Gyneweir

The Abrasax's page

272 posts. Alias of Choon.


Race

HP: 63/63 | AC: 15; T: 15; FF: 10; CMD:21 | Fort: +4; Ref: +5; Will: +7| Init: +3; Perc: +19

Strength 14
Dexterity 17
Constitution 12
Intelligence 19
Wisdom 11
Charisma 10

About The Abrasax

Gathlain Incanter 11
STR 8
DEX 15
CON 12
INT 12
WIS 10
CHA 19
HP 63 (11d6 + 11 +11FCB CON)
BAB +5
Saves: Fort +4; Ref +5 Will +7
CL 11 (+1 light sphere; MSB +11; MSD 22
Drawbacks: Somatic Casting x2, Verbal Casting (spherecasting has verbal and somatic components; can't wear armor)
Languages: Common, Draconic, Sylvan
Feats: Extra Magic Talent x6
Cohort gains the Bloodline Powers (but not the arcana, feats, or spells) of the Verdant Bloodline.

said powers:

Tanglevine (Sp): At 1st level, as a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using your sorcerer level plus your Charisma modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Charisma modifier.

Photosynthesis (Ex): At 3rd level, you feed upon nature’s raw essence. Your need to eat and sleep is reduced as if wearing a ring of sustenance, and you gain a +2 racial bonus on saving throws made against poison and sleep effects. At 9th level, these bonuses increase to +4.

Massmorph (Sp): At 9th level, as a full-round action, you can alter the size and health of plant life, as if using plant growth or diminish plants. Alternatively, you can transform one willing non-plant creature per sorcerer level (no two of which can be more than 30 feet apart) as tree shape. You may transform creatures as plant shape I at 15th level, or plant shape II at 20th level. You can transform non-plant creatures using this power once per day.

Cohort gains the abilities of the Light sphere

specialization:

Lighteyes (Su)
Perception is always considered a class skill for you, and you gain a bonus equal to 1/2 your incanter level on all Perception checks. This bonus increases to being equal to your incanter level when detecting invisible or incorporeal creatures. At 20th level, you can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.
Blinding Ray (Sp)
As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your incanter level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your casting ability modifier.
Revelation Aura (Sp)
At 8th level, you can emit an aura of revelation for a number of rounds equal to your casting ability modifier, revealing all invisible creatures, illusions, and other magical means of disguising or obscuring within 30 ft of you. You may use this ability once per day, plus an additional time per day for every 6 levels beyond 8th.

Cohort has the Sticky Tendrils alternate racial trait. - May not fly, but can hang glide at 60ft/rd.; constant feather fall.

Cohort has 33 skill points to assign. Class skills are:
Appraise, Craft, Fly, Knowledge(all), Linguistics, Perception, Profession, Spellcraft
Skill bonus=rank+ability+class+misc

Perception: 19=11+0+3+5
Spellcraft: 15=11+1+3
UMD: 18=11+4+3

Cohort has 16,350gp for gear. Feel free to buy pretty much whatever you want with it.

gear:

Spheres Known DC 19 (+1 light sphere); Spell Points 21
Alteration (shapeshift)
- mass alteration - When bestowing a shapeshift, you may spend an additional spell point to shapeshift an additional 1 creature per 2 caster levels at the same time. Each target must be within range and must gain the same shapeshift form and traits.
- ranged alteration - You may shapeshift creatures at Close range instead of Touch range. You may take this talent multiple times. Each time it is selected, increase the range by 1 step (Close to Medium, Medium to Long).
- size change - Change sizes up to three size categories.

Destruction (destructive blast; 6d6 bludgeoning; close range)

Enhancement (enhance equipment) - Give up to +3 to a weapon for concentration or 11 mins for 1sp.
- mass enhancement - 1sp, enhance up to 5 targets in 30 ft.
- natural enhancement - Enhance weapon and armor abilities into natural versions.

