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Yulia LG
Character Name Alignment
Volur 4 , Vizier 4
Character Level
Aasimar M
Race Size
Female 50
Gender Age
4'11" 75lbs
Height Weight
Gold Gold/Red
Hair Eyes
Asmo(7/16/7/16/16/13)
Player
Sarenrae Elysium
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
7 -2 N/A -2
Dex
Dexterity
16 +3 N/A +3
Con
Constitution
7 -2 N/A -2
Int
Intelligence
16 +3 N/A +3
Wis
Wisdom
20 +5 N/A +5
Cha
Charisma
15 +2 N/A +2
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
16
0
0
Initiative
Dex
Modifier
+3
+3
+0
BAB
+2
ARMOUR CLASS
Total AC
Armour
Shield
Dex
16
+3
+0
+3
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
13
Flat Footed
13
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +1 +3 CON -2 +0 +0 +0
Reflex +4 +1 DEX +3 +0 +0 +0
Will +8 +3 WIS +5 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+0 +2 -2 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
13 10 +2 -2 +3 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
-
-
-
-
-
Languages

Common, Celestial, Elven, Sylvan, Draconic

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +3 (DEX)  +3 +0 +0
Bluff +2 (CHA)  +2 +0 +0
Climb -2 (STR)  -2 +0 +0
Diplomacy +11 (CHA)  +2 +4 +5
Disguise +2 (CHA)  +2 +0 +0
  Escape Artist +3 (DEX)  +3 +0 +0
Fly +12 (DEX)  +3 +4 +5
Heal +12 (WIS)  +5 +4 +3
Intimidate +2 (CHA)  +2 +0 +0
Knowledge: Arcana +3 (INT)  +3 +0 +0
Knowledge: Dungeoneering +3 (INT)  +3 +0 +0
Knowledge: Local +3 (INT)  +3 +0 +0
Knowledge: Nature +3 (INT)  +3 +0 +0
Knowledge: Planes +10 (INT)  +3 +4 +3
Knowledge: Religion +11 (INT)  +3 +4 +4
Perception +14 (WIS)  +5 +4 +5
Ride +3 (DEX)  +3 +0 +0
Sense Motive +12 (WIS)  +5 +4 +3
  Stealth +3 (DEX)  +3 +0 +0
Survival +12 (WIS)  +5 +4 +3
Swim -2 (STR)  -2 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
Appraise +3 (INT)  +3 +0 +0
Handle Animal* +9 (CHA)  +2 +4 +3
Knowledge: Engineering +3 (INT)  +3 +0 +0
Knowledge: Geography +10 (INT)  +3 +4 +3
Knowledge: History +3 (INT)  +3 +0 +0
Knowledge: Nobility +3 (INT)  +3 +0 +0
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Skill Notes
FCB Skill: x4

Background: Bound Yhohm
Feat: Adorn Akashic Treasure
Skills: Knowledge(Religion), Fly
Feats

Feats


Bakcground:Adorn Akashic Treasure
Benefit: When you gain this feat, choose a number of Akashic Treasures equal to your 1 + veilweaving modifier (minimum 2). If a treasure has a selectable component (such as choosing an elemental type for the Elementium Etchings treasure), you must choose the selectable components when you choose the treasure. You may choose multiple of these treasures if you wish to gain multiple selection options, but each counts as a unique chosen treasure for the purposes of this feat. If you later gain a permanent increase to your veilweaving modifier, you gain knowledge of additional treasures. If that permanent increase is lost and later regained, you lose those treasures while the increase is lost, and then regain those same chosen treasures when the increase is regained.

Whenever you shape your veils for the day, you may select one of your chosen treasures. You may adorn one of your veils with the selected treasure. This otherwise follows the rules for adorning akashic treasures.

If you have the ability to adorn any akashic treasure from one of your class features, you instead increase the number of veils you may adorn with treasures each day by one.

Special: You may select this feat multiple times, choosing additional akashic treasures and gaining the ability to adorn one additional veil with a treasure each time it is selected.

