Besmara

Sol Xue De Ron Ole's page

44 posts. Alias of Johnny_Panic.


Full Name

Sol Xue De Ron Ole

Race

Drow Shadow Lord

Classes/Levels

Init +4 | AC 20/24 | HP 80/80 | F+8 | R+9 | W+12 | Per +20[/spoiler]

Gender

Female

Size

5'4"

Age

Unknown

Languages

Common + Elven +Sylvan

Strength 22
Dexterity 32
Constitution 20
Intelligence 30
Wisdom 24
Charisma 30

About Sol Xue De Ron Ole

Sol Xue De Ron Ole

Description
Sol Xue De Ron Ole When standing still has on a simple outfit

Personality
She voice is always playful, teasing, and sometimes seductive. She is chatty, warm wanting on others, likes company, and will always stop to hear a good story. She can be vengeful to those who seek to harm her. And kind to those who are kind to her.

Crunchy Bits:

Init +16;
Senses Dark Vision 90', Blindsense 5' Detect Thoughts 60' [Constant]
Skills Perception +12 Sense Motive +30, HeroPoints 1/3

------------=DEFENSE=-------------

AC[35] TAC[38] FF[33]
[10 +6Armor +10Dex +1Dodge +4Defection +0NA +2Luck+2Enchantment]
*Internal Armor
Powers

[smaller]*Deflection bonus
**Enhancement bonus
^Spells

HP: 110/110 2x[5x{5+6Con}]

Fort: +18, {+4Base,+5Con+2feat+5enchantment+2Luck}
Reflex: +24 {+4Base,+11Dex+2feat+5enchantment+2Luck}
Will: +20 {+4Base,+7Wis+2feat+5enchantment+2Luck}

Resistance:
Sonic / Acid [5]
Cold and Electricity [15]
DR: [10]/magic
SR: [16]

Immunity
Sleep Effects
Fire / Negative Energy

-------------=OFFENSE=---------------
Speed: 30 ft., fly 30 ft. (Perfect) [Incorporeal]
CMB: +9; {+3Base +6Str |+0size +0misc}
CMD: +34; {10+3Base +6Str +11Dex +0size +4misc}
Base Atk: +3
Melee:+09{+3Base,+6Str}
Ranged:+14{+3Base,+11Dex}

Melee:[+9]

Ranged:[+14]
Advanced 4.4 Mag Revolver RTA TH+14 DMG [2d8+5] R80' [Capacity 6] 19/20 X4
Back Attack [+3d6] Studded Attack [+2d6] [+2/+2Dmg]
5x Range inc at RTA | +1 Under 30'

Reach 5' 5'

---------=STATISTICS=---------
Base (+4 Dex, –2 Con, +2 Int, +2 Wis, +2 Cha)
Template (+4 Dex, +4 Cha)
102 point buy [+1Levels] [100]

Str-=[22][+06][10][10p][+0Race][--Templates][+6Item]
Dex=[36][+11][10][17p][+4Race][+8Templates][+6Item]
Con=[21][+06][10][13p][-2Race][--Templates][+6Item]
Int-=[30][+10][10][32p][+2Race][--Templates][+6Item][+1Level]
Wis=[24][+07][10][10p][+2Race][--Templates][+6Item]
Cha=[30][+10][10][17p][+2Race][+4Templates][+6Item]

Feats [45]
-------------=Feats=-----------------

Level Feats:

Hero feat [Paid For]
01:Blood Of Heroes
02:Luck of Heroes
03:Luck of Heroes
04:Iron Will [+2Will Save]
05:Lightning Reflexes [+2Ref Save]
06:Great Fortitude [+2Fort Save]

Genirel Fests[Paid For]
8:Technologist
9:Craft Technological Item

Class Feats[Paid For]
1: 5x Extra Investigator Talent
2:5x Extra Rogue Talent

Combat feats [Paid For]
C1: Shadow Strike
C2:Dodge +1AC
C3:Spring Attack
C4:Mobility
C5:Throw anything
C6:Improved Init
C7:arcane-strike
C8:Intimidating Prowess

[Combat Guns] [Paid For]
G01:Exotic Weapon Pref [Advanced Fire Arms]
G02:Weapon Smith [Advanced Fire Arms]
G03:Amateur Gun Slinger [Advanced Fire Arms]
G04:Improved Critical [Fire Arms]
G05:Quick Draw
G06:Point Blank Shot
G07:Rapid Shot
G08:Precise Shot
G09:Weapon Focus
G10:Far Shot
G11:Focused Shot
G12:/Expert Sniper

Familiar [Paid For]
F1:Improved Familiar [Elemental]
F2: 3x Evolved Familiar

Damnation Feats [Paid For]
D1:Fiendskin (Damnation)
D2:Maleficium (Damnation)
D3:Mask of Virtue (Damnation)
D4:Soulless Gaze (Damnation)

