sabato 4 giugno 2022

The Witch Raider, Level 19 (Updated)

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The Witch Raider

Half-elf inquisitor (Expulsionist, Shield of the Gods, Soldier of the Gods) 19/gifted-stranger 6

NG Medium humanoid (elf, human)

Init +14; Senses low-light vision, Perception +36/+39

Aura aura of calm


Defense

AC 34, touch 20, flat-footed 29 (+8 armor, +5 deflection, +5 Dex, +6 shield)

hp 189 (19d8+76+24)

Fort +18, Ref +16, Will +22. +4 vs. +4 morale vs. emotion and fear, +2 racial bonus against enchantment spells and effects, +1 luck vs. traps

Defensive Abilities covenant with the gods 7/day, force of will, hard to kill, mythic saves, painful reckoning, recuperation, second shield, stalwart, third shield; Immune sleep


Offense

Speed 30 ft.

Melee +5 cunning grayflame sacrosanct bastard sword +29/+24/+19 (1d10+13, 19-20), two-handed (1d10+17,19-20), +1 whip +20/+15/+10 (1d3+3, nonlethal), or unarmed attack +19/+14/+9 (1d4+2)

Ranged +1 endless ammunition hand crossbow +20 (1d4+1,19-20)

Special Attacks awaken discontent 8/day (DC 27), bane 19 rounds/day, channel energy 9/day (10d6, DC 25; harm or turn undead or evil outsiders only), exploit weakness, greater bane, hexes (cackle, protective luck [3 rounds]), mythic power 6/day, surge +1d8

Spell-Like Abilities (CL 19th, concentration +25)

At will- detect chaos/evil/good/law


Magic

Caster Level 14; MSB +19, MSD 30, Concentration +22
Tradition Inquisitor (Drawbacks: Verbal Casting, Focus Casting; Boon: +1 spell point, +1 per three levels in casting classes); CAM Wis
Spell Points 34

Divination Sphere - DC 25; Duration Divine (Concentration), Sense (14 Hours); Range Medium (240 ft); Talents Detect Secrets, Discern Individual, Divine Information, Dowsing, Expanded Divinations (Bonus: Divine Unnaturals, Divine Undead, Detect Loyalties, Divine Alignment, Divine Fate, Divine Charm, Divine Protection); Drawbacks none
- Divine (Divine, Divine Unnaturals, Divine Undead, Detect Loyalties, Divine Alignment, Divine Fate, Divine Charm, Divine Protection, Detect Secrets, Divine Information, Dowsing)
- Sense (Read Magic, Discern Individual)

- Dowsing

- Expanded Divinations

Enhancement Sphere - DC 25; Duration Concentration or 14 minutes; Range Self; Talents Mental Enhancement +6; Drawbacks Personal Magics
- Enhance (Enhance Equipment +4, Mental Enhancement +6)
Fate Sphere - DC 27; Duration Concentration, 1hour/level, or 1 min/level; Range Consecration (30 ft.), Motif (Touch), Word (60 ft.); Talents Atonement, Bless, Divine Force (good), Divine Pressure, Elude Fate, Geas, Greater Geas, Judgment, Mark of Judgment, Mercy, Strength, Truth; Drawbacks none

- Consecration (Serendipity, Divine Force, Divine Pressure)

- Motif (Judgment, Strength +5)

- Word (Hallow, Atonement, Bless, Elude Fate, Geas, Mercy, Truth)

- Greater Geas

- Mark of Judgment

Protection Sphere - DC 27; Duration Aegis (14 hours), Ward (concentration; 14 rounds); Range Aegis (Touch), Ward (Up to 80 ft); Talents Repel Evil; Drawbacks none
- Aegis (Deflection)
- Ward (Barrier, Repel Evil)


Martial
Tradition Expedition Spotter (Equipment: Rogue Weapon Training, Fencing sphere, Scout sphere, Trap sphere [Dismantler drawback]) PAM Wis
Equipment sphere - DC 25, Talents Expert Reloading, Rogue Weapon Training

- expert reloading (reduce the recharging time for ranged weapons you are proficient with)

- rogue weapon training (discipline) (proficiency with blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip. +4 competence bonus to Sleight of Hand checks made to conceal a weapon on your person)
Fencing sphere - DC 25, Talents Footwork, Parry and Riposte, Read Foe, Verbal Feint Drawbacks none
- fatal thrust (+3d6 precision damage vs. a target within 30 ft. that you are flanking, is flat-footed, or has lost its Dexterity bonus to AC)

- footwork (make a 5-foot step as an immediate action, you gain a +2 dodge bonus to your AC and CMD in response to an attack)

- parry and riposte (expend your martial focus and use an attack of opportunity to attempt to parry an attack)

- read foe (gain 5 ranks in Sense Motive, plus 5 per additional talent spent in the Fencing sphere)

- verbal feint (you do not need a weapon in order to attempt a feint check, and can feint targets within 30 ft.)

Gladiator sphere- DC 25, Talents Inspire, Inspiring Pose, Self Confidence, Drawbacks none

- boast (prowess: roll the next weapon attack twice and take the better result; inspire: grant yourself or one allied creature within range a +4 morale bonus to their next saving throw made within the next minute; inspiring pose: grant 3 allied creatures within range a new saving throw against any ongoing effect)

- demoralization (strike fear: spend martial focus to intimidate all targets within 30 ft.)

- self confidence (perform a boast as a standard action to recover your martial focus)

Guardian Sphere- DC 25, delayed damage pool 42 pt, Package Patrol, Talents Assist, Defend Other, Drawbacks none

- patrol (threatened area +20 ft., may make attack of opportunity against everyone within)

- defend other (grant a +7 competence bonus on AC to an attacked ally within your threatened area)

- zone (assist: spend an attack of opportunity to move an attacking or attacked ally within reach and aid him)

Open Hand Sphere - DC 25, Talents Suppressive Rush, Drawbacks none

- sweep (attempt an unarmed trip combat maneuver with a -2 penalty as a move action)

- suppressive rush (make 5 unarmed attacks as a special attack action, -8 penalty to block)

Scout sphere - DC 25, Talents Discern Illusions, Find Gap, Great Senses, Target Weakness, Drawbacks none
- scout (swift action, identify creature’s weaknesses)

- discern illusions (+9 vs. illusions as long as you have martial focus, may share bonus with allies within 30 ft.)

- find gap (treat a scouted creature’s AC as 5 lower for 9 rounds).

- great senses (gain 5 ranks in Perception, plus 5 per additional talent spent in the Scout sphere)

- target weakness (improvise a weapon to hit a scouted creature’s weak points)

Trap sphere - DC 25, Talents Trap Finder, Drawbacks Dismantler

- trap finder (gain bonus on Disable Device, can disable magical traps)


Statistics

Str 16, Dex 20, Con 18, Int 21, Wis 27, Cha 23

Base Atk +14; CMB +17; CMD 32

Traits Mediator, Schooled Inquisitor

Feats Alertness*, Alignment Channel*, Channel SmiteM, Dual PathM, Eldritch HeritageM (Eldritch), Elemental Spell (fire), Exotic Heritage* (Engineering), Guided HandM, Improved FamiliarM, Mystic Focus, Precogniscent Protection, Turn UndeadM*, Understand Thy Enemy, Weapon Finesse, Weapon FocusM (bastard sword)

Skills Bluff +28, Craft (traps) +18, Diplomacy +31, Disable Device +30/+35, Heal +30, Intimidate +39, Knowledge (dungeoneering) +27, Knowledge (engineering) +28, Knowledge (local) +24, Knowledge (planes) +27/+29/+36, Knowledge (religion) +27/+29/+36, Perform (oratory) +30, Perception +36/+39, Sense Motive +41/+50, Spellcraft +27, Stealth +41, Survival +30

