Gold Dragon

Vyse the Pseudodrake's page

No posts. Alias of Slyness.


About Vyse the Pseudodrake

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| Pic: | 1 |
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| Str: 20 | Dex: 28 | Con: 30 | Int: 22 | Wis: 90 | Cha: 26 |
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| Spell Points: 100 | MSB: 10 | MSD: 21 | Concentration: 52 |
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| DC: 55 | Range: | 50' | 200' | 800' | Ki: 58 |
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| Languages: | Common | Celestial | Druidic | Dwarven | Elven | First Speech | Giant | Halfling | Orcish | Sylvan |
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-----Defense-----
| Vitality: 258 | Wounds: 86/38 | CMD: 81 | Fort: 67 | Ref: 58 | Will: 93 |
| Armor: None | AC: 80 | Touch: 77 | Flat-footed: 71 | SR: 12 |
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-----Offense-----
| BAB: +7 | CMB: +19 | Initiative: +23 | Speed: 55' | Fly: 100' |
| Melee: Sting(P): +19(1d3+12) | Touch: +19 |
| Ranged: None | Touch: +19 |
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-----Adventuring Skills-----
| Acrobatics: 22 | Bluff: 21 | Climb: 18 | Diplomacy: 18 | Disable Device: 28 | Escape Artist: 26 | Fly: 30 | Heal: 44 | Intimidate: 21 |
| Perception: 87 | Sense Motive: 61 | Spellcraft: 19 | Stealth: 52 | Survival: 46 | Swim: 18 | Use Magic Device: 18 |
| Know-Arcana: 14 | Know-Dung: 14 | Know-Local: 14 | Know-Nature: 16 | Know-Planes: 14 | Know-Psionics: 14 | Know-Religion: 14 |
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-----Background Skills-----
| Perform-Sing: 21 | Sleight of Hand: 53 |
| Know-Eng: 14 | Know-Geo: 14 | Know-History: 14 |
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-----Pseudodragon Racial Traits:-----
Ability Scores: | Str:-3 | Dex:+5 | Con:+3 | Wis:+2 |
Senses: | Blindsense:60' | Darkvision:60' | Low-light vision |
Skills: +4 Stealth (+8 in forests)
Languages : | Draconic | Telepathy(60') |
Speed: | 15' | Fly 60'(good) |
Immune: | Paralysis | Sleep | SR:12 |
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-----Traits:-----
Child of the Streets: Gain a +1 trait bonus on Sleight of Hand checks, and it is a class skill.
Focused Mind: You gain a +2 trait bonus on concentration checks.
Reactionary: You gain a +2 trait bonus on initiative checks
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-----Feats-----
Alertness: Gain a +4 bonus on Perception and Sense Motive checks.
Deft Hands: Gain a +4 bonus on Disable Device and Sleight of Hand checks.
Stealthy: Gain a +4 bonus on Escape Artist and Stealth checks.
Skill Focus(x3): | Perception | Sleight of Hand | Stealth |
Improved Initiative: You gain a +4 bonus on initiative checks.
Toughness: Gain +1 hit point/level.
Extra Combat Talent(x2): Gain a combat sphere or talent.
Extra Magic Talent(x11): Gain a magic sphere or talent.
Extra Improbable(x2): You gain one additional improbable ability.
Weal or Woe Focus: Increase the luck bonus granted by greater weal and woe by 1.
Woe Unto Him: You can apply the luck penalty of your weal or woe special ability to an opponent after the result is known and you no longer need to be aware of the action triggering the d20 roll to use this ability.
Selective Channeling: When you channel energy, you can choose a number of targets in the area up to your Cha and they are not affected by it.
Turn Undead: As a standard action, use one of your uses of channel positive energy to cause all undead within 30' of you to flee for 1 minute, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 level + Cha. Intelligent undead receive a new saving throw each round to end the effect.