Race Feats [Free]
R-:Drow Nobility
R-:Improved Drow Nobility
R-:Greater Drow Nobility
R-:Noble Spell Resistance

Race Feats [Paid for]
[Paid For]
R1:Shadow Caster
R2:Dmbral-scion
R3:Improved Umbral

Weapon and Armor Proficiency
Drow + Rouge

----------------=Traits=-----------------

1:
2:

----------------=Drawbacks=-----------------
1:
2:

-=Skills=-
Skill Points; 5x[8 class,10INT,1FC] 95 + [10Back Ground Skills] {+3x5Item]

^Acrobatics*(Dex)____+30{+5rank+11Dex+3Class+4Feat+5Item+2Luck}
^Appraise(Int)____+16{+1rank,+10Int+3class+2Luck}
^Bluff(Cha)____+20{+5rank,+10Cha+3class+2Luck}
^Climb*(Str)____+12{+1rank,+6Str+3class+2Luck}
^Craft [tech Weapons] (Int)____+22{+5rank,+10Int+3Class+2Luck+2item}
^Diplomacy(Cha)____+20{+5rank,+10Cha+3class+2Luck}
^Disable Device____+23{+5rank+11Dex+3Class+2Item+2Luck}
^Disguise (Cha)____+20{+5rank,+10Cha+3class+2Luck}
^Escape Artist*(Dex)____+21{+5rank+11Dex+3Class+2Luck}
^Fly*(Dex)____+21{+5rank+11Dex+3Class+2Luck}
Handle Animal (Wis)____+9{+0rank,+7Wis+2Luck}
Heal(Wis)____+16{+-rank,+7Wis+2Luck+7Item}[HB]
^Intimidate(Cha)____+30{+5rank,+10Cha+6Str +3Class+4race+2Luck}
^Perception(Wis)____+19{+5rank,+7Wis+2Race+3class+2Luck}
^Perform[Dance](Cha)____+20{+5rank,+10Cha+3class+2Luck}[HB]
^Profession[Courtesan](Wis)____+18{+1rank,+10Wis}^
Ride*(Dex)____+11{+0rank,+11Dex}
^Sense Motive(Wis)____+17{+5rank,+7Wis+3class+2Luck}[+1d6]
Sleight of Hand*(Dex)____+21{+5rank,+11Dex+3class+2Luck}[+1d6]
Spellcraft(Int)____+20{+5rank,+10Int+3Class+2Luck}[+1d6]
^Stealth* (Dex)____+29{+5rank,+11Dex+3class+8Race+2Luck}
Survival(Wis)____+7{+0rank,+7Wis}
^Swim*(Str)____+10{+1rank,+6Str+3class}
Use Magic Device(Cha)____+20{+5rank,+10Cha+3Class+2Luck}

^Knowledge (Arcana)(Int)____+20{+5rank,+10Int+3Class+2Luck}[+1d6]
^Knowledge (Dungeoneering)(Int)____+20{+5rank,+10Int+3Class+2Luck}[+1d6]
^Knowledge (Engineering)(Int)____+20{+5rank,+10Int+3Class+2Luck}[+1d6]
^Knowledge (Geography)(Int)____+20{+5rank,+10Int+3Class+2Luck}[+1d6]
^Knowledge (History)(Int)____+20{+5rank,+10Int+3Class+2Luck}[+1d6]
^Knowledge (Local)(Int)____+20{+5rank,+10Int+3Class+2Luck}[+1d6]
^Knowledge (Nature)(Int)____+20{+5rank,+10Int+3Class+2Luck}[+1d6]
^Knowledge (Nobility)(Int)____+20{+5rank,+10Int+3Class+2Luck}[+1d6]
^Knowledge (Planes) (Int)____+20{+5rank,+10Int+3Class+2Luck}[+1d6]
^Knowledge (Religion) (Int)____+20{+5rank,+10Int+3Class+2Luck}[+1d6]
^Linguistics(Int)____+20{+5rank,+10Int+3Class+2Luck}[+1d6]

concentration [+17][+10Int+2trait+5CL]

^In Class Skill Bonus +3

-=Non-Standard Skill Bonuses=-

-=Languages=-

----------------=Race Traits=-------------------
Noble Drow
Standard Racial Traits
Ability Score Racial Traits: Drow are nimble and manipulative. [Advanced] (+4 Dex, –2 Con, +2 Int, +2 Wis, +2 Cha)
Type: Drow are humanoids with the elf subtype.
Size: Drow are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Drow have a base speed of 30 feet.
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and shortsword.
Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin. See the Linguistics skill page for more information about these languages.
Immunities Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Spell Resistance: Drow possess spell resistance (SR) equal to 11 plus their total number of class levels.
Keen Senses – Drow gain a +2 racial bonus on Perception checks.
Spell-Like Abilities (Su): Drow can cast dancing lights, darkness, and faerie fire, At will, using their total character level as caster level. [At Will]
Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Drow Shadow Lord
"Shadow lord" is an acquired template that can be added to any shadow creature with 5 or more Hit Dice (referred to hereafter as the base creature). Most shadow lords were originally humanoids. A shadow lord retains all the base creature's statistics and abilities (including those granted by the shadow creature template) except as noted here.