Languages Celestial, Common, Draconic, Dwarven, Elven, Necril, Sylvan

SQ arcane bond (familiar), blessed correction 8/day, cape glider, cunning initiative, divine magics, expel spirit, expulsionist lore +9, inspired rhetoric, metamagic adept 4/day, mortal herald (Fate), mythic combat talents, mythic sphere mastery (Guardian: enhanced patrol), mythic tradition (sworn champion: oathsworn [paladin edicts], aura of power, expertise [Reformation inquisition]), school power (Abjuration), speak my name, spirit sleuth, stern gaze +9, supreme tracker, true covenant (Divination), whiplash

Gear badge of authority (1,500 gp), +5 cunning grayflame sacrosanct bastard sword (103,335 gp), belt of physical perfection +6 (144,000 gp), book of written whispers (6,000 gp), +5 greater shadow studded leather armor (58,925 gp), +1 endless ammunition hand crossbow (18,400 gp), headband of mental superiority +6 (144,000 gp), inquisitor’s kit (30 gp), ring of shielding +5 (87,500 gp), shield of close calls (102,750 gp), spring-loaded wrist sheath (5 gp), trapspringer’s gloves (4,000 gp), true love locket (6,000 gp), vest of resonating fortitude (7,000 gp), +1 whip (2,301 gp)


Special Abilities


Aura Of Power (Ex) You gain a single aura that is not an alignment aura, such as the paladin’s aura of courage or the antipaladin’s aura of cowardice. For the purposes of this ability, an aura is an effect with the word aura in its name that impacts an area around a character (usually at least 10 feet); at the GM’s discretion, other powers may qualify. This aura must be from a class or archetype (not a monster ability) and it must be an aura that is normally constant while you are conscious. You do not need to meet the normal level requirement for the aura, but the GM may impose this as an added restriction if they feel the aura is too strong for you to gain earlier. If they do so, this mythic quality has no effect until you reach that level. Unlike regular auras, an aura of power is an extraordinary effect that affects all creatures within its range (including you) as your mythic powers impose an effect on the world. You are never immune to your own Aura Of Power and can be affected by anything the aura affects. For example, if you gain an antipaladin’s aura of depravity with this quality, you are never immune to compulsion effects (or anything the GM judges is sufficiently similar), even if someone casts a spell on you that would normally make you immune to compulsion effects. If the aura has a negative effect and requires a saving throw, you must attempt it once per minute; whether you succeed or fail determines if it affects you for that minute. (For the sake of practicality, however, you generally only need to roll in combat or when it would actually matter.) When relevant, treat your total character level as your class level for determining the strength and size of your aura of power, and use your highest mental ability modifier if the ability needs to reference that. Auras of power do not stack with other auras.

Example: You use this mythic quality to gain the paladin’s aura of courage ability. You, and all other creatures within range of the ability, gain the +4 morale bonus on saving throws against fear effects. However, you do not gain the immunity to fear, because you cannot be immune to things that your aura of power affects. (This is one of the downsides of this mythic quality. You can benefit from numerical bonuses, but not immunities.)

Example: You use this mythic quality to gain the antipaladin’s aura of cowardice ability. You, and all other creatures within range of the ability, take a -4 penalty on saving throws against fear effects, and creatures with immunity to fear lose that immunity. You are always vulnerable to fear effects, and cannot gain immunity to those from any source.


(Aura of Calm (Su): At 8th level, a tranquil guardian is immune to all spells and spell-like abilities with the emotion descriptor, as well as all fear effects. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against these effects. This ability functions only while the tranquil guardian is conscious, not if she is unconscious or dead.)


Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.


Cape Glider (Ex) When wearing a cape or cloak, you can control the speed of your fall, increasing or decreasing it by up to 10 feet per round times your mythic tier. If you hold your cape with both hands, you can move horizontally while flying as if you had a fly speed of 15 feet times your mythic tier (average maneuverability), and can turn in flight as if you had the Wingover feat. If you hold your cape with only one hand, your speed is reduced to 10 feet times your mythic tier (poor maneuverability), and with no hands your speed is 5 feet times your mythic tier (clumsy maneuverability); you cannot use Wingover without using both hands. You can change how many hands you use to glide as a free action each round at the beginning of your turn. If you expend one use of your mythic power, you can hover for 1 round or swoop 5 feet times your mythic tier upwards, allowing you to gain altitude and continue gliding. You must have the nimble glide path ability to select this path ability.


Covenant with the Gods: The shield of the gods can use sphere abilities to protect and enhance herself. As a swift action, she may use any (aegis) talent of the Protection sphere, any (consecration) talent of the Fate sphere, or any (enhance) talent from the Enhancement sphere that can be cast on a creature on herself and that has a duration greater than instantaneous. She can not include other creatures in this casting. She may use a talent she does not possess in this casting, provided she has all the prerequisites and she possesses the base sphere.

The sphere ability lasts for 1 minute without concentration and can not be extended beyond this, nor can they be sacrificed to activate other abilities (such as sacrificing an aegis to activate a succor ability). If an aegis is used, the shield of the gods spends 1 spell point less to create it (minimum: 0). Any other spell point costs must be paid normally. When cast this way, the shield of the gods may use her class level as her caster level. This stacks with other caster level sources normally.

The shield may use this ability once per day, plus an additional time every 3 levels after the 1st, up to a total of 7 times per day at 19th level.

This replaces judgement. Other class features that interact with judgment (such as true judgment) interact the same way with this ability.


Cunning Initiative (Ex) At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.


Detect Alignment (Sp) At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.


Divination Sphere You can predict the future and gain information not available to the usual 5 senses.


Divination: Divine You may divine to gain information. To divine, you must spend 10 minutes meditating, although you may spend a spell point to decrease this time to a single standard action. Divining always has a duration of concentration, but you must spend a full-round action concentrating (you can take no other action, not even walking); you are flat-footed while divining.

When you divine, you detect the strength and location of all magical auras within Medium range. You do not know the exact caster level of an item or spell, but you may sense the aura’s general strength according to the chart below. To determine the spell school or sphere of the effect, you must pass a Knowledge (arcana) check with a DC equal to 15 + ½ the caster level.


Table: Aura Strength

Caster Level

Aura Strength

1-5

Faint

6-11

Moderate

12-20

Strong

20+

Overwhelming


A magical aura lingers after its original source dissipates (in the case of a spells and sphere effects) or is destroyed (in the case of a magic item). In such a case, divining reveals an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:


Table: Lingering Aura

Original Strength

Duration of Lingering Aura

Faint

1d6 Rounds

Moderate

1d6 Minutes

Strong

1d6 x 10 Minutes

Overwhelming

1d6 Days


When using Spellcraft to identify the properties of a magic item, you may use divine in place of the detect magic spell. Outsiders and elementals are not magical in and of themselves, but if they are summoned, the conjuration effect registers. Divining can penetrate most barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


Divination: Alternate Divinations If you possess certain other spheres, you may divine for information other than magical auras. These alternate divinations are detailed below.


Conjuration: Divine Unnaturals You may divine the presence of outsiders and aberrations. In all other ways, this functions as divining for shapeshifters.


Death: Divine Undead You may divine for undead creatures. In all other ways, this functions as divining for shapeshifters.


