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H. Solano LG
Character Name Alignment
Incarnate Veil 5 , L. Samurai (Spherelord) 2 , Armiger (Antiquarian) 2 , Epilektoi 9
Character Level
Living Veil M
Race Size
- Very
Gender Age
8'11" 185 lbs
Height Weight
Green Green
Hair Eyes
Hyron (13,7,16,10,18,9)
Player
Vildeis -
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
13 +1 N/A +1
Dex
Dexterity
5 -3 N/A -3
Con
Constitution
20 +5 N/A +5
Int
Intelligence
12 +1 N/A +1
Wis
Wisdom
26 +8 N/A +8
Cha
Charisma
9 -1 N/A -1
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
244
Delay:
E61 G45
0
Initiative
Dex
Modifier
-3
-3
+0
BAB
+9 / +4
ARMOUR CLASS
Total AC
Armour
Shield
Dex
-3
+0
+0
-3
Size
Natural
Deflection
Misc
+0
+0
+0
-10
Touch
-3
Flat Footed
0
Flat Footed + Touch
0
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +13 +5 CON +5 +0 +3 +0
Reflex +2 +2 DEX -3 +0 +3 +0
Will +9 +5 WIS +8 +0 -4 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+10 / +5 +9 / +4 +1 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
17 / 12 10 +9 / +4 +1 -3 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30'
(Unusable)
-
10'
(Auto-Check)
10'
-
-
Languages

Common

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
Dawn
Iron
Scarlet
Silver
Conjur
Veil
L. Veil
-
-
-
Per Day
6
2
1
1
2
3
1
-
-
-
Bonus
-
-
-
-
3
0
-
-
-
-
DC
-
-
-
-
18
-
-
-
-
Spell List


Veilweaving Sphere
  • Veils Shaped/day: 1
  • Essence Capacity: 2
  • Essence: 18
  • Veil List
    Armory of the Conqueror
    Binds Known
    HandGrace of the Goddess - 2 Essence
    You gain a +4 insight bonus to Heal checks.
    As a standard action, you may touch a creature (including yourself ) to alleviate them from maladies. The touched creature may make a saving throw with an additional +2 insight bonus against any ongoing effect they are currently affected by that allows for save DC (such as a spell or a poison) at the original save DC. If they succeed, the condition is negated. These saving throws do not progress diseases or poisons. Alternatively, you may immediately remove one of the following conditions: shaken, sickened, or fatigued.
    WristArmory of the Conqueror - 2 Essence
    When you shape this veil, choose one weapon you are wielding. A weapon affected by this veil is treated as though it is one size category larger than it actually is when 1 point of essence is invested. For every 2 points of essence invested beyond the first, this size bonus increases by an additional category. Ranged weapons confer this property on their ammunition, and thrown weapons retain this effective size increase until after the attack made using the thrown weapon is resolved. (+1 Virtual Size)
    VoiceLiving Veil - Invigorating Oration - CAP Essence
    It is in your power to convince creatures to live even when they might otherwise die. As an immediate action when a creature within 35 feet of you is reduced to 1/4, or less, of their maximum hit points you can heal that creature of 2d6 points of damage. This ability can only be used on any specific creature a number of times per day equal to your veilweaving modifier.
    TitlesThe Gravekeeper - 2 Essence
    The entitled gains a blood pool with a maximum equal to their total hit points. When the entitled rolls initiative, this blood pool becomes 0. Whenever the entitled deals damage, they store half of the damage they deal into this blood pool. If they deal damage in an area of effect, they store half of the highest damage they deal to any one individual target in this blood pool. As a standard action, the entitled may remove any amount of points from their blood pool and heal themselves for an amount of hit points equal to the amount of blood points removed.
    Whenever you heal hit points from this veil, your next attack deals an additional 1d6+1 points of damage for each point of essence invested into this veil. This effect lasts for 1 minute or until you hit with an attack.
    Maneuvers7 Readied
    Decree of Mercy, Encouraging Roar, Enduring Crane Strike, Iron Heart Surge, Hunting Party, Noblesse Oblige, Pride Movement
    Auto-Granted 4
    Pride Movement, Noblesse Oblige, +2 Random
    Aligned Defense
    Healer's Bane, N/A Golden Lion
    Dawn LionBoosts: Encouraging Roar
    The disciple lets out shouts of encouragement to bolster his allies in battle. All allies within 30-ft. of the Golden Lion disciple gain a +2 morale bonus to attack and damage rolls for one round.
    Pride Movement
    By having a watchful eye on the flow of combat, the disciple knows when to spur an ally into a better position. As a swift action, the initiator may grant a move action to an adjacent ally. This ally may then use this move action immediately to move up to his base speed, as if it were a free action taken on the initiator’s turn.
    Sunstroke - 2 Essence
    Your akasha shapes an attack into a powerful solar flare. Choose one ally within range. The next melee or ranged weapon attack made by that ally can be made at any target within long range (400 feet + 40 feet per initiator level) of that ally. When this maneuver is initiated, the initiator may choose to treat the amount of essence invested in this maneuver as any amount of essence equal to or less than the amount of essence invested in this maneuver (minimum 0) for determining the effects of its essence augmentation. Each point of essence invested into this boost increases the minimum area of the chosen ally’s attack - while at least one point of essence is invested, the attack becomes a burst with a radius of 5 feet per point of essence invested. A single attack roll is made for the attack, and compared against all creatures within the burst, and any damage the attack does is halved. If the attack allows for a save, creatures caught within the burst may roll twice and take the better result.

    Counters: Decree of Mercy - 2 Essence
    A simple look and gesture can weaken one’s resolve to kill. You can initiate this counter in response to a creature making any action within close range (25 feet + 5 feet per 2 initiator levels). The next time the target uses an effect which deals hit point damage, the damage is nonlethal. If the effect targets or includes a creature that is immune to nonlethal, the effect instead deals half damage to that creature. For each point of essence invested, an additional attack from the target creature is also non-lethal.
    Healer's Bane - 2 Essence
    You may initiate this counter in response to a target within range healing hit point damage. The target must make a will save (DC 12 + initiation modifier) or have their healing stolen. Instead of the target (and any other creatures affected by that instance of the effect) being healed, you draw the total amount of healing done into a pool, and may redistribute this pool of healing to allies within close range (25 feet + 5 feet per 2 initiator levels), divided as you choose between you and your allies. Targets that would have been healed by the healing then take damage equal to half of the healing stolen. Each point of essence invested into this counter increases the DC by 2, and the healing and damage done by your initiation modifier.

    Stances: Armaments of the Empire
    A thin layer of akasha flows forth from you and covers your and your allies’ weapons. While you maintain this stance, you empower a number of weapons (including natural weapons) within close range (25 feet + 5 feet per 2 initiator levels) up to your initiation modifier. Each empowered weapon gains the benefit of a weapon special ability with a market price of “+1 bonus”. This ability must be chosen from the list of weapon special abilities you could normally place on a mind blade (see the enhanced mind blade class feature in Chapter 3 of Ultimate Psionics or in the Reference Materials section at the end of this book). At initiator 10th and every five levels thereafter, the market price of the weapon special ability you can grant a weapon increases (to “+2 bonus”, then “+3 bonus”, and so on). A weapon can only gain a single ability through this stance, though you need not grant the same ability to each affected weapon. A weapon retains its new ability for as long as it remains within close range. You choose which weapons are empowered when you enter this stance, and you can change which weapons within range are empowered as a swift action or as part of reallocating essence.
    Spoils of War - 2 Essence
    Might makes right. While you maintain this stance, allies within close range (25 feet + 5 feet per 2 initiator levels) heal 3 hit points whenever they hit with an attack. Each point of essence invested into this stance increases the amount of healing done by this stance by 1.
    Golden Commander
    Through the use of the Golden Lion disciple’s superior tactical ability, he is able to direct his allies in combat for maximum effectiveness. As long as his allies within 30-ft. of him can clearly hear his shouts and understand his language, he grants his allies the ability to gain flanking with all adjacent allies that are fighting in melee against the same opponent (i.e. if two allies of the initiator are 20-ft. away fighting a target together, and the initiator has another ally assisting him in combat against a different target, both pairs gain flanking bonuses against their foes even if they are not normally in flanking position).

    Strikes: Hunting Party
    When this strike is initiated, a successful melee attack may grant one adjacent ally who is attacking the same target an attack of opportunity against that target.

    Unique: Noblesse Oblige - 2 Essence
    Free Action
    When all else fails, your allies turn to you to save them. Whenever an ally within close range would die or be destroyed, you may initiate this maneuver, even if it is not your turn. That ally’s hit points becomes 1. Then, you may make a melee or ranged attack against an enemy. If it hits, it deals an additional 3d6 points of damage and you also heal the ally subject to this maneuver by an amount equal to the damage dealt by this attack plus 14. A creature may only benefit from this maneuver once, and must experience sunrise (or wait 24 hours, whichever comes first) before they can gain its benefit again.
    Iron HeartStrike: Steel Wind
    As you initiate this strike, you make two melee attacks, each against a different foe that you threaten. Resolve each attack separately.
    Iron Heart Surge
    Your fighting spirit, dedication, and training allow you to overcome almost anything to defeat your enemies. When you use this maneuver, select one spell, effect, or other condition currently affecting you and with a duration of 1 or more rounds. That effect ends immediately. You also surge with confidence and vengeance against your enemies, gaining a +2 morale bonus on attack rolls until the end of your next turn.
    Scarlet ThroneBoosts: Prince's Attitude
    The initiator gains a +4 dodge bonus to his Armor Class when he moves through threatened areas and provokes attacks of opportunity and a +2 competence bonus to Reflex and Will saves until his next turn.
    Silver CraneStances: Silver Crane Waltz
    The initiator gains a +4 insight bonus to initiative checks if he is in this stance before combat begins, and a +2 insight bonus to Reflex saves and to AC. These bonuses increase by an additional +1 every eight levels after 1st level.

    Strikes:Enduring Crane Strike
    The initiator makes an attack against a target creature, inflicting damage as normal, and the strike restores 1d6 hit points plus his initiation modifier to the initiator or to an ally within 30-ft.

