Aiveria

Vhinservun Tekra's page

70 posts. Alias of Zorblag.


Race

NG F Undine Bard + | HP 104/104 | AC: 36, T: 28, FF: 23 | Fort: +15, Ref: +16, Will: +16 | Perception: +24, Initiative: +15 | SP: 14/19 | Bardic Performance: 25/25 | Tempo: 11/11 | Active Element: Air | Active Stance: Elemental Flux Stance

About Vhinservun Tekra

Background:

How Vhinservun Tekra came to be raised by Grey Elves she isn’t quite sure as her adopted parents were unwilling to talk about the topic and her earliest memories are of the city of Celene and most of the elves around her treating her with aloof disdain. Whether because they saw skill in her or would have done so anyhow her parents raised her as a scholar and a dagger dancer, teaching painful ancient elven magic that she carved out of her very being with an intricate dance and dagger, leaving visual runes and marks on all it touches. Other than her parents no one else seemed to be interested in the practice that they said came directly from Kirith Sotheril, ancient god of magic and knowledge and opponent of technology, and knowing that she practiced it didn’t win her any friends in the libraries she spent most of her time studying when she wasn’t training.

As a result of her loneliness Vhinservun created an imaginary friend, the butterfly Fitta. Somehow, over the course of her magical training Flitta eventually gained a half-real existence and continues to be her most trustworthy companion to this day.

Never comfortable in elven society, Vhinservun eventually declared that if her parents wouldn’t tell her where she was from she’d find out for herself out there in the world. According to her parents it was far too soon for her to leave her training as she still had much to learn; if she left now she would never be welcome back to Celene. Vhinservun, lacking the patience of an elf left anyhow, though she vowed to stay true to the teachings of Kirith Sotheril, and has wandered Central Flanaess since. Though she hasn’t found any clues as to who her biological parents might have been she has been inducted into the Wayward Path, a society of fellow travelers, and found a home in the Companions of the Broken Band. She has also determined that whatever her past might be, her future is that of a chivalrous hero that the bards will sing about for ages to come.

A mobile mid-range fighter, Vhinservun first replaced Furgwor Jadgan, the dwarven ranger who was so busy following Troll tracks in the mountains one mission that she failed to notice the blue dragon approaching from above until she was already in it’s closing jaws. Prior to Furgwor, the position in the Companions was held by Prior to that Sannva Coldmane the human sorceress held the position until she failed to notice that the chest of treasure in the secret treasure chamber the Companions found in a haunted castle was actually a particularly ravenous mimic. There’s a lesson having to do with being aware of the environment to be had here that Vhinservun still needs to learn!

On the second expedition to the Isle of Woe, Tas Greenless, the halfling scout failed to return from a scouting mission into a submerged cave which turned out to the home of an aboleth. When the rest of the group went in the Aboleth killed Vhiservun by collapsing a cave on her, but the rest of the group managed to retrieve just enough of her body to reincarnate her which is how she comes to be in an Undine body now. The subsequent third and final expedition to the Isle of Woe was a catastrophe that Vhiservun missed while recovering from the trauma the reincarnation and dealing with her new body. The entire squad was wiped out by the aboleth, though they did manage to thwart its plans and earn its ire. Shortly after that Kolvar Themaris, a founding member of the Companions of the Broken Band reappeared from the Underdark and helped reform what was left of the Companions into what they are today. Now they just need to deal with the threats that Kolvar has come back to warn them of!

Vhinservun Build:

Vhinservun Tekra
Female Undine (Former Human) Studious Librarian Bard(Archaeologist, Kung Fu Exemplar, Rubato) 8 VMC Wizard
NG Medium outsider (native)
Init +11; Senses Darkvision 60 feet; Perception +24
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Defense
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AC 25, touch 21, flat-footed 19 (+5 Defense B, +6 Dex, +2 Natural Armor, +2 Shield)
HP 104 (32 1st + 56 Bard + 24 Con -8 Oath)
Fort +10; Ref +15; Will +11
Special Defenses Cold resistance 5, Evasion (take no damage instead of half on successful Ref save), Trap Sense (+2 to AC and Ref saves vs traps), Uncanny Dodge (Can’t be caught flat footed, doesn’t lose Dex to AC vs Invisible), Well Versed (+4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects)
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Offense
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Speed 30 feet, Swim 30 feet
Melee +4 Keen Adamantine Dagger +21 +16 (1d8 +7 B and P or S/15-20 +5 to confirm crits) or Adamantine Dagger +18 +13 (1d8 +3 P or S/18-20 + 3 to confirm crits)
Ranged +4 Keen Adamantine Dagger +21 +16 (1d8 +7 B and P or S/15-20 +5 to confirm crits, range 30 feet) or +Adamantine Dagger +18 +13 (1d8 +4 P or S/18-20 +3 to confirm crits, range 30 feet)
Special When spending a SP must make perform (dance) check DC 21 (23 for enhancement, 25 for protection) to avoid power reduction and DC 13 (14 for enhancement, 15 for protection) check to avoid being sickened for 1 round. Concentration effects have +10 DC
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Statistics
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Statistics
Str 16 (-2 R, +2 Enh), Dex 22 (+2 R, +2 Enh), Con 16 (+2 Enh), Int 10, Wis 14, Cha 24 (+2 R, +2 Level, +2 Enh)
Base Attack +6; CMB +9; CMD 25; MSB +8; MSD 19
Feats Combat Expertise, Combat Stamina, Combatant Caster, Craft Implement of Power, Deadly Aim, Endurance, Extra Stamina, Great Focus, Great Fortitude, Magical Focus, Power Attack, Push the Limits, Scribe Scroll, Signature Skill (All), Skill Focus (Perform (Dance)), Sphere Virtuoso, Unhindering Shield, Veiled Moon Style, Weapon Finesse, Weapon Focus (Light Blades)
Skills Acrobatics +27, Autohypnosis +27, Bluff +21, Diplomacy +21, Disable Device +18, Fly +27, Knowledge (Arcana) +15, Knowledge (All others) +8, Linguistics +7, Perception +19, Perform (Dance) +27, Perform (String) +21, Sense Motive +15, Sleight of Hand +14, Spellcraft +27, Stealth +27, Use Magic Device +20
Traits Adopted (Elves, Forlorn), Combat Training (Minute Hand), Fate’s Favored, Gift for Magic (Protection), Outlander (Exile), Unorthodox Method (Veiled Moon for Golden Lion)
Languages Celestial, Common, Draconic, Elven, Sylvan
Honor 24/100
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Martial Tradition and Oaths
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The Wayward Path Oath “This book is a record of my travels. I will not falsify the things I’ve seen and done, though I might exaggerate for the sake of a good story. I won’t use this book or the power it gives me to intentionally endanger my fellow Walkers or anyone else, and if I fail in this, let the pages shrivel and die like my worthless honor.”

Wayward Path Benefits Walkers of the Wayward Path gain the benefits of the Endurance feat while they maintain their membership and carry their travelogue on their person. They also gain ownership of one of the Wayward Path’s Travelogues, a minor artifact produced by their Grand Library.

Oath against Artifice (1 Oath Point) You have sworn off the use of anathematic armaments and technologies. You must revere nature and may not wear metal armor or use metal shields. In addition, you may not use firearms or any technological devices which use charges. In games where advanced technology is quite common, this Oath may be worth up to three Oath points.

Oath of Loyalty (Kirith Sotheril) (1 Oath Point) You have sworn your service to a god, nation, or leader (hereafter referred to as your patron). Your alignment must remain within 1 step of your patron’s, and you must adhere to the moral tenets of your patron while remaining in their good standing. Paladin or antipaladin codes provide a framework for what moral tenets might mean for a character who pledges an Oath of Loyalty. Minor infractions may be overlooked, but a gross defiance (such as disobeying a direct order from your patron or acting in a way that directly contradicts your patron’s teachings) is sufficient to break an Oath of Loyalty. A patron may revoke the benefits of an Oath of Loyalty at any time.

Oath of Honor (Chivalric Code) (2 Oath Points) You have sworn to uphold your good name and maintain an air of dignity in your actions. You must select a code of honor and maintain an honor score (see Ultimate Campaign) of at least 3 x your character level at all times. When you first swear this Oath or when you level up, your honor score is increased to 3 x your character level if it is lower.

Oath of Ritual (1 Oath Point) You must perform a specific physical or magical ritual every day to maintain your abilities. This ritual takes one hour to perform and can be performed anywhere, but requires that you either spend 5 gp per character level or reduce your maximum hit points by an amount equal to your character level for 24 hours every time you perform the ritual.