Fate: Detect Loyalties If you possess the Fate sphere, you may divine the top three general things matter most to the creatures you can see within range. Examples of base loyalties may include but are not limited to: Country, Faith, Family, Power, and Self. Subcategories for base loyalties may also exist where appropriate such as Self (survival) or Self (perfection). While you do not learn specific details such as proper names of the associated loyalties, you do acquire the order in which the loyalties stand. Mindless creatures might have only 1 loyalty such as Self (survival), whereas creatures with low animal-like intelligence might only have 2 loyalties such as Family (pack) and Self (survival). Only the top three loyalties are revealed, even if they have more.


Fate: Divine Alignment If you possess the Fate sphere, you may divine for a specific part of the alignment spectrum: evil, good, lawful, or chaotic. The strength of these auras are determined according to Chart: Alignment.

Traps, poisons, and other potential perils have no alignment. Creatures with aligned intents (killing in anger, aiding those in need for their own sakes, etc.) may temporarily detect according to their actions.

Creature/Object

Aura Power






None

Faint

Moderate

Strong

Overwhelming

Aligned Creature1 (HD)

4 or lower

5-10

11-25

26-50

51 or higher

Aligned Undead (HD)

-

2 or lower

3-8

9-20

21 or higher

Aligned Outsider (HD)

-

1 or lower

2-4

5-10

11 or higher

Cleric or Paladin of an Aligned Deity2 (class levels)

-

1

2-4

5-10

11 or higher

Aligned Magic Item or Spell (Caster Level)

5 or lower

6-10

11-15

16-20

21 or higher

1 Except for Undead and Outsider, which have their own entries on the table.

2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.


Fate: Divine Fate If you possess the Fate sphere, you may divine the alignment auras of creatures you can see within medium range of you. Such creatures emit a colored aura depending upon what alignments or loyalties you share with them. Creatures that share the same moral alignment (Good/Neutral/Evil) emit a red aura. Creatures that share the same ethical alignment (Law/Neutral/Chaos) emit a blue aura. Creatures that share a primary base loyalty (see divine loyalties) emit a yellow aura. Creatures that share multiple colors have their colors combined, i.e. a creature that shares the primary base loyalty of family and the ethical alignment of chaos will emit a green aura. Creatures that share all three primary colors (Red, Blue, and Yellow) emit a glowing white aura. Refer to Chart: Divine Fate below for more information on how colored auras combine. Creatures that do not share any alignment or loyalties do not emit any aura that you can see.


Chart: Divine Fate

Primary Colors    Secondary/Combination Color

Blue and Red             Purple

Blue and Yellow         Green

Red and Yellow        Orange

Blue, Red, and Yellow     White


Mind: Divine Charm You may divine for the presence of charm, compulsion, possession, and Mind sphere effects. You do not need to attempt a Knowledge (arcana) check to identify the school or sphere of these abilities.


Protection: Divine Protection: You may divine all creatures you have pinpointed within range and determine which of those creatures have the lowest and highest armor class. Alternatively, you may divine the lowest and highest saving throw each of these creatures has. You do not however determine the values for any of these attributes.


Divination: Sense As a standard action, you may grant yourself paranormal senses for 1 hour/level. When you gain the Divination sphere, you gain the following sense.


Divination: Read Magic (Sense) You may spend a spell point to gain a sense that allows you to decipher all magical writings, such as those found in books, scrolls, on weapons, or in other places intelligible to you. This does not invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once you have read a magical inscription through this ability, you are thereafter able to read that particular writing even without this sense. You can read at the rate of one page (250 words) per minute. You can identify glyphs, runes, and symbol spells with a Spellcraft check (DC 10 + ½ caster level).

Some talents are marked (sense). These talents grant you additional senses you may bestow upon yourself. There is no limit to the number of different senses you may have active at a time.


Divination: Detect Secrets (divine) You may spend a spell point to divine for things expressly designed to be hidden. This includes secret doors, hidden caches, and secret compartments. Not only does this detect the presence of such secrets, but it also gives you knowledge of their trigger mechanisms. This only detects doors, passages, and openings specifically designed to avoid detection.


Divination: Discern Individual (sense) You may spend a spell point to gain a sense granting an insight bonus to monster lore equal to ½ your caster level (minimum 1). You may attempt monster lore checks untrained.


Divination: Divine Information (divine) You may spend a spell point to divine for information. This grants you the ability to reroll a failed Knowledge check (or to attempt a Knowledge check untrained), with an insight bonus equal to ½ your caster level. You may only divine for information once per Knowledge check.


Divination: Dowsing (divine) You may spend a spell point to divine the location of a creature or object within range. This may be a specific creature or object or a kind of creature or object, but either way you must have a clear mental image of the creature or object to divine for it (thus, you could not divine broadly for traps, creatures of a broad creature type, etc.). If divining for a kind of creature or object, you only locate the closest item of that kind. This method of using divine is not blocked by wood or stone, but is still blocked by lead.


Divination: Expanded Divinations Pick any three alternate divinations which you do not currently possess. You gain access to those alternate divinations as if you possessed the requisite spheres. If the alternate divination has an additional prerequisite such as the Nature sphere’s Divine Elements, you pick which one you gain access to upon acquiring it. This talent may be taken multiple times. Each time you may pick three alternate divinations which you do not possess.


Divine Magics: At 1st level, the shield of the gods receives a bonus magic talent of her choice from either the Enhancement, Fate, or Protection spheres.

This replaces track.


Enhancement Sphere You may place enhancements on creatures and objects, altering their properties.

Personal Magics You may only enhance yourself and your own equipment. You cannot take the Ranged Enhancement talent, and any enhancement bestowed on an object ceases to function unless you are carrying, wearing, or wielding that object. You cannot take talents such as Bestow Intelligence or Animate Object that give life or minds to objects.
Incompatible: Constructor


Enhancement: Enhance As a standard action, you may enhance a creature or object within close range for as long as you concentrate. You may always spend a spell point to allow an enhancement to continue for 1 minute per caster level without concentration. If targeting a creature or intelligent item that does not want to be enhanced (or an item in a creature’s possession that does not want their item enhanced), the target is allowed a Will save (DC 10 + ½ caster level + casting ability modifier) to negate the effect. Enhancements are subject to spell resistance.
Each time you use enhance, you choose one enhancement to bestow. When you gain the Enhancement sphere, you gain the following enhancement:

Enhancement: Enhance Equipment (enhance) You may enhance a weapon, suit of armor, shield, or as many as 50 pieces of ammunition grouped together (in the same container or quiver), granting it a +1 enhancement bonus. This bonus increases by 1 for every 4 caster levels possessed (maximum +5). This does not stack with any enhancement bonus already possessed by the item.

Enhancement: Mental Enhancement (enhance) You may enhance creatures, granting them a +2 enhancement bonus to either their Intelligence, Wisdom, or Charisma scores. This increases by +2 per 7 caster levels.


Equipment: Expert Reloading Whenever you reload a ranged weapon with which you are proficient, you may decrease the required time; hand and light crossbows become free actions, heavy crossbows and one-handed firearms become move actions, and two-handed firearms become standard actions. If you possess the Crossbow Mastery feat, you do not provoke attacks of opportunity when reloading any crossbow. Associated Feat: Rapid Reload.


Equipment: Rogue Weapon Training (discipline) You gain proficiency with the blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip. Additionally, you gain a +2 competence bonus to Sleight of Hand checks made to conceal a weapon on your person. At +10 base attack bonus, this competence bonus increases to +4.