Major Drawback:Adorn Akashic Treasure
Benefit: When you gain this feat, choose a number of Akashic Treasures equal to your 1 + veilweaving modifier (minimum 2). If a treasure has a selectable component (such as choosing an elemental type for the Elementium Etchings treasure), you must choose the selectable components when you choose the treasure. You may choose multiple of these treasures if you wish to gain multiple selection options, but each counts as a unique chosen treasure for the purposes of this feat. If you later gain a permanent increase to your veilweaving modifier, you gain knowledge of additional treasures. If that permanent increase is lost and later regained, you lose those treasures while the increase is lost, and then regain those same chosen treasures when the increase is regained.

Whenever you shape your veils for the day, you may select one of your chosen treasures. You may adorn one of your veils with the selected treasure. This otherwise follows the rules for adorning akashic treasures.

If you have the ability to adorn any akashic treasure from one of your class features, you instead increase the number of veils you may adorn with treasures each day by one.

Special: You may select this feat multiple times, choosing additional akashic treasures and gaining the ability to adorn one additional veil with a treasure each time it is selected.

Lvl 1: Precise Shot
Lvl 3: Deadly Aim

Special Abilities

Volur Veils


Raiment of Swrling Fog
Descriptors: Air, Creation, Enhanced (light armor, see text)

Class: Huay, Soulforge, Stormbound, Volur

Slot: Shoulders, Chest

Saving Throw: None

Thick clouds swirl around you in a chaotic rhythm, obscuring your movement and position without impacting your own ability to see.

A solid armor of fog and cloud forms around you, obscuring your shape and dampening blows made against you. Shaping this veil causes clouds to obscure your location, causing attacks that would otherwise strike true to miss you.

This veil counts as light armor, and grants a +3 armor bonus to your AC, has a maximum Dexterity bonus of +7, no armor check penalty, and a 5% arcane spell failure chance. Additionally, attacks made against you suffer a 20% miss chance from the concealment provided by these clouds. This veil conjures the clouds, and its miss chance is not negated by effects such as true seeing but can be defeated by other abilities or effects that allow one to see through clouds or fog. The miss chance from this veil stacks with the concealment granted by natural or magical clouds or fog, to a maximum miss chance of 50%. You cannot use the concealment provided by this veil alone to make Stealth checks to hide.

Essence: The first point of essence invested in this veil, and every 2 essence invested thereafter, increases the miss chance of attacks made against you by 5%.

Chakra Bind (Shoulders): [St10] Binding this veil to your Shoulder chakra causes the clouds that swirl around you to swell in size and lift you and your allies from the ground. You, and a number of allies up to your veilweaving modifier within 10 feet plus 5 feet per invested essence gain a fly speed of 10 feet, + 5 feet per invested essence. Creatures flying in this way automatically pass fly checks but are still subject to wind effects. If an ally leaves this abilities range, their fly speed persists until the end of their next turn.

Chakra Bind (Chest): [St18] Binding this veil to your Chest chakra causes you to gain the benefits of the Shoulder chakra, except that you and your allies can fly as if under the effects of the overland flight spell rather than the normal fly speeds provided by this veil.

Gorget of the Stormking
Descriptors: Air, Cold, Electricity, Polymorph

Class: Daevic, Guru, Huay, Nexus, Stormbound, Volur

Slot: Neck

Saving Throw: Reflex partial (see text)

A metallic gorget shimmers around your neck, its translucent exterior revealing a storm brewing within. This gorget was said to have been worn by the Stormking himself, granting him the powers and abilities of an elemental of the Elderstorm.

When you shape this veil you take on some of the aspects of an elemental. You reduce any bleed damage you take by 2 points (minimum 0) and gain a +1 insight bonus on saving throws versus effects that would paralyze, poison, or stun you. You gain resist 5 cold and electricity, and airborne creatures take a -1 penalty on attacks made against you.

Essence: For each point of essence invested in this veil the bleed damage you take is reduced by an additional 2, the insight bonus to saving throws is increased by +1, your resistance to electricity and cold is increased by 5. For every 2 points of essence invested, the penalty airborne creatures take when attacking you increases by an additional -1.

