![]()
About Zanthias, Lord of LightningKaiedees:
With his spells being ineffective he continues to fight defensively.
Round 7 [dice=+1 greatsword smite, defensive fighting] 1d20 + 11 + 5 - 4 [/dice] [dice=damage] 2d6 + 13 +2d6[/dice] last 2d6 E As he continues to fight defensibly he is able to get jabs out as he uses the greatsword to parry more than anything until he finds the right moment. [dice=unarmed strike] 1d20 + 11 [/dice]
Round 8
[dice=unarmed strike] 1d20 + 11 [/dice]
Round 9
[dice=unarmed strike] 1d20 + 11 [/dice]
He used the orange crystal to get a high spell to heal the downed Fae--> Cure moderate wounds 1/day. Zanthias, Lord of Lightning, Baris
LN Small Humanoid
hp 35/35 Fort +7, Ref +8, Will +8 (+2 vs fear, enchantment spells and effects) Combat Expertise: -2 on attack, +2 dodge AC. CMD 28
[dice=unarmed strike]1d20+9-2[/dice] [dice=damage with PA]1d6+4+4[/dice] [dice=+1 guisarme]1d20+10-2[/dice] [dice=damage with PA]2d4+7+6[/dice] Reach/Trip [dice=Ranged sling, +1 glowing adamantine bullet(5)]1d20 +11[/dice] [dice=damage]1d4+4[/dice] 50 ft. Base Atk +4; CMB +13, CMD 28 Feats:
Drawback:
Traits:
Omen: You are the harbinger of some future event. Whether this event bodes good or ill, you exude an ominous presence. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action. Specials:
Monk AC Unarmed Strike Stunning Fist (Ex) Evasion Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed. Maneuver Training (Ex): At 3rd level, a monk adds his Wisdom modifier when calculating his Combat Maneuver Bonus and Defense. Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects. Ki Pool (Su): At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 3 + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm. High Jump (Ex): At 5th level, a monk adds his Wis modifier to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round. Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. Skills:
CS=class skill (0 ACP) Acrobatics +11, (1 Rank, +3 CS, +5 Dex, Racial +2) ( +5 when jumping) Climb +8, (1 ranks, +3 CS, str +4 ) Craft (weapons) +5, (1 rank, +2 Int, +2 MW items) Diplomacy +8, (1 rank, +3 CS, +3 Cha, +1 Trait) Escape Artist +9, (1 ranks, +3 CS, Dex +5 ) Handle Animal +3, (0 ranks, +3 Cha) Heal +5, (0 ranks, +5 Wis) +2 if Kit is used Intimidate +8, (1 ranks, +3 CS, +3 Cha, trait +1) -4 size if they are large or bigger... Knowledge (history) +6, (1 rank, +3 CS, +2 Int) Knowledge (religion) +6, (1 rank, +3 CS, +2 Int) Linguistics +2, (0 ranks, +2 Int) Perception +11, (1 ranks, +3 CS, +5 Wis, +2 racial) Perform (Dance) +7, (1 ranks, +3 CS, +3 Cha) Profession (Massage) +9, (1 ranks, +3 CS, +5 Wis) Ride +8, (1 ranks, +3 CS, +5 Dex) Sense Motive +9, (1 ranks, +3 CS, +5 Wis) Stealth +13, (1 ranks, +3 CS, +5 Dex, +4 Size) Survival +5, (0 ranks, +5 Wis) Swim +8, (1 ranks, +3 CS, +4 str) Languages: Common, Halfling, Draconic, Giant Gear:
On person: belt pouch (chalk and charcoal)(1/2), Healer’s kit (1), sling, mithril dagger (1), silver holy symbol, +1 guisarme (12), coins (1), boots of the cat (2) , Belt of healing (1), bullets (5)
HHH (5): 15 rations (15), 2 sacks(1), a survival Kit (5), bottle of wine(1), gear maintenance kit(2), 4 daggers(4),
Kits and item descriptions:
Gear maintenance kit: This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.(2 lbs.) Survival Kit: This kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife. Mess kit: This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord. Traveler's any-tool: This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well. The any-tool counts as a set of masterwork artisan's tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls. Boots of the cat (1,000 gp): These high-soled black boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal. The boot's wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet. Belt of Healing, 1000 gp, 3 charges daily, 1 charge 1d8+1, 2 charges 2d8+3, 3 charges 3d8+5. Racial abilities:
Powerful Build: Basically works as if you are Medium but only when advantageous to do so. Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Slow Speed: Halflings have a base speed of 20 feet. Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks. Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks. Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon. Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. Vital:
HP: 25/25, AC: 22 _ T: 22 _ FF: 17 _ Perception +11, Initiative: +5, Fort +7 _ Ref +8 _ Will +8 (+2 vs. fear) _ CMB: +11 _ CMD: 26, Speed: 60 skills:
Acrobatics +11 (+16 jump) _ Climb +8 _ Dip +8 _ Escape Artist +9 _ Handle Animal +3 _ Heal +5 _ Intimidate +8 _ K: H & Re +6 _ Ling +2, Perform (Dance) +7 _ Ride +8 _ Sense Motive +9 _ Stealth+13 _ Survival +5 _ Swim +8 ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________ _________________________________ Old stats:
Zanthias, Lord of Lightning, Baris Male Halfling Fighter 5/Monk MoMS 5 LN Small Humanoid
Fort +9, Ref +9, Will +10 (+12 vs fear, enchantment spells and effects) Defensive fighting only -2 on attack and an additional +1 to AC, total of +3.
CMD 29
Aura: 30 foot radius dealing 5d6 holy damage to evil creatures. It gives him a fast healing rate equal to his HD. The Aura can be suppressed to grant the ability to use smite evil and true strike 3/day. The aura only emerges when the smite is used and expended as well as the true strike spells. [dice=+1 greatsword]1d20+11-2[/dice] [dice=damage with PA]2d6+6+6[/dice] [dice=+1 guisarme]1d20+12-2[/dice] [dice=damage with PA]2d4+7+6[/dice] Reach/Trip +1 on attacks of opportunity with guisarme. Can take AoO even if flatfooted. If they miss me I get an AoO with my unarmed strike, if I hit I can spend an immediate action and try to hit again with my unarmed strike. [dice=Ranged sling, +2 adamantine bullet(5)]1d20 +11[/dice] [dice=damage]1d3+6[/dice] 50 ft. Base Atk +5; CMB +9, CMD 29 Feats:
spoiler=Snake Style (Combat, Style)]
Benefit: You gain a +2 bonus on Sense Motive checks, and you can deal piercing damage with your unarmed strikes. While using the Snake Style feat, when an opponent targets you with a melee or ranged attack, you can spend an immediate action to make a Sense Motive check. You can use the result as your AC or touch AC against that attack. You must be aware of the attack and not flat-footed. /spoiler] [spoiler=Snake Fang (Combat)]
/spoiler] Drawback:
Traits:
Omen: You are the harbinger of some future event. Whether this event bodes good or ill, you exude an ominous presence. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action. spoiler=Racial abilities] Powerful Build: Basically works as if you are Medium but only when advantageous to do so. Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Slow Speed: Halflings have a base speed of 20 feet. Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks. Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks. Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon. Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. /spoiler] spoiler=Crane Style (Combat, Style)] Feat 3
Benefit: You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class. /spoiler] Class Abilities:
Bonus Feat: At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat. He does not have to meet the prerequisites of that feat, except the Elemental Fist feat. Alternatively, a master of many styles may choose a feat in that style's feat path (such as Earth Child Topple) as one of these bonus feats if he already has the appropriate style feat (such as Earth Child Style). The master of many styles does not need to meet any other prerequisite of the feat in the style's feat path. This ability replaces a monk's standard bonus feats. Fuse Style (Ex): At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time. At 8th level, the master of many styles can fuse three styles at once. He can have the stances of three style feats active at the same time. Furthermore, he can enter up to three stances as a swift action. At 15th level, the master of many styles can fuse four styles at once. He can have the stances of four style feats active at the same time. Furthermore, he can enter up to four stances as a free action by spending 1 point from his ki pool. This ability replaces flurry of blows. Perfect Style (Ex): At 20th level, a master of many styles can have the stances of five style feats active at once, and can change those stances as a free action. This ability replaces perfect self. /spoiler] spoiler=Monk]