Expel Spirit (Su) At 1st level, an expulsionist receives Alignment Channel and Turn Undead as bonus feats. She can channel energy a number of times per day equal to 3 + her Charisma modifier as per a cleric with an effective level equal to her inquisitor level, but only to harm or turn evil outsiders or undead (treating all evil outsiders as undead creatures for the purpose of determining whether they can be affected by Turn Undead). She can take other feats that add to this ability, such as Extra Channel or Improved Channel, but not other feats that fundamentally alter this ability, such as Elemental Channel, and she cannot select Alignment Channel multiple times. The DC to save against this ability is equal to 10 + ½ the expulsionist’s inquisitor level + her Charisma modifier.

This ability replaces domain.


Expertise You gain access to a single class feature from a class or prestige class you do not have, treating your total character level as your class level for determining its effects. Archetypes of that class are valid sources. Features from prestige classes subtract the minimum number of levels required to enter the prestige class (usually 5) from your total character level before determining the feature's effects. You must meet any other prerequisites the feature has. If it is affected by an ability modifier (such as by getting additional uses for having a high Wisdom score), you may use your highest mental ability modifier instead if that would be better. You may not gain any form of casting or talent progression through this power (such as incanter magic talents, wizard spellcasting, or spell slots/spell points), though you may gain features that modify casting (such as an incanter sphere specialization) or abilities that grant specific spell-like abilities. If the ability allows you to select from a list of options or grants more options over time, such as mageknight mystic combats or incanter bonus feats, you only gain one of those choices even if you would normally get more at higher levels. For example, you would only get one bonus feat from the incanter. Your character level must be equal to or greater than the level requirement of the feature you acquire with this boon, though it is possible to select this boon early and not get that feature until you reach the appropriate level.

Each time you gain a tier, you may choose to lose the feature you currently know and replace it with another feature, as if you had retrained this boon. You may also retrain this boon if you would ever gain that feature normally, such as by taking levels in the class that gives it. The GM must approve your choice, and at their discretion, they may choose it for you instead.


(Reformation Inquisition

Granted Powers: You can speak with divine persuasiveness.

Inspired Rhetoric (Ex): You use your Wisdom modifier in place of your Charisma modifier when making Diplomacy, Intimidate, and Perform (oratory) checks. Perform (oratory) is an inquisitor class skill for you.

Blessed Correction (Ex): At 4th level, when you make a Diplomacy, Intimidate, or Perform (oratory) check, you may roll twice and take the more favorable result. You can use this ability a number of times per day equal to your Wisdom bonus.

Awaken Discontent (Su): At 8th level, you can deliver a stirring speech condemning the mistakes of those in power and calling for reform, causing the target of your rhetoric to be affected by charm person with a caster level equal to your inquisitor level and a save DC of 10 + ½ your inquisitor level + your Wisdom modifier. You may use this ability a number of times per day equal to your Wisdom modifier.)


Expulsionist Lore (Ex) At 1st level, an expulsionist gains a bonus equal to ½ her inquisitor level (minimum +1) on skill checks to notice haunts and incorporeal creatures; on Knowledge (religion) checks to identify the abilities and weaknesses of haunts and incorporeal creatures; and on Sense Motive checks to determine whether a creature is possessed, under the effects of an enchantment or curse, or otherwise magically controlled.

This ability replaces monster lore.


Exploit Weakness (Ex): At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.


Fate Sphere You command cosmic forces including luck, destiny, and alignment. 


Fate: Consecration As a standard action, you may affect a 20-foot radius + 5 feet per 5 caster levels area centered on you with a consecration. This aura moves as you do. The effects of consecrations are subject to spell resistance. When you gain the Fate sphere, you gain the following consecration:


Fate: Serendipity (consecration) You bestow luck upon your allies. All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. This bonus lasts as long as you concentrate. You may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.


Fate: Motifs Some talents are marked (motif). These grant you motifs you can grant to targets.

Less precise than divination, but more proactive, (motif) talents give an auspician a glimpse at the pattern of Fate’s tapestry and allow her to nudge one or two threads in a direction she chooses. Unless otherwise noted, a talent with the (motif) tag is cast as a standard action on a target with a range of touch and costs one spell point. A successful Will save negates a motif, and motifs are subject to spell resistance. While they normally have a duration of 1 hour per level, the target can also discharge a (motif) talent as an immediate action to gain an instantaneous or short-lived benefit, after which the effect ends. The normal effect ends immediately upon being discharged, and is replaced by the instantaneous or short-lived benefit.

A given creature can never have more than one instance of a particular (motif) talent active on them at a time; a second casting at an equal or higher caster level replaces the first, while a second casting at a lower level has no effect.


Fate: Word As a standard action, you may invoke a word of power, affecting a single creature or object within close range. Words are subject to spell resistance.

When you gain the Fate sphere, you gain the following word:


Fate: Hallow (word) You may spend a spell point to hallow a target for 1 minute per caster level. Choose an end of the alignment spectrum (good, evil, lawful, chaotic); you must choose an alignment that you possess. The target of this word gains a +1 sacred bonus (profane bonus if you are evil; if you are neither good nor evil you must choose whether you grant sacred or profane bonuses with this sphere) to attack rolls, AC, and saving throws made against targets of your opposed alignment (evil for good, lawful for chaotic, etc.). This bonus increases by 1 for every 10 caster levels possessed.

The target also gains immunity to any spell or sphere effect that possesses or exercises mental control over them (including enchantment charm effects and enchantment compulsion effects), so long as that effect originates from a creature who possesses your opposed alignment. If the target is already under the influence of such an effect, the target is allowed to attempt a new saving throw against the controlling effect. Success means the effect is suppressed for the duration of this word, but resumes when this word expires. This does not expel a controlling life force (such as a ghost or projected spirit), but it does prevent them from controlling the target.


Fate: Atonement (word)

Prerequisites: Fate sphere, caster level 10th.

You may act as an intermediary on behalf of your alignment. If you are connected to a deity or another source of power, you may also intercede on its behalf.

By spending 2 spell points, you may allow the target to change its alignment or make amends for indiscretions in one of the following ways:

If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no additional cost.

A paladin, cleric, druid, or any other caster whose casting tradition dictates their power comes from an aligned source may lose their powers through indiscretions or alignment changes. You may use this ability to restore that character’s class levels or magic powers. Sometimes you or the deity you represent may require the target to undertake a quest, make a sacrifice, or perform some other action to prove its desire to atone before it can have its power restored in this fashion.

You grant the creature the chance to instantly change its own alignment to match yours. The target may freely choose whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. Unless specified by the GM, this cannot work on outsiders or any other creature incapable of changing its alignment naturally.

Note: Normally, changing alignment is up to the player. This use of atonement offers a method for a character to change his or her alignment drastically,


Fate: Bless (word) When you or one of your allies is making an attack roll, skill check, ability score check, or saving throw, you may spend a spell point as an immediate action to allow them to make the roll twice and take the highest roll. You must use this word before the roll in question is made.


Fate: Divine Force (consecration) You may fill an area with the influence of an alignment type you are connected to (good, evil, lawful, or chaotic). You must possess this alignment type. Creatures of that alignment’s opposite (good for evil, lawful for chaotic, etc.) within this area suffer one of the following detriments, chosen at random (Fortitude negates):

  1. blind 1 round

  2. deaf 2d4 rounds

  3. staggered 1d4 round

  4. sickened 1d4 round

  5. dazed 1 round

  6. shaken 1d4 round

As this power is cosmic in origin, it can affect undead, even though undead are usually immune to some of these conditions. If you are True Neutral, you may choose neutrality with this consecration, in which case all creatures at the extremes of the alignment spectrum (Lawful Good, Lawful Evil, Chaotic Good, and Chaotic Evil) suffer the ill effects. This is an instantaneous effect.