Chakra Bind (Neck): [D12/16, Hu14, N14, G14, St16, Vo14] Binding this veil to your Neck chakra allows you to take on the form of an elemental of the Elderstorm. You can take an elemental form, switch between elemental forms, or take on your original form as a swift action. While in an elemental form you have immunity to critical hits and precision damage. You can take the form of an Air, Lightning, or Ice elemental of your base size. Your elemental form is humanoid in shape, and your equipment does not merge with you when you take an elemental form. The benefits you gain depend on the type of elemental form chosen. You do not gain any other abilities or properties of the chosen elemental besides what is listed here:

Air:If the form you take is that of an air elemental, you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to transform into a whirlwind as the universal monster ability at will as a standard action.

Electricity: If the form you take is that of a lightning elemental, you gain a +2 size bonus to your Dexterity, a +2 size bonus to your Constitution, and a +3 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and a +3 bonus on melee attack rolls if your opponent is wearing metal armor, is wielding a metal weapon, or is made of metal (such as an iron golem).

Ice: If the form you take is that of an ice elemental, you gain a +4 size bonus to your Strength, and a +5 natural armor bonus. You also gain darkvision 60 feet, the ability to climb icy surfaces as the spider climb spell, the ability to walk across icy surfaces without having to make an Acrobatics check, and the ability to move through ice and snow as the earth glide universal monster ability.

Formless: If you choose not to take an elemental form, the latent elemental powers of the veil reinforce your body. You gain a 10% chance per point of essence invested in the veil to negate the effects of a successful critical hit or sneak attack, causing the damage to be rolled normally. This stacks with similar effects, such as the fortification magic armor property. Additionally, you gain a +4 size bonus to your Constitution and DR 5/-.

Veilhex
Descriptors: Brand, Curse

Class: Huay, Nexus, Promethean, Vizier, Volur

Slot: Headband

Saving Throw: Will negates

Your akasha infuses the target, leaving a mark upon their brow which amplifies any pain you deal to them.

Whenever you deal damage to the branded creature, the brand lashes out at them, dealing 1d4 points of damage to the branded creature. This damage is from a pulse of akashic power and ignores damage reduction or resistance the creature might possess.

Additionally, whenever the branded creature is reduced to 0 hit points or fewer, you may apply this brand to a different creature in range as an immediate action. That creature receives a saving throw against the brand, as normal.

Essence: For each point of essence invested in this veil, the damage dealt to the branded creature when they take damage from one of your veils is increased by +1.

Chakra Bind (Headband): [Hu12, N12, P12, Vi12, Vo11] Binding this veil to your Headband chakra causes the power of the Veilhex to amplify along with any other brands affecting the creature. At the beginning of each of the creature’s turns, it takes 1d4 points of damage per brand affecting them (including the Veilhex). This damage is from a pulse of akashic power and ignores damage reduction or resistance the creature might possess. This damage also benefits from the shaping effect of this veil.

Sword of Damocles
Descriptors: Brand

Class: Daevic, Eclipse, Guru, Huay, Kheshig, Stormbound, Vizier, Volur

Slot: Hands

Saving Throw: None

A guillotine rises ominously above the branded’s head, threatening to plunge down at the slightest of hesitation.

Placing this brand does not require a saving throw. The sword of damocles hovers above the branded creature’s head, threatening to plunge down on them at any sign of them performing a forbidden action. When you brand the creature, select a single action to forbid it from taking. This action must be specific, such as attacking or using an ability on a specific creature, moving into a specific space, casting spells of a specific school or descriptor, using the abilities of veils with a specific descriptor that take an action, or using a specific one of its supernatural or extraordinary abilities. Other forbidden actions may be chosen at your GM’s discretion, but they should be as equally specific as the above examples. Each time you reinvest your essence, you can change the forbidden action. The branded creature knows what actions are forbidden to it, even if it lacks an Intelligence score or language.