    Spellcasting Notes

    Spell Points
  • Spell Points: 11/day (4+wis)
  • Conjuration: 3 assigned
  • Veilweaving: 0 assigned
  • Unassigned: 8
  • Casting Tradition
  • Casting Type: Psychic
  • Casting Modifier: Wis
  • Drawbacks: Coy Caster, Extended Casting, Focus Casting, Prepared Caster, Witchmarked
  • Boons: +1 Essence per class level (+7)
  • Martial Tradition
  • Equipment: Bushido Training (double-chained kama, double walking stick katana, dual blade, katana, kama, kusarigama, longbow, naginata, nodachi, tetsubo and wakizashi)
  • Guardian: 3 talents
  • CL
  • Conjuration CL: 3 (4 talents)
  • Veilweaving CL: 3 (1 talent)
  • Racial Veilweaving Level: 7
  • Initiator Level: 7
  • Spheres of Might BAB: 5
  • PoWDawn Lion
    Radiant Dawn & Golden Lion Aligned Discipline: (1)Decree of Mercy, Encouraging Roar, Hunting Party, Pride Movement, (2)Healer's Bane, (4) Sunstroke, (5) Noblesse Oblige
    Iron Heart
    (1)Steel Wind, (3) Iron Heart Surge
    Scarlet Throne
    (1)Prince's Attitude
    Silver Crane
    (1)Enduring Crane Strike
    Stances
    Armaments of the Empire, Golden Commander, Spoils of War, Silver Crane Waltz
    SoPConjuration
    Base Sphere (Martial Companion <Battle Creature>), Battle Creature 2 (Martial Tradition), Lingering Companion, Greater Summoning
    Veilweaving
    Base Sphere (Armory of the Conqueror)
    SoMGuardian
    Base Sphere, Indifferent Defender Drawback, Greater Delayed Damage, Endure Pain
    CotSCustomization One
  • Conjuration: Boon Companion
  • Customization Two
  • Veilweaving: Shape Additional Veil (Grace of the Goddess)
  • Customization Three
    Protection: Base, Resistance

    Adventuring Skills
    CS Skill Total AB Mod Ranks Misc
    Acrobatics -3 (DEX)  -3 +0 +0
    Bluff -1 (CHA)  -1 +0 +0
    Climb +1 (STR)  +1 +0 +0
    Diplomacy +11 (CHA)  -1 +9 +3
      Disguise -1 (CHA)  -1 +0 +0
      Escape Artist -3 (DEX)  -3 +0 +0
      Fly -3 (DEX)  -3 +0 +0
    Heal +26 (WIS)  +8 +9 +9
    Intimidate -1 (CHA)  -1 +0 +0
    Knowledge: Arcana +1 (INT)  +1 +0 +0
    Knowledge: Dungeoneering +1 (INT)  +1 +0 +0
    Knowledge: Local +1 (INT)  +1 +0 +0
    Knowledge: Nature +1 (INT)  +1 +0 +0
    Knowledge: Planes +13 (INT)  +1 +9 +3
    Knowledge: Religion +1 (INT)  +1 +0 +0
    Knowledge: Martial +9 (INT)  +1 +5 +3
    Knowledge: Psionics +1 (INT)  +1 +0 +0
    Perception +20 (WIS)  +8 +9 +3
    Ride -3 (DEX)  -3 +0 +0
    Sense Motive +8 (WIS)  +8 +0 +0
    Stealth -3 (DEX)  -3 +0 +0
    Survival +20 (WIS)  +8 +9 +3
    Swim +1 (STR)  +1 +0 +0
    Background Skills
    CS Skill Total AB Mod Ranks Misc
    Appraise +1 (INT)  +1 +0 +0
    Handle Animal* +20 (WIS)  +8 +9 +3
    Knowledge: Engineering +1 (INT)  +1 +0 +0
    Knowledge: Geography +1 (INT)  +1 +0 +0
    Knowledge: History +1 (INT)  +1 +0 +0
    Knowledge: Nobility +1 (INT)  +1 +0 +0
    Perform: Sing +11 (CHA)  -1 +9 +3
    Custom Skills
    CS Skill Total AB Mod Ranks Misc
    Autohypnosis +16 (WIS)  +8 +5 +3

    * only usable when trained (rank 1 and higher)
    Skill Notes
    Background: Castaway Child
    Class Skills: Perform (Sing), Handle Animal
    Heal Skill Modifications
  • You can use first aid as a swift action instead of a standard action.
  • 9/day, can use Treat Deadly Wounds as a full-round action. Do not take a penalty for not using a healer's kit when treating deadly wounds in this way and can do so upon the same creature more than once a day. The healing from this manner of treating deadly wounds only heals creatures who are healed by positive energy.
  • When you treat deadly wounds, the target recovers hit points and ability damage as if it had rested for a full day. (135 HP healing)
  • Feats

    Non-Leveling FeatsFlaw) Muscular Reflexes
    Gain Str mod additional AoOs each round. Counts as Combat Reflexes
    Flaw) Golden Lion Style
    Once per round, when an ally (other than yourself) misses an attack against an opponent you both flank, you can make an attack of opportunity against that opponent.
    Major Drawback) Combat Stamina (9)
    You gain a stamina pool. After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost.
    Background) Toughness
    +1 HP/level
    Leveling Feats1) Healer's Hands
    A number of times per day equal to his ranks in Knowledge Planes, Hyron can perform the Treat Deadly Wounds function of the Heal skill as a full-round action. Hyron does not take a penalty for not using a healer's kit when treating deadly wounds in this way and can do so upon the same creature more than once a day. The healing from this manner of treating deadly wounds only heals creatures who are healed by positive energy.
    3) Radiant Dawn Style - 2 Essence
    Once per round, when you initiate a maneuver, heal yourself or an ally within close range for an amount of Hp equal to 3+the amount of invested essence. Gain 1 point of essence.
    5) Signature Skill (Heal)
    Gain Skill Unlocks for the Heal skill.
    7) Radiant Sunlight
    Whenever you restore hit points to an ally, if this healing would raise their hit points to its maximum, they are granted temporary hit points equal to any excess healing. These temporary hit points stack with other temporary hit points granted by you, up to a maximum of of half of the ally’s maximum hit points, and last for one minute.
    You gain 1 point of essence.
    Antihero Feats1) Gang Up
    You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.
    You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool.
    7) Unconquerable Resolve
    When Resolve class feature is used, gain HD temp HP for 1 minute, disappearing after 24 hours if they somehow still exist after the minute... lol.
    Class Feats1) Bodyguard
    Use AoO to aid another adjacent ally's AC when they are attacked.
    2) In Harm's Way
    When using the Bodyguard feat, if the attack still hits an adjacent ally, as an immediate action you can take the damage and associated effects of the attack in their place.
    6)
    6) Quick Draw
    You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat. As long as you have at least 1 stamina point in your stamina pool, you can sheathe a weapon as a swift action.
    8) Endurance
    You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
    8) Diehard
    When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
    When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
    11)
    12)
    18)
    19)
    Oath FeatsAdvanced Magic Training
    Treat any racial Hit Dice not granting spherecasting and your levels in non-spherecasting classes as Low-Casting classes when determining your total caster level, magic skill bonus, and magic skill defense. You gain spell points from casting tradition drawbacks, but otherwise do not add these levels when determining your spell point pool. If you do not possess levels in an actual spherecasting class or racial Hit Dice granting spherecasting, increase your spell point pool to become equal your casting ability modifier (minimum 1).
    2) Wizened Samurai
    Use Wisdom in place of Charisma for L. Samurai abilities, additionally gain a +2 bonus to the Heal skill.
    6) Recruits -> Leadership
    Took Recruits at level 6, however at level 7 recruits can be advanced to Leadership at no cost.
    Leadership: One day, acquire a cohort. lol.
    10)
    14)
    18)
    Mythic FeatsM. Muscular Reflexes
    You can make any number of additional attacks of opportunity per round. LMAO
    M. In Harm's Way
    Can Use an AoO to activate In Harm's Way, and can take a 5' step as an immediate action to become adjacent to a creature in order to use In Harm's way. Can spend 1 mythic power to move 10' (up to your land speed) to become adjacent to a creature to use In Harm's Way. this movement does not provoke an AoO.
    Combat FeatsList of Combat Feats
    Bodyguard, Combat Stamina, Gang Up, Golden Lion Style (Style), In Harm's Way (M), Muscular Reflexes (M), Radiant Dawn Style (Style)

    Special Abilities

    StylesSwift to enter 1 style
    Golden Lion
    Once per round, when an ally (other than yourself) misses an attack against an opponent you both flank, you can make an attack of opportunity against that opponent.
    Radiant Dawn
    Once per round, when you initiate a maneuver, heal yourself or an ally within 30' for 4 HP.
    AoO∞/round
    Bodyguard
    Cost: 1 AoO and up to 2 stamina; Effect: when an adjacent ally (who is not me) is attacked. Aid another their AC and increase the bonus from the aid another by the amount of stamina spent, and if the attack still hits can spend another AoO to take the damage and all rider effects instead of the ally. If spending a 2nd AoO in this way, can spend up to another 5 stamina to reduce the damage taken by double this amount of stamina spent.