Fate (consecration, word):

Word
As a standard action, you may invoke a word of power, affecting a single creature within Close range. When you gain the Fate sphere, you gain the following word:
Hallow
You may spend a spell point to hallow a target for 1 minute per caster level. Choose an end of the alignment spectrum (good, evil, lawful, chaotic); you must choose an alignment that you possess. The target of this word gains a +1 sacred bonus (profane bonus if you are evil; if you are neither good nor evil you must choose whether you grant sacred or profane bonuses with this sphere) to attack rolls, AC, and saving throws made against targets of your opposed alignment (evil for good, lawful for chaotic, etc.). This bonus increases by 1 for every 10 caster levels possessed.
The target also gains immunity to any spell or sphere effect that possesses or exercises mental control over them (including enchantment [charm] effects and enchantment [compulsion] effects), so long as that effect originates from a creature who possesses your opposed alignment. If the target is already under the influence of such an effect, the target is allowed to make a new saving throw against the controlling effect. Success means the effect is suppressed for the duration of this word, but resumes when this word expires. This does not expel a controlling life force (such as a ghost or projected spirit), but it does prevent them from controlling the target.
Consecration
As a standard action, you may affect a 20 ft radius centered on you with a consecration. This aura moves as you do. When you gain the Fate sphere, you gain the following consecration:
Serendipity
You may bestow luck upon your allies. All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. This bonus lasts as long as you concentrate. You may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration..

- echoing word - When using a word, you may spend an additional spell point to affect additional creatures, up to 1 extra creature per 2 caster levels (minimum: 1). Every target must be affected by the same word.
- Freedom (word) - You may spend a spell point to speak a word that frees the target from physical bondage. You must concentrate to maintain this ability, to a maximum of 1 round per caster level. You may spend an additional spell point as a free action to allow this ability to continue for 1 round per caster level without concentration. The target may move and attack normally, even when under the influence of magic and effects that would otherwise impede movement. This includes paralysis, slow effects, entanglement, etc. All combat maneuver checks made to grapple the target automatically fail, and the subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin. The subject may even move and attack normally while underwater, provided that the weapon is wielded in the hand rather than hurled. This does not, however, grant waterbreathing.