Whenever the branded creature performs a forbidden action, you may attack that creature using the sword of damocles as an attack of opportunity after the action is completed. You may take these attacks of opportunity even if you would otherwise be unable to take actions. When making these attacks, you treat your veilweaver level as your base attack bonus, and use your veilweaving modifier in place of your Strength for attack and damage rolls. The sword of damocles functions as if it were a medium sized scimitar. If you have any feats or abilities that affect any scimitars you wield, you may apply those feats or abilities to attacks made using the sword of damocles. You do not suffer any penalties to attack for using the sword of damocles if it is not sized appropriately to you.

Essence: For each point of essence invested in this veil, you may choose another forbidden action. You can choose the same forbidden action multiple times, but they must apply to different selections (such as forbidding attacking multiple specific creatures, or not being allowed to move into multiple specific spaces). For each odd point of essence invested in this veil, the Sword of Damocles gains a +1 enhancement bonus to attack and damage rolls. For each even point of essence invested, the Sword of Damocles deals an additional 1d6 points of damage on a successful hit. This damage is the result of an akashic pulse of power and ignores its target’s damage reduction and resistances.

Chakra Bind (Hands): [D4, E3, G2, Hu2, K2/5, St4, Vi2] Binding this veil to your Hands chakra allows you to further punish the branded foe. You gain a number of bonus attacks of opportunity each round equal to your veilweaving modifier which you can only use to punish your foe for taking forbidden actions using the Sword of Damocles.


Vizier Veils


Circlet of Brass
Descriptors: fire

Class: Guru, Helmsman, Nexus, Vizier

Slot: Headband

Saving Throw: none

This veil, first shaped by an ancient efreeti lord, molds Akasha into a brazen circlet that seems to flicker and move like molten flame.

The wearer of this veil is especially potent at controlling the powers of flame. The wearer increases the save DC of any of his spells or abilities which deal fire damage by 1, and gains a +2 insight bonus to damage rolls with those abilities.

Essence: For each point of essence invested in this ability, increase the bonus to save DCs by 1 and the bonus to damage rolls by +2.

Chakra Bind (Headband): [G11, N12, He14, Vi12] Binding this veil to your headband chakra invests your eyes with fiery energy. As a standard action, you may launch a ray of fiery energy from your eyes with a range of 60 feet. On a successful ranged touch attack, this ray deals 1d6 points of fire damage +1d6 per point of essence invested in this ability.

Eyes of the Hawkguard
Descriptors: none

Class: Guru, Helmsman, Stormbound, Vizier

Slot: Headband, Body

Saving Throw: none

The archer lords of the far northern steppes were the first to manifest this potent Veil, using its power to spy enemies long before they could become a threat.

When a character chooses to shape this veil he extends the range of all of his modes of vision (normal, low-light, darkvision, etc.), and the range increment of any ranged weapon he wields by 10 feet.

Essence: For each point of essence invested in this ability, the character’s increase to their field of vision and weapon range expands by an additional 10 feet.

Chakra Bind (Headband): [G11, He14, St12, Vi12] You gain the ability to see invisible creatures and objects normally, as if under the effects of a see invisibility spell.

Chakra Bind (Body): [G20, He20, St20, Vi20] You see all things as they truly are, as if you were under the effects of a constant true seeing spell.

Faulds of Elemental Summoning
Descriptors: Summoning, See Text

Class: Huay, Nexus, Stormbound, Vizier

Slot: Belt

Saving Throw: None

Plates of elemental matter wrap themselves around your waist, tying you to an elemental bound to serve your commands.

As part of shaping this veil, you summon a single small elemental that serves your command. The type of elemental summoned is chosen when shaping this veil and must be selected from the following types: Air, Earth, Fire, Ice, Lightning, or Water. This veil gains the descriptor of the chosen type. This summoned elemental is wholly under your command but must remain within 100 feet of you. If it leaves this area, or if you choose to relinquish your control over it as a move action, the elemental disperses and returns to its home plane. The dispersed elemental can be summoned again as a full-round action that provokes attacks of opportunity. While on its home plane, the elemental regains 1 lost hit point per minute. If the elemental is slain, you cannot summon it for 1 hour, after which it is returned to 1 hit point, has all negative conditions it is suffering from removed, and begins to regenerate its hit points until the next time it is summoned. If this veil is unshaped and later shaped again before the next time you rest and reshape your veils, the summoned elemental retains the hit points it had when you unshaped the veil.

