Trinia Sabor

Sy'ad's page

No posts. Alias of The Wyrm Ouroboros.


Gender

Female advanced half-celestial agile discreet nuncio lyrakien alchemist (eldritch poisoner, mindchemist) 4/bard (negotiator, wit) 4//investigator (lepidstadt inspector, empiricist) 8 (gestalt) // Trickster 3 :: Marshal 3

Strength 15
Dexterity 50
Constitution 19
Intelligence 52
Wisdom 19
Charisma 48

About Sy'ad

Companion 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

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Defense
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Armor Class 71, touch 67, flat-footed 48 (+19 Cha, +2 deflection, +20 Dex, +3 dodge, +2 enhancement, +4 natural, +5 class defense, +2/+4 size, +2 untyped)
Defense 58, flat-footed 35. . (+2 deflection, +20 Dex, +3 dodge, +19 Cha, +2 enhancement, +2 miscellaneous)
Armor DR: 10/adam or Huge. . (+1 HD bonus, +4 natural armor, +5 natural DR)
Critical Defense: +51. . (+10 DR, +20 Dex, +2 deflection, +19 Cha)

Vig 498 (2d10+6d8, Charisma-Based)
Wnd 96 (Threshold 48)

Fort +56, Ref +73, Will +59
. . +4 save vs. illusion and disbelievable effects
. . +4 vs. bardic performance, language-dependent, and sonic
. . +1 trait bonus vs. scrying and mind-reading effects

Defensive Abilities evasion, hard to kill, trap sense +2, unfailing logic;
DR 5/evil;
Immune disease, electricity, petrification, poison;
Resist acid, cold, fire 10
SR 19 (11 + CR, using 8)
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Offense
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Speed 60 ft., fly 150 ft. (perfect)
Melee
- +1 unarmed strike +58/+58/+53 (1d3+46 plus 4 melee precision damage and 3d6 sneak attack)
- universal access key +59/+59/+59/+54 (1d3+46/15-20 plus 4 melee precision damage and 3d6 sneak attack)
- slam +52 (1d2+35)
plus:
. . studied target (4 precision damage, or end w/ +3d6)
. . 3d6 sneak attack (flanked, flat-footed, denied Dex)

Ranged
- bomb +31 (2d6+21 fire)
- improvised thrown weapon +30 (1d3+4)
plus:
. . 3d6 sneak attack (flanked, flat-footed, denied Dex, w/in 30')

Space 2½ ft.; Reach 5 ft.
Special Attacks advance, arcanotoxin, bardic performance 25 rounds/day (countersong, countersong, distraction, fascinate [DC 30], countersong, inspire courage +1), bomb 25/day (2d6+21 fire, DC 33), flurry of blows (unchained), mythic power (9/day, surge +1d6), smite evil 1/day (+19 attack and AC, +8 damage), sneak attack +3d6, starlight blast, studied combat (+4, 21 rounds), studied strike +3d6, stunning fist (3/day, DC 33)

Spell-Like Abilities (CL 8th; concentration +27)
. . Constant -- detect evil, detect magic, freedom of movement, telepathic bond (with master only)
. . At will -- dancing lights, daze (DC 29), guidance, summon instrument, ventriloquism (DC 30)
. . 3/day -- holy aura, protection from evil
. . 1/day -- aid, bless, cure light wounds, cure serious wounds, detect evil, dispel evil, hallow, holy smite (DC 33), holy word (DC 36), lesser confusion (DC 30), mass charm monster (DC 37), neutralize poison, remove disease, resurrection, silent image (DC 30), summon monster IX (celestials only)
. . 1/week -- commune (6 questions, CL 12th)

Bard (Negotiator, Wit) Spells Known (CL 2nd; concentration +21)
. . 1st (7/day) -- blend with surroundings, cure light wounds, technomancy
. . 0 (at will) -- mending, open/close (DC 29), prestidigitation, read magic, scrivener's chant