Light (

glow:
As a standard action, you may cause an object or creature in Medium range to glow for 1 minute per caster level, outlining it with light as a candle, which may be of any color you wish. This requires a touch attack or ranged touch attack. The object or creature becomes outlined with light, giving it a -20 penalty on Stealth checks and negating all bonuses usually bestowed by invisibility, blink effects, darkness, or similar effects.
As a free action, you may cause any creature or object you have caused to glow that is within Medium range to shed light as a torch, shedding normal light to 20 ft and increasing the light level by one step to a maximum of normal for 20 ft beyond this. Reducing this light is also a free action.
As a standard action, you may cause one of your glow effects within Medium range to shed bright light for as long as you concentrate. This produces bright light for 30 ft +5 ft per 2 caster levels, and increasing the light level by one step to a maximum of normal for 30 ft +5 ft per 2 caster level beyond this. As a free action, you may spend a spell point to allow the creature or object to continue glowing brightly without concentration for 1 minute per caster level, or until the glow effect expires, whichever comes first. The bright light produced by this effect is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by daylight, but it may affect creatures with Light Blindness or other conditions.
When you create a glow you may cause it to shed bright light as part of the same action, but otherwise follow the normal rules for causing a glow to shed bright light.
Whenever a glow effect interacts with a magical darkness effect (such as from the Dark sphere) the caster of the glow effect must pass a magic skill check against the MSD of the darkness effect’s caster. If he succeeds, the Light effect functions normally. If he fails, the Dark effect functions normally (outlines are swallowed, light sources are hampered, etc.) An area filled with normal or bright light from a glow effect is no longer considered an area of darkness for Dark sphere abilities.
Some talents are designated (light), which add additional effects to your glow ability. You may only apply the benefits of one (light) talent to any individual glow effect. While you may only apply one such talent to an individual glow effect, areas of bright light from different glow effects can overlap. When augmenting a glow effect with a (light) talent, the effect is applied once per round, at the end of the caster’s turn. For example, if a glowing object is thrown into a large group of enemies, it would only affect those within the area where it landed, not those targets it passed by to arrive in that area.
Light talents listed with the (lens) tag are talents that do not create light, but instead bend it or alter its properties. The caster may place a lens as a standard action on any target within the same range as their glow. This requires a melee or ranged touch attack on unwilling targets. A lens lasts as long as you concentrate, but you may spend a spell point to allow a lens to remain for 1 hour per caster level without concentration.
Some Light talents are designated (nimbus), which notes a talent that alters the area of light shed by your glow effects, changing the area in which light is increased as well as where the effects of (light) talents are applied. You may only apply a single (nimbus) talent to a glow at a time but may switch between them and the normal area of your glow as a free action, though any (light) talents affect only one area in a round. The Illuminate talent is considered a (nimbus) talent.
)
- area glow - You may spend a spell point to create an eruption of light, causing all creatures and objects within a 10 ft +5 ft per 5 caster levels radius centered within range to glow. You needn’t make a ranged touch attack against any creature within this area. Making targets glow brightly must still be done individually.
- black light - As a free action you may cause any glow within your range to shed non-visible light. While shedding non-visible light, a glow does not outline a creature with light, impose a Stealth penalty, or increase light levels within its radius. However, (light) talents applied to the glow still function as if it was shedding light in its normal area.
A glow shedding non-visible light functions normally in even magical darkness and does not hinder the function of magical darkness in the same area. No magical skill check is made when a glow under the effects of Black Light interacts with magical darkness.
- guiding light - When you cause a creature to glow, you may choose to grant all creatures a +1 circumstance bonus to attack rolls against that target. When causing that creature to shed bright light, you may increase this bonus by 1, +1 per 5 caster levels. This has no effect on other creatures within the area of bright light.
- infravision - You may slightly shift the spectrum of light, granting the target the ability to see heat. This allows them to ignore the miss chance for less than total concealment on living creatures. In addition, the target is capable of tracking living creatures by the heat they leave in their tracks. So long as the trail is no more than an hour old, the ground condition is never treated as worse than soft ground (DC 10), though strong temperature conditions (such as winter snow or a desert noon) can negate this benefit.
- intensity control -You may add up to 10 ft. from the radius of your normal and bright light, as well as the distance to which light is increased by one step, or subtract any distance from the radius of your light. If you possess talents that would alter the area of your light such as the Illuminate talent, this increased or decreased radius is added in before the area is multiplied. You may alter the area of your light as a free action, but for the purpose of (light) talents you may only affect one area per round.
Alternatively, so long as you do not apply any (light) talents to your glow, you may increase the radius of your normal light to 40 ft. and the radius of your bright light to 60 ft. + 5 ft. per caster level, and change the distance to which light is increased to the same amount.
You may not alter the area of bright light shed by the Glory talent with Intensity Control.
- revealing light - You may spend a spell point to create bright light that reveals all invisible creatures and objects. These creatures and objects lose all the benefits of invisibility for as long as they are within the area of bright light.

Telekinesis (telekinesis, sustained force, hostile lift, bludgeon, catch)
- divided mind - You may lift multiple targets at once (up to 1 + 1 per caster level) whose combined size does not exceed your maximum telekinesis size. You may treat these objects as one effective object for the purpose of bludgeoning a creature, or you may make multiple bludgeons per round (although you cannot make more attacks in a round than would otherwise be allowed with your BAB and any respective feats if you possess the Flair or Dancing Weapon talents). If you spend a spell point to use Hostile Lift or Sustained Force, it may apply it to as many of these objects as applicable. You may also spend a spell point when using the Steal, Telekinetic Maneuver, or Telekinetic Push talents to affect multiple targets at once (up to one additional target per 2 caster levels, minimum: 1), although you cannot affect an individual target more than once per round with any combat maneuver.
- flight - When using telekinesis to lift a creature or creatures and spending a spell point to create a Sustained Force on them, you may grant that creature the ability to control their own movement for the duration of the Sustained Force. They gain a fly speed equal to your telekinesis speed, with maneuverability (perfect).
An affected creature does not need to remain within your telekinesis range while flying in this manner.
- greater speed - The distance you can move things with telekinesis increases to 30 ft + 5 ft per 2 caster levels per round
- powerful telekinesis- Increase the maximum sized object or creature you may affect with telekinesis by 1 size category.