    Traits


    Racial TraitsBasic Adjustments
    +2 Con & Wis, Construct (Akashic, Living Veil), Darkvision 60', Low-light Vision, +2 competence on Knowledge Local & Diplomacy checks to gather information
    Essential Life
    Living veils have a Constitution score and can be targeted by spells and effects that target living creatures or constructs, as well as effects that require Fortitude saving throws. They do not gain an immunity to ability damage, ability drain, energy drain, exhaustion, or fatigue. They do not gain Size Bonus Hit Points from their construct typing. Living veils are not destroyed when they reach 0 hit points. A living veil reduced to -1 or fewer hit points is knocked unconscious and automatically stabilizes. Their physical form becomes nearly transparent while unconscious due to the suppression of their base veil. A living veil that has an amount of negative hit points equal to its Constitution score is destroyed, leaving behind a mass of faintly glowing ash and dust as its corpse. This ash and dust begins to decay at the same rate as the corpse of a living creature, and can be affected by spells or effects that would slow its decay or which would raise or resurrect a non-construct creature--with exception to reincarnate.
    Incarnate Form
    Rather than having a physical form, the living veil must attach themselves to other willing living creatures. The living veil gains the effects of gaseous form as a constant extraordinary effect.
    The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains DR 10/magic and becomes immune to poison, sneak attacks, and critical hits. It can't attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials. The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.
    A gaseous creature can't run, but it can fly at a speed of 10 feet and automatically succeeds on all Fly skill checks. It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and can enter liquids, treating its fly speed as its swim speed. It also can't manipulate objects or activate items, even those carried along with its gaseous form, except by meditating for an hour while touching a magical item to incorporate it into the gaseous form or by expelling the a magical item incorporated into the form as a full-round action. Continuously active items remain active, though in some cases their effects may be moot.
    The living veil cannot end this effect through normal means, and it cannot be dispelled or otherwise suppressed except by being affected by a polymorph effect or using their incarnate form ability. Any incorporated magic items are also expelled if the living veil is slain. Additionally, the living veil gains the incarnate form class feature of the incarnate veil class. If the living veil takes that class, they gain a bonus feat of their choice at 1st level.
    As a full round action, the incarnate veil can touch a willing creature and discorporate their physical form, reshaping themselves and their base veil around the touched creature. This is a polymorph effect for the incarnate veil, but not for the touched creature. While in their incarnate form, the creature they touched becomes their incarnated creature.
    The incarnate veil appears as a physical haze of energy surrounding the incarnated creature, retains their normal senses and ability to communicate, is considered to be in the incarnated creature's space for all purposes, and can be attacked and affected by abilities, separate from the incarnated creature, while in this form. While in this form the incarnate veil uses the incarnated creatures AC, CMD, and Reflex in place of their own, with the following modifications: the incarnate veil uses their veilweaving modifier (Wisdom) in place of the incarnated creature's Dexterity when determining the incarnate veil's AC and Reflex saving throws, and in place of the lower of the incarnated creature's Strength or Dexterity scores when determining the incarnate veil's CMD.
    The incarnate veil cannot take normal actions while in incarnate form, and does not threaten attacks of opportunity. They retain their ability to invest their essence as a swift action, can suppress and unsuppress their veils, can meditate or rest to use any of their class features or abilities that are activated by mediation or rest (such as meditating to shape their veils for the day, resting to recover burned essence, or meditating to reshape a veil using Shift Veil), and can take any actions or use any of their other abilities that don't require them to have a physical form (such as making skill checks like Perception or Diplomacy, using the veilshifting ability of the vizier, and so on). They also have the ability to end their incarnate form as a full-round action, appearing in a space adjacent to the incarnated creature of their choice. The incarnated creature can also end this effect as a full-round action, ejecting the incarnate veil into an adjacent space of the incarnated creature's choice. If the incarnated creature dies, the incarnate creature is immediately ejected into an adjacent space of the incarnate veil's choice. Whenever the incarnated creature moves, the incarnate veil moves with them and continues to share their space, even if that creature moves through magical means such as by teleportation, or by being affected by a spell or ability that transports them to another location or plane. This movement does not provoke attacks of opportunity.
    Instead of taking actions normally, the incarnate veil can briefly control the incarnated creature, spending their own actions (free, swift, move, standard, and/or full-round) to cause the incarnated creature to make attacks (including combat maneuvers), to reload a weapon, or to use the abilities of the incarnate veil's veils. If the incarnate veil uses their own actions to have the incarnated creature make an attack or use an ability that would provoke an attack of opportunity, any creatures who threaten them can choose whether they wish to make that attack of opportunity against the incarnate veil or the incarnated creature. Any attacks made using these actions are rolled by the incarnate veil, using the incarnated creature's statistics to perform the attacks. Since using this ability requires the willing cooperation of the incarnated creature, the incarnated creature can deny the incarnate veil the ability to perform any of the above actions if the incarnated creature chooses to. If the incarnated creature is unconscious, or if the incarnated creature could not physically perform an action (such as if they are petrified or missing a limb), the incarnate veil cannot take actions using the incarnated creature's body if they cannot take actions. abilities and conditions that restrict the actions the incarnated creature can take, such as being nauseated or staggered, do not affect the actions the incarnate veil can take using their body, and vice versa if the incarnate veil is affected by such a condition.
    When the incarnate veil makes an attack using their incarnated creature's body, the incarnate veil uses the higher of their or the incarnated creature's base attack bonus. The incarnate veil also uses the higher of theirs or the incarnated creature's Strength or Dexterity when making those attacks.
    While in their incarnate form, the incarnate veil's shaped veils take shape around the incarnated creature. The incarnated creature gains the benefits of and can activate the effects of any of the incarnate veil's shaped veils, using the incarnate veil's invested essence, veilweaving level, and veilweaving modifier when determining the effects of those veils (including any bonuses to those veil's granted by the incarnate veil's magic items, feats, or abilities). The incarnated creature otherwise uses their own statistics when using the veils, such as using their own base attack bonus and Strength when attacking with a natural attack produced by one of the incarnate veil's veils. The incarnated creature cannot suppress or unsuppress the incarnate veil's veils, nor can they reinvest the incarnate veil's essence, and these veils are not considered to be shaped by or on the incarnated creature (they do not take up the incarnated creature's veil slots, do not interfere with the incarnated creature's shaped veils, are not affected by the incarnated creature's feats, magic items, or abilities when determining their effects, and cannot be invested with the incarnated creature's essence).
    If the incarnate veil has the ability to cast spells, manifest powers, or use similar abilities that require a physical form, the incarnate veil can utilize these abilities while in their incarnate form. The incarnate veil can use the incarnated creature's body to provide the somatic components for those abilities to allow the incarnate veil to use them, though any attacks made as part of those abilities must be made by the incarnated creature.
    If the incarnate veil or the incarnated creature is subjected to an effect that would entangle, grapple, or immobilize them, both of them are affected by that condition for as long as the effect imposing that condition affects the original target. For example: if the incarnated creature is grappled, both the incarnated creature and the incarnate veil gain the grappled condition until the incarnated creature breaks free from the grapple. If freeing themselves from that condition requires taking an action, either the incarnate veil or incarnated creature can take that action (such as attempting to break free from a grapple, making a new save against an effect that is entangling them, and so on).
    Living Veil (Invigorating Oration)
    The living veil selects a single veil of any slot (including esoteric chakra), to act as their Base Veil. They are always treated as having this veil shaped, and it does not count against their veils shaped or their veil slots. They use their highest mental ability score as their veilweaving modifier, their character level as their veilweaving level with this veil, and they always treat this veil as if it were invested with its maximum possible allotment of essence. If the living veil chooses a veil shaped in an esoteric chakra, this ability does not grant the living veil to normally shape veils in that slot. This veil cannot be disguised and cannot be sundered. If this veil would be suppressed (including voluntarily), the living veil is staggered for the duration of the suppression. This veil cannot be permanently suppressed or unshaped. If their veil would be affected by such an effect, it is instead only suppressed temporarily for 1 hour. While the living veil’s base veil is suppressed the living veil’s appearance becomes dull and translucent.
    As an immediate action when a creature within 30 feet of you is reduced to 1/4, or less, of their maximum hit points you can heal that creature of 1d6 points of damage. This ability can only be used on any specific creature a 7 times each day.
    Sentient Magic
    Living veils do not gain the normal immunity to mind-affecting effects possessed by a Construct, and possess a soul.
    OathsOaths: Against Harm
    Oath: You have sworn never to take the life of a living creature. You cannot inflict lethal damage on a living creature with any of your abilities, and you cannot directly kill a living creature by any other means (this might include killing it with ability drain or pushing it off a cliff to its death).
    Defiance Penalty: You feel the pain of those you hurt. Whenever you inflict lethal damage, you take that amount of damage yourself (this damage cannot be reduced or redirected in any way). The damage cannot be healed by any means until you atone. If you kill a creature in any way, you gain the nauseated condition for 24 hours. This ignores any immunity you may possess to the nauseated condition.
    Atonement: Atoning for breaking an oath against harm often requires rectifying any harm you have caused to another creature. This typically requires healing any wounds inflicted or making reparations for any deaths you have caused. If this is not possible, you must spend at least one week nurturing life and allowing it to flourish, spending 100 gp x your character level squared on resources in order to care for your charge. Nurturing life could mean caring for the family of one slain or serving at a temple.
    Candor
    Oath: Your words will betray no falsehood. You are not allowed to deliberately speak any lies, including bluffing, stating half-truths or concealed truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm, you can remain silent.
    Defiance Penalty: Your broken Oath visits its wrath upon you by muddling truth and lie, causing you to take a penalty on all Charisma-based, Intelligence-based, and Wisdom-based rolls as well magic skill checks and saving throws equal to half your character level (minimum 1).
    Atonement: Atonement for breaking your Oath requires you to attempt to correct any falsehoods that your words might have spread. Alternatively, you may donate your wealth to some cause as an offering and assurance that you will not again go against your word. The total value of donated materials must be worth at least 100 gp x your character level squared.
    Forbidden Knowledge (greater)
    Oath: The secrets you carry weigh heavy on you. You are constantly affected by a single madness which never goes dormant no matter how much sanity damage is recovered. Whether this madness represents constant stress from your burden or a perfectly logical path given some horrible secret you are aware of is up to you. Lesser madnesses are worth 2 Oath points while greater madnesses are worth 4 Oath points. A character may only possess one instance of this Oath.
    Defiance Penalty: The only method by which you may come to terms with your knowledge is by erasing it from your mind. If you ever cure yourself of this madness, you take a penalty on Intelligence checks and skill checks equal to half your character level.
    Atonement: To regain this forbidden knowledge, you must rediscover what nightmarish secrets you have forgotten, which involves at least 3 days worth of research or exploration into the source which once fueled your forbidden abilities. After this time, you regain the madness associated with this oath.
    Death Wish: The afflicted character cannot or does not want to avoid harm, taking a -10 penalty on AC and a -4 penalty on all saving throws.

    Boons: Bonus Feats (4 points)
    See the Feats section of this sheet for when feats become available and what feats are taken through this oath boon.
    Enhanced Abilities
    Your Oath grants you strength and acuity beyond that of your kin. At 4th level and every even-numbered level thereafter, you gain a +2 enhancement bonus to one of your ability scores. These bonuses do not stack with each other until you are at least 10th level, at which point they may stack up to a maximum of +4. This improves to a maximum of +6 at 13th level. From level 13 onwards, you gain two +2 ability score bonuses at every level rather than just one at even-numbered levels. (+0,+0,+2,+2,+2,+0)
    Magical Gleaning
    You gain Advanced Magic Training as a bonus feat even if you do not meet the prerequisites. This counts as obtaining the casting class feature. This boon also grants 2 bonus magic talents as though you gained your first level in a casting class (if you had not already gained these two bonus talents).
    Renewal
    Even death cannot impede you. Once per day, if you are killed, you are immediately affected as per breath of life with a caster level equal to your character level. You may choose to improve this to raise dead starting at 9th level, resurrection at 13th level, and true resurrection at 17th level. In addition, if you die, you can choose to return as a prana ghost (see Bestiary 6) after one minute (note that becoming a prana ghost stops you from being resurrected). If you become a prana ghost, you die after 24 hours and cannot be resurrected by this ability. You do not gain the rejuvenation ability as a normal prana ghost would.
    Flaws & DrawbacksFlaws: Pathetic
    -2 dexterity, haha funny!
    Shaky
    -2 penalty on ranged attack rolls, just in case I ever get a clever idea.

    Drawback: Overprotective
    If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

    M. Drawback: Blatant
    -2 penalty and cannot take 10 on Bluff, Disguise, or Stealth Checks
    TraitsCombat Healer (Combat)
    Can Use First Aid as a swift action, and heal is always a class skill.
    Intuitive Hands (Region)
    Choose either Handle Animal or Ride (Handle Animal). One of these skills is always a class skill for you, and you may attempt checks with that skill using your Wisdom modifier instead of that skill’s normal ability score.
    Learned Readiness (Social)
    Perception is always a class skill for you. In addition, if a casting tradition you possess includes the Prepared Casting general drawback, when you assign your spell points, you may choose to leave up to two spell points unassigned. Until the next time you rest and regain spell points, you may spend 15 minutes to assign one or both unassigned spell points. Unassigned spell points cannot be spent on sphere abilities until assigned.
    Resilient Martyr (Religion)
    Your blood seems to replenish with blessed speed, a sure sign of Vildeis’s favor. You recover twice as many hit points and points of ability damage as normal when you rest, or three times as many when you take total bed rest.

    Class Features




    Incarnate VeilGrant
    Whenever the incarnated creature makes one of the following skill checks, they may choose to use the incarnate veil's ranks in that skill in place of their own when determining their bonus to their roll: Acrobatics, Climb, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, Swim. When making a check using the incarnate veil's skill ranks, the incarnated creature uses their own ability scores and only treats that skill as if it were a class skill if it is also a class skill for the incarnate veil.
    The incarnate veil may choose to share the benefits of any combat feats they possess with their incarnated creature. Duplicate feats do not grant any benefit unless the feat may be taken more than once. The incarnated creature loses the benefits of any shared feats when the incarnate veil's incarnate form ends, or if the incarnate veil chooses to stop sharing their feats.
    Shared Recovery
    The incarnate veil and their incarnated creature share the benefits of any effect that would grant temporary hit points or restore hit points to (including fast healing and regeneration) or remove ability damage or ability drain from either of them. Both gain the full benefit of such effects.
    Coordinate Opening
    At 4th level, the incarnate veil gains the ability to threaten attacks of opportunity while in their incarnate form. The incarnate veil uses the incarnated creature's reach and space when determining the squares they threaten. If the incarnate veil chooses to perform an attack of opportunity while in their incarnate form, they make that attack using the incarnated creature's body.
    Additionally, While in their incarnate form, the incarnate veil is treated as a creature of their incarnated creature's size and with the incarnated creature's natural reach who occupies the incarnated creature's space for the purposes of their teamwork feats. attacks and veil abilities the incarnate veil activates by using the incarnated creature's body count as being made by the incarnate veil for the purposes of their teamwork feats.
    Incarnate Master
  • The incarnate veil can enter or leave their incarnate form as a move action.
  • The incarnate veil may now take any actions while in their incarnate form, using the incarnated creature's body to perform them. The incarnated creature must be willing for the incarnate veil to do so. Whenever the incarnate veil makes a check utilizing their Strength or Dexterity in this way, they may use the higher of their own or the incarnated creature's Strength or Dexterity. Whenever the incarnate veil performs one of the following skills, they may use their own skill ranks or the incarnated creature's skill ranks: Acrobatics, Climb, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, Swim. When making a check using the incarnated creature's skill ranks, the incarnate veil only treats that skill as if it were a class skill if it is also a class skill for the incarnated creature. actions taken in this way otherwise function as per their incarnate form ability, or use the incarnate creature's statistics (such as when moving).
  • If the incarnated creature is unconscious, the incarnate veil can still use the incarnate creature's body to perform actions. If the incarnated creature falls unconscious, they do not automatically fall prone and drop items they are carrying unless the incarnate veil chooses to let them. If the incarnated creature is at 0 or fewer hit points and taking actions would cause them to lose hp, the incarnate veil taking those actions using the incarnated creature's body causes the creature to lose hp as if they took the action. If the incarnate veil takes an action using a sleeping incarnated creature's body and the incarnated creature was not put to sleep by a magical effect, the incarnated creature automatically awakens.

