d10+71)
Fort +9, Ref +17, Will +12 (+3 vs. mind-affecting effects)
Defensive Abilities aristocratic discipline +3, evasion, hard to kill, improved uncanny dodge, mythic saving throws, nimble +3, share will, unstoppable; Immune cold, fire, unfailing logic (immune to illusions); Resist acid 10, electricity 5
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Offense
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Speed 30 ft.
Melee +5 axiomatic dueling unholy mithral rapier +37/+32/+27/+22 (1d6+12/15-20 plus 8 melee precision damage+11 Precision and 2d6 vs. chaotic and 2d6 vs. good) or
. . unarmed strike +29/+24/+19/+14 (1d3 nonlethal plus 8 melee precision damage)
Ranged mwk dragoon pistol +22/+17/+12/+7 (1d8/×3)
Special Attacks alchemical ordnance 13/day (2d6+10 fire, DC 21), deeds (derring-do, evasive, hidden blade, incredible aspirations, instant unveil, kip-up, precise strike, quick draw, social panache, swashbuckler initiative, targeted strike, unshakable presence), force of will, marshal's order (decisive strike), mythic power (23/day, surge +1d12), panache (11), studied combat (+8, 20 rounds), studied strike +7d6, trickster attacks (surprise strike)
Wizard Spell-Like Abilities (CL 20th; concentration +21)
. . At will—cantrip
Alchemist (Gun Chemist, Mindchemist) Extracts Prepared (CL 3rd; concentration +13)
. . 1st—cure light wounds, expeditious retreat (2), reduce person (2, DC 21)
Investigator (Conspirator, Empiricist) Extracts Prepared (CL 17th; concentration +27)
. . 1st—cure light wounds (2)
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Statistics
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Str 10, Dex 18, Con 12, Int 31, Wis 12, Cha 12
Base Atk +17; CMB +29 (+41 dirty trick, +41 disarm, +41 reposition, +31 steal, +41 trip); CMD 35 (47 vs. dirty trick, 47 vs. disarm, 47 vs. reposition, 37 vs. steal, 47 vs. trip)
Feats Agile Maneuvers, Bonded Mind, Combat Expertise, Combat Reflexes[M], Deadly Aim, Deft Maneuvers, Deft Shootist Deed[UC], Dodge, Dual Path[M], Extra Investigator Talent[ACG], Extra Investigator Talent[ACG], Extra Path Ability[M], Extra Path Ability[M], Fiendskin, Fiendskin, Flanking Foil[UC], Gunsmithing[UC], Improved Outflank, Lightning Draw[UI], Maleficium, Mask Of Virtue, Mythic Paragon[M], Outflank[APG], Power Attack, Quick Draw[M], Rapid Reload, Soulless Gaze, Time Stutter, Weapon Focus
Traits deception is a tool. master it., desertion, evident supporter (galt), trap finder
Skills Acrobatics +12, Appraise +20, Artistry (criticism) +18, Artistry (musical composition) +15, Artistry (philosophy) +14, Bluff +30 (+38 to appear innocent, +32 to surprise a foe), Climb +5, Craft (alchemy) +33 (+53 to create alchemical items, +53 to create alchemical items), Craft (traps) +16, Diplomacy +27 (+36 to gather information (You can use your Intelligence Modifier instead of Charisma), +32 to make requests if creature's starting attitude is helpful), Disable Device +34, Disguise +32, Escape Artist +10, Handle Animal +5, Heal +10, Intimidate +31 (+36 to make requests if creature's starting attitude is helpful), Knowledge (arcana) +38, Knowledge (dungeoneering) +38, Knowledge (engineering) +38, Knowledge (geography) +38, Knowledge (history) +38, Knowledge (local) +43, Knowledge (nature) +38, Knowledge (nobility) +38, Knowledge (planes) +38, Knowledge (religion) +38, Linguistics +33, Perception +36 (+41 to notice magical effects used to watch you and checks to act on the surprise round), Perform (act) +6, Perform (comedy) +5, Perform (dance) +6, Perform (oratory) +6, Perform (percussion instruments) +6, Perform (sing) +6, Perform (string instruments) +5, Profession (barrister) +9, Profession (herbalist) +5, Profession (soldier) +24, Ride +8, Sense Motive +37 (+39 to avoid surprise), Sleight of Hand +27 (+31 to hide light or one-handed piercing weapons), Spellcraft +24, Stealth +29, Survival +8, Swim +4, Use Magic Device +23; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Anaiathan Sign, Aquan, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Infernal, Iraen, Kolshet, Lip-reading, Norspik, Old Talirean (dead Language), Sakvroth, Terran, Undercommon, Yutak