Time (haste, slow)
- fast time - You may spend a spell point to accelerate time within a 10 ft radius burst, + 5 ft per 5 caster levels. All effects that are in effect within this area or on a creature within this area have their duration decreased by 1 round per caster level. This affects magic (spells, sphere abilities, etc.), poisons, diseases, etc., but does not grant extra actions to the targets within this area or provide any other benefit. In the case of effects that target areas, only the effect contained within fast time’s area is accelerated. Unwilling targets (including allies if they choose) are allowed a Will save to negate this effect for themselves or area effects originating from them. You can choose whether or not to affect yourself with your own fast time.
- group time - When targeting creatures with an alter time effect, you may spend an extra spell point to affect up to 1 additional creature per 2 caster levels (minimum: 1) within range. All targets must be affected by the same alter time effect. Alternately, you may spend an extra spell point to double the size of an alter time effect that targets an area.

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former Character work in progress.:

Medium Humaniod (Elf) Occultist (haunt collector) 1
Init +6 (+4dex, 2trait); Senses: Perception +11, Low-Light

DEFENSE
AC 14, Touch 14, Flat-Footed 10 (+4dex)
HP 9/9
Fort +3, Ref +4, Will +2 CMD 21
+4 vs fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments
Favored Class: Occultist 1/2 point Mental Focus/day

OFFENSE
Speed: base 30
CMB +7

Melee

Ranged
+3 Composite Longbow (Str2) 1d10+2 19-20 x3

STATS
Str 14, Dex 17, Con 12, Int 19, Wis 11, Cha 10
B.A.B. +0
+4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments

feats, traits, languages, rage powers
FEATS:
(b) Run
(1) Point Blank Shot

spells:
Implement Schools:
0lvl -
Abjuration:
Resistence
Transmutation:
Mending

1st 1+1/day
Abjuration:
Shield
Transmutation:
Magic Weapon

TRAITS:
Pragmatic Activator: Int to UMD

LANGUAGES: Common, Elf, Gnome, Goblin, Orc, Sylvan

Trained Skills and SQ's
TRAINED SKILLS:
8 points/lvl
Skill bonus=rank+ability+class+misc
Acrobatics: 4=1+3+0
Kn(arcana): 8=1+4+3
Kn(rel) 8=1+4+3
Perception: 4=1+0+3
Stealth: 4=1+3+0
Spellcraft: =1+3+3
UMD: =1+3+3

SPECIAL QUALITIES:
-Racial

Defense Racial Traits
Elemental Resistance (Fire chosen)
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Feat and Skill Racial Traits
See Fleet Footed.

Magical Racial Traits
Desert Runner
Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments. This racial trait replaces elven magic.

Offense Racial Traits
While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.

Senses Racial Traits
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Class Based
Weapon and Armor Proficiency: An occultist is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Spells: An occultist casts psychic spells drawn from the occultist spell list presented on page 58, limited by the implement groups he knows. He can cast any spell he knows without preparing it ahead of time. Every occultist spell has an implement component (see Implements on page 47). To learn or cast a spell, an occultist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an occultist’s spell equals 10 + the spell level + the occultist’s Intelligence modifier.

An occultist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1–6: Occultist. In addition, he gains bonus spells per day if he has a high Intelligence score (see Table 1–3 on page 17 of the Pathfinder RPG Core Rulebook).