  • Additionally, the incarnated creature may choose to use the incarnate veil's base attack bonus, Strength, or Dexterity in place of their own for any attacks they make.
  • L. SamuraiIajutsu Strike
    At 1st level, a legendary samurai can strike in the blink of an eye, cutting down foes with their unique talents. A legendary samurai can make an attack action with a a one-handed slashing weapon as long as it is sheathed before the attack; if they do, they treat that attack as though the weapon was wielded in two hands for the purpose of how much damage it deals. In addition, a legendary samurai can apply iaijutsu talents to this attack (see below). In addition, when making an iaijutsu strike, the legendary samurai can spend 1 spirit as a free action. If they do, they can roll twice when making this attack roll, taking whichever result they desire.
    Sheath Control
    At 1st level, a legendary samurai gains Quick Draw as a bonus feat as well as being able to sheathe a weapon as a free action that can be taken even outside of their turn after making an attack with it. In addition, a legendary samurai can treat a sheathed weapon as drawn for the purpose of threatening spaces, being allowed to draw their weapon when a creature would provoke an attack of opportunity from them.
    Spirit
    At 1st level, a legendary samurai gains access to spirit, using it to focus their attacks. A legendary samurai begins the day with no spirit, but can gain spirit in the following ways (a legendary samurai cannot gain spirit from each of these more than once per round and a legendary samurai must be in combat to gain spirit):
  • Spirited Initiative: Whenever the legendary samurai rolls initiative, they gain 1 spirit.
  • Samurai Strike: Whenever the legendary samurai successfully damages a creature with an iaijutsu strike, they gain 1 spirit.
  • Warrior’s Guard: Whenever the legendary samurai takes damage from an attack originating from a creature (including spells, spell-like abilities, and supernatural abilities), they gain 1 spirit. A legendary samurai does not gain spirit from attacks made against them while they are flat-footed or unaware.
  • Their spirit goes up or down throughout the day, but usually cannot go higher than their Charisma modifier (minimum 1), though some feats, abilities, and magic items may affect this maximum. If a legendary samurai spends 1 minute or longer outside of combat, they lose all spirit they possess.
    Resolve
    Starting at 2nd level, a legendary samurai gains resolve that they can call upon to endure even the most devastating wounds and afflictions. They can spend 1 spirit as the listed action type to use resolve in a number of ways.
  • Determined: As a standard action, the legendary samurai can remove the fatigued, shaken, or sickened condition. If the legendary samurai is at least 8th level, they can alternatively remove the exhausted, frightened, nauseated, or staggered condition (if nauseated, the legendary samurai can use this ability as a move action). If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.
  • Resolute: As an immediate action, whenever the legendary samurai is required to make a Fortitude or Will save, they can roll twice and take the better result. They must decide to use this ability before they roll the saving throw.
  • Unstoppable: As an immediate action, when the legendary samurai is reduced to fewer than 0 hit points but not slain, they can instantly stabilize and remain conscious. They are staggered, but they do not fall unconscious and begin dying if they take a standard or full-round action. They do fall unconscious if they take additional damage from any source.
  • Rogue Talents
    Expanded Spherecasting: gain the Call The Departed talent of the Conjuration Sphere.
    ArmigerMystic Bond (3/3)
    At 1st level, an armiger may customize up to three sets of weapons in a process that takes 8 hours of modification, drilling, and practice each, reworking scabbards, modifying grips, adding hooks and straps, and other tweaks to suit her personal fighting style. Each set may consist of: a single weapon, a pair of weapons that are wielded simultaneously, up to 10 identical thrown weapons, or up to 50 pieces of ammunition. A given weapon cannot be part of more than one set simultaneously. The armiger always treats her active weapon as if it were masterwork.
    The armiger may choose to customize a new weapon by spending 8 hours, choosing which existing customizations to lose. The armiger must be proficient with the weapon to customize it and may not customize siege weapons. If the armiger possesses proficiency with shields, she may customize a shield with one of her weapon customization sets, either as a single weapon or as part of a pair of weapons. The enhancement bonus from enhanced customization only applies to using the shield as a weapon.
    The customization process allows the armiger to train in additional talents unique to each customized weapon. At first level, each customized weapon grants a single sphere or talent. A customized weapon must possess a base sphere before additional talents of that sphere may be added unless the armiger possesses that sphere, such as through the bonus talents gained from possessing the combat training class feature, from the Extra Combat Talent feat, or levels in another class. The armiger may not use talents gained from a customized weapon to qualify for feats or to meet other prerequisites unless otherwise noted. Customization talents may be changed with the same action required to customize a new weapon. Spheres and talents that grant skill retraining never grant it when gained via a customized weapon.
    The armiger may only benefit from the talents granted by one customized weapon at a time. The weapon she is currently gaining talents from is the active weapon. A customized weapon may be activated as part of drawing it or otherwise recovering it (such as picking it up from the ground) with no action cost. The active weapon must be wielded (or able to be drawn, in the case of ammunition) to provide its benefits; should the active weapon be disarmed, stowed, destroyed, or otherwise no longer wielded (or able to be drawn, in the case of ammunition), the armiger loses access to the granted talents immediately.
    If the weapon is thrown as part of an attack, the armiger retains any benefits from the weapon until the end of her turn.
    If the armiger customizes a set of thrown weapons or ammunition, she retains the granted talents as long as at least one of the set remains wielded. If a pair of weapons are customized to be wielded together and one is not being wielded, the armiger loses the benefits of the granted talents until the second weapon is recovered. Should the armiger be wielding weapons from two separate customization sets at the same time, she may choose which weapon is active at the beginning of each turn.
    At 3rd level and every 4 levels thereafter (7th, 11th, 15th, etc.), each customized weapon grants an additional talent. The armiger gains an additional customized weapon at her 11th and 19th levels.
    Customized Weapons and Drawbacks
    If the armiger possesses a sphere-specific drawback, she may use a talent granted by a customized weapon to buy off that drawback. if the armiger gains a base sphere from a customized weapon, with the GM's permission she may apply a drawback to that sphere to gain a bonus talent as normal for a drawback. The drawback and bonus talent must be set at the time the weapon is customized. Such a drawback may be bought off when that weapon grants an additional talent.
    Author's Note - "Do I Still Have My Talents If I Switch Weapons?"
    Yes. Armiger's customized weapons are not "temporary talents". The armiger does not lose any "constant" benefits of these talents (i.e. prepared alchemy formulae, tamed animal allies, a maintained stance, etc.) as long as the relevant talents are still assigned to that weapon. While the armiger might not have the active, or constant, benefits of certain talents unless the weapon is out, the armiger does not suddenly lose lingering benefits of these talents because they sheathed their knife and drew their sword.
    Customized Weapons
  • The Titan's Grace (Katana) - Conjuration (Boon Companion)
  • Golden Pistol - Veilweaving (Shape Additional Veil <Grace of the Goddess>)
  • Viv's katana - Protection (Base Sphere, Resistance)
  • Quick Change
    At 1st level, an armiger gains the benefits of the Quick Draw feat with her customized weapons and may stow customized weapons as a free action once per round, plus one additional time at 5th level and every 5 levels thereafter. This class feature counts as possessing the Quick Draw feat for the purposes of meeting the prerequisites of other feats, though any feat qualified for this way may only be applied to customized weapons.
    Prowess
    Skilled Weapon: The armiger may choose one customized weapon. This weapon grants an additional talent. This prowess may be taken more than once; each time it applies to a different customized weapon.
    EpilektoiFCB
    +9/6th Combat Feats
    Aura
    Hyron possesses an aligned aura, as if a cleric of his Epilektoi level, of Law and Good.
    Delayed Damage Pool
    Gain a delayed damage pool. When an encounter begins, the pool starts at 0. The maximum number of points the pool can hold is equal to 1/4 the epilektoi’s maximum hit points (rounded up). Whenever the epilektoi takes damage, it is first applied against the delayed damage pool until it reaches its maximum. Any damage in excess of the maximum is dealt against his hit points as normal. At the end of the epilektoi's turn, all the acrued damage in the delayed damage pool is applied against his hit points.
    Any healing in excess of the epilektoi's maximum hit points can be applied as a reduction to the amount of damage acrued in the delayed damage pool, allowing the damage to be removed without ever being applied against his hit points.
    Implacabilities
  • Anointed Form: The epilektoi adds their initiation modifier (Wisdom) to their Constitution modifier when determining the total amount of hit points they gain when taking levels in the epilektoi class (add this bonus retroactively to previous levels).
  • Resilient Form: The epilektoi gains Endurance and Diehard as bonus feats, even if they do not meet the prerequisites.
  • Patient Counterpoint
    At 5th level, an epilektoi reaches a new level of inspiration, returning a measure of the pain inflicted by their foes. During their turn, they gain an insight bonus to damage rolls equal to their initiation modifier whenever their delayed damage pool has points in it.
    Starting at 10th level, for every 5 points in their pool beyond 5 (10, 15, 20, etc) they gain an additional +1 improvement to this bonus damage. Additionally, they add half of their bonus to damage as a bonus to their attack rolls. The maximum attack bonus this ability can provide is capped at half the epilektoi's class level, rounded down.
    Aligned Defense
    Whenever they ready their maneuvers, the epilektoi may choose one counter from each of their aligned disciplines. The epilektoi may expend any granted maneuver of equal or higher level to initiate these counters, even if they are not readied or granted.
    GuardianHard to Kill
    Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
    Absorb Blow
    As an immediate action, whenever you take hit point damage from a single source (such as a dragon’s breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.
    Draw Fire
    As an immediate action, when an ally within 30 feet is targeted with a ranged weapon attack, you can have that attack target you instead. If you would normally be out of range for that attack, the attack is able to hit you as if you were at maximum range. You can use this ability without using an immediate action by expending one use of mythic power.

    The statblocks of your Weapons, armor and other important/magical equipment

    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    CR NULL

    Bound Conjuration Companion: Viv Solano

    token

    TCL 1 Conjuration Companion LG M Outsider
    Initiative: +1

    Defense

    AC: AC 15, Touch 11, Flat-Foot 14 (+1 Dex, +4 Natural)
    HP: 72 6d10+12 ( Delay Damage: 30 )
    Fortitude: +7 Reflex: +3 Will: +5

    Offense

    Speed: 30'
    Melee: Katana 1d20+9 ( 1d8+4 /18-20 x2)
    Conqueror's Unarmed Strike 1d20+15 ( ?+3 /x2)
    Special Attacks: Martial Tradition
  • Equipment: Bushido Training (double-chained kama, double walking stick katana, dual blade, katana, kama, kusarigama, longbow, naginata, nodachi, tetsubo and wakizashi)
  • Guardian: 3 talents
  • Guardian
    Base Sphere, Indifferent Defender Drawback, Greater Delayed Damage, Endure Pain, Durable, Cold Iron Call, Indomitable
    Delay Random Crap
    Viv is capable of delaying the following effects in exchange for appropriate amounts of her delayed damage pool.
  • When targeted by a spell or spell-like ability, you may delay the onset of its effects until the end of your next turn as if it were damage. Each effect is treated as if it were an amount of hit point damage equal to its caster level for the purpose of your delayed damage pool. If you do not have enough space remaining in the delayed damage pool, you may not delay the effect.
  • When targeted by a natural, extraordinary or supernatural ability that inflicts ability damage, ability drain, disease, negative levels, poison or any of the following conditions: (blinded, confused, cowering, dazed, dazzled, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered, stunned, unconscious) you may delay the onset of its effects until the end of your next turn. Each effect is treated as if it were an amount of hit point damage equal to the attacking creature’s Hit Dice for determining the capacity of your delayed damage pool. If you do not have enough space remaining in the delayed damage pool, you may not delay the effect.
  • When you would die, you may expend your martial focus to delay the onset of the dead condition until the end of your next turn. If you are not unconscious, you do not fall unconscious from hit point loss during this time. Any healing you receive during that turn that would bring you above your death threshold can prevent you from dying. Such healing has no affect on death from anything other than hit point damage. You may only delay death in this manner once per time that you would die.