Fate: Divine Pressure (consecration) You may spend a spell point to fill an area with an enduring presence of an alignment you possess (chaotic, evil, good, or lawful).

Any creature of that alignment’s opposite (good for evil, lawful for chaotic, etc.) who enters or begins their turn inside the consecration must succeed at a Fortitude saving throw or suffer one of the following conditions: deafened, exhausted, or sickened (chosen at the time of casting). Creatures who fail their saving throw remain under the effects of the condition until they leave the area of the consecration or the consecration ends.

As this power is cosmic in origin, it can affect undead and constructs, even though they are usually immune to effects requiring a Fortitude saving throw. If you are true neutral, you may choose neutrality with this consecration, in which case all creatures at the extremes of the alignment spectrum (chaotic evil, chaotic good, lawful evil, and lawful good) suffer the ill effects.

You must concentrate to maintain this consecration. You may always spend an additional spell point as a free action to allow this consecration to continue for 1 minute per caster level without concentration.


Fate: Elude Fate (word)

Prerequisites: Fate sphere, caster level 10th.

You may spend three spell points to place a word on a creature that protects it from a single doom. Choose a set of circumstances. If the circumstances would kill the target of this word the target is instead left at 1 hit point and the word ends. In order for this word to function, the circumstances must be sufficiently specific. For example, “death at the hands of an orc,” “death in an ambush,” “death by fire,” or “death caused by the Telekinesis sphere” would be acceptable; “death by hit point damage” or “death at the hands of an enemy” would not.

The GM is the ultimate arbiter both of what is sufficiently specific (though if a set of circumstances is ruled to not be, the caster does not spend spell points) and of whether a particular death meets the specified conditions.

This word lasts 1 hour per caster level or until discharged.


Fate: Geas (word) [curse] [advanced]

Prerequisites: Fate sphere, caster level 10th.

You may spend 2 spell points and 10 minutes to place a geas on a touched target with fewer Hit Dice than your caster level. A geas is a magical command that compels the target to carry out some service or to refrain from some action or course of activity, as declared when the geas is placed. The target is allowed a Will save to negate this effect. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.

The geased creature must follow the given instructions until the geas is completed, no matter how long it takes. If the instructions involve some open-ended task that the recipient cannot complete through his own actions, the geas remains in effect for a maximum of 1 day per caster level. A clever recipient can subvert some instructions.

If the subject is prevented from obeying the geas for 24 hours, it takes a -2 penalty to each of its ability scores. Each day, another -2 penalty accumulates, up to a total of -8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the geas.

A geas cannot be dispelled, but it may be broken through the Break Enchantment Life talent, as well spells such as break enchantment, limited wish, miracle, remove curse, or wish. You may remove a geas that you placed on a target as a standard action.


Fate: Greater Geas

Prerequisites: Fate sphere (Geas (advanced)), caster level 10th.

Your geas becomes more powerful. Targets of your geas no longer gain a saving throw against the effect, and you may target any creature, not only those with fewer Hit Dice than your caster level. In addition, the geas can only be broken through the Break Enchantment Life talent or the remove curse or break enchantment spells if the target’s caster level is at least two higher than yours. Limited wish, miracle, and wish may still remove a geas.


Fate: Judgment (motif) You may grant a motif that heightens the target’s discernment. It requires only a full-round action for the target to attempt a Sense Motive check to get a hunch about a situation and a swift action to attempt a Perception check to intentionally search for a stimulus.

The target may discharge this effect to automatically pinpoint all invisible creatures within close range until the end of his turn.


Fate: Mark Of Judgment [curse]

Prerequisites: Fate sphere (Geas (advanced, word), Greater Geas (advanced)), caster level 10th.

Your geas gains a permanent duration, as well as a more immediate effect. If the target breaks the geas even once, it immediately suffers a permanent -8 penalty to all ability scores or another punishment of equal strength designated at the time of casting. This punishment may only be removed if the geas is removed or at your discretion, whether or not the target returns to obeying the geas.


Fate: Mercy (word) [curse] You may spend a spell point to reduce the target’s ability to deal lethal damage. The target is allowed a Will save, and on a failure, deals nonlethal damage with all of its weapon attacks for 1 round per caster level. Damage taken by creatures or objects that are not subject to nonlethal damage is not converted to nonlethal and remains lethal damage.


Fate: Strength (motif) You may grant a motif that enhances a target’s might and will. The target gains a +2 insight bonus to CMB and CMD, as well as to Strength checks and Strength-based skill checks. This bonus increases by +1 for every 4 caster levels.

When another creature attempts and fails to demoralize the target or targets them with a fear effect that they successfully resist, the target may discharge this effect to make the other creature frightened until the end of their next turn, or shaken for one round with a successful Will save.


Fate: Truth (word) [curse] The target cannot speak deliberate or intentional lies (Will negates). They are always aware of this word being placed on them and the caster always knows if the target made its saving throw. An affected target may still be evasive, refuse to answer, or word their responses carefully. This effect lasts as long as you concentrate, but you may always spend a spell point to allow the effect to endure for 1 minute per caster level without concentration.


Fencing Sphere Fencers are quick fighters who use nimble footwork and expert feints to open up their target before landing a fatal blow.

When you gain the Fencing sphere, you gain 5 ranks in the Bluff skill, plus 5 ranks per additional talent spent in the Fencing sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Bluff skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.


Fencing: Fatal Thrust Whenever you make an attack action or an attack of opportunity against a target that is within 30 ft. and that you are flanking, that is flat-footed, or that has lost its Dexterity bonus to AC (such as through a successful feint), you deal an additional +1d6 precision damage to the target. This damage is not multiplied on a critical hit. This damage increases by an additional 1d6 precision damage for every 5 points of base attack bonus you possess.

A fencer may apply the effects of a single (exploit) talent to any fatal thrust.


Fencing: Footwork As long as you have martial focus, you may make a 5-foot step as an immediate action. If this movement is done in response to an attack made against you, you gain an extra +2 dodge bonus to your AC and CMD against that attack. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 ft. from your total movement.

You may take this talent twice. If taken twice, you may move up to 10 ft. when you take this immediate action. You may still take a 5-foot step during your next turn, and any movement you make using this talent does not subtract any distance from your movement during your next turn. Associated Feats: Step Up, Following Step if taken twice.


Fencing: Parry And Riposte When a creature makes a melee attack against you, you may expend your martial focus and use an attack of opportunity to attempt to parry that attack. Make an attack roll as if you were making an attack of opportunity, but for each size category the attacking creature is larger than you, you take a –2 penalty on this roll. If your result is greater than the attacking creature’s result, the creature’s attack automatically misses and you regain your martial focus. If your base attack bonus is +5 or greater, you may choose to make a single melee attack against a creature whose attack you have successfully parried instead of regaining your martial focus.


Fencing: Read Foe You have learned to read the subtle cues of your enemy, and to see through enemy feints. You gain 5 ranks in the Sense Motive skill, plus 5 ranks per additional talent spent in the Fencing sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Sense Motive skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.


Fencing: Verbal Feint You may throw people off their guard with simple motions and well-placed words. You do not need a weapon in order to attempt a feint check, and can feint targets within 30 ft. Only targets that can hear you may be targeted with a verbal feint.


Focus Casting Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. Using magic without your focus requires you to make a concentration check (DC 20 + ½ the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it. At the GM’s discretion, however, another caster’s focus may be used instead.


Force of Will (Ex) At 6th tier, you can exert your will to force events to unfold as you would like. As an immediate action, you can expend one use of mythic power to reroll a d20 roll you just made, or force any non-mythic creature to reroll a d20 roll it just made. You can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.


