Interesting. Is it purely core, including spells and equipment? That does make building things easier. What about stat generation and starting wealth? Also, crafting feats and whether or not they can have been used to craft existing gear at half cost?
Looking at a Human Draconic Sorcerer descended from Belagos and looking to make amends for his depredations.
Andreww, could you do me a favour and indicate which items are crafted and which are bought? Also I noticed you didn’t pick a minor artifact, which is fine if you don’t want one but I am just reminding you in case you forgot. From a quick skim otherwise the sheet looks good. Will take a closer look later.
I picked the Rod of Spell Sundering, I just forgot to list it separately in my gear.
All wondrous items are crafted. Everything else, including Tomes, are paid for at full price.
Appearance
In his natural form Davion is little more than a skeleton, most of his flesh having rotted away long ago. He dresses in dark robes decorated with gold and green threads. However, he is hardly ever seen in his normal form, instead taking on a wide variety of disguises.
Backgroun
Davion was born centuries ago in the drow city of Telerist. His family had lost out in one fo the many games of politics played between the powerful and had been forced to flee to the pirate haven. Growing up, he knew he was cursed by the Gods and decided at an early age to seek his own fortune, beyond the Darklands He made his way to the surface and encountered the Cult of the Whispering Way which he joined with enthusiasm.
He grew powerful in service of Tar Baphon, drawing attention for his skill at subterfuge, trickery and infiltration. He learned much of the ways of necromancy and was sent out to infiltrate many different groups, to learn their secrets, expose their weaknesses and prevent them from obstructing the rise of the Tyrant. .
In his time he has worked as a Pathfinder Venture Captain, a High Priest of Asmodeus in Egorian, an Andorian representative in the Parliament, a Professor of Magic in the Magambaya and a Taldan Count. He plotted long and hard for the glory of the Tyrant but Tar Baphon had other ideas. Perhaps concerned about his growing power, the Tyrant undermined many of his schemes. The final straw was Tar Baphorn's failure and imprisonment.
His imprisonment showed Darion that Tar Baphon was no longer worthy to lead the Whispering Way or to achieve its goals. As such, he has worked for centuries to undermine the Cult, prevent Tar Baphons escape and feed information about their activities to many different organisations which oppose them. His ultimate goal is the destruction of Tar Baphon once and for all. With his true death the forces of “good” are likely to assume the power of the Cult is broken and turn their attention to other matters. Then Davion can move to take over and run things as he thinks they should be run. Plans developed over centuries to bring the ultimate downfall of the living and see the world ruled by the undead.
For now though he works, secretly, with all kinds of goodly bodies, governments and churches to supply them with information and help them oppose the forces of “evil”. It doesn't hurt that this also involves dealing with other enemies of the Cult.
Stat Block:
Davion
Male venerable drow lich agent of the grave 5/oracle 5/veiled illusionist 10/Hierophant 10 NE Medium undead (augmented humanoid, elf)
Init +43; Senses darkvision 120 ft, true seeing.; Perception +55
Aura fear (60 ft., DC 40)
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Defense
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AC 63, touch 40, flat-footed 43 (+13 armor, +5 deflection, +20 Dex, +10 natural, +5 profane)
hp 533 (20 HD; 10d6+10d8+440)
Fort +40 [7 Base +20 Cha +5 resist +5 profane +1 insight +2 luck]
Ref +39 [6 Base +20 Cha +5 resist +5 profane +1 insight +2 luck]
Will +35 [12 Base +10 Wis +5 resist +5 profane +1 insight +2 luck]
Defensive Abilities channel resistance +4, freedom of movement (constant), hard to kill, improved uncanny dodge, mythic saving throws, rejuvenation, unstoppable; DR 10/epic, 15/bludgeoning, 15/magic; Immune cold, electricity, undead traits; SR spell resistance specific 26 ([good], [healing], or divine spellcasters of good deities)
Weaknesses light blindness
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Offense
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Speed 30 ft.