  • Decree of Mercy
    once per combat, as an immediate action, select a creature within 25'. The next 2 times the creature deals damage in this round, it is non-lethal. If they target a creature immune to non-lethal damage while under the effects of the Decree of Mercy, it deals half its normal damage as lethal damage.
    Healer's Bane
    Made to combat other practitioners of the Radiant Dawn discipline, this maneuver hijacks healing for one’s own purpose. You may initiate this counter in response to a target within range healing hit point damage. The target must make a will save (DC 12 + initiation modifier) or have their healing stolen. Instead of the target (and any other creatures affected by that instance of the effect) being healed, you draw the total amount of healing done into a pool, and may redistribute this pool of healing to allies within close range (25 feet + 5 feet per 2 initiator levels), divided as you choose between you and your allies. Targets that would have been healed by the healing then take damage equal to half of the healing stolen. Each point of essence invested into this counter increases the DC by 2, and the healing and damage done by your initiation modifier.
    Witness to Glory
    With a surge of akasha, you spur an ally into battle. You may activate this counter when initiative is rolled, after the results are revealed, even if you are flat-footed. One ally within range gains a bonus on their initiative check equal to your initiation modifier, and also gains a number of temporary hit points equal to your initiator level. These temporary hit points last for 1 minute per initiator level or until used. Each point of essence invested into this counter increases the bonus to initiative by 1 and the temporary hit points granted by 2.

    Caged Sun
    If you have 50% or fewer hit points, entering this stance can be done as a free action instead of a swift.
    While you maintain this stance, you cannot heal creatures other than yourself, but any healing you receive is increased by 50%. If you would be healed for more than your maximum amount of hit points, you instead gain an amount of temporary hit points equal to the excess healing. These temporary hit points stack with other temporary hit points granted by you, up to a maximum of your maximum hit points, and last for one minute, until initiative is rolled, or you abandon this stance. Each point of essence invested into this stance increases the amount of healing you receive by 2 (before being modified by the stance's effects). Each point of essence also increases your attack rolls, AC, and saves by 1.
    Space: 5' Reach: 5'

    Statistics

    Str 16, Dex 12, Con 15, Int 7, Wis 10, Cha 11
    Base Attack: +6 CMB: +9 CMD: 20
    Feats: Granted Feats
    Bodyguard, Combat Stamina (8), Gang Up, Golden Lion Style (Style), In Harm's Way (M), Muscular Reflexes (M), Radiant Dawn Style (Style)
    , Nymph's Kiss, Martial Training I
    gains the Decree of Mercy and Dismiss manuevers. Initiator Level 1 with initiation modifier of Cha
    Martial Training II
    Gain the Caged Sun stance and the Healer's Bane and Witness to Glory counters; gain the ability to ready an additional maneuver.
    Skills: Heal +10 , Knowledge (Planes) +7
    Languages: Common
    The Titan's Grace LG
    Character Name Alignment
    Armorist (Spirit Blade) 5 , Scholar (Doctor) 5
    Character Level
    Permanent Spirit Blade
    Was Oggr
    This matters for subtypes, and starting languages, but nothing else. Permanent Spirit Blade is a stupid race.
    Type: Construct (Earthblood, Giant, Human, Shapechanger
    M
    Race Size
    Objectified ~1,000,000,000,000,000,000
    Gender Age
    - -
    Height Weight
    SWORD SWORD
    Hair Eyes
    Hyron
    Player
    - -
    Deity Homeland
    - 0
    Domain/Oath/Patron/School XP

    ATTRIBUTES
    Ability Score Mod T.Adj T.Mod
    Str
    Strength
    10 +0 N/A +0
    Dex
    Dexterity
    10 +0 N/A +0
    Con
    Constitution
    16 +3 N/A +3
    Int
    Intelligence
    22 +6 N/A +6
    Wis
    Wisdom
    12 +1 N/A +1
    Cha
    Charisma
    5 -3 N/A -3
     Change in tracker!
    HIT POINTS & RESISTANCES
    HP Total
    Dam Red
    Spell Res
    65
    Delay:
    G25
    0
    Initiative
    Dex
    Modifier
    +0
    +0
    +0
    BAB
    +5
    ARMOUR CLASS
    Total AC
    Armour
    Shield
    Dex
    0
    +0
    +0
    +0
    Size
    Natural
    Deflection
    Misc
    +0
    +0
    +0
    -10
    Touch
    0
    Flat Footed
    0
    Flat Footed + Touch
    0
    SAVING THROWS
    Save Total Base Ability Magic Misc Temp
    Fortitude +3 +4 CON +3 +0 +0 -4
    Reflex +0 +4 DEX +0 +0 +0 -4
    Will +1 +4 WIS +1 +0 +0 -4
    Combat Maneuver Bonus CMB
    CMB BaB STR Size Misc
    +5 +5 +0 +0 +0
    Combat Maneuver Defense CMD
    CMD Base BaB STR DEX Size Misc
    15 10 +5 +0 +0 +0 +0
    Speed
    Base
    w/Armor
    Fly
    Swim
    Climb
    Burrow
    -
    -
    -
    -
    -
    -
    Languages

    Common, Dwarven, Elven, Giant, Gnoll, Tortoise (Sp), Undercommon

    Spell List

    Alchemy SphereFormulae Package - 4/2
    All formulae have a base crafting DC as noted in their descriptor, and their saving throw DCs, if any, are determined using the normal formula for combat sphere talents, using the practitioner’s ranks in Craft (alchemy) in place of their base attack bonus. The necessary ingredients for creating formulae are gathered over the course of a given day; there is no monetary cost to creating a formulae. You may craft any item whose formulae you know in 30 minutes, or 15 minutes if you have access to an alchemist’s lab or alchemist’s crafting kit, but due to the volatile nature of the enhanced formulae you cannot have more formulae prepared at one time than a number equal to 1/2 your ranks in Craft (alchemy) (minimum 1) + the number of formulae talents you possess. For every 4 ranks in Craft (alchemy) you possess, you may craft 1 additional formulae as part of the same 30/15 minute time period.
    The overly refined and unstable nature of formulae means that they cannot be further refined or enhanced by items such as focusing flasks or hybridization funnels. You cannot fail to craft an alchemical item you know the formulae for; failure to meet the DC instead means you create the item but at its minimum potency, without additional effects or benefits for having additional Craft (alchemy) ranks or having increased the crafting DC.
    Any creature affected by splash damage from an improved formulae is entitled to a Reflex save to reduce the damage by half. Additional damage dice in formulae for having multiple ranks in Craft (alchemy) are always treated as bonus damage dice and are not multiplied by Vital Strike or a critical hit.

    Formulae: Elixer of Life - 2
    Craft DC: 25+10/bonus use, viability round, and HP healed to.
    You create an elixir that can be used as a standard action to restore a dead target within your natural reach back to life. As long as the target has not been dead for longer than 1 round, the creature is healed to 1 hit point, and gains a temporary negative level.
    Focussing Formula - 2
    Craft DC: 15+10/bonus use
    You create a concoction you can draw and drink as a move action to restore your martial focus. You may also draw and administer this formulae to an ally within your reach as a standard action, granting them its benefits as though they had drunk it themselves.
    Brute SphereShove
    As a move action, you may move up to half your speed and make a melee touch attack against a creature. If successful, the target takes bludgeoning damage equal to your Strength modifier (or whichever attribute was used to make the check) and gains the battered condition until the end of your next turn. You may perform a shove in place of the attack granted by a charge, although this does not grant the extra movement.
    Muscular Surge
    As a free action, you gain a bonus equal to 1/2 your base attack bonus (+2) on Acrobatics checks made to jump, to all Strength checks and Strength-based skill checks, as well as to your Strength for determining your carrying capacity, for a number of rounds equal to your Constitution modifier (3 rounds). This does not apply to combat maneuver checks nor attack and damage rolls. You are fatigued for 1d4 rounds after the duration ends, even if you would normally be immune to fatigue. If you are fatigued when you begin or end this effect, you are instead exhausted. If you are already exhausted, you cannot use this ability.Your total carrying capacity is also multiplied by 2. This does not stack with other effects that multiply carrying capacity, such as the ant haul spell.
    If you expend your martial focus, this bonus increases to become equal to your full base attack bonus, but automatically leaves you exhausted for 1d4 rounds afterward. For this duration, you also count as being one size larger than you are for the purpose of targeting creatures with combat maneuvers and for talents that have effects dependent on size, such as Rock Toss or Thrower’s Reflexes from the Equipment sphere, the Terrain Trasher legendary Brute talent, or Living Weapon from the Wrestling sphere.
    Scout SphereScout
    As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.
    Mana SphereBond: Mystical Bond
    You can assist the recipient of your manabond in their spherecasting, or hamper their efforts. When creating this manabond, you can choose to apply either a +1 competence bonus or a -1 penalty to their caster level with all sphere effects from a single sphere, chosen at the time of casting. This bonus and penalty increases by 1 for every 8 caster levels you possess, and cannot reduce a creature's caster level below 1.
    Soulmate
    As a manabond, you can create a warm bond between yourself and a willing creature. Whenever you (but not the recipient) are targeted by a harmless magical effect that lasts for at least 2 rounds and does not require concentration, you may clone the effect and grant it to the recipient for 2 rounds, plus 1 round for every 10 caster levels you possess, or a number of rounds equal to half the original effect's duration, whichever is fewer.
    Additionally, whenever the recipient of this manabond benefits from magical healing, a consumable item (such as a potion, alchemical item, etc.), or food, you may choose to clone the benefits of that effect for yourself, as though you were the target of that effect. You may not redirect effects shared to you by the recipient of this bond to other creatures.