Blazing Channel: When you Turn Undead, undead failing their saving throw are engulfed in holy fire. This functions identically to catching on fire, but the damage dealt is divine. Water cannot extinguish this holy fire, but any negative energy effect that heals the creature of at least 5 points of damage extinguishes the flames.
Hero’s Courage(Knack): You gain immunity to fear, magical or otherwise.
See the Unseen(Gift)(3/day): You can see invisible creatures and magic auras as though under the effects of see invisibility and arcane sight spells.
Extra Lives(HO)(3/3): You can come back from the dead, with no penalty, three times.
Gestalt(HO)-Luckbringer: Gain all the class features of a class, as if half your total character level was your class level.
Heroic Grace(HO): Add your Wis to all your saving throws in addition to your normal ability modifier.
Physical Paragon(HO): Your Strength, Dexterity, and Constitution are a base of 18.
Skill God(HO)(x3): | Perception | Sleight of Hand | Stealth |
Super Speed(HO): Gain an additional move action each round. You may forgo both of your move actions to take a standard action.
Supernatural Spell Monster(HO): Your spells function as supernatural powers.
Ultimate Defense(HO)(41/day): When you are hit by an attack roll, you may invoke Ultimate Defense as a free action. The attack misses you. Uses: 1 + Wis.
Mythic: Turn Undead: When you use Turn Undead, the range increases by 10' per tier, and non-mythic undead take a penalty on their saving throws equal to your tier. You can expend one use of mythic power when using Turn Undead to destroy 2d4 HD worth of undead per tier.
Mythic: Mythic Paragon: Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells.
Mythic: Supernatural Spell Monster(HO): Spend one point of mythic power to cause all your spells, spell-like abilities, and supernatural abilities to act as extraordinary abilities for one minute. They work in antimagic fields, do not detect as magic, and cannot be dispelled.
Mythic: Gestalt (HO): Add your mythic tier to half your character level.
Mythic: Skill God(HO): Gain an additional +20 bonus to skill checks with skills you have selected with the Skill God feat.
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-----Druid: Spirit Mender-----
Somatic Casting(x2): You must have 1 hand unoccupied to cast spells.
Easy Focus: When maintaining a sphere ability through concentration, you only need to spend a move action.
Casting: The spirit mender is considered a High-Caster.
Spell Pool: This pool contains a number of spell points equal to her level + Wis.
Nature Bond(Ex)(Air): Gain the Weather sphere and a bonus talent from that sphere at 5th, 9th, 13th, and 17th levels.
Cantrips: You can create a variety of small magical effects. These effects are not powerful and are treated as sphere effects in all ways. They require a standard action to use, have a range of Close, and are either instantaneous or have a duration of 1 hour depending on the effect created.
Spiritual Protection(Su): Adds her Wis to her AC and CMD; gains an additional +1 bonus to each at 2nd level, and for every 4 class levels thereafter.
Bound Spirits(Su): She may possess a number of spirits at once equal to 3 + Wis.
Effortless Stride(Su): Take no Stealth penalties for moving.
Preserve the Environment(Su): Cannot be tracked.
Venom Immunity(Ex): Gain immunity to all poisons.
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-----Mistborne Guardian-----
Ki Pool(Su)(13/day): The number of points in the mistborne guardian’s ki pool is equal to 1/2 level + Cha.
Sneak Attack(3d6): This extra damage is 1d6 at 2nd level, and increases by 1d6 every four levels thereafter.
Ninja Trick-Fast Stealth(Ex): Can move at full speed using the Stealth skill without penalty.
Ninja Trick-Trap Spotter(Ex): Whenever you come within 10' of a trap, receive an immediate Perception check to notice the trap.
Ninja Trick-Vanishing Trick(Su): As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
Uncanny Dodge(Ex): Cannot be caught flat-footed, and does not lose Dex bonus to AC if an attacker is invisible.
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-----Physical Exemplar-----
Prowess(Ex): Gain a +1 bonus to Fortitude and Reflex saves. Gain 1 hit point at every level.