Melee +1 dueling adamantine dagger +14 (1d4+2/19-20) or
rod of spell sundering +18/+13/+8 (1d6+3) or
touch +21 (1d8+10 negative energy plus paralyzing touch)
Spell-Like Abilities (CL 21st; concentration +46)
1/day—charm person (DC 32), dancing lights, darkness, faerie fire
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Statistics
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Str 16, Dex 20, Con —, Int 26, Wis 30, Cha 50
Base Atk +12; CMB +21 (+23 disarm); CMD 40 (42 vs. disarm)
Languages Abyssal, Aklo, Celestial, Common, Daemonic, Draconic, Elven, Infernal, Undercommon
Equipment:
Head Circlet of Persuasion [2250]
Headband Headband of Mental Superiority +6 [72000]
Eyes True Sight Goggles [92400]
Shoulders Cloak of Resistance +5 [12500]
Neck Amulet of Natural Armour +5 [25000]
Chest Body Armour Belt Belt of Physical Might +6 (Str, Dex) [45000]
Wrist Hands Gloves of Elvenkind [3750]
Ring 1 Ring of Protection +5 [50000]
Ring 2 Ring of Freedom of Movement [40000]
Feet Boots of Teleportation [24500]
Weapon +1 duelling adamantine dagger [19002]
Slotless Items Ioun Stones: Dark Blue Rhomboid [5000], Mulberry Pentacle [5000], Orange Prism [15000], Pale Green Prism [15000]
Tomes +4 Int [110000], +4 Cha [110000], +5 Wis [137500]
Pages of Spell Knowledge 1st [8], 2nd [], 3rd [4], 4th [4] [62000]
Stone of Good Luck [10000], Strand of Prayer Beads [22900], Lich Transformation [120000]
Mythic Abilities:
Mythic Power: 23 Points
Hard to Kill (Ex)
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su)
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su)
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Amazing Initiative (Ex)
At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.
Recuperation (Ex)
At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Mythic Saving Throws (Ex)
At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn’t come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.
Force of Will (Ex)
At 7th tier, you can exert your will to force events to unfold as you would like. As an immediate action, you can expend one use of mythic power to reroll a d20 roll you just made, or force any non-mythic creature to reroll a d20 roll it just made. You can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.
Unstoppable (Ex)
At 8th tier, you can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting you: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. You can use this ability at the start of your turn even if a condition would prevent you from acting.
Immortal (Su)
At 9th tier, if you are killed, you return to life 24 hours later, regardless of the condition of your body or the means by which you were killed. When you return to life, you aren’t treated as if you had rested, and don’t regain the use of abilities that recharge with rest until you next rest. This ability doesn’t apply if you’re killed by a coup de grace or critical hit performed by either a mythic creature (or creature of even greater power) or a non-mythic creature wielding a weapon capable of bypassing epic damage reduction. At 10th tier, you can be killed only by a coup de grace or critical hit made with an artifact.
Legendary Hero (Su)
At 10th tier, you have reached the height of mortal power. You regain uses of your mythic power at the rate of one use per hour, in addition to completely refreshing your uses each day.
Hierophant Abilities
Inspired Spell (Su)
You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don’t need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.
Divine Vessel (Ex)
At 10th tier, whenever you cast a spell that targets one or more non-mythic creatures, those creatures must roll twice for any saving throws associated with the spell and take the lower result. Whenever you are healed of hit point damage by a spell or effect, you are healed for the maximum possible amount. You also gain DR 10/epic. Once per round when you take more than 20 points of damage (after damage reduction is applied), you regain one use of mythic power.
Eldritch Breach (Su)
You are adept at breaching magical defenses and resistance to your magic. When attempting a caster level check to dispel an effect, overcome spell resistance, or otherwise determine whether or not your magic affects a target (such as with knock or neutralize poison), roll twice and take the higher result.
Eldritch Insight
The arcane might of Nethys infuses your every use of magic. The save DCs of any metamagic spells you cast are determined according to the level of the spell slot they occupy after applying the metamagic feat. As a free action while casting a spell prepared with one of more metamagic feats, you can expend one use of mythic power to replace those metamagic feats with any other metamagic feats you know as long as the spell's effective spell level is no higher than it was before.
Flexible Counterspell (Su)
Your mythic power enhances your ability to counter spells. As an immediate action, you can expend one use of mythic power to attempt to counter a spell. Upon using this ability, you must identify the spell with a Spellcraft check (DC 15 + the spell’s level). If you correctly identify the spell, you can expend a spell or spell slot of a level equal to or higher than the spell being cast to counter the spell.
