Please cancel all my subscriptions and also cancel this month's subscription order (3847616).
Unfortunately my finances are in a very bad shape, the expenses keep increasing while my income keeps decreasing, that leads me to no longer being able to support my hobby.
The new postman messed up (big time) and i have lost a Paizo shipment , i am pretty sure it's December's shipment (Order 3742818) but, if it's ok with you, i am willing to wait a little longer so that i recieve January's shipment (Order 3820551) in order to make sure which one (if not both) are missing.
In the beggining (RotRL 1) there were the 7 virtues of rule that got twisted, corrupted, misinterpreted, focused on the negative side etc. by the runelords and then ended up being known nowadays as the 7 sins, those virtues and the sins they became are:
Because my country is under capital control and (for some reason) the banks rejects payment requests from Paizo, i don't know why this is happening, i should be able to buy books, magazines etc. but for some reason the bank rejects Paizo. I tried to talk with the bank and they told me that they should be able to authorize that payment but for some reason Paizo's merchant code is being rejected.
Since i don't know how long it will take for this thing to be corrected i have to ask, for how long can i have my subscriptions suspended?
In that order I noticed something weird. The into the haunted forest module which was sitting in my sidecart for many months got added in this order but then it got cancelled (as far as I can tell), why is that?
Will i get the forge of ashes with the current subscription deal (physical copy and digital copy)?
Do i have the option of canceling the tales subscription after the forge of ashes but before lord of runes?
Will Paizo continue to sell digital copies of the new (lord of runes and after) pathfinder tales? If yes at what price and which subscription discount would apply (the 30% from tales or the 15% from AP) if any?
PS. I am still not sure what i will do with my tales subscription, for now i want more information in order to evaluate my options.
My group is about to try and save the Hand of the Inheritor. And we know what follows after that.
Baphomet knows he is about to fight great champions of good that have opposed him many times successfully and also knows that his ressurection is on cooldown. So he is going to fight them prepared.
His greater weapon is his scroll use ability.
So he has access to any spell and can buff himself during his time stop or even before he gates himself before the PCs.
One of the most deadly tactic I have come up with is the following:
-Mindblank
-Greater Invisibility
-Greater spell immunity for 6 spells (dispel magic, Gr. dispel magic, Invisibility purge, glitterdust +2 spells(maybe siphon magic or other similiar spell))
For 27 round the players will have to guess where he is and even when they guess correctly they will have 50% chance when he charges them and full-attacks them with no mercy.
In Order 3425997 there are replacement copies of pathfinder tale: pirate's promise and iron gods book 5, please CANCEL those replacement copies, i recieved them today (yes i recieved December's subscription today but that's another issue), just send this month normal subscription order.
I ask this because my post office told me that they usually call the phone number (if there is one) listed in the package if the recipient of the package doesn't show up.
As i have said in this thread, i still haven't recieved that order.
Because it's exams season for me i am willing to wait a little more on this order if you are willing to wait a little more before you sent a replacement.
From the various pathfinder tales (mostly Prince of Wolves and Queen of Thorns) i get the immpression that he was either alive when Aroden died or when the house of Thrune rose into the chelaxian throne. If he was alive when Aroden died then he is more than 100 years old (more like 120 if he was 10 when Aroden died), if he was alive when house Thrune took power then that makes him ~85 years old (again assuming he was 10 when house Thrune took power).
Which one do you think is the better estimate?
I seem to remember that flying creatures with a medium or heavy load got a reduce on their maneuverability but the only drawbacks of a medium or heavy load, on a flying creature, that i can find are the usual (speed reduction, skill penalties etc.).
Do i remember incorrectly or is there a rule that i can't find?
Just to let you know that there might be an issue with order 3362168, i haven't recieved it yet but i did revieve order 3398882 today. I will wait since there might be a hiccup in the the post office but i wanted to let you know.
I remember a list of various PF books and rough stock numbers on each of them (under 200, under 100 etc), this was a couple of years back (if not more), does this list exist today?
I just finished reading Pague of Shadows (great book by the way) and i really want to play a Galtan AP where the PCs crush/stop this never ending rebellion and place a good king* to rule Galtan.
*it would be better for this king to be one of the players since i didn't really enjoyed the whole "carry the NPC to opposite corner of the world and put her on the throne" thing from Jade Regent.
I got a transaction decline on this order, i retried the same payment method because there is nothing wrong with the payment method, in fact i can see the funds held in my card. The issue is that i still see the transanction declide status in this order, is it a display bug or something that i still see it?
My order arrived today and i have a few things to say about it.
Firstly it arrived in record time (yay!), seriously i have had orders from the european market that took longer to arrive.
Secondly the package (the envelope thingy) was damaged and all of it's contents were a little damaged but mainly it's the AP volume and September's comic (city of secrets #4) that were mostly affected, the AP volume has a few dents and the bottom left is a little bent, the comic has a couple of tears.
I am pretty sure that this was a freak accident from the post office (both the time it took to arrive and the damage), these things can happen (very rarely fortonately). BUT if it wasn't an accident and it was something you did/asked that resulted in the speedy arrival and the damage i would like you to not do/ask it again since i prefer to wait for my physical products (after all i get the pdf when it ships) than get them damaged.
Is everything ok with my order? I got an Insufficient funds email for this order, then i changed the payment method for this order but i still see no movement in the card i selected for the changed payment method.
Is it ok? It would be a big help to find be able to find the stats easily since they are scattered between AP books, campaign setting books and sometimes player companion books.
Please move my current shopping cart (Pathfinder #1 (Standard Cover—Matteo Scalera), Pathfinder #2 (Standard Cover—Lucio Parillo) ) to my sidecart in order to ship with my subscription shipment.
It's really becoming an issue, i have managed to make the sidecart work maybe twice since the website update in the checkout proccess, btw here is a screenshot where the option "sidecart it" isn't available to me.
Another unrelated question, if i make an order of two (or more) items and one is a preorder item, then the whole order gets delayed until the preorder item is available, correct?
As i say in this this post (inside the spoiler) i will DM the iron gods AP (probably in October) and while i usually ban the gunslinger class, i want to allow it for this AP because i feel that it's appropriate and it's theme is in line with the AP's theme.
The reasons i ban the gunslinger class are two, firstly the aesthetics of the class don't fit most campaigns (but in some they do, like the iron gods), and secondly because i have noticed that the APs and modules really can't deal with the target touch AC mechanic (especially at mid+ levels).
I don't think that the technological firearms will be such a big problem since they (those that target touch AC) do energy damage and energy resistance is common on monsters, is pretty easy to get resistance (resist energy, protection from energy) and there are technological items that can help against tech weapons (either by raising the touch AC or by giving energy resistance) and lastly. Just to be clear, there are no tech items that can help against projectile firearms except the force field but those are extremely expensive because of the way they work.
Now the only thing that somewhat reassures me is that there will be a lot of robot opponents, and some (maybe a lot) robots have hardness. That way (assuming i become real strict about the reading of adamantine bullets) the gunslinger will be effectively facing an amount of DR/- that can't be bypassed in any way (including the stupid clustered shot).