Exercise(Ex): | Str:+1 | Dex:+1 | Con:+1 |
Practice(Ex): Gain a bonus feat every 5th level.
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-----Hedgewitch: (Covenant/Spiritualism)-----
Spell Pool: Gains a number of spell points equal to class level + Wis.
Magic Talents: Gain a magic talent for each caster level in this class.
Aura of Good(Su): Gains an aura good as a cleric of equal level; may use Divine Alignment for evil. To use this ability, she must spend a move action and focus on a single item or creature within 60'.
Lay on Hands(Su)(5d6)(8/day): Heal a target for 1d6 hp/2 hedgewitch levels. Uses: 3 + 1/2 level.
Channel Positive Energy(Su): Gain the ability to channel positive energy like a cleric. Using this ability consumes two uses of the lay on hands ability.
Clandestine Inquisition-Disappear(Sp)(10 rounds)(39/day): You can become invisible as per the spell as a standard action. The invisibility lasts for 1 round per level or until you attack. Uses: 3 + Wis.
Mercies: | Cursed | Diseased | Enfeebled | Exhausted | Fatigued | Haunted | Poisoned | Targeted |
Spiritualism: Roll twice for Knowledge checks and take the higher result.
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-----Martial-----
Martial Tradition-Free Runner: Select a martial tradition.
Combat Training: Gain a combat talent at 1st level and every 2 levels thereafter.
Class Skills: Gain Acrobatics, Climb, and Swim as class skills.
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-----Youxia-----
Combat Focus(Ex)(CMD:+5): The youxia adds 1/2 his youxia level to his CMD when armed with his wushu weapon.
Ki Pool(45): Gain a ki pool equal to 1/2 level + Wis.
Ki Talent-Dance of Sixteen Fists(Su)(5 images)(10 rounds): As a swift action, the youxia may spend one ki point to create illusionary duplicates that match his movements. This acts as the mirror image spell except that it creates a maximum number of images equal to 1/2 his youxia level and only lasts for 1 round/level.
Ki Talent-Healing Chi(Su): Gains the lay on hands ability as if the youxia were a paladin, using his youxia level as his paladin level. The youxia gains mercies as a paladin of the same level. Rather than having access to lay on hands a set number of times per day, the youxia must spend one ki point each time he uses the ability.
Ki Talent-Inner Focus(Su): As a swift action, the youxia can spend one ki point to add a +4 bonus to any single skill check he makes.
Ki Talents-Ki Strike(Su): As long as the youxia has at least 1 point in his ki pool, his attacks with his wushu weapon count as ki strikes, allowing the weapon to be treated as magic for the purpose of overcoming damage reduction. If the youxia is 10th level or higher, his ki strike also counts as silver. At 16th level, the youxia’s ki strike is treated as adamantine for the purpose of overcoming damage reduction and bypassing hardness.
Ki Talent-No-Shadow Step(Su): As an immediate action, the youxia may spend one ki point whenever he fails a saving throw. The youxia then rerolls the saving throw with the same bonus and must use the second result, even if it is worse than the first.
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-----Luckbringer(10)-----
Moment of Chance(Su)(13/day): Once a round, as a free action, a luckbringer can expend a moment of chance. Uses: 3 + class level.
Fatespin(Su): A luckbringer can cause a reroll of one attack roll, combat maneuver check, or skill check that occurs within 100' of her. She must be aware of this action to use this ability. She may declare the use of this ability after the original result is known.
Weal and Woe(Ex)(+4/-4): Apply a luck bonus or penalty to any single d20 roll resulting from an action that occurs within 100' of the luckbringer.
Narrow Escape(Ex): The luckbringer gains a chance of avoiding any confirmed critical hit or any attack that would reduce her to 0 hit points or fewer This ability only operates if she chooses to avoid the critical hit. Avoiding the hit requires a successful Reflex save (DC 10 + ½ the attack bonus or the DC of the spell/effect) though she adds her Charisma modifier to this save rather than her Dexterity modifier. In the case of a damaging spell or ability that would reduce the character to 0 hit points or less, this effectively grants the luckbringer a second saving throw to negate the spell or effect. This ability expends a moment of chance even if the luckbringer has used one already for this round, however this ability can only function once per round.