Gladiator Sphere Practitioners of the Gladiator sphere are experts at fighting with flair and style in order to manipulate the emotions and actions of their enemies, their allies, or the crowd. The gladiator understands that winning is a mental game; if you can convince your enemy that you should be feared, the battle is half-finished already. When you gain the Gladiator sphere, you gain 5 ranks in the Intimidate skill, plus 5 ranks per additional talent spent in the Gladiator sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in Intimidate you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.


Gladiator: Boast As long as you have martial focus, after confirming a critical hit, reducing an enemy to 0 or fewer hit points, or succeeding on a , you may perform a boast as an immediate action. Talents with the (boast) descriptor grant additional options for your boast. Each boast may only use one of these talents. Some boasts affect other creatures; a creature must be able to see or hear you and have an Intelligence score (not Intelligence (-)) to be effected. Boasts have a range of close (25 ft. + 5 ft. per 2 ranks in Intimidate you possess). When you gain the Gladiator sphere, you learn the following boast:

Gladiator: Prowess (boast) You may roll the next weapon attack you make before the end of your next turn twice and take the better result.

Gladiator: Demoralization Some talents in this sphere have effects that allow new ways to make Intimidate skill checks to demoralize enemies or grant new options against demoralized foes. These talents carry the (demoralization) descriptor. When you gain the Gladiator sphere, you learn the following (demoralization) ability:

Gladiator: Strike Fear (demoralization) As a full-round action, you may expend martial focus to make an Intimidate check to demoralize all targets within 30 ft. of you who can both see and hear you. You may choose to take a -10 penalty on the check; if you do so you do not have to expend martial focus. Associated Feat: Dazzling Display.

Gladiator: Inspire (boast) [Warden] You may grant yourself or one allied creature within range a +2 morale bonus to their next saving throw made within the next minute. For every 5 ranks in Intimidate you possess, the bonus increases by 1.

Gladiator: Inspiring Pose (boast) One allied creature within range may make a new saving throw against any ongoing effect they are currently suffering from that normally grants a saving throw using the original DC, even if they have already failed the initial save and would not normally be granted another. For every 4 ranks in Intimidate you possess, you may affect an additional ally. Failing this additional save does not progress the effects of poisons, diseases, or similar effects that are normally incurred on a failed save.


Gladiator: Self Confidence You may perform a boast as a standard action to recover your martial focus. Doing so does not require the normal triggering condition for a boast.


Greater Bane (Su) At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.


Guardian Sphere Guardians specialize in protecting their allies and drawing the ire of their enemies.

You gain a delayed damage pool equal to 3 x your base attack bonus. When you receive damage, as part of taking the damage you may redirect all or part of it to your delayed damage pool. Apply damage reduction and resistance before redirecting the damage. You may not redirect damage that would exceed the maximum capacity of the damage pool. Your delayed damage pool empties at the end of your turn each round, inflicting any damage stored in the pool on you, bypassing any damage reduction or resistance you possess and resetting to 0. Any additional effects of the attack, such as poison, are still incurred immediately even if the entire damage of the attack is redirected to the delayed damage pool. Any healing you receive in excess of your maximum hp automatically reduces the amount of damage in your delayed damage pool.

Should you lose access to the Guardian sphere, any damage (or other effects if you possess certain talents) is incurred at the end of your turn.

In addition, choose one of the following packages:


Guardian: Patrol As long as you have martial focus, as a full-round action you may increase your threatened area by 5 ft., +5 ft. for every 4 points of base attack bonus you possess. This increased threatened area is applied after the effects of the reach weapon special feature. Until the beginning of your next turn, you may make attacks of opportunity against any creature in this threatened area that provokes attacks of opportunity. You may move to bring the creature that provokes the attack of opportunity within your reach as part of these attacks, provided your total movement before your next turn does not exceed your base speed. Any movement you make provokes attacks of opportunity as normal. Associated Feat: Combat Patrol.

Talents with the (zone) tag grant additional effects to this ability. Each patrol may only benefit from one (zone) talent.


Guardian: Assist (zone) When an ally within the area of your patrol makes an attack, is targeted by an attack, or attempts a saving throw, you may spend an attack of opportunity to move to put that ally within reach (with the normal limits for moving as part of your patrol) and use the aid another action to improve that ally’s attack roll, AC, or saving throw as appropriate to the triggering action. Associated Feat: Bodyguard.


Guardian: Defend Other When an ally within your threatened area is the target of an attack roll, you may spend an immediate action to grant them a competence bonus to their armor class equal to ½ your base attack bonus (rounded down, minimum +1) against that attack. If this attack would still hit, you may choose to take the damage in your ally’s place.

If you possess the (patrol) package, when using this talent you may move to put the ally within your reach (with the normal limits for moving as part of your patrol) as part of activating this talent.


Hard to Kill (Ex) Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.


Hexer (Su) At 9th level, you gain one common hex and may use it as a witch of your sorcerer level. At 17th level, you gain another hex or major hex. At 20th level, you gain another hex, major hex, or grand hex. This bloodline power replaces new arcana.

At 8th level and 16th level, the duration of this hex is extended by 1 round. A witch cannot use this ability on herself. Hexes that affect the fortune hex, such as cackle, also affect protective luck.


(Protective Luck (Su) The witch can cause fate to twist so that it benefits a creature within 30 feet for 1 round. Whenever that creature is targeted by an effect that requires an attack roll, including weapon attacks, the attacker must roll twice and take the worse result.)


Metamagic Adept (Ex) At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.


Mortal Herald (Sp) (Spheres Version) [Must complete a Herald trial, see Mythic Origins for details] You become a mortal herald of your chosen deity. Choose a domain granted by your deity. Once chosen, this cannot be changed. You gain a bonus magic talent from the sphere associated with that domain (see Sphere Cleric), plus another talent every 3 tiers. You can spend uses of mythic power in place of spell points to use these talents. At 10th tier, you also gain the Divine Knowledge advanced talent from the Divination sphere as a spherelike ability, even if you don’t possess the prerequisites for the talent.


Mythic Combat Talents You gain one bonus combat talent at each odd tier, including odd tiers gained after taking this ability. You cannot have both this ability and the Mythic Magic Talents ability.


Mythic Power (Su) [HR] Alternative Rule: Mythic PCs gain one use of mythic power per tier (before Mythic Traditions), and regain this power each day as normal unless limited by their mythic tradition. Mythic monsters with mythic ranks gain a number of uses of mythic power equal to 3 plus their mythic rank. Mythic opponents with mythic tiers gain a number of daily uses of mythic power equal to 3 plus twice their tier. This gives mythic opponents more of a chance to use their abilities during the few rounds of life they may have remaining to them when they encounter mythic PCs, allowing them to spend more freely while PCs are more cautious with their mythic power.


Mythic Saving Throws (Ex) At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn’t come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.


Mythic Sphere Mastery: Guardian You gain one Guardian talent you do not already have. In addition, choose one of the following:

  • You take one less point of damage per tier from each attack made by a creature you are currently challenging.

  • You may expend one mythic power as a swift action to gain an enhanced patrol for 1 minute per tier; this effect is only active while you are making a patrol. During an enhanced patrol, you may make an additional move action. (This can never be used to make an attack.)

You may gain this mythic sphere mastery more than once. When you do, you gain the ability you did not gain before.