Now my fear is that the hardness thing won't be enough to deal with the gunslinger because there won't be enough enemies that have it, so i am trying to make a list with all the available ways that help you against bullets, here is what i have find so far:
1) Amulet of Bullet Protection
2) 2nd level spell Bullet Ward
3) 2nd level spell bullet shield
4) 5th level spell fickle winds (which offers a 30% miss chance, which can be negated by the seeking special ability)
5) 6th/7th level spell antitech field
Did i missed anything? (other than things that could protect against attacks or touch attacks in general, like mirror image)
PS. In order to avoid the double barrel stupidity i will house rule that the double quality is the same as the semi-automatic except with a -4 penalty instead of the -2.
On the summary of the order it shows 0$ shipping costs (but are calculated for the order total) but on lower, in the Shipments section, it shows the shipping costs. I just wanted to point this out.
I finished reading most of the technology guide, i say most because i didn't read every single technological item.
My first thought is that it's a pity that this was a 64-page book, i would really like more pages of tech goodness.
I really liked how they modeled technology after the magic items.
I really liked how the technology and magic interact, although i wish for some more examples of the mix of the two (like the null blade).
I really liked the technomancer PrC, it's not too powerful (because you lose a spellcasting level) and at the same time it's not de-powering like other PrCs are, also i really liked how the mechanics fit the flavor and they work.
I liked the way that "timeworn" thingy, i think that it really helps with making a campaign better by adding flavor (again more examples of "weird" timeworn tech would be good).
I still don't like the touch attack mechanic for weapons but at least the technological firearms seem better thought out, and i think that the mechanics work better with the existing system than the regular firearms.
All in all i really like what i have seen.
I have two question though, that i hope those of you who read the book more thoroughly can answer me.
1) For how long a genarator's yeild is lowered each time a connected one charge per use item is used?
2) I have found some technological items that can offer defenses against technological weapons, what i didn't find is any technological item that can protect against regular firearms. Did i miss something or are those pesky lead projectiles so powerful that super-science can counter?
I am thinking about subscribing to the pathfinder tales line but i am having some issues/questions.
The first and most important one is that while i want reign of stars and nightblade i have no interest for a pirate adventure. So i wonder if it would be bad form, from my, to subscribe for those two books, then cancel the tales subscription for pirate's promise and then possibly start it again (dependening on what the next tales are going to be).
My second question is about the frequency of the release of pathfinder tales, in the pathfinder tales subscription page it says that they are published each month but from what i have seen they are published once every two months, so which one is it?
My third question is whether i will get the 15% discount (from being an AP subsciber) to my tales subscription or not.
My group finished shattered star a couple of weeks ago it's second AP (the first one was jade regent DMed by my brother) and i have also run the entire RotRL for another group, i write this now, and not before, becuase now i managed to find the time (starting WotR as a player certainly didn't help).
The heroes of Magnimar were:
1) Zak Kaddren Villa (Jadogreshika), half orc blackblade magus (STR based with rhoka black blade), adopted to the family.
2) Alissa Cornwall, human XinvalrenbleX rager barbarian, gladiator from Riddleport. Currently inside the body of Shorshen.
3) Tyr Forsedi, dwarf battle cleric from Magnimar's church of Abadar. Character retired from adventuring after Asylum stone (because player had RL commitments)
4) Fitz Padraig and his wolf Rolling Thunder, halfling sword and shield using ranger, escaped chelaxian slave. Character retired after Curse of the Lady's Light (again because player had RL issues).
5) Astaroth, gnome crossblooded (primal fire, draconic gold) blaster sorcerer, from the town of Nybor. Character entered the campaign after Fitz retired.
6) Aven, undine storm (caster) druid from Nirmathas. Character entered the campaign after Tyr retired.
Now the changes i made to the story of the campaign were:
changes to the story:
1) The characters weren't pathfinders, Shiela Heidmarch was replaced by Teressa Flameheart (NG human fire blooded sorcerer 10) who is a surving character from my RotRL campaign.
2) I had the fifth crusade (WotR) start in the background, after Asylum Stone, in order to give some sense of urgency in the adventure.
3) The magus' black blade was needed for the reforging of the Sihedron.
4) Karzoug actually won at the end of RotRL and was later vanquished 5 years before the campaign started but that had as a result Cheliax invading the lands of Varissa.
If any of you want to know more about any of these things i will happily post it.
My overall impression of the AP isn't a good one. While the story was good enough (especially after considering that the adventure was simply a "gather the artifacts" game), the dungeons were, usually, very good as locales, but the encounters were very very bad, they were too many and too easy, a lot of times i found myself wanting to end the campaign and start another that would require less work from me, that's why i ended up making so much changes to the encounters.
What i really enjoyed were all those traps/puzzles that the AP had, especially the part that i was given ways within the systems for the characters to solve if the players couldn't.
The thing that annoyed me the most (and gave me the worst trouble) were the myriad CR=APL-2 or CR=APL-1 or CR=APL encounters that weren't even speed bumps for the characters, just a waste of time for the players. If that is the old school vibe that the AP is supposed to have then i really don't like old school adventures.
Book by book comments::
1st book. Very good story, lot's of RP in the Magnimar, the easy difficulty and annoying part of the book started after the PCs entered the Crow (especially after defeating the tower girls).
2nd book. Great book, great NPCs, great dungeon, MARVELOUS TRAP, i felt that me and my players missed a lot of fun because none of us has (sadly) played/run curse of the crimson throne. The battles with the troglodytes and the boggards were a joke and the same trend was present inside the dungeon as well but not to such degree.
3rd book. This book i really didn't like, don't get me wrong, the part that was in Kaer Maga was truly marvellous and anjoyable, everyone had a lot of fun for everyone, really everything was great but after the PCs enter Karzoug's ancient laboratory the things go south. Somewhere between the boring/joke combats and the weirdest mis-match of monsters i have ever seen, both my players and me nearly lost all interest in this book.
*Special mention* the orrey room was very cool.
4th book. Now this a book we really liked, the story was engaging, the NPCs (both good and evil) were excellent, the (destroyed) abbey and the ancient temple were really fleshed out, the dynamic encounters, my players employing magical means to inflitrate the abbey (they called themselves the prismatic hexagem, from rainbow six) the final battle which i used mostly as-is (i just changed Ardathanatus' spell list and a couple of feats) and finally the horror i saw in my players face when the clippoth lord showed up.
5th book. This a book i didn't like, maybe it's because that neither i nor my players like anything lovecraftian maybe it is because nearly everything in this book was SO EASY... both me and my players were bored out of our minds until we hit the embassy to leng where things, while still easy, finally became interesting. The final boss in particular was a complete joke because apart from the statblock errors (which are somewhat understandable) her whole build was weak, her tactics don't deserve the name (of tactics), her starting position (on the ground) and her inability to be buffed (for story reasons) all lead up to her dying before getting the chance to act, fortunately i managed to make the encounter a fun one for the party, she was a very interesting villan that ended up being less than a footnote in my players' mind because of all the things i mentioned above.
6th book. We ended up enjoying this book but not entirely because of the book itself. First allow me to tell you that the story and everything that happens in this book is very interesting and very good but the encounters are nearly unsalvagalbe. I managed to make the final battle memorable by giving Xin a second life (as suggested by Brandon Hodge in another thread) and having the veiled master appear in the final battle (my changed veiled master, not the weak sause there is in the book).
All in all we enjoyed the AP but not as much as we did JR or RotRL.
All of the PCs were 15 point buy, all of them were average optimized, except the barbarian who was strongly optimized (but not fully) and while i have quite a few house rules (which can be found here) but only the sorcerer benefited from them.
