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About 'Sly' Slyveccysxtivastustass-----Description:-----
-----Defense-----
-----Offense-----
-----Trained Adventuring Skills: 39(6+INT)(Spheres:9)-----
-----Trained Background Skills: 9-----
-----Human Racial Traits:-----
-----Traits:-----
-----Feats-----
• Dragon’s Tattoos: You learn how to adorn yourself with the sacred tattoos that are said to have been first conceived by an ancient monk known only as “the Dragon”. Covering your body in these intricate tattoos etched by your own hand, your limbs, grapples, and unarmed strikes are now treated as masterwork weapons, and may be enhanced just as any other masterwork weapon. Enhancements applied via this ability apply to all unarmed strikes or grapple checks you make, regardless of the limb you choose to use; essentially, your entire body is treated as a single weapon. • Zodiac Tattoos: Covering your body in these intricate tattoos etched by your own hand, you gain the ability to have your skin enchanted with armor special abilities as though it was a suit of +1 leather armor. You cannot have a total bonus of armor special abilities higher than +6. You cannot use this ability to add any armor special abilities that add a flat gp amount to their cost instead of a bonus equivalent. • Gestalt (Horrifically Overpowered)(Time Thief): Select one character class. You gain all the class features (proficiencies and abilities listed in the “special” column of the class writeup) of that class other than spellcasting, as if half your total character level was your class level. (If you are 1st level, gain only the armor and weapon proficiencies of your selected class until you reach 2nd level.) If you actually have levels in the selected class, you gain class features as if your class level was equal to your actual class level plus one-half of all your other levels. • Cantrips: You can create a variety of small magical effects. These effects are not powerful and are treated as sphere effects in all ways. They require a standard action to use, have a range of Close, and are either instantaneous or have a duration of 1 hour depending on the effect created.
• Power Attack(-1/+2): You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. • Extra Magic Talent: Gain an additional sphere or a talent from a sphere you possess. You may take this feat multiple times. • Physical Paragon[Horrifically Overpowered]: You are the peak of physical perfection for your race. Your Strength, Dexterity, and Constitution are a base of 18 (before racial and level-based adjustments). • Mythic: Mythic Paragon: Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells. This doesn’t grant you access to mythic abilities or greater versions of mythic spells at a lower tier than you would normally need to be to get them, nor does it grant you additional uses of mythic power or adjust the dice you roll for your surge. • Mythic: Gestalt (Horrifically Overpowered): When calculating what class features you gain from your gestalt class, add your mythic tier to half your character level (to a maximum of your hit dice). If you expend a point of mythic power, you may also gain the class features from the first level of any one prestige class you meet the prerequisites for, for one minute.
-----Striker(Shadowed Fist) Special Abilities-----
• Bare Knuckles (Ex)(Open Hand): The striker gains their choice of Boxing, Brute, or Open Hand as a bonus sphere. If she already possesses Boxing, Brute, or Open Hand, she can choose to gain either a sphere she does not have or a talent from the sphere she does possess. • Tension (Ex)(Max:6): A striker is at home in battle, thriving on the raw energy of combat to fuel her attacks. Her tension goes up or down throughout the day, but usually cannot go higher than her Constitution modifier (minimum 1), though some feats, abilities, and magic items may affect this maximum. At 3rd level and every three levels afterward, her maximum tension increases by 1. If a striker spends 1 minute or longer outside of combat, she loses all tension she possesses. A shadowed fist may use two points of tension in place of one point of ki whenever they would be required to spend ki on a ninja trick. In addition, a shadowed fist uses her Charisma in place of her Constitution when determining her maximum tension. A striker begins the day with no tension, but can gain tension in the following ways (a striker cannot gain tension from each of these more than once per round and a striker must be in combat to gain tension):
• Tension Techniques (Ex): A striker can spend tension in order to accomplish incredible feats and each tension technique can only be used once per round (if an ability does not have an associated action listed, using it is a free action which can be done during anyone’s turn): • 1 Tension:
• 2 Tension:
• 3 Tension:
• Striker Art (Ex): At 2nd level and every three levels thereafter, a striker gains a striker art. A shadowed fist can select a ninja talent in place of a striker art (she cannot select a ninja trick which would modify her sneak attack unless she possesses sneak attack from another class); in addition, she is treated as though she possessed the ninja trick class feature for the purposes of selecting the Extra Ninja Trick feat. All striker arts which would use her Constitution to determine their effects instead use her Charisma. At 11th level and above, she can also select master tricks.
