About Sy'adCompanion to the Infinite Fool, Sy'ad naturally takes the form of a tiny butterfly-winged female bearing a gleaming waveblade, fierce for her size and always moving. When she can, however, she often takes the shape of a small white or golden terrier (or whatever critter serves as a small companion / watch animal / rodent hunter that a terrier does IRL) to trot happily along at the Fool's heel and try to keep him out of trouble, or occasionally a cream cat (or, again, whichever critter serves as a small companion / watch animal / rodent hunter that a cat does IRL) and lounge upon his shoulder -- or, sometimes, an aviform, to be able to take to the skies. Technicals: System Administrator ("Sy'ad") Female advanced half-celestial agile nuncio lyrakien investigator (empiricist, lepidstadt inspector) 8// alchemist (eldritch poisoner, mindchemist) 4/bard (negotiator, wit) 2/ monk (weapon adept, scaled fist, master of many styles) 2 (Rogue VMC) ::: trickster 3 // marshal 3 Init +57/+37, dual initiative; Senses darkvision 60 ft., detect evil, detect magic, low-light vision, see in darkness; Perception +34 --------------------
Vig 498 (2d10+6d8, Charisma-Based)
Fort +56, Ref +73, Will +59
Defensive Abilities evasion, hard to kill, trap sense +2, unfailing logic;
Ranged
Space 2½ ft.; Reach 5 ft.
Spell-Like Abilities (CL 8th; concentration +27)
Bard (Negotiator, Wit) Spells Known (CL 2nd; concentration +21)
Alchemist (Eldritch Poisoner, Mindchemist) Extracts Prepared (CL 4th; concentration +25)
Investigator (Empiricist, Lepidstadt Inspector) Extracts Prepared (CL 8th; concentration +29)
Investigator (Empiricist, Lepidstadt Inspector) Extracts Known (CL 8th; concentration +29)
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Feats
Mythic Feats
Traits alchemical intuition, fencer, savannah child, talented, wanderer's shroud Skills * - Add free +1d6 to roll.
Spoiler:
Acrobatics 8 - +31 (+12 to jump)
Bluff 8 - +35* Climb 0 - +20 Diplomacy 8 - +35* (+54 w/ oratory, +2 to gather information using Int instead of Cha) Disable Device 8 - +40* Disguise 6 - +28* Escape Artist 8 - +31 Fly 8 - +43 (+2 w/ slight stature) Heal 8 - +15* Intimidate 4 - +31* (+4 to influence attitude) Know (Arcana) 8 - +58* Know (Dungeon) 6 - +56* Know (Local) 6 - +57* Know (Nature) 6 - +56* Know (Planes) 6 - +56* Know (Religion) 6 - +56* Perception 8 - +34* Ride 0 - +20 Sense Motive 8 - +38* Spellcraft 8 - +32* Stealth 8 - +39 (+4 w/ slight stature) Survival 0 - +4 Swim 2 - +25 Use Magic Device 8 - +32 Background Spoiler:
Appraise 2 - +26
Craft (alchemy) 8 - +32 (+2 to create poisons and antitoxins, +12 to create alchemical items) Craft (musical instrument) 4 - +28 Handle Animal 2 - +25 Know (Engineering) 8 - +58* Know (Geography) 8 - +58* Know (History) 8 - +58* Know (Nobility) 8 - +58* Linguistics 2 - +27* Perform (act) 4 - +26 Perform (comedy) 8 - +30 Perform (dance) 4 - +26 Perform (oratory) 8 - +54 Perform (sing) 8 - +30 Perform (wind) 4 - +26 Sleight of Hand 8 - +31* Languages Celestial, Draconic, Infernal, +22 more; truespeech Weapon Spoiler: Money 6,388 gp
Universal Access Key concealed keen greater transformative adamantine waveblade of speed Legendary Item: eternal mythic bond, soul-safe, returning (same plane), undetectable, upgradeable Legendary surge: 2/day, +1d6, attack rolls and combat maneuver checks May also act as masterwork lockpicks (purchased as burglar's torc) -------------------- Special Abilities: Attack -------------------- Spoiler:
Advance (Marshal, Ex) As a swift action, use 1 power to grant allies in 30 ft a free move action or 5 ft step.