Enduring Blessing (Su)
Whenever you cast a spell with a duration of 10 minutes per level or longer upon one willing target, you can change that spell’s duration to 24 hours. If the spell has other duration conditions, those still apply (for example, the duration of stoneskin changes to 24 hours or until discharged). A creature can’t be subject to more than one spell affected by this ability at a time; if another is cast upon the creature, the first one ends. You can select this ability a second time at 6th tier or higher. The second time you select it, you can use it on spells with a duration of 1 minute per level or longer.
Servant of Balance (Su)
Whenever a critical hit is confirmed against you, the attack deals normal damage instead of critical damage. Other effects that trigger on a successful critical hit (such as the Blinding Critical feat, the fire damage from a critical hit with a flaming burst weapon, or the effects of a vorpal weapon) all affect you normally.
Trickster Abilities
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.
Path Dabbling (Su)
Select one path ability from another mythic path. You must meet any other requirements that path ability has, including a minimum tier restriction.
Enduring Armor (Su)
You are protected by armor made of force. This armor grants you an armor bonus to AC equal to 3 + your tier. This ability is an abjuration effect with a spell level equal to your tier. If this armor is dispelled or otherwise ended, you can reactivate it as a swift action.
Mirror Dodge (Su)
When hit by a melee or ranged attack, you can expend one use of mythic power as an immediate action to replace yourself with an illusory duplicate and teleport to any open square within 30 feet of your current position. You take no damage from this attack, which instead destroys your illusory duplicate (similar to mirror image). Using this ability requires a line of effect to the teleportation target square.
Perfect Mimic (Su)
You can use the Disguise skill as a full-round action. When you attempt to impersonate a specific person, those familiar with the individual receive only half the normal bonus from familiarity to see through your disguise. If you expend one use of mythic power when creating a disguise to impersonate an individual, you can read that creature’s mind as if using detect thoughts with a range of 1 mile. This allows you to better mimic the individual, granting you a further +10 bonus on opposed Disguise skill checks. The target of your impersonation receives a Will saving throw (DC 10 + your tier + your Charisma modifier) to negate the detect thoughts aspect of this ability.
Subtle Magic (Ex)
Whenever you cast a spell or activate a spell trigger or spell completion magic item, you can attempt a Bluff skill check opposed by a Sense Motive check from anyone that can see you. Those who fail the opposed check don’t know that you cast a spell or activated an item unless it has an obvious effect that emanates from you. In addition, the magical auras of magical effects on you and magic items you carry (except for artifacts) can’t be detected.
Unwavering Skill (Ex)
You can always take 10 or 20 on class skills, even if threatened or in a hazardous situation. You can’t use this ability with skill checks that don’t normally allow you to take 10 or take 20.
Mythic Feats
Dual Path
Select a mythic path other than the path you selected at your moment of ascension. You gain that path’s 1st-tier ability (either archmage arcana, champion’s strike, divine surge, guardian’s call, marshal’s order, or trickster attack). Each time you gain a path ability, you can select that path ability from either path’s list or the list of universal path abilities.
Mythic Spell Focus [Illusion, Necromancy]
Choose a school of magic you already have Spell Focus in. The bonus to save DCs provided by Spell Focus and Greater Spell Focus for that school increases by 1. You can expend one use of mythic power as part of casting a spell from your chosen school to force any of the spell’s targets to roll their saving throws twice, taking the lower result.
Mythic Spell Lore [x2]
You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell.
Mythic Spells Known
Command, Divine Favour, Ill Omen, Murderous Command, Obscuring Mist, Shield of Faith, Resist Energy, Animate Dead, Dispel Magic, Prayer, Blessing of Fervour, Chaos Hammer, Holy Smite, Unholy Blight, Flame Strike, Plane Shift, Harm, Blasphemy, Fire Storm,
[spoiler=Oracle Abilities]
Lore Keeper (Ex): Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.
Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity.
Powerless Prophecy Curse [Level 12]
You are forewarned of danger but can’t act to prevent it. You gain uncanny dodge, as the rogue class feature. However, you can’t take any actions in a surprise round, including free actions, except for Flash of Insight (see Revelations below). In the absence of a surprise round, you are staggered for the entire first round of combat.
At 5th level, you gain a +4 insight bonus on initiative checks.
At 10th level, you gain improved uncanny dodge as the rogue ability, using your oracle level as your rogue level.
Uncanny Dodge
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
Improved Uncanny Dodge
A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Agent of the Grave Abilities:
Inspired Necromancy (Ex)
When determining the maximum number of Hit Dice of undead he can control with spells like animate dead, a character counts his Agent of the Grave levels twice. This ability does not factor into how many undead he can create with a single casting of a spell. Thus, a cleric 7/Agent of the Grave 3 would be able to control 52 Hit Dice worth of undead with animate dead.