Essence: For each point of essence invested in this veil, the elemental gains a +2 insight bonus to attack and damage rolls, AC, saving throws, and skill checks, as well as gaining 10 additional hit points.

Chakra Bind (Belt): [Hu16, N16, St14, Vi16] Binding this veil to your Belt chakra allows your summoned elemental to grow in power and size. The elemental you summon using this veil is now a huge elemental of the chosen type.

Traits

Racial Traits Aasimar

+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable. Aasimars of specific bloodlines (see below) gain different ability score modifiers as indicated.
Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks. Aasimars of specific bloodlines (see below) gain a +2 bonus on different skill checks as indicated.
Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (with a caster level equal to the aasimar’s character level). Aasimars of specific bloodlines (see below) gain other spell-like abilities in place of daylight.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.


Combat:Natural Flyer
All your life, the sky has beckoned to you, and you have dreamed of reveling in the freedom and bliss of flight. You gain a +1 trait bonus on Fly checks, as well as Acrobatics checks attempted while flying. Fly is always a class skill for you.

Faith:Reincarnated
You lived a previous life as someone—or something— else. For you, life and death are a cycle, and you have no fear of death. You gain a +2 trait bonus on saving throws against fear and death effects.

Social:Free Spirit
You respect the freedom of others to speak as they will. Your rough-and-tumble youth taught you that everyone deserves a chance to say her piece. After all, you can always simply choose to ignore the speaker. You gain a +1 trait bonus on saving throws against language dependent and effects with the sonic descriptor. In addition, the DC to Intimidate you increases by 2.

Drawback:Naive
Your perception that everyone is innately good does not bode well in the heat of battle, when less scrupulous foes might take advantage of your misguided optimism. You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers (see the Pathfinder RPG Advanced Player’s Guide).

Major Drawback:Distractible
If a skill check requires more than a standard action, you incur a -2 penalty, and an additional -2 penalty for every round beyond 1, for that check. You can never take 20 on a skill check.

WEAPONS
Name AB Critical Type Range Ammo Dmg
Elementium Etching +5 x2{20} Fire 50ft 0 1d8+4+6+2+6
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Raiment of Swirling Fog+3Light05%020% miss chance
Arms & Equipment

Akashic Treasures Known:
Elementium Etching: Fire
Burning Embers
Eagle's Feather
Four Pointed Star
Orichalcum Gilding
One Dozen Wood Splinters
Manticore's Spine
Gemstone Array
Elven Talisman
Cracked Effigy: Outsider(Evil)

Class Features

Volur


Akashic Spirit
The volur’s ability to utilize akasha is granted by a spirit through which they form a special bond. The volur’s spirit takes its form from those tied to a single aspectual circle, chosen when the volur first gains this class feature. Whenever the volur shapes their veils for the day they select a single aspect for their spirit to adopt from their selected aspectual circle. They can also change their spirit’s selected aspect by meditating for 10 minutes.

(Aspectual Circles can be found here)

As a standard action the volur can choose to merge their spirit with their essence, causing the akashic spirit to become untargetable, intangible, and immune to all forms of damage. The akashic spirit must share the volur’s space or be within 5 feet of them for the volur to use this ability. The volur can end this effect as a free action on their turn, ejecting the spirit into a space within 5 feet of them (including sharing their space, if they wish).

If the akashic spirit is slain, the volur cannot reallocate their essence to or from veils shaped from volur class levels, and has the essence capacity of their brands shaped using their brandshaping class feature halved (rounded down, minimum 0). In addition, if any of their veils shaped from volur class levels are sundered or temporarily dismissed, they are instead destroyed. The volur can reanimate their akashic spirit by meditating for 1 hour, when they do so it is returned to life at 1 hit point in a square adjacent to them.