SQ alchemy (alchemy crafting +20), amazing initiative, cartridge savant +1, ceaseless observation, cognatogen (+4/-2, +2 natural armor, 30 minutes), discovery (infusion), fast friends, fickle attack[MA], fickle attack[MA], fickle attack[MA], finesse weapon attack attribute, forewarned, gunsmith, hide in plain sight, immortal, improbable prestidigitation[MA], inspiration (18/day), inspire martyrdom, inspired panache, investigator talents (domino effect, empathy[ACG], expanded inspiration[ACG], fast stealth, intelligence inspiration[ACG], prolonged study, quick study[ACG], tenacious inspiration[ACG], trap spotter), keen recollection, legendary hero, path dabbling[MA], perfect preparation[MA], perfect recall, persuasive countenance[MA], prehensile tail[ARG], recuperation, rogue talents (combat trick, deft palm[UC], rapid perception), scrying adept, send senses, social sense +2, specialized school (scryer[APG]), supreme trickster, swift alchemy, tactical genius[MA], tactical genius[MA], thwart detection[MA], underhanded +8, vanishing move[MA]
Other Gear mithral shirt, +5 axiomatic dueling unholy mithral rapier, mwk dragoon pistol, alchemist starting formula book, investigator starting formula book
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Alchemical Ordnance 2d6+10 (10 rds, 13/day, DC 21) (Su) Infused ammo deals 2d6+10 fire damage (12 with scattering shot). Lasts 10 rds before becoming inert.
Alchemy +20 (Su) +20 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
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).
Aristocratic Discipline +3 (Ex) Gain bonus on Will vs. mind-affecting effects.
Bonded Mind You and ally you can see that has this feat can trade nonverbal messages.
Cantrip (Detect Fiendish Presence, At will) (Sp) Cast selected cantrip at will.
Cartridge Savant +1 (Ex) DC to negate or reduce a catridge’s effects increases. Add +10 to damage done by catridges that replaces firearm’s normal damage.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+9)
Cognatogen (DC 21) (Su) Mutagen adds +4 to a mental & -2 to a physical attribute, and +2 nat. armor for 30 minutes.
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.
Darkvision (90 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.
Decisive Strike (Su) As a swift action, use 1 power to grant an ally in 30 ft an att with a +12 bonus that bypasses all DR.
Deeds
Deft Maneuvers You don't provoke attacks of opportunity when tripping.
Deft Palm (Ex) Conceal a weapon while being observed.
Deft Shootist Deed Deft Shootist (Ex): Spend 1 grit point as a free action. You do not provoke attacks of opportunity when shooting or reloading your firearm until the end of your turn.
Domino Effect (Ex) Added effect to Studied Strike or Studied Combat.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empathy (1/day, DC 28) (Ex, Su) Roll sense mot 2x (take high). Full-rd & 1 point for detect thoughts on foe in 30 ft (Will neg).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Familiar Bonus: +3 bonus on Bluff checks You gain the Alertness feat while your familiar is within arm's reach.
Fast Friends (12 hours, DC 23) (Sp) Spend 1 power to improve attitudes of creatures within 30 ft. by 1 step.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Fickle Attack (1s, 2s, 3s as max value) (Su) Treat natural 1s on damage rolls for attacks with weapons or alchmical items as highest possible number.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Flanking Foil Foes you strike lose their flanking bonus against you
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Forewarned 10 (Su) Can always act in surprise rounds.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
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.
Immunity to Cold You are immune to cold damage.
Immunity to Fire You are immune to fire damage.
