Blue Dragon

'Sly' Slyveccysxtivastustass's page

241 posts. Alias of Slyness.


Race

CG Striker/Hedgewitch(3) | HP: 52 | AC: 17 | Touch: 12 | FF: 13 | Saves: F: +7 | R: +7 | W: +7 | CMD: 25 |

Classes/Levels

Init: 6 | Per: 10 | Speed: 60' | Tension: 6 | Pool: 8 | MSB: 3 | MSD: 14 | Conc: 8 |

About 'Sly' Slyveccysxtivastustass

-----Description:-----
Sly is a very small dragon with blue-white scales and blue eyes. His wit is just as likely to get him in or out of trouble. He is fiercely loyal to those he cares about. He usually has a mischievous grin because of the amazing prank he just pulled off. He has trouble understanding why bigger folk don't have a better sense of humor since they have plenty of room for one.
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| Pic: 1 | Height: 18" | Weight: 20 lbs. | Alignment: CG |
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| Str: 7 | Dex: 24 | Con: 16 | Int: 16 | Wis: 10 | Cha: 29 |
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| Languages: | Common | Auran | Celestial | Draconic | Sylvan |
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| SP: 33 | DC: 25 | MSB: 12 | MSD: 23 | Concentration: 21 |
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| Range: | 55' | 220' | 880' |
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-----Defense-----
| HP: 148 | CMD: 24 | Saves: | Fort: +10 | Ref: +14 | Will: +11 |
| Armor: Unarmored Training(6) | AC: 32 | Touch: 29 | Flat-footed: 25 |
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-----Offense-----
| BAB: +9 | CMB: +14 | Initiative: +7 | Speed: 20' |Fly(good): 60' |
| Melee: Bite(B/P/S): +11(1d6) | Touch: +9 |
| Ranged: None | Touch: +18 |
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-----Trained Adventuring Skills: 39(6+INT)(Spheres:9)-----
Acrobatics: +11 (3(Athletics) + Dex:4 + CS:3 + NS:1)
Bluff: +11 (3 + Cha:5 + CS:3)
Climb: +9 (1 + Str:5 + CS:3)
Disable Device: +12 (3 + Dex:4 + CS:3 + Trait:1 + TF:1)
Disguise: +9 (1 + Cha:5 + CS:3)
Escape Artist: +8 (1 + Dex:4 + CS:3)
Fly: +10 (3(Athletics) + Dex:4 + CS:3)
Heal: +8 (1 + Wis:4 + CS:3)
Intimidate: +9 (1 + Cha:5 + CS:3)
Know: Arcana: +8 (1 + Int:4 + CS:3)
Know: Dung: +5 (1 + Int:4)
Know: Local: +5 (1 + Int:4)
Know: Nature: +8 (1 + Int:4 + CS:3 )
Know: Planes: +8 (1 + Int:4 + CS:3)
Know: Religion: +5 (1 + Int:4)
Perception: +10 (3 + Wis:4 + CS:3)(TF:1)
Sense Motive: +8 (1 + Wis:4 + CS:3)
Spellcraft: +10 (3 + Int:4 + CS:3)
Stealth: +11 (3 + Dex:4 + CS:3 + NS:1)
Survival: +8 (1 + Wis:4 + CS:3 )
Swim: +9 (3(Athletics) + Str:2 + CS:3)
Use Magic Device: +9 (1 + Cha:5 + CS:3)
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-----Trained Background Skills: 9-----
Craft: Tattoo: +11 (3(TW) + Int:3 + CS:3 + Tools:2)
Profession: Gambler: +10 (3 + Wis:4 + CS:3)
Sleight of Hand: +10 (3 + Dex:4 + CS:3)
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-----Human Racial Traits:-----
Ability Scores: | Strength:+2 | Charisma:+2 |
FCB: +3 Vigor
Dual Talent: : Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
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-----Traits:-----
Reactionary: You gain a +2 trait bonus on Initiative checks.
Vagabond Child: You gain a +1 trait bonus on Disable Device checks, and Disable Device is a class skill for you.
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-----Feats-----
Martial Tradition: Tattooed Warrior
---Equipment: Unarmed Training, Unarmored Training
---Bonus Feats: Dragon’s Tattoos, Zodiac Tattoos
---Special: Tattooed warriors gain 1 bonus skill point that must be spent on Craft(tattoos) each time they gain a level in any class.
Associated Feats: | Improved Unarmed Strike | Improved Trip |

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.
---You may make a ranged touch attack, dealing 1d3 acid, electricity, fire, or cold damage to a target.
---You may clean, soil, or color up to 1 cubic ft of material per round.
---You may create floating lights the size of candle flames and move them up to 20 ft per round as a free action.
---You may create a spark such as with flint and steel, which may ignite flammable, unattended Fine objects.
---You may open or close a door or container weighing no more than 30 lbs.
---You may chill, warm, or flavor 1 lbs. of nonliving material.
---You may create a small breeze from whichever direction you choose, strong enough to rustle clothing and flicker candles.
---You may lift objects weighing up to 1 lbs. and move them up to 10 ft per round.
---You may create small non-speech sounds, such as that of a mouse screeching, soft simple harp music, or the hubbub of a whispered conversation.