Lich’s Touch (Su)
At 1st level, the Agent of the Grave becomes a conduit for negative energy and the chill powers of death, allowing him to make a melee touch attack dealing 1d6 points of damage from negative energy per level of the Agent of the Grave class he attains. This ability allows him to heal undead minions, and himself upon attaining the negative energy affinity ability at 4th level. He can use this ability a number of times per day equal to 3 + his Charisma bonus.
Unholy Fortitude (Su)
At 1st level, the Agent of the Grave can tap into his conviction and bolster his health. Starting with the hit points he rolls for gaining his first Agent of the Grave level and every time he gains a level in any class thereafter, the character may choose to add either his Constitution bonus or his Charisma bonus to the number of new hit points he gains for that level.
Undead Manipulator (Ex)
At 2nd level, the Agent of the Grave gains great insight into the minds and necromantic forces controlling undead creatures. An Agent of the Grave’s spells and spell-like abilities with mind-affecting effects treat undead creatures as their original type. Thus, an Agent of the Grave can use charm person against a humanoid zombie or confusion against a horde of skeletal champions.
Negative Energy Conduit (Ex)
At 3rd level, an Agent of the Grave bolsters undead around him. As a standard action, an Agent of the Grave manifests an aura identical to the desecrate spell, except this foul aura has a duration of 10 minutes per level. An Agent of the Grave can use this ability once per day. In addition, any undead the Agent of the Grave creates is treated as having been created within the area of a desecrate spell.
Death’s Shroud (Su)
As an Agent of the Grave gains power within the organization, he often must infiltrate other groups to gain further knowledge. At 4th level, he learns how to cloak his true intentions, gaining the ability to use nondetection or undetectable alignment once per day. The caster level for this ability is equal to the Agent of the Grave’s highest caster level.
Negative Energy Affinity (Ex)
At 4th level, the Agent of the Grave, while still technically alive, is healed by negative energy and harmed by positive energy, as if it were an undead creature. If the Agent of the Grave is already undead, this ability grants no additional benefit.
Secrets of Death (Ex)
At 5th level, an Agent of the Grave gains new insights into the dark arts of necromancy. At the time he gains this ability, the character may add a number of necromancy spells that are not normally a part of his class’s spell list to his spell list. The number of spells that the character may add is equal to his Intelligence modifier. For example, an Agent of the Grave with levels of wizard might choose to add spells like death watch, inflict critical wounds, and slay living to his spell list, while an Agent of the Grave with levels of cleric might choose to add spells such as enervation, magic jar, and vampiric touch. An Agent of the Grave may choose to add spells he cannot yet cast—this does not allow the Agent of the Grave to cast spells of a higher level than he normally could, but rather merely grants him access to those spells when he reaches the level required to cast them.
Chosen Spells: Fear, Banshee Blast, Waves of Exhaustion, Control Undead, Greater Possession, Horrid Wilting, Wail of the Banshee, Mass Suffcation
Undeath Initiate (Ex)
At 5th level, an Agent of the Grave has prepared his body and mind for the transition into undeath. He gains a +5 bonus on any ability check, skill check, or saving throw related to the process of transforming into an undead creature. This bonus can be used on any check related to becoming a creature like a lich (the process of which is largely left up to the GM’s discretion). Additionally, if slain by an undead creature with the create spawn ability, the agent of death retains his Intelligence (regardless of the type of undead he is transformed into) and free will (he is never under the control of the creature that killed him). Unless otherwise noted by the undead creature’s create spawn ability, the newly created undead Agent of the Grave loses all of his class levels. This makes transformation into a lich and vampire among the most appealing options for an Agent of the Grave seeking undeath.
Veiled Illusionist Abilities:
Veil Pool (Sp)
A veiled illusionist draws power from a reserve of magical energy to strengthen her illusions. This veil pool has a number of points equal to her class level + her Wisdom, Intelligence, or Charisma modifier (the character makes this choice at 1st level, after which it cannot be changed). The pool refreshes once per day when the veiled illusionist prepares her spells or regains spell slots.
As a standard action, the veiled illusionist can spend 1 point from her veil pool to alter her appearance as per the spell disguise self. This is a glamer effect that lasts a number of hours equal to the veiled illusionist’s class level. The DC to disbelieve the effect is equal to 15 + the number of points remaining in the veiled illusionist’s veil pool.