Improbable Prestidigitation (Su) You can use Sleight of Hand to hide or retrieve objects in a personal extradimensional space.
Improved Uncanny Dodge (Lv >= 24) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 24+.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Inspiration (+1d6, 18/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspire Martyrdom (Ex) No increase in Diplomacy DC if request is dangerous or may bring punishment.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Intelligence Inspiration (Ex) Free Inspiration with Knowledge, Linguistics, Spellcraft even when untrained.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Legendary Hero (Su) One use of mythic power is regained each hr.
Lightning Draw Draw weapons reflexively
Mask of Virtue Your alignment is concealed.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Nimble +3 (Ex) +3 dodge bonus to AC.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Perfect Preparation (Ex) No need for a spellbook or familiar when preparing spells.
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus
Persuasive Countenance (Su) If creature attitude is indifferent, treat as one step better. If friendly, make requests at +5.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Prolonged Study (Ex) Increase studied combat duration, ends if damage dealt with studied strike.
Quick Draw [Mythic] Draw any item as a free action. As a move action, use 1 power to draw up to two hidden items.
Quick Study (Ex) Use studied combat as a swift action.
Rapid Perception (Su) Can actively use perception as a swift action. Halve foes stealth bonus from invisibility.
Rapid Reload (Dragoon pistol) You can reload fast with one type of Crossbow or Firearm.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Scryer Associated School: Divination
Scrying Adept (Su) At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a -
Send Senses (300 feet, 10 rounds, 13/day) (Sp) Clairvoyance/Clairaudience sensor.
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.
Social Sense +2 (Ex) Gain bonus on Sense Motive, Bluff and initiative with regards to surprise.
Soulless Gaze Otherworldy dread infuses your gaze.
Studied Combat (+8, 20 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +7d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
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.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Tactical Genius (Su) Spend mythic power to swap out bonus teamwork feats.
Tenacious Inspiration (Ex) When rolling inspiration dice, roll 2x (take high).
Thwart Detection (Su) Bypass constructs, spells and traps that only allow certain creatures in their range.
Time Stutter (1/day) (Sp) Use time stop for 1 round
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Underhanded +8 (Ex) Use inspiration on trained Bluff, Disable Device, Disguise, Intimidate, and Sleight of Hand check without expending use. Gain bonus on Bluff to appear innocent and Disguise checks.
Unfailing Logic (immune to illusions) (Ex) Immune to illusion and disbeleivable effects
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Vanishing Move (Su) Swift action: become invisible until end of turn. 1 power: acts as greater invisibility.
Watcher Sense +5 (Ex) Bonus to Perception vs. magic sensor (no invis bonus) watching you and act on surprise rd.
Weapon Focus (Light Blades) 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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Gramm (Stripe) CR –
Female nuncio margay (Ultimate Wilderness 193)
LE Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +5
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Defense
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AC 19, touch 14, flat-footed 17 (+2 Dex, +5 natural, +2 size)
hp 84 (1d8)
Fort +8, Ref +15, Will +11
Defensive Abilities improved evasion; SR 25
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Offense
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Speed 20 ft., climb 20 ft.
Melee unarmed strike +21/+16/+11/+6 (1 nonlethal) or
. . bite +21 (1d3-3), 2 claws +21 (1d2-3)
Space 2½ ft.; Reach 0 ft.
Spell-Like Abilities (CL 20th; concentration +0)
. . Constant—telepathic bond (with master only)
. . At will—guidance
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Statistics
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Str 4, Dex 14, Con 10, Int 27, Wis 11, Cha 9
Base Atk +17; CMB +17; CMD 24 (28 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack, Skill Focus (Climb)
Skills Acrobatics +6 (+2 to jump), Climb +20, Knowledge (arcana) +22, Knowledge (dungeoneering) +22, Knowledge (engineering) +22, Knowledge (geography) +22, Knowledge (history) +22, Knowledge (local) +22, Knowledge (nature) +22, Knowledge (nobility) +22, Knowledge (planes) +22, Knowledge (religion) +22, Linguistics +13, Perception +5, Sense Motive +5, Stealth +22, Swim +6
Languages Anaiathan Sign, Azlanti, Celestial, Common, Draconic, Dwarven, Goblin, Infernal, Iraen, Kolshet
SQ domain influence, empathic link, finesse weapon attack attribute, nuncio’s knowledge +10, share will, sound mimicry (animals)
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Climb (20 feet) You have a Climb speed.