Type: The base creature's type changes to outsider, and it gains the augmented subtype. Do not recalculate BAB, saves, or skill ranks.
Senses: As the base creature plus darkvision 60 feet and low-light vision + gains the see in darkness ability.
Armor Class: Same as the base creature (see also the incorporeal step ability).
Defensive Abilities: A shadow lord gains the following defensive abilities.

Energy Resistance and Damage Reduction (Su): A shadow lord gains damage reduction and resistance to cold and electricity based on its Hit Dice, as noted on the table below. This replaces the energy resistance and damage reduction granted by the shadow creature template.
Resist Cold and Electricity [15]
DR 10/magic
Spell Resistance (Ex): A shadow creature gains spell resistance equal to the base creature's CR + 6.[Drow Noble is better]
Shadow Blend (Su): In any illumination other than bright light, a shadow creature blends into the shadows, giving it concealment (20% miss chance). A shadow creature can suspend or resume this ability as a free action.
Incorporeal Step (Su): When a shadow lord moves, it gains the incorporeal subtype and quality, including a deflection bonus to AC equal to its Charisma bonus. It loses the incorporeal subtype and special ability when it stops moving.
Incorporeal: Creatures with the incorporeal condition do not have a physical body. Incorporeal creatures are immune to all nonmagical attack forms. Incorporeal creatures take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects. Incorporeal creatures take full damage from other incorporeal creatures and effects, as well as all force effects. See here for additional information.
Attacks: A shadow lord gains a melee touch attack that deals 1d6 points of damage (Fortitude negates). The save DC is equal to 10 + 1/2 the shadow lord's Hit Dice + the shadow lord's Charisma modifier. On a critical hit, the shadow lord's touch attack also deals 1 point of Constitution damage (also negated by the saving throw).
Special Attacks: A shadow lord gains the following special attacks. Their saving throw DCs for these attacks are equal to 10 + 1/2 the shadow lord's Hit Dice + the shadow lord's Charisma modifier, unless otherwise noted.
Cloying Gloom Blast (Su): Three times per day, the shadow lord can unleash a 30-foot cone of cloying gloom. On a failed Fortitude saving throw, creatures in the cone are affected by a slow spell (caster level equal to the shadow lord's Hit Dice) and are blinded for the duration of the slow effect.
Spell-Like Abilities: A shadow lord gains the following spell-like abilities, with a caster level equal to its Hit Dice: at will—ray of sickening; 3/day—shadow conjuration, shadow step; 1/day—greater shadow conjuration (if the shadow lord has 11 or more Hit Dice), shadow walk.
A creature created with shadow conjuration or greater shadow conjuration that would normally have a celestial or fiendish template (such as a bear) instead gains the shadow creature template.
Special Qualities: A shadow lord gains the following special quality.
Planar Thinning (Su): Once per day as a full-round action, a shadow lord can thin the barriers between the Material Plane and Shadow Plane, making it considerably easier for creatures to cross between the two. This functions like the planar travel aspect of the gate spell (caster level equal to the shadow lord's Hit Dice). This planar thinning is immediately dispelled if in an area of normal or bright light.
Ability Scores: Dex +4, Cha +4.
Skills: A shadow lord gains a +8 racial bonus on all Stealth checks.

Damnation Feats
Fiendskin (Damnation)
The forces of darkness gird you against the light.
Benefit(s):You gain defensive abilities related to your patron’s outsider subtype. For example, if your patron is a devil, the abilities listed below tie into the devil subtype. These benefits tie to your patron’s subtype, not your specific patron (its abilities might differ from the norm).
One Damnation Feat: [Acid]
Choose one of the energy types to which your patron’s outsider subtype grants resistance. You gain resistance 5 against that energy type.
Two Damnation Feats: [Sonic]
Choose one of the energy types to which your patron’s outsider subtype grants resistance. You gain resistance 5 against that energy type. If you already have resistance to the chosen energy type (even from earlier benefits of this feat), this new resistance stacks with the existing resistance.
Three Damnation Feats: [Negative Eng]
Choose one of the energy types to which your patron’s outsider subtype grants resistance. You gain immunity to the selected energy type.
Four Damnation Feats: [Fire]
Your creature type changes to outsider (native). Additionally, choose one energy type to which your patron’s outsider subtype grants immunity or resistance. You gain immunity to that energy type.