At 3rd level, the veiled illusionist can alter her perceived audible (sound) properties when she assumes her disguise. At 5th level, the veiled illusionist can also alter her perceived tactile (touch) properties, and can imitate any voice with which she is familiar. At 9th level, the veiled illusionist’s veil fools even extraordinary senses, such as scent, blindsight, or tremorsense.
Goddess’s Veils
A veiled illusionist learns to cloak herself in the forms favored by the goddess—human, halfling, elf, gnome, cyclops, and naga. Once the veiled illusionist learns a veil, she can expend 1 point from her veil pool to disguise herself as a member of that veil’s race as though using disguise self, even if doing so would exceed the limitations of disguise self. When disguising herself as one of these races, she gains an additional bonus on her Disguise check equal to her class level. Each veil also grants the illusionist an additional power. Assuming a different veil while still under the effects of her disguise self spell-like ability is a free action, and does not expend any additional points from her veil pool.
Human: At 1st level, a veiled illusionist may select an illusion spell from the sorcerer/wizard spell list of a level she can cast and add it to her class spell list at the same level. If the spell is already on her spell list, she adds it to her spellbook, familiar, or list of spells known. Each time the illusionist gains a level, she may select an additional illusion spell.
Halfling: At 2nd level, a veiled illusionist can spend 1 point from her veil pool as a free action while casting an illusion spell to disguise her spellcasting. Creatures attempting to identify the spell as it’s being cast must succeed at a Will save (DC 15 + the number of points remaining in the illusionist’s veil pool) or misidentify the spell as a spell of the illusionist’s choice. The illusory spell must be the same level as the true spell, and must be one the illusionist can cast.
Elf: At 4th level, a veiled illusionist can spend 1 point from her veil pool as an immediate action to reroll a caster level check made to bypass spell resistance. She must use this ability before the results of the first roll are revealed, and must accept the second roll, even if it’s worse.
Gnome: At 6th level, a veiled illusionist can spend 1 point from her veil pool to concentrate on a glamer or figment as a swift action, rather than a standard action.
Cyclops: At 8th level, a veiled illusionist can spend 1 point from her veil pool as a free action to gain the benefits of the spell true seeing until the beginning of her next turn.
Naga: At 10th level, as a free action while casting an illusion spell, a veiled illusionist can spend 1 point from her veil pool to coil the illusion upon itself. Any creature that disbelieves the illusion sees a second illusion within the translucent outline of the first, as if the illusionist had cast the spell a second time. Effectively, after a creature disbelieves the first illusion, it sees a second illusion in its place, which it must attempt to disbelieve separately. The veiled illusionist must determine the features of the second illusion as she casts the first. If the second illusion is especially similar to the first one, creatures that study or interact with it receive a +4 bonus on the save to disbelieve the effect.
Quick Veil
At 5th level, a veiled illusionist can assume or alter her disguise with her veil pool ability as a move action. At 7th level, the action is reduced to a swift action.
True Veil
At 10th level, a veiled illusionist can spend 1 point from her veil pool to imbue her disguise with a measure of reality. The veiled illusionist’s disguise self spell-like ability is treated as a polymorph effect, though it retains the illusion school and gains the shadow descriptor. Other creatures no longer get a Will save to recognize the effect as an illusion, though they can still make Perception checks to realize the veiled illusionist is using a disguise.
If disguised as a humanoid using her veil pool ability, the veiled illusionist gains the benefit of alter self. If disguised as a cyclops or naga, she gains a +4 size bonus to Strength, a –2 penalty to Dexterity, a +4 natural armor bonus, and any of the following abilities possessed by the creature whose form she has taken: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, darkvision 60 feet, low-light vision, ferocity, guarded thoughts, poison, and spit. The effect lasts for a number of minutes equal to the veiled illusionist’s level if she is disguised as a humanoid, or rounds per level if disguised as a cyclops or naga.
Other Abilities:
Champion of Dark Powers Spell resistance only applies against good/healing spells or from good-divine spellcasters. Evil spells +2 DC.
Fear Aura (DC 40) Foes in 60 ft are frightened (below 5 HD) or shaken for 20 rds (Will neg).