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. Unarmed Strike: Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration. Evasion (Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion. Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed. Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally. Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects. Ki Pool (Su): At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm. High Jump (Ex): At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round. Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. /spoiler] spoiler=fighter]
Pole Fighting (Ex): At 2nd level, as an immediate action, a polearm master can shorten the grip on his spear or polearm with reach and use it against adjacent targets. This action results in a –4 penalty on attack rolls with that weapon until he spends another immediate action to return to the normal grip. The penalty is reduced by –1 for every four levels beyond 2nd. This ability replaces bravery. Steadfast Pike (Ex): At 3rd level, a polearm master gains a +1 bonus on attack rolls with readied attacks and attacks of opportunity made with a spear or polearm. The bonus increases by +1 for every four levels beyond 3rd. This ability replaces armor training 1, 2, 3, and 4. Polearm Training (Ex): At 5th level, a polearm master gains a +1 bonus on attack and damage rolls with spears and polearms. The bonus increases by +1 for every four levels beyond 5th. This ability replaces weapon training 1. Flexible Flanker (Ex): At 9th level, a polearm master may choose any square adjacent to him and treat that square as his location for determining who he is flanking, even if that square is occupied by a creature, object, or solid barrier. This ability replaces weapon training 2. Sweeping Fend (Ex): At 13th level, a polearm master can use any spear or pole arm to make a bull rush or trip maneuver, though he takes a –4 penalty to his CMB when making such attempts. Weapons with the trip property do not incur this penalty on trip maneuvers. This ability replaces weapon training 3. Step Aside (Ex): At 17th level, when a creature threatened by a polearm master takes a 5-foot step into a square adjacent to him, he can take a 5-foot step as an immediate action. This 5-foot step must be subtracted from his movement on the next turn. He also gains a +2 dodge bonus to his AC against that opponent until the end of his next turn. This ability replaces weapon training 4. Polearm Parry (Ex): At 19th level, when an opponent threatened by a polearm master makes a melee attack against an ally, he may take an immediate action to grant his ally a +2 shield bonus to AC and DR 5/— against that attack. He may use this ability to protect himself, but only if the attacking creature is not adjacent to him. This ability replaces armor mastery. Weapon Mastery (Ex): A polearm master must choose a spear or polearm. /spoiler] Skills: 30+4
Languages: Common, Halfling, Draconic, Giant spoiler=Gear] On person: 4 potions of cure light (1d8+1), belt pouch (chalk and charcoal)(1/2), Healer’s kit (1), sling, mithril dagger (1), silver holy symbol, +1 guisarme (12), coins (1), boots of the cat (2) , Belt of healing (1)
HHH (5): 15 rations (15), 2 sacks(1), waterskin (4), a survival Kit (5), bottle of wine(1), gear maintenance kit(2), 4 daggers(4),
/spoiler]
Gear maintenance kit: This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.(2 lbs.)