Combat Expertise +/-5 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -5/+10 Trade a penalty to ranged attacks for a bonus to ranged damage.
Divine Guidance (Sp) A discreet nuncio can cast guidance at will.
Domain Influence (Sp, Su) Gain domain power.
Empathic Link (Su) You have an empathic link with your master.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nuncio’s Knowledge +10 (Ex) Attempt all Knowledge checks untrainted and gain bonus on all Knowledge checks.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Scry on Familiar (Sp) Master can scry on you once per day.
Share Will (1/day) (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.
Sound Mimicry (animals) (Ex) You can perfectly imitate certain sounds.
Spell Resistance (25) You have Spell Resistance.

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Nyssa of Traken:

Nyssa of Traken - Merchant Librarian
Female human (pyure) zen archer unchained monk 18/psychic 20/shadowdancer 2/gestalt 20/wizard*/Champion 10 (Advanced Player's Guide, Pathfinder RPG Occult Adventures 60, Pathfinder Unchained 14, Ultimate Wilderness 210)
LE Medium outsider (native)
Init +31; Senses darkvision 90 ft., see in darkness; Perception +32
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Defense
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AC 45, touch 32, flat-footed 36 (+6 armor, +3 Dex, +6 dodge, +4 monk, +7 natural, +9 Wis)
hp 199 (20d10+80)
Fort +13, Ref +16, Will +21
Defensive Abilities evasion, fortification 50%, hard to kill, mythic saving throws, share will, uncanny dodge, unstoppable; Immune cold, fire; Resist acid 10
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Offense
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Speed 120 ft.
Melee unarmed strike +22/+22/+22/+17/+12 (2d8+2/19-20/×3)
Ranged +5 adaptive cyclonic guided penetrating seeking horse bow +29/+29/+29/+29/+29/+29/+24/+19 (2d6+26/19-20/×3)
Special Attacks arcane metamastery[MA] (1 spell slots), archmage arcana (arcane surge), champion's strike (distant barrage), flurry of blows (unchained), force of will, ki focus bow, mythic power (21/day, surge +1d12), phrenic amplifications (dispelling pulse[OA], dual amplification[OA], mimic metamagic[OA], relentless casting[OA], will of the dead[OA]), phrenic pool (19 points), style shot, trick shot, zen archery
Arcane School Spell-Like Abilities (CL 20th; concentration +18)
. . 9/day—diviner's fortune (+10)
Psychic Spell-Like Abilities (CL 20th; concentration +26)
. . Constant—haste
. . 1/day—detect thoughts (DC 9), telepathic bond
Wizard Spell-Like Abilities (CL 20th; concentration +18)
. . At will—cantrip
Monk (Unchained) Spell-Like Abilities (CL 18th; concentration +16)
. . —barkskin (self only, 1 ki)[UM]
. . —ki leech (0 ki)[UM]
. . —restoration (self only, 2 ki)[UM]
. . —shadow walk (3 ki)[UM]
. . —share memory (0 ki)[UM]
Psychic Spells Known (CL 20th; concentration +26)
. . 9th (6/day)—divide mind[OA], major mind swap[OA] (DC 25)
. . 8th (6/day)—moment of prescience
. . 7th (6/day)—greater arcane sight, finger of death[M] (DC 23), limited wish, power word blind
. . 6th (7/day)—legend lore
. . 5th (7/day)—retrocognition[OA]
. . 4th (7/day)—mind probe[OA] (DC 20)
. . 3rd (7/day)—dispel magic[M], haste[M]
. . 2nd (8/day)—hypercognition[OA], ironskin, mental block[OA] (DC 18)
. . 1st (8/day)—comprehend languages, dancing darkness, egorian diplomacy (DC 17), sow thought[ARG] (DC 17), true strike[M]
. . 0 (at will)—dancing lights, flare (DC 16), ghost sound (DC 16), message, open/close (DC 16), prestidigitation