Improbable-Entropy Shield(Su): The luckbringer can cause a probability field to generate around her or an ally within 100'. This field deflects incoming arrows, rays, and other ranged attacks for 1 minute per luckbringer level you possess. Each ranged attack directed at the subject for whom the attacker must make an attack roll has a 50% miss chance.
Improbable-Fortunate Fate(Su): When you use your fatespin special ability you roll two d20s instead of one, and choose the dice roll that is more favorable to you.
Improbable-Ill-fortune(Su): Any actions the target takes in the next round have a 50% chance of failing. A successful Will saves (DC 10 + ½class level + Cha) negates this effect.
Improbable-Twist the Pattern(Ex): The luckbringer can take 10 as a swift action or take 20 as a full-round action on one singular skill check that can normally be performed in one round even if she is distracted. She can grant this benefit to a creature within 100' if the skill normally allows the creature to take 10 or take 20.
Improbable-Improved Weal and Woe(Su): Increase the bonus or penalty of Weal and Woe to +2/–2.
Improbable-Greater Weal and Woe(Su): Increase the bonus or penalty of Weal and Woe to +3/–3.
Improbable-Master Luckbringer(Su): The luckbringer may now spend two moments of chance per round, if she wishes.
Longshot(Su)(2/day): The luckbringer activates these as free actions, though not more than once a round.
Longshot-Fate’s Saving Grace(Ex): You can grant or inflict a luck bonus or penalty equal to half your class level on a singular saving throw. If you inflict a penalty, the creature gains a Will saving throw (DC 10 + ½class level + her Cha), a successful save halves the penalty.
Longshot-One More Chance(Su): By spending a Longshot, the luckbringer regains a number of moments of chance equal to 3 + Cha.
Divergent Fate(Su): When a purely random roll or card is drawn in relation to the luckbringer, she rolls twice or draws two cards, selecting the roll or card of her choice that actually affects her.
Evasion(Ex): If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.
Fortune’s Favor(Ex): A luckbringer always seems to gain the advantages of concealment and other random protections, while her opponents never do. When miss chances are rolled, her and her opponent must use two d10s, and the luckbringer chooses which of the two die rolls are the ‘tens’ digit after the result is known.
Perfect Chase(Ex): A luckbringer is always fortunate during a chase. A boat is available when she leaps from a bridge; a rope waits at every chasm, and so forth. She gains a +5 circumstance bonus to Acrobatics and Climb checks during a chase.
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-----Sphere: Fate-----
Consecration(30'): As a standard action, you may affect a 20-foot radius + 5' per 5 caster levels area centered on you with a consecration. This aura moves as you do. The effects of consecrations are subject to spell resistance.
Stricture: Spend a spell point to create a consecration that dictates the actions of all creatures within its area of effect. When you create this consecration, you must declare a course of action that is at most one sentence long and whether this action is to be avoided or emulated.
Undo Harm(x2): While this consecration is in effect, every creature within the area regains 5 hit points plus 1 hit point per caster level at the beginning of their turn, but only up to the amount of damage they have taken since their last turn and since you created this consecration. If you take this talent a second time you may cause the consecration to reverse negative conditions in addition to damage. While this consecration is in effect, as an immediate action you may spend a spell point to allow any one creature suffering from bleed damage or the blinded, confused, dazed, dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shakened, sickened, or stunned conditions to be cured of one of these conditions of their choice at the end of their turn. For every 10 caster levels, they may cure one additional condition. This effect can only remove effects that have been inflicted since the end of the sufferer’s last turn and since you created this consecration.