Mess kit: This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord. Traveler's any-tool: This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well. The any-tool counts as a set of masterwork artisan's tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls. Boots of the cat (1,000 gp): These high-soled black boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal. The boot's wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet. Belt of Healing, 1000 gp, 3 charges daily, 1 charge 1d8+1, 2 charges 2d8+3, 3 charges 3d8+5. /spoiler] Items to still look for: Cracked Incandescent Blue Sphere Ioun Stone, 200 gp, +1 survival,
Vest of Resistance +1, 1000 gp Scabbard of honing (500 gp): This leather scabbard resizes itself to fit any axe, sword, dagger, or similar item normally stored in a scabbard. Sheathing a nonmagical weapon in the scabbard for 1 minute hones its edge as if it had been sharpened with a whetstone (page 75). Raptor Gauntlets, 4500 gp, +2 str and natural weapons enhance gloves damage. /spoiler] spoiler=Other form]Deamon, Demon Prince spawn. When passion arises in many different forms when he does not focus his aura, it turns to fear... Will Save DC 35 or panic and cower. /spoiler] spoiler=Sin Eater (Archetype)]
There is a sect of inquisitors in some religions that believes it is not enough to hunt the enemies of the church—one must also devour those enemies' sins. More benign versions of the practice believe that sin, or evil, is taken out of the world when a sin is devoured, denying the enemy's soul to the enemy's god and purifying the world of its taint. Followers of malevolent churches believe that consuming the sins of good folk not only corrupts the enemy soul to keep it from the celestial planes, but also taints the souls of those who witness the sin-eating or the corpse of its victim. Consuming sins empowers the sin eater, at least for a time. Eat Sin (Sp): At 1st level, as a free action, when the sin eater inquisitor kills an enemy, she may eat the sins of that enemy by spending 1 minute adjacent to its corpse. This provokes attacks of opportunity. The inquisitor can rush this ritual, performing it as a full-round action that provokes attacks of opportunity, but she only gains half the normal benefit (see below). Eating the enemy's sins heals the inquisitor of a number of hit points of damage equal to 1d8 + her inquisitor level (maximum +5). The enemy must have been killed by the sin eater within the last hour, and it must have had at least as many Hit Dice as half the inquisitor's level. The inquisitor can use this ability once for each enemy she kills. This ability has no effect on mindless creatures or those with Intelligence 2 or less. At 5th level, the healing increases to 2d8 plus her inquisitor level (maximum +10); it increases to 3d8 + her inquisitor level (maximum +15) at 9th level and to 4d8 + her inquisitor level (maximum +20) at 13th level. In some faiths, this “eating” is a purely symbolic act, while in others, the inquisitor must eat a small amount of food and water as part of the ritual. A few extreme faiths actually require the inquisitor to eat some of the body of the slain enemy. At 8th level, when a sin eater eats the sins of a creature that would rise as an undead (such as someone slain by a shadow, spectre, or vampire), the sin eater may choose to accept 1 temporary negative level to absorb the taint in the corpse, preventing it from rising as an undead. This negative level can be removed with the appropriate magic, though it automatically expires after 24 hours, and never becomes a permanent negative level. At the GM's discretion, this ability may prevent a ghost from using its rejuvenation ability. This ability replaces an inquisitor's domain. Speak with Dead (Sp): At 6th level, when the inquisitor eats an enemy's sins, within 10 minutes of doing so, she can ask the remnants of the enemy's soul questions as if using speak with dead, with a caster level equal to her inquisitor level. She does not need the enemy's corpse to use this ability (she can eat sin, move away from the corpse, then use speak with dead), though the soul gets a saving throw just as a corpse would. This ability replaces the bonus teamwork feat gained at 6th level. Burden of Sin (Sp): At 14th level, a sin eater may spend a full-round action to transfer one harmful affliction, condition, or spell effect from another creature to herself (this includes curses, possessions, and permanent effects such as petrification, or any condition that break enchantment can end or reverse). The effect to be transferred is chosen by the sin eater and affects her as if she were the original target, continuing its duration (if any) and preventing any further effect on the original bearer. For example, the inquisitor could transfer a lethal disease to herself, or petrify herself to restore a petrified comrade. The sin eater can use this ability as often as desired, even using it multiple times on the same creature. This ability replaces exploit weakness. /spoiler]
Higher Sublime form:
|