• Tension Boost (Ex): At 2nd level, a striker gains 1 tension at the start of her first turn in combat (including surprise rounds). At 7th level and every six levels thereafter, she gains an additional tension at the start of her first turn in combat. • Nimble Shadow(Ex): At 3rd level, a shadowed fist gains a +1 circumstance bonus on Acrobatics and Stealth checks and she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows). • Uncanny Dodge (Ex): At 3rd level, a striker gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A striker with this ability can still lose her Dexterity bonus to armor class if a creature successfully uses the feint action against her.
-----Hedgewitch(Martial) Special Abilities-----
• Somatic Casting(x2): You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure. • Easy Focus: When maintaining a sphere ability through concentration, you only need to spend a move action to maintain concentration instead of a standard action. This does not decrease the sphere ability’s casting time, only the action used to maintain concentration. • Spell Pool(8): A hedgewitch gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her class level + her casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest. • Combat Training: A martial hedgewitch may combine combat spheres and talents to create powerful martial techniques. Martial hedgewitches gain a combat talent at 1st level and every 2 levels thereafter and use their casting ability modifier as their practitioner modifier. • Secrets: A martial hedgewitch may take the Extra Combat Talent feat or any feat which requires possessing combat talents in place of a secret. She must meet all the prerequisites for these feats as normal. • Tradition Benefit(Black Magic): Choose an oracle curse. You gain this curse and its associated benefits, using your hedgewitch level as your effective oracle level. If you already possess an oracle’s curse (or gain one later), this instead allows your hedgewitch levels to stack with the levels of the class that grants access to the oracle’s curse.
• Tradition Power(Black Magic)(4/day)(DC:16): As a standard action, you may curse a target within 30 ft. You may bestow a number of curses in a day equal to 3 + 1/2 your hedgewitch level. Targets may make a Will save (DC 10 + 1/2 hedgewitch level + casting ability modifier) to negate the curse. Treat your hedgewitch level as your caster level for the purpose of removing one of your curses. You may always dismiss your own curses as a free action.
• Tradition Secrets(Black Magic): A hedgewitch with the black magic tradition adds the following secrets to those she may select:
• Hex: Healing(1d8+3): This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
-----Time Thief(3) Special Abilities-----
• Temporal Talents: As a time thief gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a time thief gains one temporal talent. She gains an additional temporal talent every even level except 20.
-----Sphere: Equipment(1)-----
• Unarmored Training: Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess. This bonus to AC applies even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the monk or similar abilities. This bonus depends on an intricate awareness of the practicioner’s body and balance, and as such is lost when the target is under any shapeshift other than blank form, or is polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type. • Critical Genius(Unarmed Strike): You may select 1 weapon with which you are proficient, treating that weapon as though its critical threat range was 19-20 and its critical multiplier as though it was x2 (even if it would normally be higher). In addition, when you confirm a critical hit with the chosen weapon while using the attack action, you deal additional damage equal to your base attack bonus; this additional damage is applied after other modifiers and is not multiplied by the critical hit. At +10 base attack bonus, the chosen weapon’s critical threat range is instead treated as 18-20.
-----Sphere: Athletics(2)-----
• Coordinated Movement: Whenever you take the withdraw action, you regain your martial focus. • Fly: You do not need to make a Fly check to remain flying when moving less than half your speed on your turn and count as being one size larger when determining the effects of wind on you while flying. This does not give you the ability to fly; it simply augments your movement abilities if you possess a means of flight. You may gain ranks in the Fly skill even if you do not possess a means of flight. Associated Movement Mode: Flying. Associated Skill: Fly. • Run: You move five times your normal speed while running if wearing medium, light, or no armor and carrying no more than a medium load, or four times your speed if wearing heavy armor or carrying a heavy load. If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your check. You retain your Dexterity bonus to your Armor Class while running. Associated Movement Mode: Ground. Associated Skill: Acrobatics. Associated Feat: Run. • Swim: You may perform the charge and withdraw actions while swimming, and can make standard actions and attack actions without decreasing the duration for which you can hold your breath. A successful Swim check means you may move up to your base land speed as a full-round action (as opposed to 1/2 your base land speed) or 1/2 your base land speed as a move action (as opposed to 1/4th your base land speed). Associated Movement Mode: Swimming. Associated Skill: Swim.