Maleficium (Damnation)
You are a master of dark magic.
Benefit(s): You cast spells with the ? descriptor with increased potency.
One Damnation Feat: Add 1 to the DCs of all saving throws against spells with the ? descriptor that you cast.
Two Damnation Feats: When you apply a metamagic feat to a spell with the evil descriptor, that spell takes up a spell slot 1 level lower than normal (to a minimum of 1 level above the spell’s actual level).
Three Damnation Feats: Add 1 to the DCs of all saving throws against spells with the evil descriptor that you cast. This bonus stacks with the earlier benefits of this feat.
Four Damnation Feats: Treat your caster level as being 2 higher for all level-dependent effects of spells with the evil descriptor that you cast.

Mask of Virtue (Damnation)
Your alignment is known to you and you alone.
Benefit(s): Those who try to learn your true alignment find it hidden or receive a false result. Depending on the number of damnation feats you possess, spells or special abilities that would normally reveal your alignment return a vague or incorrect result. If this feat disguises your alignment, you can use either your true alignment or the false one when using magic items with alignment prerequisites.
One Damnation Feat: The spell or special ability returns an inconclusive result.
Two Damnation Feats: Upon gaining this power, choose an alignment within one step of your actual alignment. Your alignment is always revealed as being that false alignment.
Three Damnation Feats: Upon gaining this power, choose an alignment within two steps of your actual alignment. Your alignment is always revealed as being this false alignment.
Four Damnation Feats: You immediately know when someone is attempting to use a spell or special ability to learn your alignment. You learn the name and alignment of the creature using the effect. Additionally, you can choose any alignment as the result returned by the spell or ability.

Soulless Gaze (Damnation)
Otherworldly dread infuses your gaze.
Benefit(s): You can use the Intimidate skill to manipulate and terrify others.
One Damnation Feat: You gain a +2 bonus on Intimidate checks.
Two Damnation Feats: When you demoralize a creatures more than once using Intimidate, you can create stronger fear conditions rather than increasing the duration of the shaken condition.
Three Damnation Feats: You gain a +2 bonus on Intimidate checks (this stacks with the earlier benefits of this feat).
Four Damnation Feats: You can use Intimidate to demoralize opponents as a swift action.

rogue creature
A rogue creature gains sneak attack. It also gains defensive abilities and rogue talents
Rebuild Rules
Defensive Abilities evasion†, uncanny dodge†
Special Attacks sneak attack† (with a number of sneak attack dice equal to 1/2 the creature’s HD, to a maximum of 10d6 at 20 HD);
Special Qualities: rogue talents
Ability Scores +4 Dexterity.

Sneak Attack [3d6]
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
See Precision Damage & Critical Hits FAQ for more information.

Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

1:Umbral Gear (Su)
As a standard action while in an area of dim light or darkness, a rogue with this talent can coalesce wisps of shadow into a quasi-real, functional item. The rogue must choose whether to make a crowbar, 50 feet of silk rope, a glass cutter, a light melee weapon with which she is proficient, a reversible cloak, thieves’ tools, or a wire saw; the GM may allow other similar items. The rogue can use such items for a number of minutes per day equal to 10 plus her rogue level. This duration does not need to be consecutive, but it must be used in 1-minute increments. An item created with this ability remains until the rogue is no longer touching it, or until the rogue runs out of duration for this talent, at which time it dissolves. A rogue can select this talent more than once, gaining an additional 10 minutes of duration each time this talent is selected. If a rogue has selected this talent at least twice, she adds 50 feet of silk rope with a grappling hook, a masterwork light melee weapon with which she is proficient, and masterwork thieves’ tools to the list of things she can create.
2:Fast Stealth (Ex)
Benefit: This ability allows a rogue to move at full speed using the Stealth skill without penalty.
3:Poison Use (Ex)
The rogue is trained in the use of poison, and can’t accidentally poison herself when applying poison to a weapon.
4:Pierce the Darkness (Ex)
Benefit(s): The rogue can extend her senses of hearing and smell in darkness or when blinded.
She gains blindsense out to a range of 5 feet, but only against creatures concealed by darkness or her own blindness. She still suffers the normal miss chance for attacking creatures with concealment.
5:One of Those Faces (Sp) [50mins/day]
Benefit: Each day, you can use disguise self as a spell-like ability for up to 10 minutes per character level.
This duration need not be continuous, but it must be used in 10-minute increments. Additionally, once you have used this ability, whenever you use it for the next 24 hours you must take the same alternate appearance.
6:Fast Stealth (Ex)
Benefit: This ability allows a rogue to move at full speed using the Stealth skill without penalty.
7:Dampen Presence
Your habitual stillness makes you difficult to perceive for creatures that use blindsight or blindsense.
Prerequisites: Skill Focus (Stealth), Stealth 5 ranks.
Benefit: You may use the Stealth skill to hide from any creature attempting to perceive you using blindsight or blindsense, even if you are clearly in that creature’s perceptual field. This feat does not confer any advantages against other forms of perception, such as scent, vision, or tremorsense.