Oathsworn You have taken on a mighty oath to behave in a particular way and are compelled to follow through. The details of this oath are up to you and the GM, but it should be treated similar to a paladin’s code of conduct or a monk vow (from Ultimate Magic) and occur relatively regularly within your game. For example, you might swear to always grant mercy to enemies who ask for it, to serve and protect another party member with your life, or to avoid committing any chaotic action. If you break your oath, you immediately lose the benefits of your mythic powers until you have adequately atoned.


Open Hand Sphere Masters of unarmed combat, Open Hand practitioners are known for their varied styles and unorthodox combat technique. Open Hand practitioners are unarmed fighters who deal additional damage with their unarmed strikes as described in the unarmed strike practitioner table. Associated Feat: Improved Unarmed Strike.

In addition, all practitioners of the Open Hand sphere gain the following ability:


Open Hand: Sweep You may attempt a trip combat maneuver with a -2 penalty as a move action, although you may not use a manufactured weapon to make this trip attempt. This does not provoke an attack of opportunity.


Unarmed Combatants

Practitioners who train in certain spheres focused on unarmed combat, such as Boxing, deal additional damage with their unarmed strikes based on the total number of unarmed spheres and talents they possess, as shown in the following table. Practitioners from a class that already grants an unarmed damage progression, such as the brawler or monk, may treat their unarmed strike as one size category larger if they have 3 or more talents in an unarmed combat sphere, but receive no further benefits. In addition, any practitioner with at least 1 talent in an unarmed sphere gains the benefits of the Improved Unarmed Strike feat.


Table: Practitioner Unarmed Damage

Level

Damage (Small Practitioner)

Damage (Medium Practitioner)

Damage (Large Practitioner)

1-3 talents

1d3

1d4

1d6

4-7 talents

1d4

1d6

1d8

8-11 talents

1d6

1d8

2d6

12-15 talents

1d8

2d6

3d6

16-19 talents

2d6

2d8

3d8

20+ talents

2d8

2d10

4d8


Open Hand: Suppressive Rush As a special attack action, you may expend your martial focus to make two attacks with your unarmed strike, targeting the creature’s touch AC and dealing ½ damage on a successful attack (making more than one successful attack with this talent still only counts as a single successful attack for the purpose of feats and class features which grant bonuses upon landing multiple successful attacks); each attack after the first is made as a free action. The creature may choose to automatically block all of these attacks, in which case your unarmed strikes automatically miss, but that creature then takes a -2 penalty to all attack and damage rolls until they take a Total Defense action or until they are not subject to any hostile actions for one round. For every 4 points of base attack bonus you possess, you may make an additional unarmed strike as part of this attack action, and the penalty that creature takes for blocking your Suppressive Rush increases by -2.


Painful Reckoning (Ex) As an immediate action, whenever you take hit point damage dealt to you by a single creature, you can expend one use of mythic power to convert 5 points of damage per tier to nonlethal damage (or to ignore that amount of nonlethal damage, if the attack deals nonlethal damage already), and for 1 minute thereafter you gain a luck bonus equal to one-half your tier (minimum 1) on attack rolls and to AC and a bonus equal to your mythic tier on damage rolls and Intimidate checks against that opponent.


Protection Sphere You are a user of the magics of preservation.


Protection: Aegis As a standard action, you may touch a creature and spend a spell point, granting them an aegis for 1 hour per caster level. Unwilling targets are allowed a Will save to resist gaining an aegis, and aegis is subject to spell resistance.

Multiple aegises of the same talent can be placed on a single creature, and the creature can benefit from them when they are providing different effects. This means Armored Magic can give a target both armor and shield, and Energy Resistance can grant resistance to multiple energy types to the same target.

You gain the following aegis when you gain the Protection sphere:


Protection: Deflection (aegis) You grant the target a +1 Deflection bonus to AC, +1 per 5 caster levels.


Protection: Ward As a standard action, you may create a ward centered on yourself with a radius of up to 10 feet + 5 feet per caster level, but can also be made so small as to only cover yourself. Wards remain as long as you concentrate, but you may spend a spell point to allow them to remain for 1 round per caster level without concentration. Wards remain in the location they were created, even if you move (however, if the ward is created entirely on top of a vehicle, it will move with that vehicle). If a ward affects targets inside it, its effects are subject to spell resistance.

When you gain the Protection sphere, you gain the following ward:


Protection: Barrier (ward) You may create a ward that creates a mostly-transparent wall of force at its perimeter. While this barrier does not block line of sight, it does block line of effect; thus, while you could still target a creature through the barrier (such as for an attack that attempts to break the barrier and still deal damage to the creature on the other side), the barrier does stop attacks, movement, breath weapons, and any spells or sphere effects that rely on line of effect until the barrier is destroyed. Ethereal creatures are technically stopped by the barrier, but can usually find a way around it (as the barrier does not cut through objects, and so usually stops at ground level). Creatures inside a space where a barrier is created are shunted to the nearest empty space on the outside.

A barrier has hit points equal to twice your caster level and a Break DC of 15 + ½ your caster level. A barrier can hold weight, up to 2,400 lbs. + 250 lbs. per caster level; beyond that, a barrier simply shatters as if broken with a Strength check. If a barrier is broken anywhere, the entire effect ends.

If an attack is directed at a target through the barrier, the attack first deals its damage to the barrier itself. If this damage is enough to destroy the barrier, the attack continues on to its intended target, although damage dealt to the barrier is subtracted from any damage done to the target or targets. Burst-effect attacks such as splash weapons, fireball spells, or others attempting to travel through the barrier explode at the barrier’s edge and also must overcome the barrier’s hit points to damage targets on the other side. If you maintain your barrier through concentration, its hit points are renewed each round on your turn.


Protection: Repel Chaos/Evil/Good/Law (ward) You may create a ward that repels creatures of one end of the alignment spectrum (chaotic, evil, good, lawful), chosen by you when this ward is created. All creatures of that alignment cannot cross the edge of this ward unless they succeed at a Will save. Once a creature has succeeded at this Will save, they may cross the barrier without trouble and are immune to your Repel ward for 24 hours. If a creature is already within this warded area when it is created, or if the ward is moved into their space, they instantly become immune to the ward, as if they had succeeded at their saving throw. You cannot repel an alignment that you yourself possess.


Recuperation (Ex) At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.


School Power (Ex) At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.


Scout Sphere Training in the Scout sphere teaches you how to hide from danger, identify potential threats and hazards, track opponents through almost any environment, and identify a creature’s key weaknesses. When you gain the Scout sphere, you gain 5 ranks in the Stealth skill, plus 5 ranks per additional talent spent in the Scout sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Stealth skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.

All practitioners of the Scout sphere gain the following ability:


Scout: Scout 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.


Scout: Discern Illusions As long as you have martial focus, you gain a bonus to all Will saves against illusions (including glamers, figments, and any effects created by the illusion school or the Illusion sphere) equal to ½ your ranks in Perception (minimum 1). As a swift action, you can expend martial focus to share this bonus with all allies within 30 ft. for a number of rounds equal to your practitioner modifier.


Scout: Find Gap Whenever you successfully use the scout ability against a creature, you treat their AC as 1 lower than it actually is for a number of rounds equal to 1/2 your ranks in Perception (minimum 1). For every 4 ranks you possess, treat their AC as an additional 1 point lower.


Scout: Great Senses You gain 5 ranks in the Perception skill, plus 5 ranks per additional talent spent in the Scout sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Perception skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.