    Exp: Spellburn
    You can damage a creature's capacity for power against a target. This attempt automatically fails against creatures that do not have at least 1 spell point. They are permitted a Will save to negate the effects, otherwise they suffer 1 spell point damage plus 1 per 10 caster levels you possess. You can spend an additional spell point as part of using this ability to also have the creature become spellburned. While spellburned, the creature must succeed at another Will save at the end of their turn for a number of rounds equal to your casting ability modifier or suffer 1d2 spell point damage, increasing by one step for every 4 caster levels beyond 1st (1d2, 1d3, 1d4, 1d6, 1d8, 2d6, etc.). On a success, the effect ends.
    If this expunge is used on a creature that is already spellburned, they immediately suffer the normal spell point damage, plus the amount of spell point damage they suffer each round due to being spellburned. Multiple instances of this expunge do not stack; use the highest caster level when determining the spell point damage. A creature may spend a full-round action that provokes attacks of opportunity to re-center their magic, ending the effects of this ability without making a save.
    Caster LevelBurn Size
    1st-4th1d3
    5th-8thBurn Size
    9th-12th1d4
    13th-16th1d6
    17th-20th1d8
    21st+2d6
    Spheres, Vancian, and Psionic spell point and power point conversation table
    SphereVancianPsionic
    11+HD/51+HD/4

    Manip: Shuffle
    You may manipulate the rules of magic within a radius of up to 10 feet + 5 feet per 10 caster levels, centered anywhere within range, affecting all magical and supernatural effects cast within or that pass through the area for up to 1 round per caster level. You must concentrate to maintain this ability, but you may spend a spell point as a free action to allow the effect to persist without concentration for its maximum duration. The caster of an effect changed by this ability is allowed a Will Save to ignore the effects of Shuffle for that effect.
    Choose one of the following effects to apply to the area at the time of casting:
    1. Chaotic Rewiring: By actively ruining magical cohesiveness in the area of your shuffle, magic becomes trickier to control. When a spherecaster targets one of their allies with a targeted sphere effect in the area of their shuffle, it instead randomly selects a target from all targetable allies within the area, even if they are otherwise out of range. If the spherecaster targets an enemy with a targeted sphere effect, it instead targets a random targetable enemy within the area. At 10th caster level, any sphere effect that targets a creature within the area of the shuffle randomly targets an enemy or ally within the area, regardless of the original target, as long as they would otherwise be able to be targeted. If the sphere effect targets an area centered within your shuffle, it instead randomly changes its targeted location to a nearby area 10 feet away from the original point it targeted in a random direction (roll 1d8 to determine, moving clockwise). This distance increases by 5 feet for every 4 caster levels you possess.
    2. 2. Elemental Rewiring: Choose two energy types from the following list: acid, cold, electricity, or fire. You convert all energy damage of the first damage type into the second damage type. At 7th caster level, you add sonic to this list. At 12th caster level, you add force to this list.
    Only one shuffle can be in effect in an area at a time, with any attempt to overlap areas requiring a magic skill check against the MSD of the initial shuffle effect. On success, the initial shuffle effect is dispelled, but on a failure the shuffle effect fails to cast.
    Transfer
    You can spend a spell point to bestow your magical potential to a creature other than yourself, granting the target 2 temporary spell points, plus 1 for every 5 caster levels you possess. After the target uses a sphere effect that costs at least 1 spell point, all granted temporary spell points are removed, even if the effect did not use all of them.
    Alternatively, you may spend a spell point as a standard action to grant your target a normal spell point (Will negates if unwilling). You may grant spell points to creatures that do not possess a spell pool, temporarily granting them access to a spell pool for as long as the granted spell points last (or until you next rest to regain spell points if they are not temporary).
    Radiant DawnCounters: Witness to Glory - 1 Essence
    Action immediate Range close (45') Target one ally Duration Instantaneous Effect counter may be activated as part of the target ally rolling initiative, and may even be activated if flat-footed. Grant the tarhget ally a bonus to initiative equal to 7 and a number of temporary HP equal to 10.

    Stances: Spoils of War - 1 Essence
    Action swift Range Personal Effect While you maintain this stance, allies within close range (45') heal 8 hit points whenever they hit with an attack. Each point of essence invested into this stance increases the amount of healing done by this stance by 2 (10 total).

    Strikes: Decree of Torment - 1 Essence
    Action standard Range melee or ranged attack Target one creature Duration see text Effect make an attack, if it hits, deal damage as normal and apply 6 brands to the target creature, which last for 1 minute. Whenever a creature attacks the branded target, they may choose to expend a brand to perform a combat maneuver against the target without provoking attacks of opportunity. If the attack which removes the brand is a ranged attack, the maneuevr cannot be a grapple and the attacker cannot move with the target. The attacker may choose to treat their BAB as +8 and may choose to replace their Strength mod with +6 for purposes of this combat maneuver. A single attacker may only remove a single brand per round.

    Spellcasting Notes

    Spell Points
    Spell Points: 20/day (3lvl+Int)
    Casting Tradition
  • Casting Type: Psychic
  • Casting Modifier: Int
  • Drawbacks: 3 oath points, Magical Signs, Oathbound Casting (against Harm, 4 drawbacks), Somatic Casting x2
  • Boons: +1 Essence per class level (+5), +1 Spell Point per class level (+10)
  • Martial Tradition
  • Equipment: Bushido Training (double-chained kama, double walking stick katana, dual blade, katana, kama, kusarigama, longbow, naginata, nodachi, tetsubo and wakizashi)
  • Guardian: 3 talents
  • CL
  • Mana CL: 4+2=6 (4 talents)
  • Veilweaving CL: 2 (1 talent)
  • Initiator Level: 8
  • Spheres of Might BAB: 5
  • PoWRadiant Dawn
    (2) Decree of Torment, Witness to Glory
    Stances
    Spoils of War
    SoPMana
    Base Sphere, Transfer, Soulmate, What's Yours Is Ours
    Veilweaving
    Base Sphere (The Gravekeeper)
    SoMAlchemy
    Base Sphere (Formulae Package), Elixer of Life
    Brute
    Base Sphere, Muscular Surge, Giant
    Guardian
    Base Sphere, Indifferent Defender Drawback, Greater Delayed Damage
    Scout
    Base Sphere

    Adventuring Skills
    CS Skill Total AB Mod Ranks Misc
    Acrobatics -3 (DEX)  +0 +0 -3
    Bluff -3 (CHA)  -3 +0 +0
    Climb -3 (STR)  +0 +0 -3
    Diplomacy -3 (CHA)  -3 +0 +0
    Disguise -3 (CHA)  -3 +0 +0
    Escape Artist -3 (DEX)  +0 +0 -3
      Fly -3 (DEX)  +0 +0 -3
    Heal +21 (INT)  +6 +5 +10
    Intimidate -3 (CHA)  -3 +0 +0
    Knowledge: Arcana +16 (INT)  +6 +5 +5
    Knowledge: Dungeoneering +16 (INT)  +6 +5 +5
    Knowledge: Local +16 (INT)  +6 +5 +5
    Knowledge: Nature +16 (INT)  +6 +5 +5
    Knowledge: Planes +16 (INT)  +6 +5 +5
    Knowledge: Religion +16 (INT)  +6 +5 +5
    Knowledge: Martial +16 (INT)  +6 +5 +5
    Knowledge: Psionics +16 (INT)  +6 +5 +5
    Perception +1 (WIS)  +1 +0 +0
    Ride -3 (DEX)  +0 +0 -3
    Sense Motive +1 (WIS)  +1 +0 +0
    Spellcraft* +14 (INT)  +6 +5 +3
    Stealth +5 (DEX)  +0 +5 +0
    Survival +9 (WIS)  +1 +5 +3
    Swim -3 (STR)  +0 +0 -3
    Background Skills
    CS Skill Total AB Mod Ranks Misc
    Appraise +6 (INT)  +6 +0 +0
    Craft: Alchemy +15 (INT)  +6 +5 +4
    Knowledge: Engineering +16 (INT)  +6 +5 +5
    Knowledge: Geography +16 (INT)  +6 +5 +5
    Knowledge: History +16 (INT)  +6 +5 +5
    Knowledge: Nobility +16 (INT)  +6 +5 +5
    Custom Skills
    CS Skill Total AB Mod Ranks Misc

    * only usable when trained (rank 1 and higher)
    Skill Notes
    Ranks
    Class: 8/lvl Int: 6/lvl Background: 2/lvl Spheres 10 Major Drawback: -1/lvl
    Total Ranks: 15/lvl+10=15*5+10=85, 17 skills at 5 ranks.
    Share Skill 6 skills
    Background
    Skills: Craft (Alchemy) +1, Heal +1
    Heal Mods
  • You can use first aid as a swift action instead of a standard action.
  • 5/day, can use Treat Deadly Wounds as a full-round action. Do not take a penalty for not using a healer's kit when treating deadly wounds in this way and can do so upon the same creature more than once a day. The healing from this manner of treating deadly wounds only heals creatures who are healed by positive energy.
  • When you treat deadly wounds, the target recovers hit points and ability damage as if it had rested for a full day. (2x HD healing)
  • When you use the Heal skill to heal HP damage, any healing in excess of bringing the target to their maximum HP is granted to the target as temp Hp for 5 hours.
  • 6/day/target as a standard action that consumes a use of a healer's kit, do one of the following:
    • can make a heal check and heal a target for ((check result-14)*2)
      • Can be added into an alchemical item, while it is being prepared. inoculated allies and the Titan's Grace gain the healing and do not take any damage, if exposed to the area of effect of the alchemical item. non-inoculated creatures take half the normal damage and gain a +2 bonus to saves against the alchemical item.
    • heal target of a number of points of ability damage equal to ((check result)/5-2)
  • 6/day/target as a standard action that consumes 5 uses of a healer's kit, do one of the following:
    • can make a heal check and cure the target of a number of the following conditions equal to ((check result)/10-1): blindness, deafness, paralysis, poison
  • Feats

    Racial Feats1) Spell Focus (Universal)
    +1 to DC of Universal school or Mana sphere Spells
    5) Martial Training II
    Gain the Decree of Torment and Witness to Glory Maneuvers and the Spoils of War stance. Can ready a 2nd maneuver.
    10)
    15)
    20)
    Non-Leveling FeatsFlaw) Varisian Tattoo
    +1 Cl to Universal school or Mana sphere Spells
    Flaw) Bloatmage Initiate
    +1 Cl to Universal school or Mana sphere Spells, but permanently considered under medium encumbrance load.
    Major Drawback) Extra Arsenal Trick
    Gain the Imbued Arsenal armorist trick
    Background) Extra Combat Talent
    Gain the Elixer of Life talent from the Alchemy sphere
    Leveling Feats1) Healer's Hands
    A number of times per day equal to it ranks in Knowledge Planes, The Titan's Grace can perform the Treat Deadly Wounds function of the Heal skill as a full-round action. it does not take a penalty for not using a healer's kit when treating deadly wounds in this way and can do so upon the same creature more than once a day. The healing from this manner of treating deadly wounds only heals creatures who are healed by positive energy.
    3) Martial Training I
    Gain access to the Radiant Dawn discipline, and the Diplomacy skill as a class skill. Your initiation modifier is Intelligence. Your martial initiator level for maneuvers granted by this feat (and subsequent Martial Training feats) is equal to half your character level + your initiation modifier. You may select any two maneuvers from the 1st level maneuvers from this discipline (but you won't use them anyways), and you may ready one of your maneuvers for use. You may recover one maneuver by expending a full round action to recover it. (Initiator Level: 7)
    5) Signature Skill (Heal)
    Gain Skill Unlocks for the Heal skill. lol.
    Antihero Feats1) Absolute Poverty
    In order to adhere to your Oath of Poverty, you may not possess or use more than one piece of equipment which is worth more than 5 gp per character level (this is in addition to the Oath of Poverty’s normal limitations). However, your Oath of Poverty grants 15 Oath points and so long as you do not break your Oath of Poverty there is no limit to the number of Oath points’ worth of Oath boons you may benefit from. You cannot benefit from Oath of Offerings and Oath of Poverty at the same time if you possess this feat.
    Oath FeatsAdvanced Magic Training
    Treat any racial Hit Dice not granting spherecasting and your levels in non-spherecasting classes as Low-Casting classes when determining your total caster level, magic skill bonus, and magic skill defense. You gain spell points from casting tradition drawbacks, but otherwise do not add these levels when determining your spell point pool. If you do not possess levels in an actual spherecasting class or racial Hit Dice granting spherecasting, increase your spell point pool to become equal your casting ability modifier (minimum 1).
    2) Extra Combat Talent
    Gain the Giant talent of the Brute sphere.
    6)
    10)
    14)
    18)