Now the changes i made in each book starting at book 2 after i run the 1st book as-is. I will post the changes in this post and then (since i have most of the changed statblocks) in subsequent posts i will include links with files of the changed statblocks, this might take some time since i have all the changed statblocks in one folder and i would like to group them by book before i post the links.
F1 no fight
F3 advanced bogwid
F5 no fight
F6 + 2 giant dire abyssal frog (tome of horrors p.296)
G1 No fight, 2 large chests with treasure containing 2100gp(including the 2 jars found later)
G2 - giant frogs + lunar naga (bestiary 3 p.197)
H + 1 will o wisp (bestiary 1 277)
J + 1 caryatid column (bestiary 3 p.46)
M1 all elementals are large
M2 10 fighter level instead of 8 and +4000gp in gear
M3 +1 juvenile green dragon named Aeteperax and maybe change sorshen's spells a little and +1 wizard level and
+1800gp gear
changes in Asylum Stone:
B5 +1 Kyton
B6 +1 Hound of Tindalos
B7 no combat, RP only
B8 empty
B9 Luonim has invisibility, fly and fire shield cast before combat
B11 empty
B13 Silasni has +3 sorcerer levels
B14 +1 Hydrodaemon
C3 advanced manananggal
C5 +1 advanced wyvern
C11 +1 Mohrg +2 Mummy
C16 +1 Contract Devil
changes in Beyond the Doomsday Door:
A2 +1 redcap
A9 +1 redcap or Roy Flaxbeater +2 rogue levels
A13 +1 Nyogoth qlippoth
A15 +1 Ettin AND no sicken
A20 +1 Mummy
A21 +1 Vrock and Sufestra may come and fight here
B2 Golem not damaged
B4 empty
B6 Replace the 4 Advanced ice golems with 4 bone golems
B10 empty
C2 +2 Nyogoth Qlippoth
C4 +1 advanced shoggti qlippoth
C5 empty
D2 empty
D3 empty
D4 +2 animate dreams AND all are advanced
D5 rebuilt at +2 level with +11000gp
D9 advanced baregara
D11 +advanced devourer
D12 empty
E1 no fight
E4 +1 Greater Shadow
E6 the trap reset's is 1 round
E7 empty
E10 empty
E11 +2 mummy cleric 9
E12 +1 stone golem
E13 Ardathanatus has his new armor and the bogeyman is also here
changes in Into the Nightmare Rift:
B7 -4 Hill Giants + 2 Fire Giant
B8 -4 Hill Giants - 4 Hill Giant Concubines + 2 Fire Giants + 2 Guiltspur Hill Giants
B10 +2 Guiltspur Giants
C1 empty
C4 DC 24 and not 20
C7 1 adult silver dragon and 1 old black dragon
C8 +1 Elder Water Elemental and all are Advanced
C9 +2 Faceless Angels
D2 Advanced Ognathooga
D4 +2 Guiltspur Nagas
D6 +1 Hunt Mistress and both are changed
D9 changed Xaivanshee + 1 Glabrezu
E2 +1 Flying Polyp
E4 no battle, just RP
E7 2 "astral devas" instead of one appear for a fight but only one nalfeshnee emerges
E9 +2 advanced ice devils AND no green slime
F1 empty
F2 empty
F3 no combat, just RP
F6 3 advanced gugs instead of 4 but all of them are barbarian 3
F7 +2 advanced leng spiders
F9 3 advanced moon-beasts instead of 4 but all are cleric 6
F10 slightly changed Cadrilkasta + one mature adult red dragon sorcerer 3 named Loganth lord of fire
changes in Dead Heart of Xin:
This is a weird one because i didn't test the majority of changes because my players were so bored after the first session inside the crystal palace that they asked me to skip most encounters in order to get to the final battle, also they never went to the underwater floor.
event 4 all 3 leviathans are advanced and have 4 level of warrior
event 5 +1 scylla and both of them are advanced
A1 the 3 ogonthunn's guardians are advanced and have 7 level of fighter
A2 these axiomites of Xin are advanced, rogue 10 (instead of 8), start with mage armor active, and have different feats
A3 no battle
A4 +1 living rune
A5 no battle
A6 +2 uber advanced spectres
Ogonthunn is rebuilt
B1 empty
B4 empty
B5 2 shield guardian iron golems instead of one, both are advanced, both are 2 level fighters
C1 the clockwork dragon is advanced and has 2 more hit die
C2 empty
C4 empty
C5 the axiomites of Xin are the same as in room A2, the inevitable is changed to an advanced marut inevitable fighter (weapon master 3)
C7 empty
C9 empty
C10 +1 marut inevitable and they are both the same as in room C5
D1 the bythos aeon is advanced and has 6 sorcerer levels
D2 no battle
D3 no battle
D4 no battle
D5 the two elder crystallis have 7 fighter (weapon master) levels
D6 the iron golem has 3 fighter (weapon master) levels
D7 E2 E4 the axiomites of Xin are the same as those in A2 and the elder crystallis are the same as those in D5, also Xin is revived (2 rounds after he dies) by draining nearly all the remaining power inside the cetrnal palace crystal, also the veiled master (if not dead) comes into the room the round that Xin first dies
As you can see i made A LOT of changes in order to try to make a more challenging game, also because i don't own herolab (i am trying to gather the money now) i made the changes either by hand or in PCGen (a great free open source programm but worse than herolab) and because of that i apologize in advance for any minor mistakes in the changed statblocks (i had to make a few alteration by hand and i might have done some minor mistakes). And that's my biggest gripe with the Shattered Star AP, the reason i buy (and subscribe to) the APs is because i don't have the time to make my own campaign and while i was helped by having the AP volumes i feel that overpaid for them.
Again, anyone who wants to ask questions or discuss the above or anything please do (if you see that i don't answer for some time please PM me so that i do).
I need help over here. Im very positive that I once read about a mythic power(or feat etc) that doubled the inspired courage bonuses a bard gives. But as Im looking for it now, i cant find it. Does any of you have read anything similar? Or im just imagining things?
I know it's still a little early but i have to ask:
I am seeing in My Subscriptions page that we are not going to get any AP volumes in July but instead we will get 3 volumes (mummy's mask 5,6 and iron gods 1) on August, is this true?
I am having problems again with the sidecart feature, i don't know why this keep happening to me. The problem is that i don't see a ship with my subscription option in the shipping tab (after i click on the change shipping details).
So can you please move my current shopping cart (pathfinder module J4, pathfinder module W3, pathfinder module J3, pathfinder module J2, pathfinder module W1) to my sidecart?
There is an issue with order 3142445, i am told that there is no paying method for this order. I don't know why it doesn't use the same paying method as my other subscription, also i would like this order (city of secrets #1) to ship with June's AP subscription (mummy's mask 4).
Does anyone has done any homebrewed modifications on the elemental bodies spells in order to incorporate the new elementals (ice, lightning, magma, mud) from bestiary 2?
I thing about buying some gamemastery modules (now that they are at 2$ a piece) and i would like to know which of them were good ones.
I do not have any real preference but i don't like the following in the modules:
1) Sandbox (kingmaker level)
2) Eastern/asian stuff
3) Too troublesome to convert to pathfinder.
With the above in mind what are your recommendations?
Did the shipping costs increased for standard postal delivery or is the "my subscriptions" page acting up again?
I ask this because i am seeing an increase in April's subscription (7.88$ instead of the usual 6.54$) and i am seeing an even bigger increase in May's subscription (8.22$).