Scout: Target Weakness If you have successfully used the scout ability to identify a target’s weaknesses, you may use scavenged materials collected as you travel to improvise a weapon targeting one of those weaknesses as a move action that does not provoke attacks of opportunity; you may expend your martial focus to instead use this ability as a free action. The next attack you make against the target with a manufactured or natural weapon attack, including traps, is treated as though half the total damage it deals (rounded down) were of an energy type the target has vulnerability to (for example, if you fire an arrow at a red dragon, who has vulnerability to cold damage, and would normally deal 14 points of piercing damage, you instead deal 7 points of piercing damage and 10 points of cold damage); if this attack is not made before the end of your next turn, this effect is wasted.

Additional energy damage dealt by the attack, such as from the flaming or frost weapon special abilities, is calculated separately from this effect. Alternatively, your weapons are treated as having one type listed in the target’s damage reduction (for example, if an enemy has DR 5/cold iron or good, you may treat your attacks as either good or cold iron for 1 round).


Second Shield (Ex): At 8th level, whenever a shield of the gods uses her covenant with the gods, she may gain two sphere abilities and use both of them on herself. This only consumes one use of her covenant with the gods ability.
This replaces second judgment.


Speak My Name (Su) When you take this path ability you must choose a “true name” that represents your spiritual self and serves as a binding representation of your mythic power. You may teach this name to up to one creature per tier. Whenever someone successfully says your true name, you can appear at that creature’s location by expending two uses of mythic power as if taken there by word of recall. You know who is saying your true name, and you can choose not to be transported if you wish.


Spirit Sleuth (Ex): At 5th level, upon interacting with a rejuvenating undead (such as a ghost) or haunt for the first time (such as by attacking the ghost or channeling energy to damage the haunt), an expulsionist can attempt a Sense Motive check as a free action to determine the specific course of action required to permanently neutralize the spirit of haunt (DC = 20 + the target’s CR). 

This ability replaces discern lies.


Stalwart (Ex): At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.

Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to ½ her inquisitor level (minimum +1).


Supreme Tracker (Ex) If you have something that carries a creature’s scent (such as a personal item or piece of flesh), you can expend one use of mythic power to create a supernatural bond that allows you track that individual. As a free action, you can sense the creature’s general direction and distance, as well as know whether it is alive, dead, destroyed, dying, or undead. The creature must be on the same plane as you for this ability to function. For the purpose of spells and effects that block scrying and divination, your caster level for this effect is a number equal to double your tier. At 6th tier, you can track the creature if it’s on a different plane than you.


Surge (Su) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.


Third Shield (Ex) At 16th level, whenever a shield of the gods uses her covenant with the gods ability, she may use three sphere abilities, instead of just two. This only consumes one use of her covenant with the gods ability.

This replaces third judgment.


Trap Sphere When you gain the Trap sphere, you gain 5 ranks in the Craft (traps) skill, plus 5 ranks per additional talent spent in the Trap sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Craft (traps) skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.


Dismantler You do not gain the ability to set traps, including the darts trap and the tripwire snare. You must choose Trap Finder with the bonus talent gained from this drawback.


Trap: Trap Finder You can use Disable Device to disarm magic traps. In addition, you gain a +1 competence bonus to Perception checks to locate traps and to Disable Device checks, increasing by +1 for every 4 ranks in Craft (traps) you possess.


True Covenant (Ex) At 17th level, the shield of the gods may choose another sphere (other than Enhancement, Fate, or Protection) and use abilities from this sphere with her covenant with the gods ability. The covenant with the gods ability is still limited to those abilities that can target a creature and can only be used to target the shield of the gods.

This replaces slayer.


Verbal Casting You must speak in a loud, clear voice to cast spells. Using magic alerts all nearby hearing creatures to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly.


Whiplash (Ex) You are proficient with whips, and you can use them to deal lethal or nonlethal damage regardless of the target’s armor bonus or natural armor bonus. As a standard action, you can use a whip to grab an unattended Small or smaller object within 15 feet and transfer that object into your hand. You can also use a whip to grab onto an object or structure of your size or larger within 15 feet and use the whip to assist an Acrobatics or Climb check, granting you a circumstance bonus equal to 2 plus your mythic tier. You can use your whip in conjunction with an Intimidate check to demoralize a creature with Intelligence 1 or 2. You add a +2 circumstance bonus on this check, and if successful the creature will not attack you as long as it remains shaken by your Intimidate check unless magically controlled or unless you first attack it.


Cinder, Faerie Dragon Familiar, Equivalent Wizard Level 19, MR 1

CG Tiny dragon

Init +3; Senses darkvision 60 ft., low-light vision; Perception +24


Defense

AC 29, touch 16, flat-footed 26 (+3 Dex, +1 dodge, +13 natural, +2 size)

hp 94

Fort +12, Ref +9, Will +13

Defensive Abilities improved evasion; Immune paralysis, sleep; DR 5/epic; SR 24


Offense

Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.

Melee bite +15 (1d3-1) plus euphoriaM

Space 2-½ ft.; Reach 0 ft.

Special Attacks breath weapon (5-ft. cone, euphoria, Fort DC 12 negates, usable every 1d4 rounds), mythic power 4/day, surge 1d6


Magic

Caster Level 3; MSB +3, MSD 14, Concentration +6
Tradition Fey Magic (Drawbacks: Emotional Casting, Fey-Infused Magic, Somatic Casting, Wild Magic; Boons: Easy Focus, Overcharge); CAM Cha
Spell Points 6

Creation Sphere - DC 14; Duration Concentration (max 1 minute/CL); Talents none; Drawbacks none

- Alter (Destroy, Repair; 1d4+1 hp)

- Create

Fallen Fey Sphere - DC 14; Duration 1 minute/level; Range none; Talents Fairy Dust, Long Step, Unthreatening Form; Drawbacks none

- Fey-Link

- Fey Blessing (Nature-Connection [forest], Fairy Dust, Long Step, Unthreatening Form)

Illusion Sphere - DC 14; Duration Concentration (max 1 minute/CL) or 1 minute/level (Tricks); Range Close (30 ft); Talents Illusionary Sound, Suppression; Drawbacks none

- Figment (Minor Figments)

- Glamer (Illusionary Disguise, Minor Glamers, Suppression)

- Sensory (Illusionary Sound)


Statistics

Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 17

Base Atk +14; CMB +15; CMD 25 (29 vs. trip)

Feats Acrobatic, Breath ManipulationM, CantripsB, Dodge

Skills Acrobatics +8 (+0 when jumping), Bluff +25, Diplomacy +25, Fly +23, Perception +24, Sense Motive +24, Stealth +25, Swim +13, Use Magic Device +9

Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.

SQ deliver touch spells, empathic link, mythic tradition (fey-bound: burden of the master [fey], beloved [Star Court fey]), scry on familiar, share spells, speak with master, talent progressionM


Special Abilities


Breath Weapon (Su) 5-foot cone, euphoria for 1d6 rounds, DC 12 Fort negates. Creatures affected by euphoria are staggered, sickened, and immune to fear effects for the duration. A faerie dragon can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.


Euphoria (Su) A mythic faerie dragon’s bite carries the lingering effects of its euphoric breath. A creature bitten by the faerie dragon must make a DC 14 Fortitude save or be fascinated by euphoric hallucinations for 1d6 rounds. The faerie dragon does not count as an obvious threat to the fascinated creature unless it further attacks a fascinated creature.


Prestidigitator A wyrgrove faerie dragon gains Cantrips as a bonus feat.


Spell Points A wyrgrove faerie dragon gains a small reservoir of energy that it can call upon to create wondrous effects, called a spell pool. This pool contains a number of spell points equal to ½ its racial HD + its Charisma modifier.


Spheres and Talents A wyrgrove faerie dragon uses sphere and talent abilities as a High caster, with a caster level and a number of talents equal to its racial HD.

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