Uncanny Dodge (Ex)
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.a

Class One
kineticist overwhelming-soul

BAB+3
Saves:4/4/1
Class Skills
The kineticist’s class skills are Acrobatics (Dex), Craft (Int), Heal (Wis), Intimidate (Cha), Perception (Wis), Profession (Wis), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
Weapon and Armor Proficiency
Kineticists are proficient with all simple weapons and light armor, but not shields.
Elemental Focus (Su)
At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, etc.) as a bonus wild talent.

Void
Like aether, void forms where elemental energy meets another material, in this case the substance of the Negative Energy Plane. Kineticists who command this strange force are referred to as chaokineticists.
Class Skill(s): A chaokineticist adds Knowledge (dungeoneering) and Escape Artist to her list of class skills.
Basic Manipulation: A chaokineticist gains basic chaokinesis.

Basic Chaokinesis
Element void; Type utility (Sp); Level 1; Burn 0
You can create a shadow that protects a target from bright light. You can also change gravity to increase a creature’s carrying capacity by half or grant a creature a +4 bonus on Acrobatics checks to jump.
Each benefit lasts 1 hour or until you use basic chaokinesis again.
Simple Blast:
A chaokineticist can select either gravity blast or negative blast as her simple blast. She gains one of them when she first selects void, and must select void again with expanded element to gain the other.
Gravity Blast
Element void; Type simple blast (Sp); Level —; Burn 0
Blast Type physical; Damage bludgeoning
You manipulate gravity to distort and buffet your foe’s body.
Negative Blast[/b ]
[b]Element void;
Type simple blast (Sp); Level —; Burn 0
Blast Type energy; Damage negative energy
You blast your foe with negative energy. This blast and its composite blasts never heal creatures, even if they would normally be healed by negative energy (though such creatures still take no damage).
Defense: A chaokineticist’s defense wild talent is emptiness.

Emptiness
Element void; Type defense (Su);[/b] Level —; Burn 0
Your body becomes an empty husk, fueled by an internal void. You gain negative energy resistance 2, a 5% chance to ignore critical hits and sneak attacks, and a +1 bonus on Will saves against emotion effects. By accepting 1 point of burn, you can increase the resistance to negative energy by 2, the chance to ignore critical hits and sneak attacks by 5%, and the bonus on Will saves against emotion effects by 1 until the next time your burn is removed. The chance of ignoring critical hits and sneak attacks granted by this wild talent stacks with the chance granted by elemental overflow to a maximum of 100%.
When you accept burn while using a void wild talent, your bonus on Will saves applies against all mind-affecting effects for 1 round. You can dismiss and restore this effect as an immediate action.

Wild Talents: A chaokineticist qualifies for the following wild talents in addition to all those listed as universal:
Infusion: 1st—dampening infusion, energize weapon, pulling infusion, pushing infusion; 2nd—weighing infusion; 3rd—darkness infusion, unnerving infusion; 4th—singularity; 5th—vampiric infusion; 6th—darkness infusion (greater); 7th—enervating infusion
Utility: 1st—basic chaokinesis, void healer; 2nd—eyes of the void, no breath; 3rd—gravity control, undead grip; 4rd—absentia, corpse puppet, curse breaker, healing burst; 5th—eyes of the void (greater), gravity control (greater); 6th—suffocate; 9th—gravity master

Mind Over Matter (Ex) [+10]
An overwhelming soul uses her Charisma modifier instead of her Constitution modifier to determine her damage with wild talents, the DCs of Constitutionbased wild talents, the duration of wild talents with a Constitution-based duration, her bonus on concentration checks for wild talents, and the other Constitutionbased effects of all her wild talents.
She adds Bluff and Diplomacy to her list of kineticist class skills.
This ability alters the kineticist’s class skills and the key ability score of wild talents.

Mental Prowess (Su)
An overwhelming soul’s mind is strong enough to protect her body from the stress of channeling the elements. However, in exchange, she is unable to push her limits quite as far as other kineticists. She can’t choose to accept burn, though she can use wild talents with a burn cost if she can reduce that cost to 0 points with abilities such as gather power and infusion specialization. If she would be forced to accept burn against her will (for example, if she fails a concentration check), instead of taking burn she takes 1 temporary negative level, which never kills her and can’t be removed with restoration or greater restoration, but which disappears automatically after 24 hours. At 6th level, once per day, she can reduce the total burn cost of any wild talent by 1. She can use this ability an additional time per day at 10th level and every 4 levels thereafter.
This ability alters burn and replaces internal buffer.