Paralyzing Touch (1d8+10 negative energy dam, DC 40) Touched foe takes damage and permanent paralysis (Fort part). Seems dead unless examined.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Rejuvenation (Su) Liches can return after a few days.
@Albion, while Rangers can benefit from Weapon Specialisation you can only take it at later levels as:
By the time a ranger gains a fourth weapon proficiency at 4th level, the character’s list of weapons must include:
either a bow or a light crossbow,
a dagger or a knife,
a spear or an axe, and
a sword (of any type).
The sorcerer character in the party usually hastes him first thing.
I’ll have to check on the speed thing, but I imagine Foundry applies the speed penalty. It’s good at automated rules enforcement.
I have played a fortress shield using kineticist and foundry had this odd tendency to give a bonus to speed rather than a penalty from the fortress shield.
Also, can we take complicated ancestry with legendary sorcerer? If so do you get an extra set of Bloodline Gifts (equivalent of Paizo bloodline powers which it gives).
Mighty Godlings get a special form of Leadership at level 20. How will that interact with us also gaining the Leadership feat? Do we end up with two cohorts and double followers?
I am working on Aurora, goddess of the false dawn, child of Desna and inheritor of the power of the Thassilonian Empire. She will be a Mighty Godling|Arcane Sorcerer.
I have been thinking through some of the implications of Supernatural Spell Monster and want to make sure I am not missing anything or reading it wrongly.
Quote:
You’re not really a spellcaster, but you might be mistaken for one.
Benefit : Select one class you have levels in that casts spells. Though you must meet the casting time and all the prerequisites of those spells to use them, they do not count as spells. For rules purposes, they function as supernatural powers.
If your spells are now SU abilities I think that leads to the following conclusions:
1. As SU abilities using them no longer provokes, meaning you do not need to cast defensively.
2. SU abilities do not have components so you can cast spells while grappled.
3. Taking persistent damage or being violently shaken is now irrelevant. In general, concentration is no longer an issue for you.
4. Spells with expensive material components no longer require them, subject to the GM's comment above about not pissing off the Gods.
5. SU abilities are not subject to SR making spell penetration etc irrelevant and cannot be counter-spelled or dispelled. This makes things like curses particularly dangerous.
The change to SU does also create a couple of questions
1. Can you apply your own metamagic feats or class abilities to your spells?
2. Can you use metamagic rods to improve your spells?
As both and Andreww and I asked about Eidetic Spellcaster, I figure we might as well pre-emptively ban it...
Also, is the only 3ed party material permitted the expanded class list, or are we considering things (with GM review, of course) like 3ed party feats and magic items?
Probably yes!
Also, for the SLA one, can you choose SLA's which have expensive material components such as wish?
Linked to that, as we are using ABP, can we purchase additional inherent bonuses using wishes, books or class abilities.
Dotting for interest. A couple of questions about the horrifically empowered feats
1. Eidetic Spellcaster
If a spontaneous caster uses this do they exceed their normal maximum for number of spells known? Can we start having made use of this feature? If so for how many spells?
2. Spell-like Ability
Can you use each SLA 3/day or is it 3/day total?
I ran this tonight, one issue cropped up. What is the DC of the darkness the hazard casts. I assumed it was basic rank 2 for counteracting and ended up using a level based DC but it would be useful to know.
And modules are planned for the seventh season in Foundry VTT? Last year, the sixth season was available at launch, but this time nothing was said about VTT solutions.
It is up now on the Foundry store! You can find it here. Note for our community, this is a real link to the Foundry store. I am your Community Specialist and not a bot, so please do not flag me as spam (even for fun lol).
Is there any reason this isnt being sold on the Paizo website like usual?
I have nearly finished my prep and there are a number of editing errors in this.
Failing the chase is said to have an effect on subsequent encounters but I cannot find any such reference in the scenario. Given there are no penalties for failing chase sections it is entirely pointless.
Also, the ritual point thresholds leave a complete gap where Hesla is not co-operating between the PC's and Jorstal.
No changes to the chase for more party members, only different tiers. I think adding an obstacle point for five and six players would have been suitable.
I am prepping this at the moment and the scenario is internally inconsistent on this. The chase cards set the successes at 4 but the text says you need a number of successes equal to the number of party members. I plan to use the second option.
I bought this today and am trying to download it. All I get is an empty folder. I have used the "are you having trouble downloading this" option which has not helped. I bought Battlecry at the same time which has downloaded without a problem so it doesnt look like the issue is at my end.