Bonus Talents (3 Oath points) You gain a number of bonus talents based on how many Oath points you spend on this Oath boon. These talents may be either combat talents or magic talents, but you must meet the prerequisites for these talents and cannot select magic talents if you are not already a spherecaster. You may spend up to 3 Oath points on this Oath boon. One talent at 2nd, 6th, 10th, 14th, and 18th levels

Enhanced Abilities (Su) (2 Oath points) Your Oath grants you strength and acuity beyond that of your kin. At 4th level and every even-numbered level thereafter, you gain a +2 enhancement bonus to one of your ability scores. These bonuses do not stack with each other until you are at least 10th level, at which point they may stack up to a maximum of +4. This improves to a maximum of +6 at 13th level. From level 13 onwards, you gain two +2 ability score bonuses at every level rather than just one at even-numbered levels.
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Resources
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Bardic Performance Rounds: 25/25
Comparative Arcance Studies: 1/1
Hydraulic Push: 1/1
Lore Master: 1/1
Lucky Horseshoe: 1/1
Martial Focus: 2/2
Send Senses: 3/3
Spell Points: 14/19
Stamina Points: 12/12
Secondary Stamina Points: 3/3
Tempo: 11/11
Travelogue: 1/1

Active Element: Air
Stance: Elemental Flux Stance
Maneuvers Readied (4): Flowing Creek, Ghost Walk, Minute Hand, Raging Flux

Maneuvers Known: Calm the Storm, Eldritch Fang, Fading Strike, Flowing Creek, Ghost Hunting Blow, Ghost Walk, Minute Hand, Raging Flux
Stances Known: Elemental Flux Stance, Elemental Nimbus, Spirit Sensing Stance

Spell Slots
Level 1: 6/6
Level 2: 5/6
Level 3: 4/4

Spells Known
Level 0: Detect Magic, Ghost Sound, Light, Message, Prestidigitation, Summon Instrument
Level 1: Charm Person, Cure Light Wounds, Grease, Feather Fall, Nature’s Paths, Saving Finale, Silent Image
Level 2: Delay Poison, Glitterdust, Heroism, Invisibility, Mirror Image, Silence
Level 3: Charm Monster, Confusion, Dispel Magic

Masterpiece Known: Triple Time
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Equipment
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Adamantine Dagger (Destruction Implement +1)(7002)
Cold Iron Dagger (Protection Implement +2) (1004)
Cold Iron Dagger x4 (16)
Darkwood Buckler (Enhancement Implement +2) (4205)

Belt of Mighty Constitution +2 (Belt 4000)
Cracked Magenta Prism Ioun Stone (Use Magic Device, 800)
Eyes of the Eagle (2500)
Handy Haversack (2000)
Lucky Horseshoe (6800)
Traveler’s Any-Tool (250)
Wayward Path Travelogue

Scrolls: Delay Disease x10 (Witch CL 1, 250) Longstrider x10 (Druid CL 1, 250), Magic Circle against Evil (Sorc CL 6, 450), Perceive Cues (Witch CL 3, 150), Remove Blindness/Deafness (Witch CL 5, 375), Remove Curse (Bard CL 7, 375), Remove Disease (Witch CL 5, 375), See Invisibility (Sorc CL 4, 200), Speak with Dead (Witch CL 5, 375), Tiny Hut (Sorc CL 6, 450)

Masterwork Thieves’ Tools (100)
Bard’s Kit (a backpack, a bedroll, a belt pouch, a common musical instrument (lute), a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin)
Familiar Satchel

1457 gold
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Flitta - Butterfly (Figment) Familiar
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Flitta CR –
Butterfly (figment)
N Diminutive magical beast (vermin)
Init +1; Senses darkvision, scent; Perception +1
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Defense
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AC 19, touch 15, flat-footed 18 (+1 Dex, +4 size, +4 NA)
HP 25 (8 HD)
Fort -1; Ref +7; Will +7
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Offense
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Speed 5 ft., fly 30 ft. (average)
Space 1 ft.; Reach 0 ft.
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Statistics
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Str 1, Dex 13, Con 4, Int 9, [b]Wis 12, Cha 7
BAB +0; CMB –3; CMD 2 (10 vs. trip)
Skills Acrobatics +9, Climb +3, Disable Device +9, Fly +7, Knowledge (Arcana) +7, Knowledge (All Others) +0, Linguistics +0, Perception +9, Perform (Dance) +6, Perform (String) +6, Sense Motive +9, Swim +3, Use Magic Device +6
Languages Common (Understands), Speak with Master
SQ empathic link, share spells, manifest dreams