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.
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-----Striker(Shadowed Fist) Special Abilities-----
AC Bonus (Ex)(3): When wearing light armor or no armor, not carrying a shield, and unencumbered, the striker adds her Constitution bonus to her AC and her CMD; this bonus cannot exceed her class level. This AC bonus does not stack with any class features which share the same name as it, but does stack with Unarmored Training(Source). This bonus to AC applies even against touch attacks or when the striker is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears medium or heavy armor, uses a shield, or when she carries a medium or heavy load. A shadowed fist uses their Charisma modifier in place of their Constitution modifier when determining her bonus to armor class with this class feature.

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):
-----Offensive Pressure: Whenever the striker successfully damages a creature with an unarmed strike or makes a successful combat maneuver check against a creature to initiate a combat maneuver, she gains 1 tension.
-----Defensive Determination: Whenever the striker takes damage from an attack originating from a creature (including spells, spell-like abilities, and supernatural abilities), she gains 1 tension. A striker does not gain tension from attacks made against her while she is flat-footed or unaware.
-----Maneuvering Momentum: Whenever the striker moves 10 ft. or more during her turn (this cannot be forced movement), she gains 1 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:
-----Expert Guard: For each tension a striker spends on this tension technique, she gains a +1 circumstance bonus on all saves until the beginning of her next turn.
-----Fiery Offense: For each tension a striker spends on this tension technique, she gains a +1 circumstance bonus to attack and damage rolls made with unarmed strikes until the beginning of her next turn.
-----Light Step: The striker spends a swift action and selects a single creature, all movement she makes until the beginning of her next turn does not provoke attacks of opportunity from that creature.
-----Stalwart Form: For each tension a striker spends on this tension technique, she gains DR 1/- until the beginning of her next turn; this damage reduction stacks with similar damage reduction.
-----Timely Dodge: For each tension a striker spends on this tension technique, she gains a +1 dodge bonus to her armor class until the beginning of her next turn.

• 2 Tension:
-----Critical Knuckle: The striker increases the critical threat range of her unarmed strikes by 1 until the beginning of her next turn; this bonus stacks with other increases to the striker’s unarmed strikes critical threat range, but is applied last.
-----Perfect Offensive: The striker automatically confirms a critical threat made with an unarmed strike.
-----Swift Focus: The striker spends a swift action to regain martial focus.

• 3 Tension:
-----Rapid Pummel: Whenever a striker makes an attack action with an unarmed strike or attempts a combat maneuver check as a standard action, she can spend a swift action to make an additional attack with an unarmed strike with a -2 penalty (she can wait until the results of the attack roll before deciding to use this tension technique) once per turn.
-----Second Chance: The striker can reroll a saving throw after the result has been revealed, although she must accept the result of the reroll, even if it is worse.
-----Speed Step: The striker can spend a swift action to move up to her speed with whatever methods of movement she possesses.

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.
----- Enduring Critical: Whenever the striker uses her critical knuckle tension technique, its effects lasts for an additional number of rounds equal to her Constitution modifier.

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.
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-----Hedgewitch(Martial) Special Abilities-----
Casting(Charisma): A hedgewitch may combine spheres and talents to create magical effects. A hedgewitch is considered a Mid-Caster and may use either Intelligence, Wisdom, or Charisma as her casting ability modifier.

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.
---Haunted: 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. Gain Telekinesis as a bonus sphere. At 5th, 10th, and 15th level, gain a bonus Telekinesis talent.

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.
-----At 1st level, you may give a target a -2 penalty to attack rolls, skill checks, and saving throws for a number of rounds equal to your casting ability modifier. This improves to -4 at 9th level. This does not stack with itself.

Tradition Secrets(Black Magic): A hedgewitch with the black magic tradition adds the following secrets to those she may select:
---Curses: Increase the number of times you may bestow curses in a day by 2. If you cannot bestow curses, you may bestow curses 2 times per day, as the black magic tradition power. You may select this secret multiple times. The effects stack.
---Hexcrafter: Gain a witch hex of your choice, treating your hedgewitch level as your witch level and your casting ability modifier as your Intelligence modifier when determining the effects. This does not grant access to Major hexes or Grand hexes. You may gain this secret multiple times. Each time it is taken, gain an additional witch hex.