-----Sphere: Open Hand(3)-----
• Sweeping Kick: Whenever you make a successful unarmed strike against a creature using the attack action, you may make a trip attempt against that creature with a -2 penalty as an immediate action that doesn’t provoke an attack of opportunity. • Greater Trip: You gain a +1 competence bonus to your trip combat maneuver checks, as well as to your CMD vs. that maneuver. This bonus increases by +1 for every 4 points of base attack bonus you possess. This bonus does not stack with the bonus to this maneuver provided by the Improved or Greater Trip feats. Associated Feat: Improved Trip.
-----Sphere: Telekinesis(1)-----
-----Sphere: Warp(2)-----
• Bend Space: Bending space requires a standard action, and you must be touching the target or location to be affected. • Extradimensional Storage: You gain a permanent extradimensional space that may hold up to 10 pounds per caster level of non-living material. You can create a portal to this extradimensional space within arm’s reach at will. Placing an object in this space or calling an object from this space requires a full-round action, but may be done as a swift action by spending a spell point. Living things and attended objects cannot be placed in your extradimensional storage. If you die, all contents of your extradimensional space appear in your square or the nearest unoccupied space.
-----Sphere: Time(2)-----
• Slow: You cause the target to become staggered, allowing it to only take a single move action or standard action on its turn, but not both (Will negates). You must concentrate to maintain this effect, but may spend a spell point as a free action to increase its duration to 1 round per caster level without concentration. If a slow and haste ability are used on the same creature, the second caster must pass a magic skill check. On a failure the target is unaffected. On a success, the effects counter each other, leaving neither in place. When using the slow ability, you may choose to prevent the target from making attacks of opportunity for the duration of the effect instead of causing them to be staggered. All other costs and restrictions of the slow ability apply as normal. • Improved Haste: When you use haste on a target, that target also gains a 30 feet enhancement bonus (to a maximum of twice the subject’s normal speed) to all forms of movement. The target also gains a +1 bonus to attack rolls, as well as a +1 Dodge bonus to AC and Reflex saves.
-----Sphere: Weather(1)-----
-----Mythic Abilities: | Champion | Trickster | Tier: 1 |-----
• Hard to Kill(Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score. • Mythic Feat: Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally. You gain another mythic feat at each tier. • Mythic Power (Su)(5/day): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier. This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount. • Surge(Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier. • Sudden Attack (Ex): As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction. • Fleet Charge(Ex): As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction. • Impossible Speed(Ex): Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier. • Path Dabbling: Speed Surge (Ex): As a free action, you can expend one use of your mythic power to take an additional move action or to increase your speed by 10 feet times your mythic tier when you use the charge, run, or withdraw action.
Other Gear: | Tattoo:+1 Unarmed Strike(2300) | Tattoo: Deathless(1150) | MW Artisan Tools(Tattoo)(55) | Inks(100) | Concealable Thieves’ Tools(190) | Amulet of Natural Armor+1(2000) | 200g | Background:
Progression Ideas:
Ki Pool (Ex): A rogue with this talent gains a small ki pool. This ki pool is similar to a ninja’s ki pool, but the rogue’s ki pool does not grant any extra attacks. The rogue gains a number of ki points equal to her Wisdom modifier (minimum 1). These ki points replenish at the start of each day. If she already has a ki pool, or gains a ki pool later, she gains half her Wisdom bonus (minimum 1) as bonus ki points to her ki pool. She can spend a ki point to gain a +10-foot bonus to movement until the end of her turn. Talents:
Martial Hedgewitch: 2 Striker: 3 Bare Knuckles: 1 Hedgewitch: 4
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