Kisegar

Sithe Saortoil's page

70 posts. Alias of Rysky.


Classes/Levels

DR/Slashing 2

Gender

AC 17 | HP 103/103| F +9 R +8 W +9

Alignment

CG

Deity

Benorus

Strength 16
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 16
Charisma 6

About Sithe Saortoil

33,000g
https://www.aonprd.com/MagicArmorDisplay.aspx?ItemName=Stalking
https://www.aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Filter%20scarf
https://www.aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Underwater%20comp ass
https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Slippers%20of%20 Spider%20Climbing
+2 Adamantine Giant Sticker

Climb (Str) +12+3
Escape Artist (Dex) +12+2
Perception (Wis) 12+3
Stealth (Dex) +12+2+9
Survival (Wis) +12+3

Profession (Wis)
Knowledge (geography) (Int) +12

Weapon and Armor Proficiency
A survivor is proficient with all simple weapons, plus one martial melee weapon and one martial ranged weapon of their choice. Survivors are also proficient with light armor, but not with shields.

Fast Learner (Ex)
A survivor can withstand grievous amounts of harm and is resourceful enough to deal with hardship. They gain Fast Learner as a bonus feat, even if they do not meet the prerequisites. A survivor can choose an alternate favored class bonus and also gain either +1 hit point or +1 skill rank.

Fight or Flight (Ex)
When an opponent confirms a critical hit against a survivor, or deals ability, bleed, or precision damage or drain, the survivor chooses fight or flight and gains the listed benefits against that creature for 1 minute per survivor level, or until the target dies or the survivor designates a new creature with fight or flight. When choosing flight, the survivor is not required to move away from their opponent.

Fight: The survivor gains a +1 bonus on Intimidate, Perception, Sense Motive, and Survival checks attempted against their opponent, and a +1 bonus on weapon attack and damage rolls against it. These bonuses increase by +1 at 5th, 10th, 15th, and 20th level.

Flight: The survivor gains a +1 dodge bonus against their opponent’s attacks and a +10 feet bonus to their base speed for 1 minute per survivor level. These bonuses increase by +1 and +10 feet at 5th, 10th, 15th, and 20th level.

Trauma (Ex)
All survivors have endured some form of serious trauma in their past. While a survivor is not necessarily defined by their trauma, they still learn to make use of it. Select one form of oracle curse. The survivor gains that curse. Once this trauma is chosen, it cannot be changed. This counts as the oracle curse class feature for the purpose of qualifying for feats.

If an oracle curse adds a spell at a specific level to the list of oracle spells known, the survivor instead gains that spell as a spell-like ability which they can use once per day, starting at that level, and treats their survivor level as their oracle level. This spell-like ability is Wisdom-based.

Haunted (Advanced Player's Guide pg. 44): Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.

Will to Live (Ex)
At 2nd level, a survivor adds their Wisdom bonus (if any) to all Constitution-based checks, including Fortitude saves. This is in addition to their Constitution modifier.

Dark Secrets
At 3rd level, and every 3 levels thereafter, the survivor learns a dark secret that they can use to turn against their foes. They gain a revelation from one oracle mystery. The survivor must meet the requirements for this revelation and treats their survivor level as their oracle level for the purposes of meeting these requirements. A survivor uses their Wisdom score in place of their Charisma score for the purpose of these revelations.

Eyes of the Streets (Su): Once per day as a full-round action, you can summon a spirit rat, pigeon, or similar tiny creature to serve as your eyes on, above, and beneath the streets—this spirit serves as an arcane eye. At 10th level, you can summon multiple such spirits; this ability functions as prying eyes. At 15th level, this ability functions as greater prying eyes.

Face in the Crowd (Ex): You gain a +4 bonus on Stealth checks, and can attempt a Stealth check in a crowd even while being observed.

Dance of the Blades (Ex): Your base speed increases by 10 feet. At 7th level, you gain a +1 bonus on attack rolls with a metal weapon in any round in which you move at least 10 feet. This bonus increases by +1 at 11th level, and every four levels thereafter. At 11th level, as a move action, you can maneuver your weapon to create a shield of whirling steel around yourself until the start of your next turn; non-incorporeal melee and ranged attacks against you have a 20% miss chance while the shield is active. You must be wielding a metal weapon to use this ability.