Recurring Dream (Su) A figment has a total number of hit points equal to 1/4 of its master’s total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night’s sleep. If a figment ever strays more than 100 feet from its master or enters an antimagic field, or if a figment’s master is unconscious or asleep, the figment disappears until the next time its master prepares spells or regains her spells per day.
Manifest Dreams (Su) At 3rd level, a figment is shaped by its master’s dreams. Each time the master awakens from a full night’s rest, he can apply to the figment 1 evolution point’s worth of eidolon evolutions that don’t have a base form requirement. At 7th level, he can apply 2 points worth of eidolon evolutions; at 13th level, he can apply 3 points worth of eidolon evolutions.
Evolution: Improved Natural Armor (Ex) An eidolon’s hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor.
Evolution: Shared Evolution (Su) Select a 1-point or 2-point evolution the eidolon has. As a standard action, the eidolon can touch the summoner and transfer the selected evolution to her.


Powers and Special Actions (by Action Type):

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Free Actions
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Bardic Performance (Rubato) Once per round trade rounds of bardic performance for tempo (either way) 2 to 1
Dagger Dancer Draw or sheath a dagger as a free action
Fan Favorite When succeed at saving throw against effect from hostile creature free boast (typically bloodthirst, free attack action)
Fortissimo 3 rounds of bardic performance and 2 tempo to increase damage from strike maneuver by 50%; wait 3 rounds to use again
Triumph Succeed at attack action and expend martial focus to use Fierce Shout as free action
Recover Maneuver Spend 3 tempo to recover a maneuver
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Swift/Immediate Actions
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Archaeologist’s Luck 11 rounds per day; +3 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls.
Recover Maneuver Spend 2 tempo as a swift action to recover a maneuver
Triumph Succeed at attack action to use Fierce Shout as swift action
Veiled Moon Style Enter Veiled Moon Style
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Move Actions
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Bardic Performance 25 rounds per day; move or standard action to activate, free action to maintain; spend an extra round of bardic performance to activate when using a strike maneuver
-Cannon Allies recover a maneuver once per turn when they expend a maneuver of a different type
-Counterpoint Affected allies gain +4 on all non-damage rolls made as part of initiating counters.
-Countersong Range 30 feet; allies can use Perform (String) check from bard instead of normal save for sonic or language-dependant magical attacks
-Dissonance Range 30 feet, DC 21 Will to negate; enemies take –2 on all non-damage rolls made as part of their attacks or strikes
-Fascinate Rrange 90 feet, DC 21 Will to negate; out of combat can fascinate an audience
-Inspire Competence Ally gets +3 competence bonus on one skill check.
-Inspire Courage Allies get +2 to saves vs fear and charm effects and attacks and weapon damage rolls
-Metronome While maintaining this performance, +2 tempo at the beginning of each turn
Ki Metabolism Sleep only 2 hours per night, hold breath for 16 hours, consume 1/4 amount of food and water; move action to spend 1 SP to enter suspended animation
Mobile Focus Regain martial focus when move action moves at least 10 feet, less than half full movement
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Standard Actions
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Aegis Duration 10 hours; spend 1 SP for +3 Deflection to AC, +3 Resistance to saves, or +4 Morale to saves vs Death Effects, or spend 2 SP for SR 20
Bardic Performance 25 rounds per day; move or standard action to activate, free action to maintain; spend an extra round of bardic performance to activate when using a strike maneuver
Barrage Special attack action to make two ranged attacks at -2 to hit; expend martial focus to make three ranged attacks at -4 to hit
Blindfolded Oracle Duration 6 hours; spend 1 SP for blindsense 40 feet when eyes closed, can spend 2 SP for blindsight
Change Active Element Focus to change active element
Charming Strike Standard action to make a weapon attack; if it hits use hostility or sleep charm on target
Deadly Shot Special attack action to make ranged attack, expend martial focus to do +2d10 damage (+3d10 with daggers), if hit make free bullrush attempt using attack roll
Distracting Display Allies within 45 feet other than self may immediately make stealth check even if observed
Energy Strike Standard action to make a weapon attack; 4d6 blunt damage or 4d6 acid damage and DC 20 ref save or entangled and can’t move for one round; half damage to neutral, no damage to good, can spend 1 SP to change to 7 dice