. . Psychic Discipline Synthesis
. . M mythic spell
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Statistics
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Str 14, Dex 16, Con 12, Int 22, Wis 29, Cha 6
Base Atk +19; CMB +28 (+30 dirty trick, +30 disarm, +30 grapple, +30 reposition, +30 steal, +30 trip); CMD 59 (61 vs. dirty trick, 61 vs. disarm, 61 vs. grapple, 61 vs. reposition, 61 vs. steal, 61 vs. trip)
Feats Agile Maneuvers, Bonded Mind, Clustered Shots[UC], Combat Expertise, Combat Reflexes[M], Crane Riposte[UC], Crane Style[UC], Crane Wing[UC], Deadly Aim, Deflect Arrows[M], Deft Maneuvers, Dodge, Dual Path[M], Enforcer[APG], Extra Path Ability[M], Extra Path Ability[M], Fiendskin, Fiendskin, Improved Precise Shot, Intensified Spell[APG], Maleficium, Mask Of Virtue, Mythic Paragon[M], Perfect Strike, Pinpoint Targeting, Point Blank Master[APG], Power Attack, Precise Shot, Soulless Gaze, Unarmed Combatant, Weapon Focus, Weapon Specialization
Traits attempted murder, bruising intellect, empathic diplomat (qadira or osirion), strike first, strike ruthlessly and thus be victorious
Skills Acrobatics +22 (+58 to jump), Appraise +7, Artistry (criticism) +10, Artistry (philosophy) +13, Bluff +21, Climb +6, Craft (alchemy) +29, Craft (bookbinding) +13, Craft (bows) +29, Craft (calligraphy) +13, Diplomacy +13, Disable Device +4, Disguise +4, Escape Artist +9, Fly +14, Heal +10, Intimidate +35, Knowledge (arcana) +17, Knowledge (dungeoneering) +15, Knowledge (engineering) +15, Knowledge (geography) +15, Knowledge (history) +15, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (nobility) +15, Knowledge (planes) +20, Knowledge (religion) +20, Linguistics +17, Perception +32, Perform (dance) +4, Perform (percussion instruments) +4, Perform (sing) +4, Profession (librarian) +15, Ride +7, Sense Motive +32, Sleight of Hand +22, Spellcraft +29, Stealth +26, Survival +10, Swim +6, Use Magic Device +3
Languages Anaiathan Sign, Azlanti, Celestial, Common, Draconic, Dwarven, Infernal, Kolshet, Lip-reading, Norspik, Old Talirean (dead Language), Yutak; telepathy 100 ft., tongue of the sun and moon
SQ always a chance[MA], amazing initiative, beyond morality[MA], component freedom[MA], component freedom[MA], component freedom[MA], critical master[MA], expanded awareness, fast movement (unchained), finesse weapon attack attribute, focused trance, forewarned, hide in plain sight, immortal, ki archery, ki arrows, ki pool (24 points, adamantine, cold iron, lawful, magic, silver), ki powers (abundant step, purity of body, qinggong power, qinggong power, qinggong power, qinggong power, qinggong power, wholeness of body), legendary champion, legendary hero, limitless range[MA], memory palace (planes, arcana, religion, geography, nobility, engineering, history, local), monk vows (vow of cleanliness[UM], vow of fasting[UM]), mythic spellcasting[MA], patient insight, precision[MA], psi-tech discovery (kinetic enhancement [+6]), punishing blow[MA], recuperation, reflexive shot, scrying adept, specialized school (divination), style shots (head shot, leaping shot, leg shot, shattering shot), telepathic bond, timeless body, unstoppable shot[MA]
Other Gear +5 adaptive cyclonic guided penetrating seeking horse bow
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Special Abilities
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Abundant Step (Su) As a move action, use 2 ki to dimension door (self only).
Agile Maneuvers Use DEX instead of STR for CMB
Always a Chance (Ex) You don’t automatically miss when you roll a 1 on an attack roll.