My group is about to finish book 4 and in the time before they start book 5 i want them to meet some of the Sihedron Council. At this point i must say that i have changed the council (since the players aren't pathfinders) and am trying to make up another. I have already included an ambassador from Cheliax and have introduced him to them.
Now i need to make a representative from Korvosa (remember Curse of the Crimson Throne has happened), from Riddleport and from the sky citadel Janderhoff, in addition 1 or 2 of them should be spellcasters (because the sihedron ritual needs spellcasters).
Does anyone know any book(s) that have characters i can use in the above roles? If not do you have characters and NPCs of your own that i can use for the above roles?
Here's my issue:
The shard of envy gives (along other things) a +1 insight bonus to AC, and the ioun stone needed to stop it's curse is a dusty rose prism, which gives a +1 insight bonus to AC. The bonuses don't stack, so what did you do?
Do you let it stack?
Do you leave it as it is and have the shard envy don't give the PCs a benefit?
I am thinking of buying the sorshen mini of the shattered star pathfinder battles line (through ebay since i can't for the life of me find a EU miniature store) since i am running Shattered Star and one of my players triggered THAT TRAP.
My issue is that some of the photos i have seen (although low res and blurry) show the mini really really bad, so to those of you who have it, is it good to look at or not?
Description-Personality-Undercover
The Drow looking down at you is Rosa Luminasss A Cleric of LAW. She is big, standing some 12'2" tall, [450lb] grey magic tattoos covered skin. grey/red eyes with long white hair. Wearing a well made uniform of some kind. Large overcoat, knee high black boots, bants, jaket. [Kn Planes DC40 to know what that uniform is] She seems to have no Armor who weapons. Just LAW holy symbol tattoos on her hands. Her spesonily tends to be very practical, stern and a pragmatist. When in a fight she somehow seems to have a large Great sword, which is the only crafted weapon she will use.
Description-Personality-True Form:
Hidden form, Hound of Hell is in a word, $&*&^ING Terrifying!!, As a hidden Evil Cleric, of the HELLS!! and an enforcer of its Laws. She is one scary lady. Sold to the Hells as a child, she grew up in its pits, Hell forged her, but Brains, Witts, and looks kept her alive. Becoming indomitable, Cold-heated, focused, cunning, and as utterly ruthless as any Devil. In this form she is reviled as a Half-Drow her unifrom changes to one more suited to the Hells. A mask covering her face, with a shrug of shoulders two large magic wings come into being so she can fly. And her Hell blade burning with red fiendish writing. In combat, she exclusively uses her Large hell blade. Rosa is still respectful, Even as she removes your head from your shoulders. You see Rosa lives by a set of rules, which makes her more trustworthy than any Paladin or cleric of goodness. Her Sword is just a normal magic sword while not in this from. All the hounds of hell work under Arch Devil, Caasimolar (Former President of Hell) and as such they follow rules Rosa only changes to this side of her, the Damned side when on duty. She will only act as per the Rules of the Hounds of Hell. Defend oneself when attacked, only effect the Mortal plane as needed for a satisfactory completion of A mission. Above all should you make a contract with someone, honor it to the very letter. However, they should be very very careful what letters they use in making it.
INITI +5 Persepton +18
Low-light vision, Dark vision 30' Detect thoughts at will 60'[item], Detect magic[Race] Constant.
Speed 60', Fly 60'{Incaparial at will} Teleport 60' at will
Permanency Spells
1:See InvisibilityConstant 2:TonguesConstant 3:Comprehend Languages Constant 4:Read Magic Constant 5:Aura Sight Constant
*Large at will
**Your alignment is always revealed as being this false alignment. You immediately know when someone is attempting to use a spell or special ability to learn your alignment. You learn the name and alignment of the creature using the effect. Additionally, you can choose any alignment as the result returned by the spell or ability.
Stats
[30 Point Buy]
STR[20][+05][13][03p][ABP Legendary Body APB+4][Levels+1][+2Size]
DEX[20][+05][14][05p][ABP Legendary Body APB+2][Race+4][+2Capstone][-2Size]
CON[20][+05][14][05p][ABP Legendary Body APB+6]
INT[30][+10][15][07p][ABP Legendary Mind APB+6][+2Capstone][+3Age][Levels+4]
WIS[30][+10][14][07p][ABP Legendary Mind APB+4][+4Capstone][+3Age][+5Alt Reality]
CHA[20][+05][11][03p][ABP Legendary Mind APB+2][Race+4][+3Age]
Defence Armor
AC [34] Tch 29 FF30] [10+5Enchantment+5Dex+5Deflection+1Dodge+5NA+2Insight-1Size+2profane]
*Magic Tattoos Braces of Armor +5
CMD 43[10+15BAB+5Str+5Dex+5Defection*+2Insight+1Size]
Spell
HP 20x1d8+5Con [165/165 HP]
SAVES
FOR [+23][+12Base+05con+5enchantment^+1competence]
REF [+23][+12Base+05dex+5enchantment^+1competence]
WIL [+28][+12Base+10wis+5enchantment^+1competence]
Resistance
+8 resistance bonus on saving throws against all mind-affecting spells and effects.
Resistance 5 Cold
Resistance 5 Electric
Immunities
Fire/Poison [Feats]
Immune to all harmful vapors and gases, diseases even magic ones. [Items]
Item: Inperveus UN-HOLY-HELL Blade - possessed magic itemPossessed Evil Magic Item [Bound Outsider - Devil CR18]
AdamantineLarge Great Sword [+5 Enchantment]
TH[+26+21+16][+15+5Ench+5Str+1competence][DMG 3d6+5En+5Str][18/20x2][+2D6 Bleed*][+2d6 Unholy][Channle Strike 10d6 force 1r][Ignores hardness 20]
Range-Attack
TH+26 [+26+21+16][DMG 2d6+5En+6/+5Str][+2D6 Bleed*][+2d6 Unholy][18/20x2][Channle Strike 10d6 force 1r][Range line of sight/Greater Teleport]
*Weapons fashioned from Adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than [40]
[SLA: Greater Invisibility, Greater Teleport Self only, Fly 60' at will self as a move action]
The weapon, leaves persistent wounds that deal 2d6 points of bleed damage. Bleeding caused in this way is difficult to stanch—a successful DC 29 Heal check is required to stop the bleeding, and anyone attempting to magically heal a creature suffering from an infernal wound must succeed at a DC 29 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects. The Heal check DC and caster level DC are Constitution-based.
NOTE: Made in hell's forges, Familiar bound Dvil. A Cursed Hell Blade. For it will ONLY let Rosa us it and let her use no other crafted weapon but it.
Millie-Attack
NA Weapons Perminacy Grater Magic Fang +2
Unarmed TH[+23/+17/+13] DMG [1d10*+5Str+2Item] 20 Crit [Magic Fang Greater +2 Permanency]
Can use intimidation to demoralize opponents as a swift action. Intimidate+45/+50*
DAMMED [By Caasimolar (Former President of Hell)]
Damnation Feats
1:Mask of Virtue (Damnation)
Your alignment is known to you and you alone.
Benefit(s): Those who try to learn your true alignment find it hidden or receive a false result. Depending on the number of damnation feats you possess, spells or special abilities that would normally reveal your alignment return a vague or incorrect result. If this feat disguises your alignment, you can use either your true alignment or the false one when using magic items with alignment prerequisites.