Desperation (Ex)
At 4th level, a survivor’s instinct to overcome danger becomes exceptionally potent. A survivor does not automatically fail when rolling a 1 on a saving throw. Likewise, a natural 20 or 19 (the d20 comes up 20 or 19) is always a success.

In addition, a survivor has learned to face their fears, or at least not be affected by them as woefully. If a survivor is spooked, their circumstance bonus to initiative checks is +2 (instead of +1). If a survivor is shaken, they gain a +2 morale bonus to melee damage rolls against the source of their fear. If a survivor is scared, they instead gain a +3 morale bonus to melee damage rolls against the source of their fear. If a survivor is frightened, they are not so afraid that they must altogether flee the source of their fear; the survivor can remain up to 30 feet away from the source (keeping distance) but is still treated as shaken. If a survivor is panicked, they do not drop anything they are holding, and they can choose the direction in which they must flee. If unable to flee, they can fight as if shaken. If a survivor is terrified, they have finally had enough. They gain no negative effects and are instead affected by rage, as the spell, for 1d6 rounds. If a survivor is horrified, they are done being the victim. They gains no negative effects and are instead affected by heroism, as the spell, for 1d6 rounds.

Damage Reduction (Ex)
Starting at 5th level, a survivor can shrug off the various bumps and punctures from living a life on the run. But the threat of sharp edges remains ever present. They gain DR 1/slashing. This damage reduction increases by 1 at 8th level, and every three levels thereafter, to a maximum of 6 at 20th level.

Woodland Stride (Ex)
Starting at 7th level, a survivor may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

2 Constitution, +2 Wisdom, –4 Charisma: Duergar are hearty and observant, but also belligerent.
Medium: Duergar are Medium creatures and have no bonuses or penalties due to their size.
Dwarf: Duergar are humanoids with the dwarf subtype.
Slow and Steady: Duergar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Superior Darkvision: Duergar can see in the dark up to 120 feet.
Duergar Immunities: Duergar are immune to paralysis, phantasms, and poison. They gain a +2 racial bonus on saves against spells and spell-like abilities.
Stability: Duergar receive a +4 racial bonus to their Combat Maneuver Defense against bull rush or trip attempts while standing on the ground.
Spell-Like Abilities: A duergar can use enlarge person and invisibility each once per day, using her character level as her caster level and affecting itself only.
Light Sensitivity: Duergar are dazzled in areas of bright light.
Languages: Duergar begin play speaking Common, Dwarven, and Undercommon. Duergar with high Intelligence scores can choose from the following languages: Aklo, Draconic, Giant, Goblin, Orc, and Terran.

Ironskinned
The soul of the earth infuses some duergar, giving them the ability to harden their skin. Duergar with this racial trait can use ironskin (see page 45) once per day as a spell-like ability, using their character level as their caster level. This racial trait replaces the enlarge person spell-like ability.

Innate Flexibility
Your innate magic is flexible.
Benefit: You gain a number of additional uses of your once per day racial spell-like abilities equal to the number of such abilities you have. You can expend these additional uses in any combination. Normal duergar spell-like abilities and those granted by duergar racial traits both count for the purpose of this feat.
For example, a normal duergar has two once per day spell-like abilities (enlarge person and invisibility), so taking this feat would grant her two additional uses of her once per day spell-like abilities; each day she can use either two additional uses of enlarge person, two additional uses of invisibility, or one additional use of each.
Special: You can take this feat multiple times. Its effects stack.

Lingering Invisibility
You remain briefly translucent after losing invisibility.
Benefit: When your invisibility ends, you gain concealment for 1 round per minute of duration the invisibility effect had remaining (minimum 1 round). This only occurs if the invisibility is from your racial spell-like ability or a spell you cast. Effects that negate invisibility negate this concealment.

Tough as Iron
Effects that grant natural armor work even better for you.
Benefit: When you gain an enhancement bonus to your natural armor, that bonus increases by 2. This has no effect if your natural armor bonus is +0 or you do not have an enhancement bonus increasing your natural armor bonus.

Toughness
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Power Attack