Kinetic Blast (Sp) DMG[3d6+13]
At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. Simple blasts are listed with their corresponding elements. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.
Each simple blast is either a physical blast or an energy blast. Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist’s Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn’t apply against physical blasts. Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist’s Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st. Composite blasts combine elements to form a new blast. When a kineticist gains a new element through expanded element, she gains access to all composite blasts for which she qualifies. All composite blasts are listed after the kineticist elements. Most composite blasts are either physical or energy blasts, like simple blasts.
Physical composite blasts deal an amount of damage equal to 2d6+2 + the kineticist’s Constitution modifier, increasing by 2d6+2 for every 2 kineticist levels beyond 1st.
Energy composite blasts deal an amount of damage equal to 2d6 + 1/2 the kineticist’s Constitution modifier, increasing by 2d6 for every 2 kineticist levels beyond 1st.

Gather Power (Su)
If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

Infusion (Su)
At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion.
Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast’s normal effects. The burn cost listed in each infusion’s Burn entry is added to the burn cost of the kinetic blast the infusion modifies. The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first. At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can’t replace an infusion that she used to qualify for another of her wild talents.

Elemental Defense (Su)
At 2nd level, a kineticist gains her element’s defensive wild talent.
She must select the expanded defense utility wild talent to gain the defensive wild talent of any element she gains via the expanded element class feature.

Overwhelming Power (Ex)
At 3rd level, an overwhelming soul gains a +1 bonus on attack rolls and damage rolls with her kinetic blasts. The damage bonus doesn’t apply to kinetic blade, kinetic whip, or other infusions that don’t apply the damage bonus from elemental overflow. This bonus increases by 1 at 6th level and every 3 levels thereafter.

Infusion Specialization (Ex)
At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can’t reduce the total cost of the infusions used below 0.
She reduces the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels.
Metakinesis (Su)
At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell).

Overwhelming Power (Ex)[b] [+1 TH =1DMG]
At 3rd level, an overwhelming soul gains a +1 bonus on attack rolls and damage rolls with her kinetic blasts. The damage bonus doesn’t apply to kinetic blade, kinetic whip, or other infusions that don’t apply the damage bonus from elemental overflow. This bonus increases by 1 at 6th level and every 3 levels thereafter.
This ability replaces elemental overflow.

[b]Class Two
Bonded
- Investigator

Skill Ranks per Level: 6 + Int modifier.
Class Skills
The investigator’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Class Features
Weapon and Armor Proficiency
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Spellcasting
A questioner casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a questioner must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against a questioner’s spell is equal to 10 + the spell’s level + the questioner’s Intelligence modifier.
Like other spellcasters, a questioner can cast only a certain number of spells of each spell level per day. He knows the same number of spells and receives the same number of spell slots per day as a bard of his investigator level, including for cantrips. In addition, he receives bonus spells per day if he has a high Intelligence score. At 5th level and every 3 investigator levels thereafter, a questioner can learn a new spell in place of one he already knows, using the same rules as a bard. In effect, the questioner loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell the questioner can cast. A questioner need not prepare his spells in advance. He can cast any bard spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
This ability replaces alchemy.

Inspiration (Ex) [15/day][1d6] [Inspiration for Subterfuge (Ex)]
A questioner can use inspiration on any Knowledge, Linguistics, or Stealth checks he attempts without expending a use of inspiration, provided he’s trained in that skill.
This ability alters inspiration.
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding [+2]
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Familiar (Ex)
At 2nd level, a bonded investigator gains a familiar to aid him. This familiar functions as the wizard arcane bond class feature, using the bonded investigator’s class level to determine the familiar’s special abilities.
The bonded investigator’s extracts are considered spells for the purposes of familiar abilities like share spell and deliver touch spells.
This ability replaces poison lore, poison resistance, and poison immunity.

Know-It-All (Ex)
At 2nd level, a questioner receives a +1 bonus on skill checks for all Knowledge skills in which he is trained. This bonus increases by 1 at 5th level and every 3 investigator levels thereafter, to a maximum of +6 at 17th level. If he has the perceptive tracking investigator talent, he also adds this bonus on Perception checks to find and follow tracks. At 5th level, the questioner gains the eidetic recollection investigator talent as a bonus talent, ignoring its prerequisites.
Restricted Talents: A questioner selects investigator talents as normal, except he cannot select the alchemist discovery investigator talent.
This ability alters investigator talents. Investigator Talents: The following investigator talents complement the questioner archetype particularly well: expanded inspiration, inspirational expertise, perceptive tracking, rogue talent, and underworld inspiration.

Investigator Talent (Ex) or (Su)
At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.
Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt..
A complete listing of investigator talents can be found here: Investigator Talents

1:[Used by Class] [Level]
2:Underworld Inspiration (Ex)
Benefit: An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he’s trained in the skill.