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 Metamastery (1 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 Surge (Su) Use 1 power, cast known/mem arcane spell for free, non-mythic save 2x (take low) & roll 2x vs. SR.
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Beyond Morality (Ex) Count as having no alignment, any effects on your either fail or treat you as the most favorable alignment.
Bonded Mind You and ally you can see that has this feat can trade nonverbal messages.
Cantrip (Detect Poison, At will) (Sp) Cast selected cantrip at will.
Clustered Shots Total damage from full-round ranged attacks before applying DR
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.
Component Freedom (3 components) (Ex) Ignore focus, material, somatic, or verbal components when casting spells (up to max listed).
Crane Riposte Lessen fight defensive attack pen. Gain AoO when deflect att/lose crane wing dodge bonus.
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Crane Wing Your sweeping blocks and graceful motions allow you to deflect melee attacks with ease.
Critical Master (Ex) Automatically confirm critical hits and do maximum damage against non-mythic creatures.
Darkvision (90 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.
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.
Dispelling Pulse (Ex) 1 pool: target of spell is affected by targeted dispel magic.
Distant Barrage (Ex) As a swift action, use 1 power for ranged att (+12 bonus, ignore cover/conceal & bypass all DR).
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +10 (9/day) (Sp) As a standard action, touch grants ally +10 insight bonus to many checks for 1 round.
Dual Amplification (Ex) 1 extra point to use two amplifications on spell.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Expanded Awareness (20 rounds, Scent, 9/day) (Su) As mv act, gain selected ability for a short duration.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fast Movement (Unchained) (+60 ft.) The Monk adds 10 or more feet to his base speed.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Flurry of Blows (Unchained) (Ex) As full-round action, gain extra attacks with some weapons.
Focused Trance (Ex) Meditate 1d6 rds and gain +20 circ bonus on single Appraise, Knowledge, or Spellcraft check.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Forewarned 10 (Su) Can always act in surprise rounds.
Fortification 50% You have a chance to negate critical hits on attacks.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Head Shot Increase crit threat rng & mult by 1 & +2 confirm crit with arrow.
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.
Immunity to Cold You are immune to cold damage.
Immunity to Fire You are immune to fire damage.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
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 Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Focus Bow (Su) You can apply special Ki attacks to your arrows.
Ki Leech (0 Ki) (Sp) Costs 0 ki points to activate.
Ki Pool (24/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Kinetic Enhancement (+6) Bonus on combat maneuvers and checks to break or lift objects.
Leaping Shot (max 60 ft.) Leap up to fast move bonus as part of flurry.
Leg Shot On successful hit, free trip attempt.
Legendary Champion (Ex) On a miss against a non-mythic foe, reroll and take 2nd result. Activate when roll 20 to regain 1 power.
Legendary Hero (Su) One use of mythic power is regained each hr.
Limitless Range (Ex) Throw any melee weapon as if it had a range increment of 20 ft.
Mask of Virtue Your alignment is concealed.
Memory Palace (20 10-ft. cubes, 1/day) (Su) Mental extradimensional space grants +4 circ. bonus on selected skills.
Mimic Metamagic (Maximize Spell, Empower Spell) (Ex) Spend points from your pool to apply selected metamagics.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Patient Insight (Ex) When making Heal, Knowledge, Sense Motive or Survival chk, spend 1 phrenic pool, roll 2x take higher.
Perfect Strike (2d20, 18/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Phrenic Pool (19/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Pinpoint Targeting Standard action (may not move this round): target of your ranged attack loses armor, natural armor and shield bonuses to AC.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Punishing Blow (Ex) Creatures hit lose regeneration and fast healing for 1 rnd. Criticals cause loss of DR.
Purity of Body (Ex) Immune to all diseases, including supernatural and magical diseases.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Reflexive Shot (Ex) Make AoO with bow.
Relentless Casting (Su) 1 pool: roll twice and take better result to overcome SR for linked spell.
Remade Self (Haste, Constant) (Sp) Selected spell as constant effect. Use 1-cost amplification for no cost while under its effects.
Restoration (self only, 2 Ki) (Sp) Self only. Costs 2 ki points to activate.