The akashic spirit is automatically returned to full hit points (and revived, if it was slain) each time the volur prepares their veils for the day. If the akashic spirit was suffering from any damage or drain to its ability scores, from negative levels, or from any other negative condition, those injuries and conditions are also healed when the volur prepares their veils for the day.

Otherwise, an akashic spirit functions similarly to the familiars of arcane magic users, granting the volur enhanced senses and a companion with which to explore the world. It also functions as a familiar for the purposes of the Shared Veil feat, but not for other feats or abilities that affect a familiar.

Brandweaving
The volur’s connection to the often vengeful spirits of the world has granted them the ability to shape akasha into potent curses and blights to place upon their foes known as brands. Brands are veils with the [brand] descriptor, and the volur gains the ability to shape 1 of these veils each day at 1st level, and gains the ability to shape an additional 1 of these veils at 4th, 10th, 14th, and 18th level.

When shaping brands using the brandweaving ability, a volur does not use the standard rules for veils with the [brand] descriptor. When a volur shapes these brands they do not take up one of the volur’s chakra slots, and cannot be bound using their chakras. This ability does not allow the volur to shape the same brand multiple times, but does allow them to shape multiple brands that would normally be shaped in the same slot, along with any other veils they would normally shape in those slots.

Rather than being invested with essence, these brands are always treated as being invested with their maximum capacity of essence. In addition, the volur uses their Charisma as their veilweaving modifier for brands shaped using this ability, and the following to determine their saving throw DCs of their brands shaped using this ability rather than the normal saving throw DC for one of their veils: 10 + 1/2 their volur level (rounded up) + their Charisma modifier.

Chakra Binds
At 2nd level and every three levels thereafter the volur gains the ability to bind veils directly to their chakras, unlocking potent abilities. They gain the ability to bind to slots in the following order: Feet, Head, Shoulders, Headband, Neck, Belt, Body.

Improved Essence Capacity
The volur’s connection to their akashic spirit has improved their ability at investing essence. At 3rd, 9th, and 15th level the maximum essence capacity of all of the volur’s essence receptacles increases by 1

Brandbinding
At 3rd level, the volur‘s mastery over their brands allows them to bind their brands for greater effects. When the volur shapes their veils for the day, they can bind one of their [brand] veils shaped using their brandweaving ability. If a brand has multiple chakras it can be shaped to, the volur chooses which chakra slot they treat it as bound to when they shape the brand. At 6th, 12th, 16th, and 20th level the volur can bind an additional one of their [brand] veils shaped using their brandweaving ability.

Brand Reach
At 3rd level, the volur can maintain their brands on creatures within Medium range (100 feet + 10 feet per veilweaver level). This does not change the range at which they can apply their brands (normally Close range). At 9th level, they can place their brands on creatures within Medium range, and maintain them on creatures within Long range (400 feet + 40 feet per veilweaver level). At 15th level, they can place their brands on creatures within Long range, and their brands can be maintained on creatures no matter their distance from the volur, including if those creatures travel to a different plane.

Aspectual Circle:Circle of Growth
Spirits who adopt the aspect of growth take on the form of swirling vines dotted with luminescent flowers. These spirits gain a climb speed of 30 feet.

Passive: You and your spirit gain a pool of temporary hit points equal to twice your volur level. If these temporary hit points are lost, they recover at a rate of 1 per round. If you change your spirits aspect you lose these temporary hit points, but if you switch back to the aspect of growth you regain the number of temporary hit points you had when you changed your spirit’s aspect.

Embodiment: Vines and flowers sprout from your body and an aura of growth radiates outwards from you to a radius of 25 feet + 5 feet per 2 volur levels. Your allies within this aura (but not yourself ) gain a pool of temporary hit points equal to your volur level. If these temporary hit points are lost, they recover at a rate of 1 per round. If you stop embodying this spirit, or if an ally ends their turn outside the aura, these temporary hit points are lost, but if you embody the spirit again or the ally enters the aura, they regain the number of temporary hit points they had before they were lost in this way.

Mass Branding
At 4th level, the volur can apply two of their brands as a full-round action, or as a standard action by taking 1 point of essence burn. Each of these brands must be applied to a different creature. At 8th level, and every 4 levels thereafter, the volur can apply an additional brand with each use of this ability.