    Traits



    Racial TraitsPermanent Spirit Blade
    Type: Construct (human) Senses: Low-Light Vision, Darkvision 60', Immunities: Disease, Massive Damage, Poison Healing Can heal from Object targetting spells and positive energy, can be raised or resurrected and affected by Memory of Function.
    OathsOaths: Against Harm
    Oath: You have sworn never to take the life of a living creature. You cannot inflict lethal damage on a living creature with any of your abilities, and you cannot directly kill a living creature by any other means (this might include killing it with ability drain or pushing it off a cliff to its death).
    Defiance Penalty: You feel the pain of those you hurt. Whenever you inflict lethal damage, you take that amount of damage yourself (this damage cannot be reduced or redirected in any way). The damage cannot be healed by any means until you atone. If you kill a creature in any way, you gain the nauseated condition for 24 hours. This ignores any immunity you may possess to the nauseated condition.
    Atonement: Atoning for breaking an oath against harm often requires rectifying any harm you have caused to another creature. This typically requires healing any wounds inflicted or making reparations for any deaths you have caused. If this is not possible, you must spend at least one week nurturing life and allowing it to flourish, spending 100 gp x your character level squared on resources in order to care for your charge. Nurturing life could mean caring for the family of one slain or serving at a temple.
    Candor
    Oath: Your words will betray no falsehood. You are not allowed to deliberately speak any lies, including bluffing, stating half-truths or concealed truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm, you can remain silent.
    Defiance Penalty: Your broken Oath visits its wrath upon you by muddling truth and lie, causing you to take a penalty on all Charisma-based, Intelligence-based, and Wisdom-based rolls as well magic skill checks and saving throws equal to half your character level (minimum 1).
    Atonement: Atonement for breaking your Oath requires you to attempt to correct any falsehoods that your words might have spread. Alternatively, you may donate your wealth to some cause as an offering and assurance that you will not again go against your word. The total value of donated materials must be worth at least 100 gp x your character level squared.
    Forbidden Knowledge (greater)
    Oath: The secrets you carry weigh heavy on you. You are constantly affected by a single madness which never goes dormant no matter how much sanity damage is recovered. Whether this madness represents constant stress from your burden or a perfectly logical path given some horrible secret you are aware of is up to you. Lesser madnesses are worth 2 Oath points while greater madnesses are worth 4 Oath points. A character may only possess one instance of this Oath.
    Defiance Penalty: The only method by which you may come to terms with your knowledge is by erasing it from your mind. If you ever cure yourself of this madness, you take a penalty on Intelligence checks and skill checks equal to half your character level.
    Atonement: To regain this forbidden knowledge, you must rediscover what nightmarish secrets you have forgotten, which involves at least 3 days worth of research or exploration into the source which once fueled your forbidden abilities. After this time, you regain the madness associated with this oath.
    Death Wish: The afflicted character cannot or does not want to avoid harm, taking a -10 penalty on AC and a -4 penalty on all saving throws.
    Poverty
    Oath: You have sworn off material excesses, employing only what equipment is necessary to complete your tasks. You may not possess or use any piece of equipment which is worth more than 80 gp x your character level squared (to a maximum of 32,000 gp at 20th level). You may use and carry an amount of equipment which does not exceed this price equal to twice your character level (the character can carry other forms of equipment worth less than 2 gp without breaking the Oath). You can benefit from equipment used on your behalf (you can drink a potion a friend gives you, receive a spell cast from a wand, ride on your companion’s vehicle, or eat expensive food that a host offers you). You may not, however, “borrow” a worn or wielded item from a companion for even a single round. The Oath may accept the Oathkeeper carrying (but not using) an expensive piece of equipment with intent to deliver it to someone or to keep it away from someone else who would use it against them. Using equipment gained from class features (such as an armorist’s summoned equipment) never violates this oath.
    Defiance: Excess weighs down on your body and soul, causing you to take 1d4 points of ability drain to a random ability score every day (minimum 1). This ability drain cannot be prevented or healed in any way until you atone or until you lose the benefits of this Oath and ignores immunity to ability drain.
    Atonement: To atone for breaking your Oath of Poverty, you must destroy or donate a number of material goods you own so that the total value of goods destroyed or donated is worth at least 200 gp x your character level squared.
  • Single Expensive Item: Healer's Satchel (normal) - 1500gp (2000gp limit)

  • Boons: Bonus Feats (4 points)
    See the Feats section of this sheet for when feats become available and what feats are taken through this oath boon.
    Bonus Talents (3 points)
    gain additional talents at 2nd level and every 4th level thereafter.
    Drawback (3 points)
    Every Oath point you spend on this Oath boon is treated as one casting tradition drawback for the purpose of gaining bonus spell points or selecting boons based on the number of drawbacks you possess. Losing the benefits of your Oath causes you to lose any boons or spell points paid for with this Oath boon.
    Enhanced Abilities
    Your Oath grants you strength and acuity beyond that of your kin. At 4th level and every even-numbered level thereafter, you gain a +2 enhancement bonus to one of your ability scores. These bonuses do not stack with each other until you are at least 10th level, at which point they may stack up to a maximum of +4. This improves to a maximum of +6 at 13th level. From level 13 onwards, you gain two +2 ability score bonuses at every level rather than just one at even-numbered levels. (+0,+0,+0,+2,+0,+0)
    Enhanced Armaments (3 points)
    Your devotion enhances the abilities of your weapons. At 4th level, one weapon you wield (including a natural weapon) gains a +1 enhancement bonus on attack and damage rolls for as long as you wield it (these bonuses are still applied if the weapon is thrown). This bonus increases by 1 at 7th level and every 3 levels thereafter, to a maximum of +5 at 16th level. Alternatively, you may apply this bonus to an implement, granting an enhancement bonus to caster level with a specific sphere in place of a bonus to attack and damage rolls. This bonus does not stack with any existing enhancement bonus the weapon or implement may have. If you spend a third Oath point, the weapon or implement’s enhancement bonus also increases at 5th level and every 3 levels thereafter (to a maximum of +10 at 17th level).
    The item’s enhancement bonus cannot exceed +5, but the remaining bonus can be spent to grant the item any properties that an armorist of your character level could apply to their weapons or implements. You may take this Oath boon multiple times, each time gaining the ability to apply it to an additional weapon or implement. You may change which item you apply this bonus to or change the nature of the bonus in a process that takes 1 hour. You cannot apply both Enhanced Armaments and Enhanced Defenses to the same piece of equipment. (applied to Bound Unarmed Strike as a Mana implement +2
    Magical Gleaning
    You gain Advanced Magic Training as a bonus feat even if you do not meet the prerequisites. This counts as obtaining the casting class feature. This boon also grants 2 bonus magic talents as though you gained your first level in a casting class (if you had not already gained these two bonus talents).
    Renewal
    Even death cannot impede you. Once per day, if you are killed, you are immediately affected as per breath of life with a caster level equal to your character level. You may choose to improve this to raise dead starting at 9th level, resurrection at 13th level, and true resurrection at 17th level. In addition, if you die, you can choose to return as a prana ghost (see Bestiary 6) after one minute (note that becoming a prana ghost stops you from being resurrected). If you become a prana ghost, you die after 24 hours and cannot be resurrected by this ability. You do not gain the rejuvenation ability as a normal prana ghost would.
    Skill Superiority (1 point)
    gain 2+1/2HD competence bonus to Heal checks.
    Flaws & DrawbacksFlaws: Pathetic
    -2 Charisma, haha funny!
    Shaky
    -2 penalty on ranged attack rolls, just in case I ever get a clever idea.

    Drawback: Overprotective
    If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

    M. Drawback: Learning Impaired
    Subtract 1 from your character class’s skill points per level. You cannot take this drawback if you already receive only 1 skill point per level.
    TraitsBeastkin (Social)
    Select one specific type of animal (Tortoises). You were raised from infancy by an animal or pack of animals of that type. You learned their ways and have more in common with your beastly kin than members of any humanoid race. You gain a +1 trait bonus on Survival checks and can use speak with animals as a spell-like ability at will to communicate with the type of animal that raised you.
    Combat Healer (Combat)
    Can Use First Aid as a swift action, and heal is always a class skill.
    Mixed Blood (Plant) (Race)
    Gain the Earthblood subtype and low-light vision. In addition, you do not need food to survive, provided you spend at least 1 hour a day in sunlight.
    Earthblood creatures are related to plants and have odd colorations to their otherwise normal anatomy. They count as plants in addition to their other types and subtypes for effects and prerequisites relating to type. They do not gain any other qualities of the type unless another source grants it.
    Pocket Space (Magic)
    You gain a permanent extradimensional space that can hold up to 5 pounds plus an additional 5 pounds for every five character levels you possess, and nothing larger than a Small-sized object (or a combination of smaller objects equal in size to one Small object). You may place any inanimate, unattended object you touch into your pocket space as a full-round action, and may retrieve any one object from your pocket space as a full-round action. If you die (or are destroyed, if you lack a Constitution score), all contents of your pocket space appear in your square, or the nearest unoccupied space. Any effects interacting with the Extradimensional Storage talent also interact with this space. If you gain the Extradimensional Storage talent later, this pocket space is merged with the space granted by the talent.

    WEAPONS
    Name AB Critical Type Range Ammo Dmg
    +2 Frost Unarmed Strike +13 x2 Bludgeoning 5' reach - 1d6+2+1d6
    +2 Merciful Katana +13 {18-20}x2 Slashing 5' reach - 1d8+2
    ARMOUR
    Name ACB Type Check Penality Spell Failure Weight Properties
    Medium Load-encumbrance-3---
    Class Features