Scrying Adept (Su) At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a -
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Shadow Walk (3 Ki) (Sp) Costs 3 ki points to activate.
Share Memory (0 Ki) (Sp) Costs 0 ki points to activate.
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.
Shattering Shot Shot ignores DR and hardness for damage.
Soulless Gaze Otherworldy dread infuses your gaze.
Style Shot (2/round) (Ex) During flurry of blows, one or more shots has an extra effect.
Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount.
Telepathic Bond (Sp) Cast telepathic bond, or expend 4th or higher spell slot to do so.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Timeless Body (Mature) (Ex) Take no penalties for age categories after the selected category.
Tongue of the Sun and Moon (Ex) Speak with any living creature, as if under a permanent tongues effect.
Trick Shot (Su) 1-3 Ki points: ignore varying amounts of cover or concealment.
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.
Unstoppable Shot (Ex) As standard action, ranged attack affects all creatures in a line. Spend 1 power to bank shot.
Vow of Cleanliness (+3 ki) Wash daily, keep clean, don't touch the diseased/dirty/undead except to try to heal them, attack them w/ manufactured weapons.
Vow of Fasting (+3 ki) The monk eats nothing but rice (or a similar bland, staple food) and drinks nothing but water. On certain days (usually once per month or on a religious holiday), he may eat a small portion of other simple, bland food to maintain proper nutrition. Th
Weapon Focus (Bows) 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+18 hp) (Su) As a standard action, use 2 ki to heal damage to self.
Will of the Dead (Su) 2 pool: overcome undead creature's immunity to mind-affecting effects for linked spell.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

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Teegan CR –
Female nuncio jhereg
LE Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +12
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Defense
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AC 24, touch 15, flat-footed 21 (+4 armor, +3 Dex, +5 natural, +2 size)
hp 99 (1d8)
Fort +12, Ref +17, Will +14
Defensive Abilities evasion, improved evasion; SR 25
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Offense
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Speed 10 ft., fly 40 ft. (good)
Melee unarmed strike +19/+14/+9/+4 (1 nonlethal) or
. . bite +19 (1d3-2 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks sudden swoop
Spell-Like Abilities (CL 20th; concentration +1)
. . Constant—telepathic bond (with master only)
. . At will—guidance
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Statistics
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Str 6, Dex 17, Con 11, Int 26, Wis 14, Cha 11
Base Atk +19; CMB +20; CMD 28
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Lightning Reflexes, Power Attack
Skills Acrobatics +3 (-5 to jump), Fly +22, Knowledge (arcana) +22, Knowledge (dungeoneering) +22, Knowledge (engineering) +22, Knowledge (geography) +22, Knowledge (history) +22, Knowledge (local) +22, Knowledge (nature) +22, Knowledge (nobility) +22, Knowledge (planes) +22, Knowledge (religion) +22, Linguistics +9, Perception +12, Sense Motive +12, Stealth +22, Swim +7
Languages Anaiathan Sign, Azlanti, Common, Dwarven, Infernal, Kolshet, Old Talirean (dead Language) (can't speak)
SQ domain influence, empathic link, finesse weapon attack attribute, nuncio’s knowledge +10, share will
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-5 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -5/+10 Trade a penalty to ranged attacks for a bonus to ranged damage.
Divine Guidance (Sp) A discreet nuncio can cast guidance at will.
Domain Influence (Sp, Su) Gain domain power.
Empathic Link (Su) You have an empathic link with your master.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Fly (40 feet, Good) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nuncio’s Knowledge +10 (Ex) Attempt all Knowledge checks untrainted and gain bonus on all Knowledge checks.
Poison (DC 20) (Ex) Bite—injury; save Fort DC 20; frequency 1/round for 4 rounds; effect 1d2 Str; 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.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Scry on Familiar (Sp) Master can scry on you once per day.
Share Will (1/day) (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.
Spell Resistance (25) You have Spell Resistance.
Sudden Swoop (Ex) Do not provoke an AoO when making a charge whil flying. Gain +2 damage with bite when making a sudden swoop.