Enhance Equipment Duration concentration +2 rounds, mark and enhance own armor, weapons to +4, weapons can be made keen or ignore DR types; can spend a spell point to increase duration to 8 hours; don’t need to spend a spell point to increase duration for light blades
Fierce Shout Allies within 30 feet or 60 foot cone gain +5 moral bonus to damage on first attack for 3 rounds
Hanged Man Motif Duration 6 hours, spend 1 SP to gain +2 insight to two saves -2 to the third, can change as a free action or not use; discharge to take 6 damage and gain +3 insight bonus on a roll (see ability)
Hostility Charm Range 40 feet, DC 20 Will to negate, target must share a language and be able to hear; target must attack nearest nearest creature on its next turn or spend 1 SP to give target rage for six rounds instead (see Mind Sphere)
Hydraulic Push Range 45 feet, Can use water to attempt a bull rush (CMB +15) or douse a normal fire
Logos Duration 6 hours, spend 1 SP to understand all written and spoken languages, spend 2 SP to also be understood by all
Lore Master Take 10 on all knowledge checks; once per day take 20 as a standard action
Qinggong Power (Barkskin) 1 SP for +3 Natural Armor for 80 minutes
Qinggong Power (Restoration) 2 SP for Restoration on self
Send Senses 3 times per day create scrying sensor within 180 feet for 4 rounds
Shapeshift Duration concentration, can spend 1 SP as free action to make duration 6 minutes, typically gain two of low-light vision, move 40 feet, fly 30 feet good, earthglide 30 feet + tremorsense 20 feet, 60 foot swim speed + amphibious, keen scent; attacks with silver can dispel
Sleep (Charm) Range 40 feet, DC 20 Will to negate, target must share a language and be able to hear; stagger target for 1d4 rounds or 1 SP to put target to sleep for 8 minutes (as per spell)
Temporal Strike Standard action to make a weapon attack; if it hits DC 20 fort save or exhausted (fatigued creatures fall asleep) or spend 1 SP and target makes DC 20 Will save or dazed and (I) gain standard action
Temperance motif Duration 6 hours, spend 1 SP to reroll natural 1 on attack rolls and saves for duration; dismiss to reroll any saving throw
Tower motif Duration 6 hours, spend 1 SP to ignore 6 DR for duration
Transforming Strike Standard action to make a weapon attack, spend 1 SP; if it hits can transform target into a fish (DC 20 fort save to negate), spend 1 SP to make duration 6 minutes (instead of concentration)
Warp Teleport self or touched creature up to 40 feet (must start and end in dim light or darkness), target takes 3d6 damage bypassing all damage reduction, energy resistance, and hardness; if unwilling target gets DC 20 will save to negate with +4 to save if teleporting to dangerous spot; can spend 1 SP to increase range to 160 feet
Warping Strike Standard action to make a weapon attack; if it hits can warp target (see above) DC 20 will save or target takes 3d6 damage bypassing all damage reduction, energy resistance, and hardness and teleports target up to 40 feet; creature must start and end in dim light or darkness, if teleported to dangerous spot target gets +4 to save, can spend 1 SP to increase range to 160 feet
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Other
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Clever Explorer (Ex) Disable complex devices in half the time, take 10 on Disable Device checks, even if distracted or endangered, can disarm magical traps
Combat Expertise When attacking take -2 to attack rolls, CMB and +2 Dodge to AC until the start of next turn
Combatant Caster While wielding a dagger +4 bonus on concentration checks while casting defensively, being grappled, or casting a spell while in the area of an environment that calls for concentration checks to successfully cast a spell such as weather or a battlefield
Comparative Arcane Studies Once per day cast a spell from an arcane scroll using bard spell slot instead of using up scroll
Coordinated Movement Whenever you take the withdraw action, you regain your martial focus
Deadly Aim When making a ranged attack take -2 to hit, +4 damage on ranged attacks until next turn (-3 to hit, +6 damage for daggers)
Deflecting Shield Shield bonus to AC counts towards touch AC
Fast Stealth Move at full speed using Stealth with no penalty
Forewarned Always act in the surprise round
Great Focus Maintain a second martial focus which is gained and expended independently from the first.
Melee Archer +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 ft.
Power Attack When making a melee attack take -2 to hit, +4 damage on melee attacks until next turn (-3 to hit, +6 damage for daggers)
Precise Shot No penalty for ranged attacks into melee
Throwing Mastery Thrown weapons bounce back to hand (if free) or space after attack resolves
Triple Time 1 minute to use 1 round of bardic performance to give up to 8 allies +10 enh to move for 1 hour
Veiled Moon Style 10 feet of movement each round is done as teleportation

Feats and Talents (by Level and Source):

Level One

Bonus Feat (Human): Extra Combat Talent (Equipment Shield Expert) (Associated Feat: Shield Focus)
Elephant in the Room Feat: Weapon Finesse
Casting Tradition Drawback Feat: Combatant Caster
Casting Tradition Drawback Feat: Magical Focus
Casting Tradition Talent: Enhancement Sphere
-Enhancement Talent: Deep Enhancement
-Enhancement Talent: Greater Enhance Equipment
Casting Tradition Talent: Destruction Sphere
-Destruction Talent: Adhesive Blast
-Destruction Talent: Energy Strike
Kung Fu Exemplar Skill Discipline Feat: Skill Focus (Perform (Dance))
Martial Tradition Talent: Barrage Sphere (Associated Feats: Point-Blank Shot, Rapid Shot)
Martial Tradition (Equipment) Talent: Dagger Bravo (Associated Feat: Weapon Focus (Dagger))
Martial Tradition (Equipment) Talent: Dagger Dancer (Associated Feat: Critical Focus)
Martial Tradition (Equipment) Talent: Throwing Mastery
Studious Librarian Bonus Feat: Scribe Scroll
Wayward Path Bonus Feat: Endurance

Level Feat: Extra Combat Talent (Warleader Sphere)
-Warleader Talent: Breath Support
-Warleader Talent: Triumph
Level Talent: Protection Sphere
-Protection Talent: Deathless
-Protection Talent: Resistance
-Protection Talent: Spell Ward

Level Two

Campaign Feat: Combat Stamina
Campaign Feat: Push the Limits
Elephant in the Room Feat: Combat Expertise
Elephant in the Room Feat: Deadly Aim
Elephant in the Room Feat: Power Attack
Oath Bonus Talent: Alteration Sphere
-Alteration Talent: Elemental Transformation
Weapon Discipline: Weapon Focus (Light Blades)

Level Feat: Extra Combat Talent (Gladiator Sphere)
-Gladiator Talent: Distracting Display
-Gladiator Talent: Fan Favorite
Level Talent: Fate Sphere
-Fate Talent: The Hanged Man
-Fate Talent: Temperance
-Fate Talent: The Tower

Level Three

VMC Wizard Familiar: Alertness

Level Feat: Extra Combat Talent (Sniper Sphere) (Associated Feat: Precise Shot)
-Sniper Talent: Push Shot
Level Talent: Time Sphere
-Time Talent: Lethargy
-Time Talent: Steal Time
-Time Talent: Temporal Strike

Level Four

Level Feat: Veiled Moon Style
Level Talent: Enhancement Deadly Weapon

Level Five

Campaign Feat: Signature Skill (Varied)
Kung Fu Exemplar Bonus Feat: Great Fortitude

Level Feat: Sphere Virtuoso
-Alteration Talent: Transforming Strike
-Enhancement Talent: Crippling Strike
-Fate Talent: Shrieking Strike
Level Talent: Mind Sphere
-Mind Talent: Charming Strike
-Mind Talent: Expanded Charm
-Mind Talent: Hostility
-Mind Talent: Sleep

Level Six

Oath Bonus Talent: Warp Sphere
-Warp Talent: Splinter
-Warp Talent: Unwilling Teleport
-Warp Talent: Warping Strike

Level Feat: Extra Combat Talent (Gladiator Bloodthirst)
Level Talent: Divination Sphere
-Divination Talent: Blindfolded Oracle
-Divination Talent: Logos

Level Seven

Campaign Feat: Extra Stamina

Level Feat: Craft Implement of Power
Level Talent: Barrage Mobile Focus

Level Eight

Rogue Talent (Combat Trick) Feat: Great Focus

Level Feat: Unhindering Shield
Level Talent: Alteration Aquan Transformation


Trait and Racial Trait Details:

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Traits
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Adopted (Elves, Forlorn), Social You were adopted and raised by someone not of your race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race.

Combat Training (Minute Hand), Combat You learn one 1st-level maneuver (strike, boost, or counter) from any one discipline of your choice. If you are not a member of an initiating class, you can ready this maneuver by spending ten minutes practicing it, and can recover it by taking a standard action to focus. Your initiation modifier for this maneuver is the key ability of its discipline’s associated skill (for example, a discipline with Acrobatics as its associated skill would make Dexterity your initiation modifier). If you can already initiate other maneuvers or later gain the ability to, the maneuver granted by this trait is added to your list of maneuvers known, and you can recover it as normal for your class. You cannot exchange this maneuver for another maneuver as you level up, nor does it add its discipline to your list of available disciplines.

Fate’s Favored, Faith The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Forlorn, Race Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.

Gift for Magic (Protection), Magic Whether through ancestry, training, or another personal aspect, your skill with a particular type of magic is far more natural than normal. Choose a sphere. You gain a +2 trait bonus to your caster level with that sphere. This bonus cannot cause your caster level to exceed your Hit Dice.

Outlander (Exile), Campaign You gain a +2 trait bonus on Initiative checks.

Unorthodox Method (Veiled Moon for Golden Lion), Regional You trade one of your class’s available disciplines for a different discipline of your choice. You gain the new discipline’s skill as a class skill.
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Racial Traits
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Currently reincarnated as an Undine

Ability Score Modifiers Human characters gain a +2 racial bonus to one ability score of their choice at creation (Cha) to represent their varied nature. Reincarnated Undines get +2 Dex, -2 Str
Size Humans Undines are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Humans are humanoid creatures with the human subtype Undines are outsiders with the native subtype.
Base Speed Humans Undines have a base speed of 30 feet. Reincarnated Undines also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill. and a swim speed of
Languages Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Bonus Feat Humans select one extra feat at 1st level.
Heart of the Fey You gain low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.

Darkvision Reincarnated Undines can see perfectly in the dark up to 60 feet.
Energy Resistance Reincarnated Undines have cold resistance 5.
Spell-Like Ability (Sp) Reincarnated Undines can use hydraulic push 1/day (caster level equals the undine’s level).
Water Affinity Reincarnated undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. undine clerics with the Water domain cast their Water domain powers and spells at +1 caster level.


Skills Details:

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Skills
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Ranks: 83 (48 Class +16 Background +3 FCB +13 Sphere)

**Acrobatics +27/+6 (6 Dex)
Appraise +0 (+0 Int)
**Autohypnosis +27/+2 (2 Wis)
**Bluff +21/+7 (7 Cha)
Climb +3 (3 Str)
Craft +0 (0 Int)
**Diplomacy +21/+7 (7 Cha)
Disable Device +18 (+20 with tools) (8 Ranks +6 Dex +4 Clever Explorer)
Disguise +7 (7 Cha)
Escape Artist +6 (6 Dex)
**Fly +27/+6 (6 Dex)
Handle Animal NA (7 Cha)
Heal +2 (2 Wis)
Intimidate +7 (7 Cha)
Knowledge (Arcana) +15 (8 Rank +0 Int +3 Class +4 Bardic Knowledge)
Knowledge (Dungeoneering) +8 (1 Rank +0 Int +3 Class +4 Bardic Knowledge)
Knowledge (Engineering) +8 (1 Rank +0 Int +3 Class +4 Bardic Knowledge)
Knowledge (Geography) +8 (1 Rank +0 Int +3 Class +4 Bardic Knowledge)
Knowledge (History) +8 (1 Rank +0 Int +3 Class +4 Bardic Knowledge)
Knowledge (Local) +8 (1 Rank +0 Int +3 Class +4 Bardic Knowledge)
Knowledge (Martial) +8 (1 Rank +0 Int +3 Class +4 Bardic Knowledge)
Knowledge (Nature) +8 (1 Rank +0 Int +3 Class +4 Bardic Knowledge)
Knowledge (Nobility) +8 (1 Rank +0 Int +3 Class +4 Bardic Knowledge)
Knowledge (Planes) +8 (1 Rank +0 Int +3 Class +4 Bardic Knowledge)
Knowledge (Religion) +8 (1 Rank +0 Int +3 Class +4 Bardic Knowledge)
Linguistics +7 (4 Rank + 0 Int +3 Class)
Perception +24 (8 Rank +2 Wis +3 Class +2 Feat +4 Clever Explorer +5 Competence)
Perform (Dance) +27 (8 Rank +7 Cha +3 Class +3 Feat +3 Familiar +3 Competence)
Perform (String) +21 (8 Rank +7 Cha +3 Class +3 Familiar)
Profession NA (2 Wis)
Ride +6 (6 Dex)
Sense Motive +15 (8 Rank +2 Wis +3 Class +2 Feat)
Sleight of Hand +14 (5 Rank +6 Dex +3 Class)
**Spellcraft +27/NA (0 Int)
**Stealth +27/+6 (6 Dex)
Survival +2 (2 Wis)
Swim +3 (3 Str)
Use Magic Device +20 (8 Rank +7 Cha +3 Class +2 Competence)

** Acrobatics, Autohypnosis, Fly, Sense Motive, Spellcraft and Stealth checks can be made using Perform (Dance) +27; Bluff and Diplomacy checks can be made using Perform (String) +21
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Skill Unlocks
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Acrobatics You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren’t denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.
Bluff The penalty to Bluff a creature after a failed check is halved unless you failed by 5 or more.
Diplomacy The time required to influence a creature’s attitude or gather information is halved.
Disable Device Reduce the time required to disarm a trap or open a lock by taking a –5 penalty on your Disable Device check for each step by which you reduce the time required: 2d4 rounds, 1d4 rounds, 1 round, a standard action, a move action, a swift action.
Fly A successful DC 20 Fly check allows you to make a 45-degree turn without sacrificing movement.
Knowledge (Arcana) When you successfully identify a creature, you gain one additional piece of information for every 5 ranks you possess in that Knowledge skill.
Perception You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet.
Perform Whenever you attempt a Bluff, Diplomacy, Handle Animal, or Intimidate check, you can attempt a DC 20 Perform check to gain a +2 circumstance bonus on the check.
Sense Motive If you were aware of an opponent before rolling initiative (such as when you ambush an enemy or negotiations break down into combat, but not when both sides happen upon each other or you are surprised), you can attempt a Sense Motive check as part of your initiative check (DC = 11 + the highest Bluff modifier among your opponents or DC 15, whichever is higher). If you succeed, you gain a +1 bonus on the initiative check, plus an additional +1 for every 5 by which you exceeded the DC.
Sleight of Hand When attempting a disarm or steal maneuver, a successful Sleight of Hand check against your target’s CMD grants a +2 circumstance bonus on your combat maneuver check.
Spellcraft Identifying magic items takes 1 full round, and the time required to learn a spell from a spellbook is halved.
Stealth Reduce the Stealth penalty from sniping by 10.
Use Magic Device You can use the aid another action to assist another creature’s Use Magic Device check by attempting a check against the item’s Use Magic Device DC.


Stamina Combat Tricks:

Combat Expertise If you spend stamina points to raise an attack roll using the Combat Stamina feat’s benefits, ignore an amount of your Combat Expertise penalty equal to the number of stamina points you spent.
Combat Stamina After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost.
Critical Focus If your successful critical confirmation roll is a natural 19 or 20, you can spend 2 stamina points to roll another confirmation roll. If this confirmation roll also succeeds, increase your critical multiplier by 1 for this attack, and you can roll again. If you continue to roll 19 or 20, you can continue to spend stamina points for additional rolls, and the increases to the critical multiplier stack.
Deadly Aim When using this feat, you can spend 4 stamina points to reduce the penalty to attack rolls imposed by the feat by 1 until the beginning of your next turn. You can’t reduce the penalty below 0.
Rapid Shot When using this feat, you can spend a number of stamina points up to the number of shots taken using this feat. If you do, you decrease the penalty of a single Rapid Shot ranged attack by 2 for each stamina point you spent.
Point-Blank Shot You can spend up to 6 stamina points to increase this feat’s range by 5 feet for each stamina point you spent.
Power Attack When using this feat, you can spend 2 stamina points to gain the benefits and the hindrances of that feat until the end of your turn, instead of until your next turn.
Precise Shot As a standard action, you can spend 2 stamina points and make a ranged attack against a foe engaged in melee with an ally. If the attack hits, it deals no damage, but your ally gains your choice of either a +2 bonus on her next attack roll against that opponent or a +2 bonus to AC against that opponent’s next attack. This bonus lasts until the start of your next turn.
Shield Focus When an attack is made against you while you are using a shield, you can spend up to 2 stamina points. If you do, the shield’s bonus to AC against that attack increases by an amount equal to the number of stamina points you spent.
Weapon Finesse You can spend 2 stamina points to negate the penalty on attack rolls from your shield’s armor check penalty until the start of your next turn.
Weapon Focus (Light Blades)Once per round, you can spend 2 stamina points to gain your Weapon Focus bonus on attack rolls with a weapon with which you don’t have Weapon Focus. This bonus lasts until the start of your next turn.

Class and System Detail Document