Alchemist (Eldritch Poisoner, Mindchemist) Extracts Prepared (CL 4th; concentration +25)
. . 2nd -- cat's grace, fox's cunning, hidden blades, investigative mind (2), lesser restoration
. . 1st -- identify, invisibility alarm, shield (2), speechreader's sight, starsight, true strike (3)

Investigator (Empiricist, Lepidstadt Inspector) Extracts Prepared (CL 8th; concentration +29)
. . 3rd -- cure serious wounds, haste, protection from energy, remove blindness/deafness, remove curse, remove disease, tongues
. . 2nd -- acute senses (2, DC 33), barkskin (2), diminished detection, invisibility, ironskin, perceive cues (2)
. . 1st -- authenticating gaze, comprehend languages (2), cure light wounds (2), endure elements, heightened awareness, linebreaker, obscure poison (2)
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Alchemist (Eldritch Poisoner, Mindchemist) Extracts Known (CL 4th; concentration +25)
. . 2nd -- bear's endurance, cat's grace, cure moderate wounds, detect thoughts (DC 33), eagle's splendor, enchantment sight, enshroud thoughts, focused scrutiny, fox's cunning, hidden blades, investigative mind, owl's wisdom, restoration (lesser), see invisibility, undetectable alignment (DC 33)
. . 1st -- identify, invisibility alarm, longshot, obscure poison, polypurpose panacea, see alignment, shield, speechreader's sight, starsight, touch of the sea (DC 32), true strike

Investigator (Empiricist, Lepidstadt Inspector) Extracts Known (CL 8th; concentration +29)
. . 3rd -- arcane sight, cure serious wounds, disable construct (DC 34), free swim, gaseous form, haste, hypercognition, nondetection, pressure adaptation, protection from energy, remove blindness/deafness, remove curse, remove disease, tongues
. . 2nd -- acute senses (DC 33), barkskin, blistering invective (DC 33), diminished detection, invisibility, ironskin, perceive cues
. . 1st -- authenticating gaze, comprehend languages, crafter's fortune (DC 32), cure light wounds, endure elements, heightened awareness, linebreaker, obscure poison, pierce facade

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Statistics
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Str 15, Dex 50, Con 19
Int 52, Wis 19, Cha 48
Base Atk +6
CMB +53 (+55 dirty trick, +55 disarm, +55 grapple, +55 reposition, +55 steal, +75 trip);
CMD 67 (69 vs. dirty trick, 69 vs. disarm, 69 vs. grapple, 69 vs. reposition, 69 vs. steal, 89 vs. trip)

Feats
WiS Combat Expertise, Deadly Aim, Power Attack
Monk Panther Style, Perfect Strike, Stunning Fist, Unarmed Combatant, Weapon Focus (Light Blades), Wolf Style
Alchemist Brew Potion, Throw Anything
Racial Evasion
General Agile Maneuvers, Bonded Mind, Circling Mongoose, Combat Reflexes, Cut from the Air, Deft Maneuvers, Dodge, Eschew Materials, Extra Discovery (x2), Extra Investigator Talent (x3), Graceful Steal, Improved Initiative, Lunge, Martial Focus (Light Blades), Panther Claw, Skill Focus (Perform [oratory]), Skill God (Perform [oratory]), Spring Attack, Subtle, Subtle Poisoner
Critical Knock Down
CDcCT See the Shadow, Slight Stature
Horrifically Overpowered Heroic Grace, Supernatural Spell Monster (Alchemist), Supernatural Spell Monster (Investigator)

Mythic Feats
WIS Combat Expertise, Deadly Aim, Power Attack
General Combat Reflexes, Extra Path Ability (x2), Improved Initiative, Lunge, Mythic Paragon, Weapon Finesse
Horrifically Overpowered Lunge, Skill God, Weapon Finesse

Traits alchemical intuition, fencer, savannah child, talented, wanderer's shroud

Skills * - Add free +1d6 to roll.
Adventuring

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:

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)