    ArmoristBound Equipment (+3 - 2/1)
    An Armorist gains a bond with a specific weapon, shield, suit of armor, or implement. Bound equipment can be summoned into the possession of the spirit blade's wielder, allowing the wielder to use them as if the wielder were the spirit blade.
    Bound equipment is masterwork quality, and gains a +1 enhancement bonus for every odd armorist level possessed. A piece of bound equipment’s enhancement bonus cannot exceed +1, +1 per 3 armorist levels (maximum +5 all enhancement bonus beyond this must be traded for special abilities.
    An armorist may give her bound weapon special abilities from Table: Bound Equipment, trading enhancement bonus for other benefits. Bound equipment cannot be enchanted through any other means than gaining armorist levels and must retain at least a +1 enhancement bonus. Bound implements use the rules presented in the Magic Items chapter, granting the armorist enhancement bonuses to her caster level with one sphere, chosen when the implement is created. A piece of bound equipment may be an implement or a weapon/shield/suit of armor, but not both at the same time.
    Once a piece of bound equipment has been selected, or once its special abilities have been chosen, they may only be changed if the armorist spends 8 hours (1 day) meditating to dismiss the old piece of bound equipment and create a new piece of bound equipment to take its place. A bound double-weapon must divide its enhancement bonuses and special abilities between the two ends (for example, a +5 bound quarterstaff could have a +3 bonus on one end and a +2 bonus on the other). Alternatively, the armorist may bind each end of the double weapon as a separate piece of bound equipment, thus granting full bonuses to each half. If one end of the double weapon has no bonuses, it is still considered masterwork.
  • Katana: +2 Merciful
  • Unarmed Strike: +2 Frost - +1 Mana CL, Specialized (Creature) <Enhanced Armament>
  • Weapon Form
    At 1st level, the spirit blade may take the form, including all properties (such as masterwork status, enhancement bonus, materials, and special abilities), of one of her bound weapons as a full-round action. This is a polymorph effect and persists until the spirit blade changes back or to a different weapon form. Returning to her normal form is a fullround action. While in weapon form, the spirit blade may be targeted as a magic weapon of the chosen type despite not being an object, though is always counted as being attended. The spirit blade in weapon form may communicate telepathically with her wielder. As part of transforming into weapon form, the spirit blade may touch a willing creature that has at least one hand free; the transformation completes with the weapon form held by that creature. The touched creature may drop a held object to free a hand for this purpose as a free action that can be taken even when it is not that creature’s turn. While wielded, the spirit blade is treated as an object for the purpose of effects that target an area.
    In weapon form, the blade spirit has no Strength or Dexterity scores (they are treated as having a score of 10 for determining bonuses if required, though if making an attack roll with a sphere affect the normal score is used) and gains hardness equal to her class level or the hardness of the bound weapon, whichever is higher, and takes damage as an object. The spirit blade in weapon form retains her normal senses and communication abilities. While in weapon form, the spirit blade is immune to bleed, disease, paralysis, and poison. Ongoing effects of these kinds are suspended while in weapon form, not expending duration or forcing subsequent saving throws, resuming their normal effects and duration when weapon form ends.
    Striking a creature or object as part of an attack does not damage the spirit blade in weapon form, nor forces her to attempt a concentration check to maintain an ongoing effect. If the spirit blade has more than one bound weapon, she may change between their forms with the same action as required to assume weapon form.
    The spirit blade may resize her weapon form to suit her wielder as part of changing form. Should the spirit blade possess the ability to have a bound natural attack, she may graft herself to a willing wielder either as part of her transformation into weapon form or as a move action.
    Arsenal Tricks
  • Natural Materials
    The armorist may summon equipment or create bound equipment out of darkwood, darkleaf cloth, greenwood, or normal wood treated with the ironwood ritual.
    The armorist adds wild (+3) and green-touched (+1) to the special abilities she may add to her bound and summoned armor and shields, and wild fang (+1) to those she may add to bound and summoned weapons.
    The armorist may make a natural attack she possesses or her own unarmed strike into a bound weapon, granting it the bonuses associated with being a bound weapon. The armorist may use her boost equipment class feature on unarmored creatures or on natural weapons and unarmed strikes.
  • Share Skill
    The spirit blade may choose a number of skills equal to her casting ability modifier each day after resting to regain spell points. She may share her skill ranks in the chosen skills with her wielder.
  • Imbued Arsenal
    The armorist can add her casting ability modifier instead of her Strength or Dexterity modifier to attack rolls when she is wielding a bound or summoned weapon.
  • Possess Wielder
    At 2nd level, the spirit blade may spend a spell point to attempt to actively possess any creature that wields her, treating her spirit blade levels as wraith levels for determining the possession DC. The spirit blade’s weapon form body is not absorbed into the host; instead the host may wield it as a weapon while possessed. This otherwise functions as the possession ability of the wraith class.
    Guiding Blade
  • At 1st level, the spirit blade’s influence allows the wielder to focus on other matters; the spirit blade momentarily controls her wielder, spending her actions (free, swift, move, standard, and/or full-round) to cause the wielder to make attacks (including combat maneuvers and sphere abilities that require an attack roll made with the spirit blade) with the spirit blade as a free action even when it is not the wielder’s turn. These actions may also be spent to cause the wielder to reload the spirit blade. If an ability, such as the shove ability of the Brute sphere, grants movement as part of the ability, the wielder may make that movement within the limits of that ability. The wielder may attempt a Will save against the spirit blade’s possession DC (10 + half the spirit blade’s class level + casting ability modifier) if unwilling to attack the chosen target. Attacks made this way use statistics as if the wielder was actively possessed.
    Additionally, the wielder may supply material, somatic, and verbal spell components for the spirit blade’s casting. Attacks of opportunity provoked by the spirit blade’s casting are made against the spirit blade herself.
  • At 3rd level, the spirit blade may grant her skill to her wielder. The spirit blade guides the wielder’s attacks that are made with the spirit blade’s weapon form, allowing them to be made with the spirit blade’s base attack bonus. The spirit blade may choose to share her magic and combat talents with her wielder. Duplicate talents do not grant any benefit unless the talent may be taken more than once; if such a talent allows for selections from a list, the choices made cannot change as part of this ability and any limits on the number of additional times a talent may be taken are unchanged.
    Additionally, the spirit blade may use her Strength or Dexterity modifier (as determined by her attributes when not in blade form) to determine the results of attacks made with her blade form if beneficial.
  • Equip Wielder
    At 5th level, when summoning a bound armor, shield, implement, or weapon while in weapon form and being wielded or possessing a wielder, it may appear on the wielder or possessed creature as if they were the spirit blade. She may resize weapons and reshape armor to suit the wielder as part of summoning it.
    ScholarInnoculations
    Starting at 1st level, the doctor learns to protect her allies from the effects of her abilities. At the start of each day, the doctor can select a number of allies up to her Intelligence bonus (minimum 1 both the doctor and the chosen allies are immune to the negative effects, including hit point damage, of the doctor’s alchemical items and material impositions. Positive effects of alchemical items and material impositions, such as hit point healing, still affect the doctor and her allies normally.
    Medical Training
    The scholar may use her Intelligence modifier in place of her Wisdom modifier as her associated ability score modifier with the Heal skill. In addition, the scholar may expend one use of a healer’s kit and make a special DC 15 Heal check on an ally as a standard action that provokes an attack of opportunity; if this check is successful, the ally recovers 1 hit point +1 for each point by which the scholar exceeds the DC. If the scholar has at least 5 ranks in the Heal skill, she may instead use this ability to restore 1 point of ability damage +1 point for every 5 points by which she exceeds this ability’s DC. The scholar can only attempt to heal a particular creature with this ability a number of times per day equal to her Intelligence bonus (minimum 1). Attempting to heal a creature but failing to meet the DC of this ability still counts towards this daily total.
    From 5th level on, the scholar’s research has taught her advanced medical techniques for treating certain ailments; the scholar may expend 5 uses of a healer’s kit as a standard action that provokes attacks of opportunity and make a DC 20 Heal check to cure any one of the following conditions affecting a creature: blindness, deafness, paralysis, or poison. For each 10 points by which the scholar exceeds the DC of this check, she may cure an additional condition from the list that the target is suffering as part of the same check. If the scholar has at least 8 ranks in the Heal skill, she may instead use this ability to restore 1 point of ability drain +1 point for every 5 points by which she exceeds this ability’s DC. The scholar can only attempt to heal a particular creature with this ability a number of times per day equal to her Intelligence bonus (minimum 1). Attempting to heal a creature but failing to meet the DC of this ability still counts towards this daily total. In addition, the scholar increases healing done by the hit point healing option of the medical training class feature to 2 hit points +2 for each point by which the scholar exceeds the DC, and may activate it as a move action.
    Problem Solver
    A scholar gains the Alchemy sphere with the Formulae package and the Scout sphere as bonus combat talents at 1st level. If she already has either of these talents from another source, she may instead gain any talent she qualifies for from the corresponding sphere.
    Flashbang
    At 2nd level, the scholar learns how to create unstable preparations using various salts and minerals that she can hurl at a creature as a ranged touch attack with a range of 30 ft. + 10 ft. per class level, dealing 1d4 bludgeoning, slashing, and piercing damage, and forcing the target to succeed on a Fortitude save (DC 10 + 1/2 the scholar’s class level + her Intelligence modifier) or be deafened and dazzled for 1d4 rounds; in addition, whenever a creature fails their saving throw against one of the scholar’s flashbangs, she may recover her martial focus as an immediate action. Preparing and throwing a flashbang is a standard action. If the scholar has at least 5 ranks in the Craft (alchemy) skill, the target takes 1d8 bludgeoning, slashing and piercing damage and is instead blinded and deafened for 1d4+1 rounds on a failed Fortitude saving throw.
    Some material impositions grant secondary effects that have the [explosive] descriptor; these impositions allow the scholar to expend her martial focus when using a flashbang to add additional effects as described in their entry. You can only add one [explosive] to a given flashbang.
    Scholar Knacks
  • The scholar adds half her class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained. If the scholar succeeds on a Knowledge check to identify a creature that she has successfully scouted, she may spend a move action to instruct her allies on how best to take it down, granting them a +2 bonus on combat maneuver checks and to the DCs of any abilities used against the creature for 1 minute.
  • The scholar adds half her class level (minimum 1) as a bonus on all Heal checks. Whenever a creature regains hit points due to the scholar’s use of the Heal skill (including her medical training class feature), or from an alchemical item the scholar has prepared (such as the salve formulae from the Alchemy sphere), any healing in excess of their normal maximum hit point total is applied as temporary hit points which last for 1 hour per class level the scholar possesses.
  • Material Impositions
  • From 3rd level on, whenever the doctor prepares an alchemical item, she may make a Heal check as part of the preparation process and expend one use of a healer’s kit as though using the hit point healing option of her medical training class feature; the scholar may take 10 on this check, but cannot take 20. Whenever the doctor or an ally benefiting from her inoculations class feature is within the area affected by the use of an alchemical item modified by this ability, they regain hit points as though they had benefited from a use of the doctor’s medical training class feature with a Heal check equal to the one used when preparing the alchemical item, but all creatures that would normally be damaged by the alchemical item take only half damage (minimum 1), and gain a +2 bonus on any saving throws to resist its effects. This ability can be used to augment alchemical items that normally affect only a single creature, such as the Salve formulae created by the Alchemy sphere. Creatures healed by this ability count each instance of healing received in this manner against the total number of times per day they may be affected by the doctor’s medical training class feature.
  • Advanced research into various chemical reactions has taught the scholar how to create a substance that can drastically lower temperatures, or even freeze an opponent solid. The scholar may activate this imposition in two ways:
    1. she may use it to lower the ambient temperature in an area, protecting herself and every creature within 30 ft. from the effects of extreme heat, such as heat exhaustion and nonlethal damage for 10 minutes; this cooling effect can even protect the scholar and her allies from the heat of lava, cooling molten stone within the radius of the effect and allowing the scholar and her allies to safely traverse it. Creatures within the radius of this effect also gain fire resistance equal to the scholar’s class level, or increase any fire resistance they currently possess by the same amount.
    2. She may make a single ranged touch attack against an opponent within 30 ft.; on a successful attack the opponent takes 1d8 cold damage for every five class levels the scholar possesses (rounded down, minimum 1d8), and must make a Fortitude save or be frozen solid in a block of ice for 1 round, plus 1 round per class level. (this ability can affect objects and undead). While trapped in the ice, the creature is paralyzed but does not need to eat or breathe for the duration of the effect, and any physical attack or damaging spell deals damage to the ice first and cannot harm the trapped creature until the ice is destroyed, which ends all other effects of this ability. The ice has 20 hit points and hardness 0.
    • Glacial Percussion [explosive]: Mixing various freezing compounds into her flashbangs, the scholar allows them to deal an additional 1d6 cold damage per two class levels she possesses, and creatures that fail their Fortitude save are staggered for 1d4 rounds in addition to the flashbang’s normal effects. If the scholar hits a target that is already staggered with this effect, the target is instead paralyzed for 1 round.
  • Possessions & Property

    Single Expensive Item (2000gp limit)Healer's Satchel (Normal)
    This well-worn physician’s bag can be slung over one shoulder or carried easily in one hand. It contains a collection of continually renewing bandages, medicines, and herbs. This acts as a healer’s kit, except spent uses are renewed every day, so the wielder can expend up to 10 uses in any 24-hour period. When the wielder expends 2 uses from a healer’s satchel to treat deadly wounds with the Heal skill, she adds her Wisdom bonus to the amount of hit points restored, and if she exceeds the DC by 5 or more, she adds 2 × her Wisdom bonus to the amount restored. The wielder also gains a +4 circumstance bonus on Heal checks when she expends uses of the healer’s satchel to treat poisons and provide first aid (this does not stack with the normal +2 circumstance bonus granted for using a healer’s kit).
    Other Items (up to 9, 25gp limit)Spell Component Pouch - 5gp
    A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for components that have a specific cost, divine focuses, and focuses that wouldn’t fit in a pouch. Most spell component pouches are waterproof and can be strung onto a belt or bandolier.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    M.Grom.

    System

    Pathfinder 1e

    Statblock Type

    Character Sheet

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