Surprise Strike (Trickster, Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR. Agile Maneuvers Use DEX instead of STR for CMB.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Combat Reflexes (Mythic, Unlimited AoOs/rd) Unlimited AoOs per round; as a swift action, use 1 power for movement AoO vs. foes who already provoked one for moving. Martial Focus (Close) Gain +1 bonus on damage rolls with weapon group; counts as weapon training.
Spring Attack You can move (at least 10'), attack once, and complete your move; cannot attack foe adjacent to you at start.
Perfect Strike (2d20, 3/day) With weapon focus weapons, roll twice, higher is attack, lower is confirmation roll. Bomb (2d6*+21, splash 23, 25/day, DC 33, Su) Thrown Splash Weapon deals fire damage.
-------------------- Special Abilities: Defense -------------------- Spoiler:
Combat Expertise -2 (-0) /+4 (Mythic) Take penalty to melee attacks rolls to gain bonus to AC; spend 1 power to avoid penalty for 1 minute.
Energy Resistance, Acid / Cold / Fire (10) You have the specified resistance against specified energy attacks. Spell Resistance (19) You have spell resistance. Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks. Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Disease You are immune to diseases.
Heroic Grace (Int, HOPF) Gain a bonus to all saves equal to your choice of mental attributes.
Dodge +1 dodge to AC, +4 total against AoO for movement.
Many Forms (5 minutes, var; Su) Alter self at will, spend 1 power to use polymorph for tier in minutes.
Slight Stature Count as one size class smaller when beneficial.
-------------------- Special Abilities: Senses -------------------- Spoiler:
Darkvision (60') You can see in the dark (black and white only) out to range.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. See in Darkness See perfectly in darkness of any kind, including magical darkness. -------------------- Special Abilities: Movement and Initiative -------------------- Spoiler:
Dual Initiative You act a second time each round at -20 from your normal initiative.
Amazing Initiative (1/round, Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell). Improved Initiative (Mythic, +7) When rolling initiative, use 1 power to treat the roll as a natural 20. Quick Witted (Ex) Can always act in surprise round. Fly (150 feet, Perfect) You can fly!
-------------------- Special Abilities: Communication -------------------- Spoiler:
Bonded Mind You and ally you can see that has this feat can trade nonverbal messages.
Domain Influence (Thought; Read Minds, as detect thoughts, DC 18, 1/day; Sp) Gain domain power once per day. Truespeech (Su) Speak with any creature that has a language.
-------------------- Special Abilities: Skills -------------------- Spoiler: +1 trait bonus on Handle Animal, and skill becomes class skill.
Perfect Recall Add your Int bonus a second time to Knowledge and memory checks.
Bardic Knowledge +1 Add +1 to all knowledge skill checks. Nuncio's Knowledge +4 Attempt all Knowledge checks untrained and gain bonus on all Knowledge checks. Graceful Steal Steal outside of combat and, in combat, from containers (at +5 DC penalty).
Subtle Others observing you when you make certain skill checks (Appraise, Escape Artist, Diplomacy (gather information), Perception for fine details), Sense Motive to tell what you're doing.
Relentless Pursuit (1/day) (Ex) w/ Perceptive tracking: +2 to Bluff, Know, Percep, Sense Motive, Survival, and atk/dmg vs. creature.
Inspiration (+1d6, 25/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. 2 points, add to attack or save.
Skill Focus (Perform (oratory)) +3 on checks, +6 if you have 10+ ranks.
Savannah Child -------------------- Special Abilities: Poison -------------------- Spoiler:
Arcanotoxin (Injury, 1d2 Int or Str dam, 1 save, 1/rd for 2 rds, 25/day, DC 33)* Create a magical toxin as standard action, apply as move action, lasts for 1 minute.
Lasting Poison (Move action, 20 attacks, Save rec. +2 Circumstance; Ex) Applying poison as a full-rd action makes it last for more hits, but foes save at +2. Lingering Venom (+1 save, Ex) Poisons you apply or inflict require one addiitonal sucessful save to cure. Concentrate Poison (+50% freq, +2 DC; 2 doses, 1 minute, Su) Combine two doses of same poison into one dose with +50% freq and +2 DC. Must be used within 1 hr. Careful Injection (+3 DC, -3d6 sneak attack) (Ex) May decrease sneak attack dice to increase the DC of arcanotoxin delivered with same attack.
Swift Poisoning (Swift Action; Ex) L3, move action; L6, swift action; L18, immediate action.
Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
Computation: Standard poisoning takes a standard action. Lasting poison increases the increment by one (standard to full-round action), while swift poisoning decreases the increment by two (standard to swift). This turns using Lasting and Swift Poisoning into a Move action -- or, with Subtle Poisoner, part of the move action to draw a weapon. Doing this with the arcanotoxin (standard to create, move to apply) would increase by one (to standard), then reduce by two (to swift) -- or, again, as part of the move action to draw a weapon. Alchemy +12 (Su) +12 to Craft (Alchemy) to create alchemical items, can ID potions by touch.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
-------------------- Special Abilities: Class -------------------- Spoiler:
Bardic Performance (standard, 25 rds/day) Your performances can create magical effects.
Bardic Performance: Counterargument (Su) Use Perform (act, comedy, oratory, or sing); allies including yourself can use roll in place of of saving throw vs. sound-dependent effects; affected may gain another save each round (using bard's roll). Bardic Performance: Countersong (Su) Use Perform (keyboard, percussion, wind, string, or sing); allies including yourself can use roll in place of of saving throw vs. sound-dependent effects; affected may gain another save each round (using bard's roll). Bardic Performance: Distraction (Su) Use Perform (act, comedy, dance, or oratory); allies including yourself can use roll in place of of saving throw vs. illusion (pattern/figment) effects; affected may gain another save each round (using bard's roll). Bardic Performance: Fascinate (1 target, DC 30, Su) Target(s) w/in 90' saves or watches at -4 to other Per checks. Bardic Performance: Fast Talk (-1, Su) All opposing who can hear take penalty on saves vs. Ench. (charm) & Ill (figment, glamer, shadow). Bardic Performance: Inspire Courage (+1, Su) Allies gain morale bonus on attack, damage, and some saves. Lightning Performance (Swift, Ex) Start bardic performance as swift action; spend 1 power, as free. Brew Potion You can create potions of any spell you know of 3rd level or lower.
Divine Guidance (1/round, Sp) A discreet nuncio can cast guidance at will.
Mythic Paragon (Mythic) Count your tier as 2 higher for abilities, feats, and spells.
Extra Discovery (x2) You know more about alchemy.
-------------------- Special Abilities: Item -------------------- Spoiler: Legendary Item (Lesser Artifact; the Universal Access Key) You have an item that is legendary in its own right.
Legendary Power (2/day) The item's legendary surge can be used several times a day. Legendary Surge (+1d6 to Attack and CMB) Increase appropriate rolls by the indicated amount by spending 1 legendary power. Mythic Bond This item is bonded to a mythic being. Eternal Bond This item's bond to a specific being is for forever. Soul Safe The bonded individual is resurrected within arm's reach of the item 24 hours after being slain. Returning (Same Plane) By spending 1 mythic power, the bonded can teleport the item to them from anywhere on the same plane. Undetectable When invisible and in contact with the item, the wielder is utterly unlocateable. Upgradable The item is easily empowered. Adamantine Ignores hardness less than 20; hardness 20, x2 hp.
Universal Access Key:
In its base form, the Universal Access Key appears to be a slim, sharp needle or razor of some sort; it can serve as a high-quality lockpick as readily as it does a rapier for the tiny azata with whom it is initially reconstituted. As a concealed greater transformative keen adamantine waveblade of speed, it also serves as Sy'ad's mythically bonded item, possessing the eternal bond, soul safe, returning, undetectable, and upgradable abilities. As Sy'ad is herself a manifestation of the Infinite Fool's unity with the world, so the UAK is a manifestation of his ability -- whether directly or via Sy'ad -- to access objects and places. This additional capacity, disguised as it is, is bought as a 'burglar's torc' (2102 gp value), but is not itself a seperate item. Since the UAK possesses the concealed and greater transformative abilities and can turn into any type of weapon or mundane item appropriate to it's wielder's needs -- or whimsies -- this seemed appropriate. As an artifact (however minor), the UAK requires an appropriate method for its destruction, and it is essentially identical to the weapon at the Infinite Fool's beck and call (as both Sy'ad and the UAK are, after all, 'merely' manifestations of the Fool's full capabilities). The systems that 'restore' the Fool and Sy'ad, as well as their datasphere backups, must first be destroyed; afterwards, the Fool, Sy'ad, Sudo, and the UAK must be destroyed (now as standards of their type) within a year, or else the substrate will rebuild systems and backups from those currently existing, making their deaths and destruction useless. |