Money 6,388 gp
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Special Abilities: Attack
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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.
Deft Maneuvers You don't provoke attacks of opportunity when using dirty trick, disarm, reposition, steal, or trip.
Finesse Weapons Finesse weapons use Dexterity on attack rolls.
Weapon Finesse (Mythic HOPF) Add Dexterity, Intelligence, and Strength to melee attack and damage rolls.
Fickle Attack (1s, 2s) (Su)) Treat natural 1s and 2s on damage rolls with weapons or alchmical items as highest number.
Deadly Aim -2 (-0) / +6 (Mythic) Take penalty to gain bonus to ranged attack; spend 1 power to avoid penalty for 1 minute.
Power Attack -2 (-0) / +6 (Mythic) Take penalty to gain bonus to melee attack; spend 1 power to avoid penalty for 1 minute.

Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Unarmed Strike (1d3) Gain increased unarmed damage, be able to .
Stunning Fist (3/day, DC 33; Ex) You can stun an opponent with an unarmed attack.
Fuse Style (2 styles, Ex) Have multiple style feats active at once.
Panther Style Retaliate against opponents that take attacks of opportunity against you.
Panther Claw (4/rd) Retaliate as a free action instead of a swift action.
Wolf Style -Decrease foe's speed by 5 per 10 pts damage done with an AoO.
Knock Down (Critical) Gain trip maneuver as immediate action on successful critical hit; +4 to maneuver if weapon has above a x2 multiplier.

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.
Weapon Focus (Close) Gain +1 bonus on attack rolls with weapon group.
Fencer +1 trait bonus on AoOs with daggers, swords, rapiers, etc.
Quick Study (Swift Action) Studied combat more quickly.
Studied Combat (+4, 21 rds; Ex) Study foe to gain bonus to att & dam for duration or until studied strike.
Studied Strike +3d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Sneak Attack +3d6 Deal extra damage to flanked or flat-footed foe.

Spring Attack You can move (at least 10'), attack once, and complete your move; cannot attack foe adjacent to you at start.
Lunge (Mythic, HOPF) Increase your reach by 5'.
Circling Mongoose Move 5 ft. with each attack vs. a single adjacent foe as a full-attack action; flank w/ additional attacks if first is successful, until you miss.

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.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Starlight Blast (5' burst, 1/1d4 rounds, DC 14, 1d4+2; Su) 5-ft burst deals 1d4 holy damage + 1 for each step away from CG (Ref neg.)
Smite Evil (1/day, Su) +19 to hit, +8 to damage, +19 deflection bonus to AC when used; x2 vs. evil outsider, evil dragon, or undead.


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Special Abilities: Defense
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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.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.

Immunity to Disease You are immune to diseases.
Immunity to Electricity You are immune to electricity damage.
Immunity to Petrification You are immune to Petrification.
Immunity to Poison You are immune to poison.

Heroic Grace (Int, HOPF) Gain a bonus to all saves equal to your choice of mental attributes.
Well Versed (Ex) Gain +4 bonus on saves vs. bardic performance, sonic, or language effects.
Share Will (1/day, Su) Other bonded can attempt save vs. mind-affecting effect; if failure, both affected.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Unfailing Logic +4 (Ex) +4 save vs. illusion and disbelievable effects
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.

Dodge +1 dodge to AC, +4 total against AoO for movement.
Cut from the Air Stop ranged attacks against you or an adjacent target with an AoO vs. original attack roll.

Many Forms (5 minutes, var; Su) Alter self at will, spend 1 power to use polymorph for tier in minutes.
No One of Consequence (DC 34, Ex) Creatures must succeed at a Will save to remember information about you.
Vanishing Move (Su) Swift action: become invisible until end of turn. 1 power: acts as greater invisibility.
Wanderer's Shroud -1 for people to gather information about you, +1 bonus on saves vs. scrying and mind-reading.

Slight Stature Count as one size class smaller when beneficial.


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Special Abilities: Senses
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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.

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Special Abilities: Movement and Initiative
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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!


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Special Abilities: Communication
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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.


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Special Abilities: Skills
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Spoiler:
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).
Improbable Prestidigitation (5 cu ft, Su) You can use Sleight of Hand to hide or retrieve objects in a personal extradimensional space.

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.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+2)
Pheromones (Su) +3 competence bonus on Bluff, Diplomacy, and Intimidate checks.
Hard Bargainer Add 1/2 Bard level to Bluff, Diplomacy, Intimidate, Know (Local), and Sense Motive.
Way of Words +1 (Ex) Gain 1 bonus edges in verbal duals.

Relentless Pursuit (1/day) (Ex) w/ Perceptive tracking: +2 to Bluff, Know, Percep, Sense Motive, Survival, and atk/dmg vs. creature.
Perceptive Tracking (Ex) Can use Perception to find and follow tracks.
Trapfinding +8 Gain a bonus to find or disable traps, including magical ones.
Keen Mind +1 (Ex) Gain the listed value on Perception checks and Will saves.

Inspiration (+1d6, 25/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. 2 points, add to attack or save.
Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive.
Interrogation +4 (Ex) Gain listed value on Intimidate to influence attitude & Sense Motive.

Skill Focus (Perform (oratory)) +3 on checks, +6 if you have 10+ ranks.
Skill God (Mythic HOPF) Add +20 to all Skill God skills.
Skill God (Perform (oratory)) (HOPF) Count die roll as natural 20.
Talented (oratory) +1 trait bonus on stated skill.
Versatile Performance (Oratory) +54 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks.

Savannah Child

+1 trait bonus on Handle Animal, and skill becomes class skill.
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Special Abilities: Poison
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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.
Precise Poison (+2, Critical; Ex) Increase DC of poison by weapon's crit multiplier on a successful critical.

Swift Poisoning (Swift Action; Ex) L3, move action; L6, swift action; L18, immediate action.
Subtle Poisoner You can apply poison as part of drawing a weapon (DC 20 Sleight of Hand).

Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
Poison Use Apply poison as standard action, cannot accidentally poison yourself.

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.
Alchemical Intuition (+19, 1/day) Gain bonus (Cha modifier) to Craft (alchemy) roll; can be applied after roll to turn failure into success.

Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Toxicologist (Ex) +2 to Craft (alchemy) to create poison/antitoxin, and require half time (1/4 time w/ swift alchemy).


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Special Abilities: Class
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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.
Cognatogen (+4/-2, +2 natural armor, 40 minutes, DC 33; Su) 1 hr. creation; non-alchemist saves or is nauseated for 1 hr. Int/Str, Wis/Dex, Cha/Con; at end, 2 pts. ability damage to enhanced score.
Mutagen (+4/-2, +2 natural armor, 40 minutes, DC 33; Su) 1 hr. creation; non-alchemist saves or is nauseated for 1 hr. Str/Int, Dex/Wis, Con/Cha.
Supernatural Spell Monster (Alchemist) 'Spells' are supernatural powers.
Supernatural Spell Monster (Investigator) 'Spells' are supernatural powers.
Infusion Create an extract that can be used by anyone but takes up a slot until used.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.

Divine Guidance (1/round, Sp) A discreet nuncio can cast guidance at will.
Traveler's Friend (1/day) (Su) Listening to lyraken's performance removes the effects of exhaustion and fatigue.

Mythic Paragon (Mythic) Count your tier as 2 higher for abilities, feats, and spells.
Mythic Power (9/day, Surge +1d6) Use to power surge and mythic abilities.
Mythic Surge (1d6; Su) Spend 1 power to add die roll to any d20 roll.

Extra Discovery (x2) You know more about alchemy.
Extra Investigator Talent (x3) You know more ways to use your training and inspiration.
Extra Path Ability (x2) (Mythic) You have more mythic abilities.


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Special Abilities: Item
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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.
Keen Double crit range.
Speed +1 attack.
Concealed (Weapon ability) Transforms into any small object.
Transformative (Greater) Transform into any weapon.

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.