One Damnation Feat: The spell or special ability returns an inconclusive result.
Two Damnation Feats: Upon gaining this power, choose an alignment within one step of your actual alignment. Your alignment is always revealed as being that false alignment.
Three Damnation Feats: Upon gaining this power, choose an alignment within two steps of your actual alignment. Your alignment is always revealed as being this false alignment.
Four Damnation Feats: You immediately know when someone is attempting to use a spell or special ability to learn your alignment. You learn the name and alignment of the creature using the effect. Additionally, you can choose any alignment as the result returned by the spell or ability.
2:Maleficium (Damnation)
You are a master of dark magic.
Benefit(s): You cast spells with the evil descriptor with increased potency.
One Damnation Feat: Add 1 to the DCs of all saving throws against spells with the evil descriptor that you cast.
Two Damnation Feats: When you apply a metamagic feat to a spell with the evil descriptor, that spell takes up a spell slot 1 level lower than normal (to a minimum of 1 level above the spell’s actual level).
Three Damnation Feats: Add 1 to the DCs of all saving throws against spells with the evil descriptor that you cast. This bonus stacks with the earlier benefits of this feat.
Four Damnation Feats: Treat your caster level as being 2 higher for all level-dependent effects of spells with the evil descriptor that you cast.
3:Soulless Gaze (Damnation)
Otherworldly dread infuses your gaze.
Benefit(s): You can use the Intimidate skill to manipulate and terrify others.
One Damnation Feat: You gain a +2 bonus on Intimidate checks.
Two Damnation Feats: When you demoralize a creatures more than once using Intimidate, you can create stronger fear conditions rather than increasing the duration of the shaken condition.
Three Damnation Feats: You gain a +2 bonus on Intimidate checks (this stacks with the earlier benefits of this feat).
Four Damnation Feats: You can use Intimidate to demoralize opponents as a swift action.
4:Fiendskin (Damnation)
The forces of darkness gird you against the light.
Benefit(s): You gain defensive abilities related to your patron’s outsider subtype. For example, if your patron is a devil, the abilities listed below tie into the devil subtype. These benefits tie to your patron’s subtype, not your specific patron (its abilities might differ from the norm).
One Damnation Feat: Choose one of the energy types to which your patron’s outsider subtype grants resistance. You gain resistance 5 against that energy type.
Two Damnation Feats: Choose one of the energy types to which your patron’s outsider subtype grants resistance. You gain resistance 5 against that energy type. If you already have resistance to the chosen energy type (even from earlier benefits of this feat), this new resistance stacks with the existing resistance.
Three Damnation Feats: Choose one of the energy types to which your patron’s outsider subtype grants resistance. You gain immunity to the selected energy type.
Four Damnation Feats: Your creature type changes to outsider (native). Additionally, choose one energy type to which your patron’s outsider subtype grants immunity or resistance. You gain immunity to that energy type.
Drow Paragon (Drow)
Your drow blood is particularly strong.
Prerequisites: Drow-blooded and drow magic racial traits, half-elf.
Benefit: You count as a drow for any effects that relate to race. Furthermore, the spell-like abilities granted to you by your drow magic racial trait count as drow spell-like abilities for the purposes of any feat prerequisites.
Drow Nobility (Drow)
Your blood courses with power, granting you greater spell-like abilities.
Prerequisites: Able to use drow spell-like abilities, drow.
Benefit: You may use detect magic as a spell-like ability at will, and add feather fall and levitate to the spell-like abilities that you may use once each per day. Your caster level is equal to your character level.
Improved Drow Nobility (Drow)
Your magical heritage is more potent than that of your peers, as demonstrated by your superior spell-like abilities.
Prerequisites: Cha 13, Drow Nobility, able to use drow spell-like abilities, drow.
Benefit: You may use your dancing lights, faerie fire, feather fall, and levitate spell-like abilities twice per day. Your darkness spell-like ability instead becomes deeper darkness, which you may use twice per day.
Greater Drow Nobility (Drow)
You have mastered the lesser spell-like abilities of the drow, demonstrating true nobility.
Prerequisites: Cha 13, Drow Nobility, Improved Drow Nobility, able to use drow spell-like abilities, drow.
Benefit: Your detect magic spell-like ability is now constant. You may use your dancing lights, deeper darkness, faerie fire, feather fall, and levitate spell-like abilities at will.
Class Feats Clerics are proficient with light armor, medium armor, and shields (except tower shields).
Clerics are also proficient with the favored weapon of their deities. [Hell's Blade]
[Rosa can only use her hell blade, no other manufactured Weapon, see Drawbacks.]
Traitsx4
1: Fiendish Confidence [Religion Traits]
You expect to be obeyed and are rarely proven wrong.
Benefit(s) You gain a +1 trait bonus on Intimidate checks, and Intimidate is a class skill for you.
From Feat
Drawbacks
1: Light Blindness (Ex)
Creatures with light blindness are blinded for 1 round if exposed to bright light, such as sunlight or a daylight spell.
Such creatures are dazzled as long as they remain in areas of bright light.
2: Bonded Hell Weapon:
You are Bonded to your Hell Weapon and can use no other manufactured/Crafted weapon but it.
For it would become jealous and turn on you.
*Nonmanufactured objects and Natural weapons are not counted as manufactured weapons.
So you can us as a weapon a found rock but not a cafted house brick for instance.
It is the 'manufactured/Crafted' part that is key
==============================================
RACE DROW:
Standard Racial Traits
Ability Score Racial Traits: Drow are nimble and manipulative. They gain +2 Dexterity, +2 Charisma, and –2 Constitution. Type: Drow are humanoids with the elf subtype.
Size: Drow are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Drow have a base speed of 30 feet.
Voice in the Darkness (2 RP): Prerequisite(s): Charisma 13+. Characters who practice coercion and intimidation in the Underworld or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks.
Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Spell Resistance: Drow possess spell resistance (SR) equal to 6 11 plus their total number of class levels.
Feat and Skill Racial Traits
Keen Senses– Drow gain a +2 racial bonus on Perception checks.
Magical Racial Traits
Spell-Like Abilities (Su):
DROW NOBLE FEATS You may use your dancing lights, deeper darkness, faerie fire, feather fall, and levitate spell-like abilities at will.
Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
Senses Racial Traits
Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
Weakness Racial Traits
Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Skills::
Alls skills are class skills, Investigator Bonus on all Skills[roll 4d8 takes best 2 +5FC]
Race: Elan Investigator Gain a +1/4 bonus on all inspiration rolls {+5}
Unlocks
Skill Points 20x[6+2+10]+[+40 Background skills]=[400] [Can always take 10 as a free action]
Acrobatics {55+4d8 take best 2} (+5dex,+20rank,+3Class+2Luck+take10+5FC+10 competence bonus item)
Appraise {26+4d8 take best 2}(+10int,+1rank,+3class+2Luck+take10)
Bluff {53+4d8 take best 2} (+5Cha +20Rank +3class+2Luck+take10+5FC){Alt form +10competence Class}
Climb {30+4d8 take best 2} (+5Str +10Rank +3class+2Luck+take10+5FC)
Craft[Tattoo]{52+4d8 take best 2}(+16int,+20Rank,+3Class+2Luck+take10+5FC)
Fly {45+4d8 takes best 2}(+5dex, +20Rank,+3Class+2Luck+take10+5FC)
Disable Device Unlocked {62+4d8 Take best 2}(+16int,+20Rank,+3Class+6Feat+2Luck+take10+5FC)
Diplomacy {60+4d8 take best 2}(+10Int +20Rank +3Class+10Power+2Luck+take10+5FC)
Disguise {55+4d8 Take best 2} (+5Cha, +20Rank +3class+2Luck+take10+5FC){+10competence Class}
Escape Artist {35+4d8 take best 2} (+5dex,+10Rank,+3Class+2Luck+take10+5FC)
Heal {42+4d8 take best 2}(+10wis +10Rank,+3Class+2Luck+take10+5FC)
Intimidate[Unchained]{82+4d8 Take best 2} (+10Int+20Rank+3Class+10Feats+2trait+2Luck+take10+5FC+10Profain){Alt form +10Competence Class}
Perception {50+4d8 take best 2} (+10Int,+20rank,+3class,+2Luck+take10+5FC)[+10 vs traps auto with in 30']
Ride {30+4d8 take best 2} (+5Str +10Rank +3class+2Luck+take10+5FC)
Perform {Sing}{40+2d8}(+5Cha+5Rank+3Class+2Luck+take10+5FC)
Sense Motive {50+4d8 take best 2}(+10Int+20rank+3class+2Luck+take10+5FC)
Sleight of Hand {35+4d8 Take best 2} (+5dex+10rank+3Class+2Luck+take10+5FC)
Spell craft {50+4d8 Take best 2}(+10int, +20rank +3class+2Luck+take10+5FC)
Stealth {65/74+4d8 Take best 2} (+5dex+20Rank+3Class+2Luck+take10+5FC){Alt form +10competence}{+20 Invisibility}
Survival {40+4d8 take best 2} (+10Wis+10Rank,+3Class+2Luck+take10+5FC)
Swim {30+4d8 take best 2} (+5Str +10Rank +3class+2Luck+take10+5FC)
Use Magic Device {50+4d8 Take best 2}(+10int, +20rank +3class+2Luck+take10+5FC)
Kn(Arcana) {50+4d8 Take best 2}(+10int, +20rank +3class+2Luck+take10+5FC)
Kn(Dungeoneering) {50+4d8 Take best 2}(+10int, +20rank +3class+2Luck+take10+5FC)
Kn(Engineering) {50+4d8 Take best 2}(+10int, +20rank +3class+2Luck+take10+5FC)
Kn(Geography) {50+4d8 Take best 2}(+10int, +20rank +3class+2Luck+take10+5FC)
Kn(History) {50+4d8 Take best 2}(+10int, +20rank +3class+2Luck+take10+5FC)
Kn(Local) {50+4d8 Take best 2}(+10int, +20rank +3class+2Luck+take10+5FC)
Kn(Nature) {50+4d8 Take best 2}(+10int, +20rank +3class+2Luck+take10+5FC)
Kn(Nobility) {50+4d8 Take best 2}(+10int, +20rank +3class+2Luck+take10+5FC)
Kn(Planes) {50+4d8 Take best 2}(+10int, +20rank +3class+2Luck+take10+5FC)
Kn(Religion) {70+4d8 Take best 2}(+10int, +20rank +3class+2Luck+20Cleric+take10+5FC) {always make rolls]
Linguistics {50+4d8 Take best 2}(+10int, +20rank +3class+2Luck+take10+5FC)
Concentration {47+4d8 take best 2} (20ML+10INT+2trait+take10+5FC)
Empathy
+2 insight bonus on any Bluff, Diplomacy, Intimidate, or Sense Motive checks that you make in the round when you cease concentrating on this power.
+6 bonus to Perception checks to avoid being surprised by a foe
+6 bonus to Perception checks Vs Traps
Class Features
The following are features of the legendary cleric.
Weapon and Armor Proficiencies
Legendary clerics are proficient with all simple weapons, light armor, and bucklers, plus one weapon appropriate to their faith {great Sword}. They may select a single martial tradition [Hounds of Hell] of their choice.
black-seraph-maneuvers
1:Armageddon-lanceRanged touch attack which deals an additional 14d6 points of damage and panics target.
Faith (Su) 30/30 Faith Pool
At 1st level, the cleric’s faith manifests itself in a pool of points which fuel their domain powers. The cleric’s faith pool is equal to ½ their level plus their Wisdom modifier (minimum 1). When casting a spell, they can expend 1 point of faith to increase their effective caster level by 1 or increase the DC of the spell by 1. The legendary cleric regains all expended faith when they regain spells each day.
Aura (Ex) [LAWFULL]
A legendary cleric treats their level as 5 higher when determining the strength of their alignment aura. If they worship a deity or an aligned faith, they gain a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
Knowledge of the Faith (Ex)
A legendary cleric automatically gains a number of ranks in Knowledge (religion) equal to their class level and may use Wisdom in place of Intelligence for Knowledge (religion) checks. In addition, they automatically succeed at any Knowledge check related to their faith, though if it isn’t about their faith specifically (for instance, a story about a different deity that theirs is involved in), they only know the parts that involve their faith.
Channel Energy (Su) 13/dayDC32 Channelling 12d6+10 DMG Force 10 targets or ALL objects in 30'
A legendary cleric who channels negative energy can choose to deal damage to living creatures or to heal undead creatures. 30-foot radius centered on the legendary cleric. When channeling, they can select a number of targets in the area of up their Wisdom modifier. These targets are unaffected by the channel (this counts as having the Selective Channeling feat as well as 13 Charisma for the purpose of meeting prerequisites). The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two legendary cleric levels beyond 1st.
Planar Channeling (Su)
At 1st level, the planar envoy gains Alignment Channel as a bonus feat, but must spend a faith point or an additional use of channel energy to use channel energy without affecting it with the Alignment Channel feat. By spending a faith point, the planar envoy may have their alignment channel affect all creatures of the specified alignment, not just outsiders with the specified alignment subtype. At 8th level, when the planar envoy spends a faith point in this way when using Alignment Channel, creatures that fail their saving throw against being damaged become sickened for a number of rounds equal to the planar envoy’s Wisdom modifier.
This modifies channel energy.
Devoted Skill (Ex)
At 5th level, the legendary cleric gains the skill unlocks for Knowledge (religion) and for their first domain’s divine skill.
Planar Envoy (Legendary Cleric Archetype)
Planar envoys commune directly with the otherworldly powers of Heaven, Hell, or whatever other eternal realms stretch across the multiverse. Calling upon the aid of outsiders in combat as well as diplomacy, planar envoys embody the might of the outer planes.
Planar Alliance (Su)
At 1st level, the planar envoy gains a familiar as a wizard of their class level. In addition, they treat all summon monster spells as domain spells, their effective spell level being equal to their level on the sorcerer/wizard spell list.
At 4th level, the planar envoy gains Augment Summoning as a bonus feat even if they do not meet the prerequisites. In addition, they may spend a faith point as part of casting a summon monster spell to reduce the casting time to a standard action.
At 8th level, the planar envoy gains Improved Familiar as a bonus feat. By spending a faith point as a standard action, the planar envoy may grant their familiar the Guardian Spirit template for a number of minutes equal to their planar envoy level. The effective conjuration spell level for the purpose of determining the effects of the Guardian Spirit template is equal to half the planar envoy’s level.