The occultist’s selection of spells is limited. For each implement school he learns to use, he can add one spell of each level he can cast to his list of spells known, chosen from that school’s spell list. If he selects the same implement school multiple times, he adds one spell of each level from that school’s list for each time he has selected that school. When the occultist learns to cast a new level of spells, he immediately adds one spell of that level to his list of spells known from each implement school he knows (plus any extra spells from schools he has selected multiple times).

At 5th level and every 3 occultist levels thereafter (8th, 11th, and so on), an occultist can choose to learn a new spell in place of one he already knows. In effect, the occultist 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 one level lower than the highest-level occultist spell the occultist can cast. The spell learned must come from the same list of spells provided by the implement school of the spell lost. An occultist can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.

An occultist need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Focus Powers (Su): At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus on page 48). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.

Implements (Su): At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school.

Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor.

Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).

Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.

See the Implement Schools section starting on page 50 for a complete list of implements associated with each school and their focus powers.

Knacks: An occultist learns one knack, or 0-level psychic spell, each time he selects an implement school (including when he again selects a school that he has already learned to use). These spells are cast like any other spell, but they can be cast any number of times per day. Knacks cast using any other spell slots because of metamagic feats applied to them, for example, consume spell slots as normal.

Mental Focus (Su): An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally.

Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement.

The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells (see Implements on page 47) and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus.

The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost.

The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power.

Gear

Capacity:

story:

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the former Abrasax:

LE Object of Desire
Diminutive (tiny) Outsider (Tapestry)
Init -3 (-3 dex); Senses: Perception +6

DEFENSE
AC 9, Touch 9, Flat-Footed 9 (-3 dex, +2 size)
HP 13/13 (level/roll) [1/6]=6+2
Fort +3, Ref -2, Will +4 CMD 5

OFFENSE
Speed: See SQ
CMB -6
Space: 1 inch Reach: 0ft
Melee
As Host
Ranged
As Host

STATS
Str 3, Dex 4, Con 14, Int 18, Wis 14, Cha 18
B.A.B. +0

FEATS:

Breadth of Experience - +2 on all knowledge and profession checks. Make all such checks untrained.
Extra Rogue Talent: Convincing Lie - Use my own or target's bluff mod for a believed lie that is repeated, whichever is higher. If target's bluff is higher, they get a +2 on their bluff to convince others

TRAITS AND LANGUAGES:
Friends in High Places, Life Changer (Confidante of the Oppressed)
Languages
Zalgan, Undercommon, Goblin, Terran, Common, Giant, Orc

TRAINED SKILLS:

Skill bonus=rank+ability+class+misc
Appraise: 9=2+4+3
Bluff: 11=2+4+3+2 (+4 to lie)
Diplomacy: 11=2+4+3+2
Disguise: 9=2+4+3
Intimidate: 9=2+4+3
Know(Arcana): 11=2+4+3+2
Know (all others): 6=0+4+0+2
Linguistics: 9=2+4+3
Perception: 7=2+2+3
Profession (any): 6=0+4+0+2
Sense Motive: 7=2+2+3
Spellcraft: 9=2+4+3

SPECIAL QUALITIES:
-Racial
Sessile: Abrasax can only drift if dropped or thrown, vibrate gently, or levitate up to 3 in. off the ground. Any of these require his complete concentration and cannot be performed again for 5 mins per round of movement. This movement can only be performed [1d6/2] times per day.
Sunlight Powerlessness
Mind Breach (Hijack):DC 16
Perma-Prestidigitation - Effects similar to Prestidigitation. Permanent, cannot be dispelled except by high level magic
Immune to poison, disease; does not eat, sleep, or breathe.
Object of Desire - +1 charm effects (Hijacking)
Silver Tongued - +2 diplo/bluff, change attitude 3 steps
Sociable - When you attempt to change a creature's attitude with Diplomacy check and fail by 5 or more, you can attempt to influence the creature a 2nd time even though 24 hours have not passed.
Beguiling Liar - Members of this race gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie.

Gear
Sharkskin gloves and Boots: +2 circ to acrobatics, CMD vs. disarm, and climb