About Sha / SenuriaSha:
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
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Vig 428
Fort +32 (2 One Good, +3 Gestalt, +8 Con, +2 Resistance, +2 untyped, +15 Wis)
Defensive Abilities danger sense +1, improved evasion, hard to kill, narrow escape, trap sense +2, uncanny dodge
Immune disease, nauseated, poison
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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)
Druid (Nature Fang) Restorer Spells Prepared (CL 7th; concentration +22)
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Base Atk +5
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
Racial Modifiers +4 Climb, +4 Perception, +4 Stealth Background Skills
Spoken Languages
Written Languages
Other Gear
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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).
Empathic Healing (50 points) (Su) Spend 1 power to transfer damage from ally to you, or 2 points to transfer disease or poison.
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Extra Path Ability (x3) [M] Gain another Path ability.
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.
Eschew Foci [HOPF] Ignore foci requirements for all spells.
Agile Maneuvers Use DEX instead of STR for CMB.
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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) -------------------- Defense -------------------- 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 -------------------- Offense -------------------- 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) -------------------- Statistics -------------------- 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 -------------------- Special Abilities -------------------- 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 -------------------- Gramm (Stripe) CR –
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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 -------------------- Defense -------------------- 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 -------------------- Offense -------------------- 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 -------------------- Statistics -------------------- 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 -------------------- Special Abilities -------------------- 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
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