Vizier


Eldritch Insight
While not a spellcaster in any traditional sense of the word, the vizier has used intense study and natural cunning to develop a unique connection to the flow of mystical energies through himself and through the world around him. The vizier’s class levels count as arcane caster levels for the purposes of qualifying for feats, and for other caster level based abilities, such as determining your caster level when using a stave. The vizier gains the ability to invest his essence into any wand, staff, or wondrous item that normally uses charges; the normal limitations for essence capacity apply, and this capacity is increased by the vizier’s improved essence capacity ability. The vizier chooses how much essence to invest at the start of the day when he shapes his veils, and essence distributed to magical items in this way cannot be redistributed for 24 hours. The item gains a number of additional charges equal to the amount of essence invested; these charges dissipate if not used within 24 hours and cannot be used to activate spells of 8th level or higher. The vizier is considered to meet all qualifications for use of an item he invests essence into and never needs to make a Use Magic Device check to activate an item he currently has invested essence into.

Mystic Attunement
At 1st level, the vizier can begin to manipulate the essence not just within himself, but within the objects or creatures around him. When the vizier first gains this ability, he must choose one of the paths of mystic attunement to follow.

Chakra Binds
At 2nd level and every 2 levels thereafter, the vizier unlocks chakra binds in the following order: Hands, Feet, Head, Wrist, Shoulders, Headband, Neck, Belt, Chest, and Body. Once a vizier has unlocked a chakra bind, he may choose to bind a veil to that slot when shaping it to unlock its corresponding bind abilities.

Improved Essence Capacity
The vizier is particularly talented at investing essence. At 3rd, 11th, and 19th level the essence capacity of all the vizier’s essence receptacles increases by one. In addition, the DC for any of his veil abilities increases by +1 each time he gains this ability.

Veilshifting
As the vizier’s ability to control the flow of magical essence throughout his body and equipment grows, he gains the ability to shape a small number of veils instantly. At 3rd level, the vizier may use a move action which provokes attacks of opportunity once per day to unshape one of his existing veils and instantly reshape the released energy into a new veil. The veil that he shapes using this ability cannot be bound to a chakra until he has spent one hour in meditation, even if the veil replaced this way was already bound. The vizier can use this ability one additional time per day for every four levels beyond 3rd. Each time he gains an additional use of this ability, the number of veils that he can reshape with a single use of this ability increases by one (for example, at 11th level the vizier can reshape up to three veils each time he uses this ability).


Vizier Path Ability(Ruler):
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At 1st level the ruler’s aura of subjugation has a range of 30 feet and all creatures other than the ruler within its area of effect take a –1 penalty to their Will saving throws and a –2 penalty to all Sense Motive checks. He may choose to exclude a number of creatures equal to his Intelligence modifier from the effects of this aura.

At 5th level the ruler’s control over his aura of subjugation improves and the penalty to Will saving throws increases to –2 and the penalty to Sense Motive checks increases to –4.

At 9th level the ruler’s aura increases to a 60 foot radius and any ally within its area of effect whom the ruler has chosen to exclude from its penalties instead gains a +2 bonus to their Will saving throws.

At 13th level the penalty to Will saving throws inflicted by the aura increases to –3 and the penalty to Sense Motive checks increases to –6.

At 17th level, the ruler’s aura of subjugation is near absolute; as an immediate action the ruler may force a single creature within the aura’s area of effect to reroll a Will saving throw or Sense Motive check.
Aura of Subjugation(Su)

Possessions & Property

Essence and Treasure Investment


Vizier


Circlet of Brass: 2 Essence, Elementium Etching
Eyes of the Hawkguard: 2 Essence
Faulds of Elemental Summoning

Volur


Raiment of Swirling Fog: 0
Gorget of the Storm King: 0
Veilhex: 2, Four Pointed Star
Sword of Damocles(Bound): 2

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Created by

LE_Asmodeus.

System

Pathfinder 1e

Statblock Type

Character Sheet

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