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-----Telekinesis-----
Telekinesis(Size:Medium)(Speed:65')(DC:49): As a standard action you can lift one unattended object or willing creature within Close range and move it up to 20' + 5' per 5 caster levels.
Acceleration: You can double the distance you can move a target by having all of its movement be in a straight line.
Finesse: You may use telekinesis to perform fine manipulations, such as turning a key in a lock, unrolling a scroll, or tying a knot. You may make appropriate skill checks at a distance. When performing a skill at a distance you may use Wis in place of the normal ability modifier, but you suffer a -5 penalty to the check. You may use Sustained Force to maintain complicated, non-combat procedures such as making knives prepare dinner, make a lute play itself, or making a shovel dig a ditch.
Greater Speed: The distance you can move things increases to 30' + 5' per 2 caster levels per round.
Increased Range(x2): Increase the range of your telekinesis by one step.
Steal(CMB:45): You may use telekinesis on attended objects. The owner is allowed a Will saving throw to negate this effect. If they fail, you may perform a Steal or Disarm combat maneuver against them at a distance, using your caster level-5 + Wis as your CMB. On a successful maneuver, you may move the object up to your telekinesis distance in any direction.
Telekinetic Crush: Every round you maintain concentration you may deal 1d6 bludgeoning damage and an additional 1d6 per 5 caster levels. Alternatively, you may attempt a Strength check to break an object you are holding with your telekinesis, using your casting ability modifier instead of your Strength modifier and adding the size modifier from the largest-sized object you can lift with telekinesis. You may use this on sections of a larger object than you can lift with your telekinesis, allowing you to punch holes through walls or rip down doors so long as you can lift the targeted section.
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-----Sphere: Time-----
Haste(30')(+2): The target gains a +10' enhancement bonus to all forms of movement, as well as a +1 bonus to attack rolls and a +1 dodge bonus to AC and Reflex saves. This increases by +10 feet per 5 caster levels, and a +1 bonus per 10 caster levels. You must concentrate to maintain this effect, but may spend a spell point as a free action to allow it to remain for 1 round per caster level without concentration.
Slow(-2): The target has its movement speeds halved (minimum 5') and suffers a -1 penalty to attack rolls, AC, and Reflex saves. This penalty increases by 1 per 10 caster levels you possess. You must concentrate to maintain this effect, but may spend a spell point as a free action to increase its duration to 1 round per caster level without concentration.
Improved Haste: When you use Haste on a target, that target may either make an additional attack at their highest base attack bonus when making a full attack, or make additional attacks of opportunity during the round (+1 attack of opportunity, +1 for every 5 caster levels you possess). The target may only benefit from one such benefit per round; if they make a full attack with a bonus attack, they do not gain additional attacks of opportunity that round.
Improved Slow: When you use Slow on a creature, the target also becomes staggered.
Mass Time: Spend an additional spell point to affect an additional creature per 2 caster levels at the same time. Each target must be within range and must be affected by the same alter time effect. Once created, each alter time effect is considered a separate sphere effect. Alternatively, you may spend an extra spell point to double the size of an alter time effect that targets an area.
Ranged Time: Your alter time effects gain a range of close.
Eject: Spend a spell point to attempt to eject a creature from time itself for 1 round per caster level. The creature disappears completely and cannot be the target of any damage or effect while it is vanished.
Steal Time: Spend a spell point to attempt to erase a creature’s turn from existence. The target is dazed for 1 round. If successful, you immediately gain an additional standard action.
Time Freeze: Spend one spell point to freeze all activity within a 10' radius burst, + 5' per 5 caster levels. If used as a readied action, this can stop ranged attacks or instantaneous magical effects, but in the case of effects that target areas, only the effect contained within the Time Freeze’s area is stopped. Unwilling targets are allowed a Will save to negate this effect for themselves or effects originating from them. You can choose whether or not to affect yourself with your own time freeze. All affected objects and creatures within this area cannot act for 1 round, neither can they be acted upon.