At 12th level, the planar envoy adds lesser planar binding, planar binding, and greater planar binding to their spell list (as 4th, 6th, and 8th-level spells, respectively). In addition, they may spend a faith point as part of casting any planar binding spell to gain a +2 bonus on Charisma checks or as part of casting any planar ally spell to reduce the cost of payment by 20%.
At 16th level, the planar envoy may spend a faith point as part of casting a conjuration (summoning) spell in order to summon one additional creature of the same kind.
This replaces the domain gained at 1st level.
Domains
Freedom Domain
The domain of freedom is one of reflection, detachment, and perpetual striving. As a legendary cleric of freedom, you may be seeking to liberate yourself and others from some shackles of physical spiritual oppression. You could be a revolutionary firebrand opening the eyes of the masses to their condition, a warrior battling against forces of subjugation, or a mystic seeking to cast off the bindings of material existence to achieve spiritual perfection.
Skill: Escape Artist
Breaker of Chains (Su)
By spending a faith point as an immediate action, you may grant an ally within 30 feet a sacred bonus to Acrobatics checks, Escape Artist checks, CMD, and saving throws against effects which would restrict their movement for 1 round. This bonus is equal to half your cleric level (minimum 2).
Freedom’s Call (Su)
At 4th level, you can emit a 30-foot aura of freedom for 1 minute by spending a faith point. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable.
Forever Unbound (Su)
At 8th level, you constantly benefit from the freedom of movement spell.
Doctrine of Transcendence
The body and mind are themselves prisons, and you dedicate yourself to escaping their confines to exist in a higher state of being. Through intense physical and mental discipline, you push towards freeing yourself from your own mortal limitations. You gain the following abilities.
Free of Necessity (Ex)
You no longer need to eat, drink, or breathe and become immune to poisons and diseases.
Shed Body (Su)
At 16th level, you may become incorporeal as a move action and remain incorporeal as long as you wish. You may choose to have your equipment become incorporeal with you. Unlike other incorporeal creatures, you do not gain a deflection bonus to Armor Class from your Charisma modifier. During this time, your body fades into an immaterial form that retains your basic likeness. While incorporeal, you gain a fly speed equal to your land speed (perfect maneuverability).
Domain Spells: 1st-abjuring step,2nd-extreme flexibility,3rd–gaseous form,4th-litany of escape,5th-break enchantment,6th–getaway,7th–ethereal jaunt,8th-protection from spells,9th–freedom
Travel Domain
The domain of travel is built around movement, exploration, and guidance. As a legendary cleric of the travel domain, your lifestyle is likely nomadic or otherwise distant from most of society. You may be a guide who leads people through danger, a monastic who protects people in remote parts of the world, or a navigator who helps keep the group on the right path in times of tumult.
Skill: Acrobatics
Agile Feet (Su)
By spending a faith point as a free action, you may allow yourself and all allies within 30 feet to ignore all difficult terrain and not take any penalties for moving through it for 1 round.
Blessed Alacrity (Su)
At 4th level, all of your movement speeds increase by 10 feet. You may spend a faith point as a free action to double this bonus for one round.
Dimensional Hop (Sp)
At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Doctrine of Gateways
Every journey has a destination, and your expertise lies in reaching destinations quickly through magical means. The doctrine of gateways is built upon circumventing dangers and bringing your allies directly between points. You gain the following abilities.
Portal (Su)
When using dimensional hop, you may spend a faith point to create two 5-foot diameter portals, one in the space you teleported from and one in your current space. These portals persist until the end of your next turn, and creatures of any size can step move through either, using 5 feet of movement to exit from the other portal. At the end of your next turn, you can spend an additional faith point as a free action to extend the portals’ duration by 1 round.
Master of Dimensions (Su)
At 16th level, you do not expend distance for using dimensional hop to teleport less than 60 feet. In addition, you may spend 20 feet of movement from dimensional hop to transport a willing creature between planes (as per plane shift) instead of teleporting it.
Bonus Languages
A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
True Faith (Su)
At 20th level, the legendary cleric chooses a third domain. They gain the benefits of all domain powers offered by all of their domains as if they had selected them as primary domains, although they only gain the benefit of one doctrine per domain.
SPELL CASTING As class
Orisons: Legendary clerics can prepare a number of orisons, or 0-level spells, each day as noted on Table 1-1: Legendary Cleric Class Features under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting
Each domain has one spell at each spell level. A legendary cleric can channel stored spell energy to cast these spells any time. The legendary cleric can “lose” any prepared spell that is not an orison in order to cast any domain spell of the same spell level or lower.
Orisons
Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
Domain Spells: 1st-abjuring step,2nd-extreme flexibility,3rd–gaseous form,4th-litany of escape,5th-break enchantment,6th–getaway,7th–ethereal jaunt,8th-protection from spells,9th–freedom
Domain Spells, 1st–longstrider, 2nd–knock, 3rd–haste, 4th-dimension door, 5th–teleport, 6th–getaway, 7th–greater teleport, 8th–phase door, 9th-interplanetary teleport
Planar Envoy {Three spells, Planer Travel, Detect Thoughts, Mind blank} + ALL Summoning Spells + Gate + When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura {LE}, you may cast the spell as a standard action instead of with a casting time of 1 round.
Damnation Feat: Add 2 to the DCs of all saving throws against spells with the evil descriptor that you cast.When you apply a metamagic feat to a spell with the evil descriptor, that spell takes up a spell slot 1 level lower than normal (to a minimum of 1 level above the spell’s actual level). Treat your caster level as being 2 higher for all level-dependent effects of spells with the evil descriptor that you cast.
Class Skills: The legendary investigator treats all skills as class skills.
Skill Ranks per level: {6+2+15} Intelligence modifier
Course of Study (Ex) Theatrics
Despite your trained intellect, you’ve become very aware of the power emotion has over people. Fear has become one of your best tools.
Focus Skill: Intimidate
Dual Identity (Ex)
At 1st level, you gain the dual identity feature, as a vigilante.
At 1st level, you gain the seamless disguise Ex feature, as a vigilante.
A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.
Friend of Darkness (Ex)
At 1st level, while you are in your alternate identity, you gain a competence bonus to your Bluff, Intimidate and Stealth skills equal to half your class level, minimum 1.
Frightening Display (Ex)
At 4th level, when you damage a creature with a melee attack, you may make an Intimidate check as a swift action to attempt to demoralize them. The target does need to be able to see you.
Perfect Stealth (Sp)
At 8th level, while in your disguised identity, you may cast invisibility as a spell-like ability.
The effect ends if you leave your disguised identity. This is a move action.
True Fear (Su)
At 12th level, creatures within 30 feet of you lose their immunity to fear while they remain. If they leave this area, fear effects continue, but they regain their immunity against any new fear effects. You must be in your disguised identity to use this ability.
Shocking Appearance (Ex)
At 16th level, as a standard action, you may make an Intimidate check to demoralize all enemies that can see you that are within 30 feet of you. If you are invisible, you become visible, but resume your invisibility at the end of your turn. You must be in your disguised identity to use this ability.
Inspiration (Ex) 26/26 Pool
1/2 their legendary investigator level + their Intelligence modifier (minimum 1). A legendary investigator can only use inspiration once per check or roll. They can use inspiration on any Intelligence-based skill checks without expending a use of inspiration, provided they’re trained in the skill. This includes skills in which the legendary investigator substitutes their Intelligence modifier for the skill’s typical ability modifier. Inspiration can also be used on attack rolls and saving throws, at the cost of spending two uses of inspiration each time from the legendary investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action. Temporary increases to Intelligence, like from the spell fox’s cunning do not increase the number of points of inspiration the investigator has or can have.