3:Quick Study (Ex)
Benefit: An investigator can use his studied combat ability as swift action instead of a move action.
4:Timed Strike* (Ex)
Benefit: The longer the investigator studies his opponent, the greater the damage he ultimately deals with his studied strike. When the investigator makes a studied strike, he deal a number of points of additional damage equal to the number of consecutive rounds he studied the target with studied combat.
5:Expanded Inspiration (Ex)
Benefit: An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.
6:Inspired Intimidator (Ex)
Benefit: When the investigator succeeds at an Intimidate check to demoralize an opponent, he can expend one use of inspiration to automatically increase the result of the check by 5 for the purpose of determining the duration of the demoralize effect. He can choose to spend multiple uses to inspiration in this manner to further increase the duration of the demoralize effect. He must be trained in Intimidate to take this talent. The underworld inspiration investigator talent has no effect on this talent.
7:

Keen Recollection
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense (Ex)
At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps.

Studied Combat (Ex) [TH+2 DMG+2]
With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

Inspired Familiar (Ex)
At 4th level, a bonded investigator’s familiar becomes a cunning assistant to the investigator. The familiar can access the investigator’s inspiration pool to augment its own actions; the use of inspiration is deducted from the investigator’s number of daily uses as normal. The familiar can use the inspiration ability (and gains the increased benefits of investigator talents that affect the bonus dice used in this ability) but cannot expend uses of inspiration for other purposes.
This ability replaces the studied strike damage gained at 4th level.

Spells Known

Level 1 3+2 [At will] [DC21]
1:
2:
3:
4:
5:

Level 2 2+2 [At will] [DC22]
1:
2:
3:
4:

-----=SPECIAL/CLASS ABILITIES=--------

-------=GEAR/POSSESSIONS=------

Weapons
+1 Advanced Revolver [5000Gp]
Admantium Blade [7000gp]

Starting cash 880,000gp

Belt: Belt of Physical Perfection +6
Body: -
Chest: -
Eyes:-
Feet: -
Hands: -
Head: -
Headband: Headband of mental Superiority +6
Neck:Medallion of Thoughts
Shoulders: Tattoo of of Resistance +5
Wrists: Braces of Armor +6
Ring L: Ring of Telekinesis
Ring R: Ring of protection +6 + Ring of Sustenance

Slot less
LuckyTattoos of Luck[/url]
Handy Haversack [3000gp] [Crafted][Custom]
Crafted as Belt with 6 Pouchs on it, each 2'c3 holding 20lb
HH Pouch 1
- Wand of Cure Light Wounds 750gp
- Wand of prestidigitation 750gp
Monk Mat --gp 2lb
Shuriken x100 20gp 10lb
Antidote kit 100 gp 3 lbs.
Healer's kit 50 10/10 gp 1 lb.
HH Pouch 2
Symptom kit 25 gp 5 lbs.
Climber's kit 80 gp 5 lbs.*
Mapmaker's kit 10 gp 2 lbs.
Parasol 1 gp 2 lbs.
Parasol (umbrella) 2 gp 3 lbs.
Thieves' tools, masterwork 100 gp 2 lbs.
HH Pouch 3
Compass 10 gp 1/2 lb.
Dungeoneering kit, deluxe 130 gp 15 lbs.
Earplugs 12 cp x4
Flint and steel 1 gp
Gear maintenance kit 5 gp 2 lbs.
HH Pouch 4
Grooming kit 1 gp 2 lbs.1
Hip flask 1 gp 1/2 lb
Scroll case 1 gp 1/2 lb.
Signal horn 1 gp 2 lbs.1
Signal whistle 8 sp --lb
Silk rope 10 gp 5 lbs.
Smoked goggles 10 gp --lb
Soap 1 cp 1/2 lb.
Stationery 1 gp
Silver pen 2gp
String or twine (50 ft.) 1 cp 1/2 lb.
Teapot 1 sp 1 lb.
HH Pouch 6
Furs 12 gp 5 lbs.*
Monk's outfitx2 10 gp 4 lbs.*
Courtly Clothing 10lb 1.000gp
Grooming set. 40gp

Books read

Spells
Permanency []

-=Carrying Capacity=-
Light 0-55 lb. Medium 34-67 lb. Heavy 68-100 lb.
-=Current Load Carried=- 2 lb.

-=Money=- 0 GP 0 SP 0 CP

Fluffy Bits:

Loyalty
1: The Shadow Agency
2: Protecting the planes and their occupants.
3: Her Fellow Agents.

To be a female child of a matriarch is to know fear constantly. To be raised behind think doors, hand high walls, in the belly of the court. Where intrigue and threats about. You survive by forming alliances by mutual benefit, blackmail and threat. For Sol Xue and her 3 sisters this was game they played. A game other-seen by their mother so that true harm would not come to them. She needed the wise in the ways of Drow politics and culture. So the poison meal was eaten by a salve well before one of the sisters eat it. A sell sword was cut down standing over the bed, blood spraying the sleepers face. And so it went on, vying for who would one day take their mothers mantle. But while they where fighting each other, their mother sister Zal Xue De Ron Ole would aid Sol, teach her the ways and show her the youngest child how to keep one step ahead. A mentor and teacher, she trusted Zal with her life. So when the betrayal came it was bitter indeed. Zal had convinced her that she needed to pass code for the back gate, So that should could come in an talk to Sol with out her sisters knowing. But that gate was the way the raiders came, killing and cutting down the house guards. from her window she saw them run down her oldest sister and slaughter her. Zal walking behind ordering the killing. For a moment she held the hope Zal was doing this but would not kill her. But when her aunty looked up to her rooms and pointed ordered the attackers to hunt down and killer her as well. She know what a terrible mistake she had made. She run into her safe space, a room that would hold them off for a while. they banged, the cast, but the door held. And then her mothers voice, it came with pain. Zal had her. Thorough the door she could hear Zal.

"Sister mine, your last child is just behind that door. Theses are the heads of the others see. When my males get in there I will bring her before you and cut our her heart and make you eat it. When you took my lover from me, I know then what I had to do. and this, o this sweet day was the day I dreamed of. Each one of the children you had with him I would kill. His head I would have, and yours, yours would be the last head I would take."

Now they where really banging on the door, smashing it, crakes came, she could see light through it. A glims of her mothers face, pain and anger, low as if held on the floor. A blade cut into the door, pushing down. Her aunties voice came again.

"And you know who let me do this, who gave me what I needed, why your own youngest child, the one in there you will now see killed. The last thing you will ever see."

And now her mother screamed anger and range. As the door fell away and two Drow males rushed in. They where looking right at her. One turned back.

"There is on one in here My lady"
She said.

But they where looking at her, right at her. Then a voice in her head said.

::"Do not move or you life ends, the shadows have you, no matter what do not move"::

Her mother speaking to her. But how?

Zal now came over and looked into the safe room. Seeing it empty she now screamed.

"NOOOOO!!!!!"

Anger and rage on her face. She spun about and walked over to her sister, held in chains on floor.

"WHERE!! where is she, I know every place she would hid, she told me it ALL, so this is your doing. TELL MEE B*&CH!!"

And she kicked Sols mother in the head. Sol wanted to move, wanted to fight and get to her mother. But her mothers voice came again.

::"HOLD! do nothing child mine. This has to happen, it is the price. "[i]::

And her mothers the head of house De Ron Ole looked back at her rebellious sister Zal.
And laughs.

"Poor Zal, sister, your think your safe, that you have won, but I know you would do something, just what I did not know until now. But I took precessions, for my last child, the shadows have her now."[b]

Zal bent her nees and got to the same high as her sister, hands each side of her face, Screaming she said.

[b]"WHAT HAVE YOU DONE"

But Sol looked on as her mothers eyes rolled back, her body went limp and slumped. Sol knew what she had done, she had taken poison. But then something more happened, darkness came form her body and eat it away, a deep pool that grown as filled the space. Screams came, Zal running and then it came to her, She screams as she felt the darkness fill her. Fill her body and mind and the shifted the under lands fell away another world came into being. Dark, shadowlands, a copy of her rooms, the body of her mother where it had been. But now dark shadows stood by it. they bent and picked it up. Caring it away. She could move no and so walked after them. Looking around she saw a dark land of shadow and darkness. Looking at her own body she could see that now she as well was a shadow. Was this death? but it did not feel such. To a large building they walked, 100s of shadows coming and going. On its front was a symbol, of a face, half black half white. Up steps she waled following her body bearers. At the top of the steps, their stood a tall figure. When Sol got to it, the tall form of shadow bent looking at her.

::[i]"So your mother has fallen, she will join the ranks here, but you Sol Xue De Ron Ole, you will work for us."::

So it was she joined the ranks of the shadow lords. An agent who goes and dose as the shadow council dictates. No matter where or when, Dammed and bound. A willing agent who has seen other planes of being. Done both good and bad at their bidding. Leaned and grown, and then one day sent to see her own blood again. Zal Xue De Ron Ole, the head of De Ron Ole.

She was in her Chambers, around her drugged males, the wealth of the house hers. she darkness seeped in. Lights deemed and wined out until all was darkness. Zal eyes opened as the feel of breath on her face.

"Hello aunty Zal, its been a while."

Zal jumped up, pulling a blade and spinning around slashing. Fear crossing her face.

"Come out B*&h let me see your face"

But the Sol's voice came again.

"Now now, Aunty, lets not be like that, I have not come for something as pointless as revenge. My mother knew just what you where doing, In fact she banked in it. You see we needed you just where you are. I'm here to tell you Zal, your going to work me now. And before you react. Hear what we have to offer.."

And so it was, the deal was done, and Zal joined the ranks of the shadow lords, working in the shadows, scheming, plotting.

Sol has changed a lot from when she was a just a Drow, Body and mind, She had equipment that she has collected over the years and being on the plan of shadows, she crossed to other realms. The Shadow Lords trained her, Their level of tehanolagy and magi-tech beyond that of her home world. She found that a good side arm was much more use than a simple cross bow. A fine cutting blade. Armor that keeps one hidden.