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-----Sphere: Warp-----
Teleport: You can spend a standard action to teleport yourself and up to a heavy load to any place within Close range. Alternately, you may teleport a touched willing creature and their carried equipment instead of yourself. You may spend a spell point to increase your teleport range to Medium instead of Close. You must have line of sight to your destination.
Bend Space: Bending space requires a standard action, and you must be touching the target or location to be affected.
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-----Weather-----
Control Weather: As a standard action, you may control all weather within Medium range. If you are in a confined area, your control only extends to the edge of that space. You may spend a spell point to have this change continue for 1 minute per caster level without concentration.
Greater Size: When controlling weather, you may affect all weather within Long range of you. If you possess the Focused Weather talent, you may center that effect anywhere within Long range.
Greater Weather: When you use control weather, you may spend an extra spell point to affect 2 weather categories, or two extra spell points to affect 3.
Lengthened Weather: When you spend a spell point to allow your create weather effect to persist without concentration, the effect persists for 1 hour per caster level.
Greater Weather: You may spend an extra spell point to affect 2 weather categories instead of 1, or two extra spell points to affect 3 weather categories instead of 2.
Storm Lord(x2): When you are using control weather to create Precipitation of severity level 4 or above in an area of Wind severity level 4 or above, you can control where the lightning bolts strike. If taken twice, you may increase the frequency of lightning strikes to 1 per round.
Dry Lightning: When you are using control weather to create Wind of severity level 4 or above in an area of Aridity severity level 4 or above, you may cause lightning to strike as if there were storm effects of a severity level equal to the Wind severity level. The ability to control where lightning strikes and the increased frequency from Storm Lord applies to these lightning strikes.
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-----Sphere: Athletics-----
Coordinated Movement: Whenever you take the withdraw action, you regain your martial focus.
Movement: | Climb | Fly | Leap | Run | Swim |
Swift Movement: When you have martial focus, you gain a competence bonus to your speed of 10'. For every 5 ranks you possess in the skill associated with a movement type, your speed increases by 5'.
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-----Sphere: Equipment-----
Unarmored Training(+6): Gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 ranks in the Acrobatics skill you possess. This bonus to AC applies even against touch attacks or when you are flat-footed.
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-----Scoundrel-----
Swift Hands: You may use your Dexterity in place of your Strength when attempting a dirty trick or steal maneuver and may use your ranks in the Sleight of Hand skill in place of your base attack bonus when determining your combat maneuver bonus to perform a dirty trick or steal maneuver. In addition, you may apply any enhancement bonuses to your unarmed strikes to your dirty trick and steal combat maneuvers.
Improved Grifting(+3): Gain a +1 competence bonus to your dirty trick and steal combat maneuver checks, and your CMD vs. those maneuvers. This bonus increases by +1 for every 4 ranks in Sleight of Hand you possess.
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-----Sphere: Scout-----
Scout: As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty.
Great Senses: Gain 5 ranks in the Perception skill, plus 5 ranks per additional talent spent in this sphere.
Somnambulance: You no longer increase the DC of Perception checks made while you are sleeping, and falling unconscious or going to sleep no longer causes you to lose martial focus. In addition, you are no longer considered helpless while sleeping.
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-----Mythic Abilities(Tier 3): | Spheremaster | Stranger |-----
Mythic Power(Su)(9/day): Each day, you can expend an amount of mythic power equal to 3 + 2x your tier.
Surge(Su)(1d6): You can expend one use of mythic power to increase any d20 roll you make by 1d6.
Fleet Charge(Ex): As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
Mythic Sphere Mastery-Stricture : This consecration no longer requires concentration to maintain and you may activate or deactivate it as a free action. Any mythic creature that makes a successful save against your consecration is immune to its effects for 24 hours; any non-mythic creature that makes a successful save against it is only immune to its effects for 1 minute.
Mythic Sphere Mastery-Undo Harm: As above.