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.
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-----Time Thief(3) Special Abilities-----
Mote of Time (Su): A mote is a tiny split-second of time that a time thief steals from her own future. The motes taken are inconsequential slivers of continuance that even the time thief will not notice being missing from her activities. However, a time thief can use these motes to affect her present timeline, allowing her to re-try actions and slow down time around her so she can act more carefully and alertly in fast-moving situations. Each day, the time thief has a pool of motes equal three plus her class level. Once a round, as a free action, a time thief can expend a mote to do any one of the following things:
---Gain a bonus to one attack roll, skill check, ability check, or saving throw. The roll must represent a single action that occurs entirely within a single round. (A time thief could use a mote to add a bonus to an Acrobatics check to leap over a chasm, but not to a Craft check made to determine how much progress was made after a day of work.) The bonus gained is equal to +1d4. This increases to +2d4 at 8th level, and +3d4 at 16th level. The time thief can decide to add this bonus immediately after seeing the result of the original die roll.
---Take a swift action that does not count against the time thief’s normal limit of one swift action per round.
---Act in the surprise round when the time thief would not normally be able to do so.
---Add the bonus from spending a mote of time to a single damage roll, or to her armor class (as a dodge bonus) until the beginning of her next turn.

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.
--- Trapfinding (Ex): The time thief adds 1/2 her class level (minimum +1) to Perception skill checks made to locate traps and to Disable Device skill checks. She can use Disable Device to disarm magic traps.
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-----Sphere: Equipment(1)-----
Unarmed Training: You gain proficiency with the boot blade, brass knuckles, cestus, dan bong, emei piercer, gauntlet, katar, knuckle axe, punching dagger, rope gauntlet, sap, scizore, spiked gauntlet, and tekko-kagi, and may treat these and any natural attacks you possess (except when using them as part of a full attack) as an unarmed strike for the purpose of how much damage they deal and interactions with abilities which require an unarmed strike; when using any of these weapons as an unarmed strike, it uses your unarmed strike’s critical multiplier, even if it would normally be higher.

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.
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-----Sphere: Athletics(2)-----
When you gain the Athletics sphere, you gain one of the following packages with its included abilities. You may take the Expanded Training talent to gain additional packages. Each package has an associated movement mode and an associated skill. Some abilities require you to be using an associated movement mode to function. When you gain a package, you gain 5 ranks in its associated skill, plus 5 ranks per additional talent spent in the Athletics sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the associated skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature. If you possess both the (leap) and (run) packages, you gain a competence bonus on Acrobatics checks equal to half your base attack bonus instead of retraining the ranks a second time.

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.
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-----Sphere: Open Hand(3)-----
Masters of unarmed combat, Open Hand practitioners are known for their varied styles and unorthodox combat technique. Open Hand practitioners are unarmed fighters who deal additional damage with their unarmed strikes as described in the unarmed strike practitioner table. Associated Feat: Improved Unarmed Strike. In addition, all practitioners of the Open Hand sphere gain the following ability:
Sweep: You may attempt a trip combat maneuver with a -2 penalty as a move action, although you may not use a manufactured weapon to make this trip attempt. This does not provoke an attack of opportunity.

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.
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-----Sphere: Telekinesis(1)-----
Telekinesis(Diminutive, Speed 20 ft, DC 16): As a standard action you can use telekinesis to lift one unattended object or willing creature within Close range and move it up to 20 ft, + 5 ft per 5 caster levels. The object levitates as long as you concentrate, have line of sight, and the object remains within Close range.
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-----Sphere: Warp(2)-----
Teleport: You can spend a standard action to teleport yourself and up to a heavy load to any place within Close range. Alternately, you may teleport a touched willing creature and their carried equipment instead of yourself. You may spend a spell point to increase your teleport range to Medium instead of Close. You must have line of sight to your destination.

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.
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-----Sphere: Time(2)-----
Haste: You grant the target the ability to make an extra attack at its highest BAB whenever it makes a full attack action. This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so it cannot be used to cast a second sphere effect or otherwise take an extra action in the round. You must concentrate to maintain this effect, but may spend a spell point as a free action to allow it to remain for 1 round per caster level without concentration. When using the haste ability, you may choose to grant the target an extra attack of opportunity instead of an extra attack on their full attack actions. For every 5 caster levels you possess, you grant the target one additional attack of opportunity. All other costs and restrictions of the haste ability apply as normal.

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.
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-----Sphere: Weather(1)-----
Control Weather(Severity 3): As a standard action, you may control all weather within Medium range, adjusting either the wind, temperature, or precipitation levels. If you are in a confined area such as inside a building, your control only extends to the edge of that space. This change in weather lasts as long as you concentrate, but you may always spend a spell point as a free action to allow this change to continue for 1 minute per caster level without concentration. When using control weather to change the weather’s severity, the change happens 1 level change per category per round until the desired severity is reached. When the effect ends, the severity of the altered weather categories returns to normal by 1 step per round. If you are maintaining the effect through concentration, the effect moves with you. If it is being maintained through a spell point, it remains stationary.
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-----Mythic Abilities: | Champion | Trickster | Tier: 1 |-----
Bonus Hit Points(15): Whenever you gain a tier, you gain 5 bonus hp, which stack with themselves but do not affect your overall Hit Dice or other statistics.

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.
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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
Curse: 1
EMT: 1