Power Source: Occult Power Source
A legendary investigator casts psychic spells drawn from the medium, mesmerist, occultist, psychic, and spiritualist class spell lists. the lower of the two spell levels listed for the spell.
0 Level Powers [Known 6][Per Day 6][DC26]
1:Prestidigitation 2:Telekinetic Projectile 3:Sift 4:Read Magic 5:Detect Psychic Significance 6:mending
1st Level Powers [Known 6][Per Day 6+2][DC27]
1:Comprehend Languages 2:Cultural Adaptation 3:Detect Secret Doors 4:detect-thoughts 5:Shadow Weapon 6:Hidden Diplomacy
2ed Level Powers [Known 6][Per Day 6+2][DC28]
1:Anticipate Thoughts 2:Speak with Animals 3:Darkvision[Used Daily] 4:Detect Mindscape 5:Instigate Psychic Duel 6:Mirror Hideaway
3ed Level Powers [Known 6][Per Day 4+2][DC29]
1:Analyze Aura 2:mindscape-door 3:Heroism 4:Haste 5:Nondetection 6:Shadow Enchantment
4th Level Powers [Known 5][Per Day 4+2][DC30]
1:create-mindscape 2:Out of Sight 3:Phantasmal Killer 4:Planar Adaptation 5:invisibility greater
5th Level Powers [Known 4][Per Day 3+2][DC31]
1:secret-chest 2:telepathic-bond 3:Permanency 4:Retrocognition
Studied Combat (Ex)
Swift action, 15 rounds +10TH/+10DMG precision damage [24 hours cool down]
Studied Strike (Ex) 10D6 DMG precision damage
They cannot use a studied strike against a creature with concealment.
Quick Wits (Ex)
Ues Intelligence modifier for Perception, Sense Motive, Diplomacy.
Danger Sense (Ex)
+6 dodge bonus to AC against attacks by traps.
+6 bonus on Reflex saves to avoid traps
+6 bonus to Perception checks to avoid being surprised by a foe
This ability counts as trap sense for any feat or class prerequisite. The bonuses gained from this ability stack with those gained from trap sense (if the legendary investigator has trap sense from another class).
Investigator Talent (Ex)
Level 03 Quick Study
level 05 Amazing Inspiration(investigator now d8s at 20th rolls 2d8 and adds both dice to the result}
Level 07 empathy Roll twice on Sense Motive checks; spend inspiration to detect thoughts
Level 09 Tenacious Inspiration (Ex)Whenrolling inspiration die, roll an additional inspiration die and take the higher result, {at 20th Roll 4D8 takes best two}
Level 01 Combat Inspiration (Ex)[Use inspiration on attacks 4d8+take best 2]
Level 13 Inspired Intimidator 1Ip = +5 Intimidate result.
Level 15 Eidetic Recollection Can Always two 10 on ALL skill rolls, 1IP = take 20
Level 17 studied-defense +10AC 18 Rounds
Level 19 Greater Combat Inspiration Add Inspration to Attack rolls no Inspration cost
Keen Recollection (Ex)
Nurfed by level 20
Piercing the Veil (Ex)
At 16th level, they automatically succeed on any Will saving throw against an illusion that grants a saving throw. Will save against any glamer or figment present within 10 feet regardless of it having a saving throw.
Stimulate the Mind (Ex) 4/Day +1d8 inspiration
4x per day, spend 10 minutes reviewing notes to roll their inspiration die 1d8 to regain the resulting number in points of inspiration
Slippery Mind (Ex)
At 14th level, If they fail their saving throw and are affected by an enchantment or other mind-affecting spell or effect, may attempt the save again 1 round later at the same DC. They get only this one extra chance to succeed on their saving throw.
Perfect Body, Flawless Mind (Ex) [Int+8]
At 20th level, the character’s endless training and study has resulted in an unmatched mastery of the self. The character increases her ability scores by a collective total of 8. For example, she can increase one score by 8, or one score by 5 and another by 3, or four scores by 2, and so on. Characters of any class can select this ability. Master Intellect (Ex)
At 20th level, use inspiration on all skills (even ones they are not trained in) and all ability checks (including initiative checks) without spending inspiration. If you already may use the check without inspiration, you may roll your inspiration die twice and take the higher result.
ARMOR/CLOTHING
Hound of Hell Uniform,
Nobles Robes [1000gp]
Glamered[2700gp]
EMBEDDED Impervious[3000gp]
*Back of uniform, sheath-of-bladestealth, Holds Hell Blade in place[5000gp]
[Total=10700gp]
slots
Belt: -
Body: Monks Robe [13,000gp]
Chest: unfettered Shirt [10,000gp]
Eyes: -
Feet: Magic Tatoo of Striding-and-springing and elvenkind[5,500gp]+[1.5*2500=3750]=[7,250gp]
Hands: Gloves of Reconnaissance + Tatoo [Hidden UnHoly Symbles][2,100gp]
Head: Magic Tattoo of Telepathy and The maiden [32,100gp]
Headband: -
Neck: Magic Tatoo of Adaptation, Health and Persuasion
[9000gp]+[7500gp*1.5=10750gp]+[4500gp*1.75=7500gp]=[27,250gp]
Shoulders: -
Wrists: Magic Tatoo of Armor +5 and Many Garments [64,600g]
Ring L: [Sustenance [23,900gp]
Ring R: Magic Tatoo of of-evasion AND
None slotted Items Channle Feats ]
Hell Hound - Badge of office - Holy Symble[8,000g]
10xelixir-of-the-thundering-voice]elixir-of-the-thundering-voice 2,500gp
Slotted wayfinder Ioun Stone Wayfinder Tireless [5,000gp]
Tireless wayfinders have burnished copper cases and silver inner workings.
In addition to the usual functions of a wayfinder (including the ability to create light), the bearer of a tireless wayfinder halves the Strength and Dexterity penalties for being fatigued or exhausted, and gains a +2 resistance bonus on all saving throws made against effects that cause fatigue or exhaustion. The tireless wayfinder must be in a creature’s possession for 1 full week before these benefits apply, and they are lost if it leaves the creature’s possession for more than 1 hour.
Slotted wayfinder Ioun Stone
Deep red sphere +2 Dex 8000gp
Slotted power
Gain Improved Unarmed Strike feat
On belt2Lb
Handy Belt of Holding [2500gp] 5lb [6x20lb Pouches inside]
As a handy-haversack but in the form of 6x belt bouches each holding 2 cubic feet in volume or 20 pounds in-weight.
Gravity: Normal
Shape: Self Contained but windows look out onto parts of the Hell's
Structure: Complex maze of interlinked Officer.
Magic: High Evil/Law +50% Low Good chaotic -50%
Portal: [To the Hell's true].
TIME: Fast [1min = 1 day]
The HOUND has its own pocket office, Hellish office building.
Filled will lesser Devils endlessly filling paperwork. They have a large office room overlooking The part of the Hell's where souls work for evermore in Hell's Bureaucracy. Chained to desks doomed soul scribes work in the hot dry heat. Time is fast Hounds, When you come visit you could be here for years and go back seconds after your left. Old and gray. Making being in her office seem like an eternity. Rosa likes artworks and has a collection in her office.