Mythic Sphere Mastery-Time: As an immediate action, you may spend one mythic power to cast any (time) effect you know. You may apply any other talents you could normally use when using that talent. You may use this ability before resolving the previously announced action. In addition, if you spend a point of mythic power when using alter time, targets affected by your Slow ability are denied their Dexterity bonus to AC and targets affected by your Haste ability gain an additional move action each round.
Mythic Ki(Su): You can use points of mythic power interchangeably with points from your ki pool.
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-----Haunted One-----
Ability Scores: | Con+4 | Int+2 | Wis+2 | Cha+2 |
Skills: Knowledge skills are always class skills for a haunted one.
Languages: A haunted one gains a bonus language. Haunted ones possess telepathy with other haunted ones, to a range of 100'.
Haunted (Ex): If at any point a haunted one’s rider spirit feels the haunted one needs “persuasion” to follow its demands, the spirit can inflict 1d6 points of Constitution damage upon the haunted one as a free action, up to once per round. The haunted one can resist this Constitution damage by making a DC 20 Fortitude save—with a successful save, the spirit cannot attempt to harm the haunted one in this manner again for 24 hours.
True Lore (Su)(3/day): Once per day, a haunted one can gain a +20 insight bonus on any Knowledge skill check that it makes, provided that the haunted one possesses at least one skill rank in that Knowledge skill. Every 5 HD possessed by the haunted one grants an additional daily use of this ability.
Vision (Sp)(3/day): Once a day, a haunted one can use Vision as a spell-like ability (Caster Level equals the haunted one’s HD). Every 5 HD possessed by the haunted one grants an additional daily use of this ability.This spell functions like legend lore, except that it works more quickly and produces some strain on you. You pose a question about some person, place, or object, then cast the spell. If the person or object is at hand or if you are in the place in question, you receive a vision about it by succeeding on a caster level check (1d20 + 1 per caster level; maximum +25) against DC 20. If only detailed information on the person, place, or object is known, the DC is 25, and the information gained is incomplete. If only rumors are known, the DC is 30, and the information gained is vague. After this spell is complete, you are fatigued.
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-----Holy Creature-----
Ability Scores: | Str:+2 | Dex:+2 | Con:+4 | Wis:+4 | Cha:+4 |
Defense: DR 5/good
Speed: Each of a holy creature’s speeds increases by 10'.
Protection from Evil(Su): Gains a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks by evil creatures. It is immune to any attempt by an evil creature to possess, charm, or influence it.
Negative Energy Resistance(Su): When struck by an attack using negative energy, energy drain, ability damage or drain, the holy creature makes a level check (1d20 + total HD) against a DC equal to 11 + the attacking creature’s total HD. If successful, the attack is canceled out in a bright flash. If the negative energy attack was dealt by a melee or melee touch attack, the attacking creature takes 2d6 points of damage.
Sacredness(Su): Melee attacks with a natural or manufactured weapon deal +1d6 points of holy damage against evil creatures. Its natural weapons are treated as good-aligned for overcoming damage reduction.
Holy Body(Su): Gains double the normal amount of healing from positive energy.
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-----Automatic Bonus Progression-----
| Con:+4 | Wis:+4 | Saves:+3 | AC:+2 | Deflection:+2 | NA:+1 | Weapon:+2 |
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-----Low-Magic-Item Rules-----
Stats: | Str:+2 | Dex:+2 | Con:+4 | Int:+2 | Wis:+5 | Cha:+2 |
Competence(3): Gain a competence bonus to attack, damage, AC, saves, and initiative equal to one-third class level.
Feats: At first level, third level, and every subsequent third level, gain one feat.
Gift/Knack: At 4th level, and every subsequent 4th level, gain a bonus [Gift] or [Knack] feat.
Advanced Techniques: Attacks have a 50% chance to strike incorporeal or ethereal targets.
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Feats & Talents:

Level(32) 4+4+2+4+2+4+2+4+2+4
Exemplar(2)
Mythic(5)
Gift(2)
Xmas(4)
=45

Progression Ideas: