Visualizzazione post con etichetta Book of Passion. Mostra tutti i post
Visualizzazione post con etichetta Book of Passion. Mostra tutti i post

sabato 3 dicembre 2022

Witch Patron: Metal

 Some options for worshipers of Achthael have already been published (the Generosity subdomain is from the Book of Passion, the matching blessing was posted elsewhere on this blog); this patron is for witches who follow him.

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Witch Metal Patron

2nd- fool’s gold, 4th- molten orb, 6th- pellet blast, 8th- warp metal, 10th- major creation, 12th- transfiguring touch (iron only), 14th- magnetic field, 16th- repel metal or stone, 18th- mass last Azlanti’s defending sword

sabato 9 luglio 2022

Mythic Spell: Power Word, Smile

 I could as well take a little time to mythicize my own material, couldn’t I? This is the mythic version of a spell that was published in Misfit Studios’ The Book of Passion.

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Mythic Power Word, Smile

The spell also negates the confused, exhausted, frightened, and nauseated conditions. The target can roll twice for its save against mind-affecting effects that rely on negative emotions, and choose the best result.

sabato 23 maggio 2020

Lord Byron Wylde, Redeemed Knight

Here’s the vanilla P1 version of a character from my novel that I already stated as a Sentinel for the Spheres of Power system on this blog- a dark knight redeemed by the power of love. He also was quoted as “Sir Bryant” in Misfit Studios’ Book of Passion. The magic item Ring of Heartbeat comes from there as well, while some mythic qualities are taken from the Mythic Hero’s Handbook.
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Lord Byron Wylde (CR 22)
Male middle–aged human cavalier 10 (Gendarme)/fighter 9 (Dragoon)/champion 7
LG Medium humanoid (human)
Init +11; Senses Perception +12
Defense
AC 35, touch 12, flat–footed 33 (+11 armor, +2 Dexterity, +5 natural, +7 shield), +4 dodge while charging vs. set against attacks (mounted mastery); +3 dodge when challenged (knight errant’s challenge)
hp 210 (19d10 + 57 + 35 + 4)
Fort +21, Ref +13, Will +16; +2 morale on Will while LG (by my honor); +2 vs. fear (bravery);  +2 vs. divine spells and spell–like abilities (Divine Defiance); +2 vs. spells and abilities of evil outsiders (redeemed lance); +4 morale vs. fear during a charge (banner); +4 on Fort saves vs. hot or cold environments and damage from suffocation (Endurance).
Defensive Abilities bravery +2, force of will, hard to kill, mythic saves; DR 5/magic (with magic armor); SR 30 vs. divine spells and spell–like abilities.
Offense
Speed 30 ft.
Melee stormcaller +31/+26/+21/+16 (1d8+14, x3), +2 redeemed thundering lance +32/+27/+22/+17 (1d8+15, x3, +2d6 damage vs. evil creatures), rod of thunder and lightning +28/+23/+18/+13 (1d6+9, x2); + 2d6+14/2d8+29/1d8+9 in a charge while mounted (cavalier’s charge, mounted mastery, ramming shield, magic belt)
Ranged stormcaller +26/+21/+16/+11 (1d8+14, x3)
Special Attacks banner +5/+4, cavalier’s charge, challenge 4/day (+10 damage and +3 to hit while riding mount, +3 morale bonus on attack), mythic power 17/day, spear training +2, spinning lance, surge +1d10
Spell–like Abilities (CL 19, concentration +24)
At will (spending mythic power)– obscuring mist, fog cloud, call lightning (DC 19), sleet storm, call lightning storm (DC 21), sirocco (DC 22), control weather
1/day– commune
Statistics
Str 25, Dex 15, Con 16, Int 14, Wis 16, Cha 20
Base Atk +19; CMB +26 (+28 with bull rush and overrun); CMD 38 (42 vs. disarm and sunder when wielding a weapon of the spear group)
Traits Adopted, Bound by Honor, Warrior of Old
Feats Antagonize, Combat Expertise (+5/–5), Death from Above*, Death or Glory (+6), DiehardM, Divine Defiance, Endurance, Focused Disbelief, Greater Weapon Focus (spear group), Heroic Will, Horse Master, Improved Iron Will, Iron WillM, Mounted Combat*, Mythic MountM, Mythic Weapon TrainingM, Skill Focus (Ride)*, Power Attack* (–5/+10), Ride–By Attack*, Spirited Charge*, Trample*, Weapon Focus* (spears group), Weapon Specialization* (spears group)
Skills Acrobatics +12, Diplomacy +18, Fly +12, Handle Animal +18/+23, Intimidate +18, Knowledge (nobility) +15, Knowledge (planes) +12/+17, Knowledge (religion) +14, Perception +12, Ride +25, Sense Motive +15/+20, Survival +15
Languages Common, Elven, Infernal
SQ amazing initiative +7, armor training +1, champion’s strike (fleet charge), expert trainer, mythic mount (sky panther named Bragh), order of the knight errant (self reliant, without master), order of the sword (by my honor [Will], mounted mastery), path abilities (defy death, elemental fury, mortal herald [Weather/Storms], mounted maniac, mythic weapon training [spears], mythic order [Knight–Captain], pure destiny), skilled rider.
Gear stormcaller (98,302 gp), +2 redeemed thundering lance (72,310 gp), rod of thunder and lightning (33,000 gp), +5 invulnerability jousting agile breastplate (68,300 gp), +5 clangorous ramming moderate fortification heavy steel shield (100,170 gp), amulet of natural armor +5 (50,000 gp), belt of thunderous charging (10,000 gp), cape of free will +5/+6 (37,500 gp), lord’s banner of terror (56,000 gp), ring of heartbeat (6,000 gp), ring of inner fortitude, minor (18,000 gp), staff of electricity (31,900 gp), stormcrusher gauntlets (45,000 gp), thunder strap (60,000 gp)

Bragh, Sky Panther Mount, Fighter 11 (Unbreakable) (CR 15)
Effective Druid Level 19
N male Large magical beast
Init +9; Senses darkvision 60 ft., low–light vision, scent; Perception +22

Defense
AC 30, touch 14, flat-footed 25 (+5 Dex, +16 natural, –1 size)
hp 179 (16d10 + 80 +11)
Fort +16, Ref +13, Will +9; +4 on Fort vs. starvation, thirst, hot or cold environments, and suffocation (endurance); +4 on Will vs. enchantment spells and effects (devotion), +3 on Will vs. mind–affecting effects (unflinching)
Defensive Abilities evasion, improved evasion

Offense
Speed 50 ft, fly 100 ft. (good)
Melee bite +23/+18 (1d8+8 plus grab), 2 claws +23 (1d4+8)
Space 10 ft; Reach 5 ft.
Special Attacks pounce, rake (2 claws +23, 1d4+8)

Statistics
Str 27, Dex 20, Con 18, Int 7, Wis 16, Cha 10
Base Atk +16; CMB +24 (+26 bull rush, +28 grapple); CMD 39 (41 vs. bull rush)
Feats Awesome Blow*, Awesome Charge*, Combat Reflexes* (+5 attacks), Diehard*, Endurance*, Flyby Attack, Heroic Defiance*, Heroic Recovery* (2/day), Hover, Improved Bull Rush*, Improved Initiative, Improved Iron Will, Iron Will, Nightstalker, Power Attack* (–5/+10), Stealthy, Toughness, Wingover
Skills Acrobatics +20, Fly +14, Perception +18, Stealth +18 (+22 in the dark); Racial Modifiers +8 Acrobatics, +4 Stealth (+8 in the dark)
Languages Common (cannot speak)
SQ armor training 2, quick recovery

mercoledì 13 maggio 2020

Passion Spirit (from Everybody Games)

A while ago, I co-authored the Book of Passion for Misfit Studios, that featured, among the other things, a Passion oracle mystery and shaman spirit. But I also created a different Passion mystery for Everybody Games, and that one was not made into a spirit. So... now it has.
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Passion Spirit

A shaman who selects the passion spirit shows supernatural beauty, youth and grace. Her voice is soothing and enticing, her eyes sparkle, and her skin is always soft and smooth, almost glowing when she invokes one of her spirit’s abilities.

Spirit Magic Spells: charm person (1st), reckless infatuation (2nd), mantle of calm (3rd), matchmaker (4th), serenity (5th), symbol of persuasion (6th), waves of ecstasy (7th), symbol of debauchery (8th), overwhelming presence (18th).

Hexes: A shaman who chooses the Passion spirit can select from the following hexes.

Curse of Infatuation (Su): The shaman causes one creature within 30 feet to feel an unquenchable desire for another real or imaginary creature. The object of desire has not to be present for the curse to have effect. The victim can’t think of nothing else but its acute yearning, crying and uttering love oaths, being effectively stunned for a number of rounds equal to the shaman’s level.

Desire Sight (Sp): As a standard action, the shaman can learn the desires of any creature she can see within 100 feet, as if she had concentrated until the third round of detect desires. The shaman can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Love Token (Su): Once per day the shaman can exchange gifts with one willing creature, bonding their souls together. These gifts must be paired, such as exchanging rings, flowers, or earrings. While the shaman and the other creature are both wearing these gifts, the shaman can concentrate on the subject as a full-round action to learn the creature’s direction and relative distance from her, provided both are on the same plane. The shaman may have only one love token active at a time.

Shield of Splendor (Su): The shaman’s beauty radiates in the form of a palpable shield that protects her from harm. The shaman adds her Charisma modifier (instead of her Dexterity modifier) to her Armor Class and CMD. Any condition that would cause the shaman to lose or be denied her Dexterity bonus to Armor Class instead causes her to lose her Charisma bonus, and any armor she wears inhibits the number of points of Charisma that the shaman can add to her Armor Class instead of her Dexterity.

Universal Fascination (Su): The shaman chooses one creature type of subtype from the ranger’s list of favored enemies. Any charm and compulsion spells the shaman knows that normally affect a type of creature only can now affect the chosen creatures. At 7th level and every 4 levels thereafter, the shaman can select another type or subtype of creature to affect with her enchantments.

Spirit Animal: The shaman’s spirit animal looks like a perfect specimen of its species, with lustrous fur or feathers, gleaming eyes and a soft, captivating voice. The animal gains Diplomacy as a class skill and can use the hypnotism occult skill unlock as if it had the Psychic Sensitivity feat.

Spirit Ability: A shaman who chooses the Passion spirit as her spirit or wandering spirit gains the following ability.

Burst of Passion (Su): The shaman uses positive or negative energy to incite emotions in others. Whenever the shaman casts a cure spell, she can add the effects of one mercy of her choice among those available to a 3rd-level paladin to the spell. Whenever the shaman casts an inflict spell, she can add the effects of one cruelty of her choice among the ones available to a 3rd-level antipaladin to the spell. At 8th level and then at 12th level, the shaman can select another mercy or cruelty, as a paladin or antipaladin of her shaman level.

Greater Spirit Ability: A shaman who chooses the Passion spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

Unwavering Love (Su): The shaman gains a +3 insight bonus on saves against charm and compulsion spells and effects. In addition, as a standard action she can radiate a rosy-gold aura of supernatural beauty in a 10-foot radius. Opponents attempting to directly attack the shaman must succeed on a Will save or be unable to follow through with the attack, functioning as sanctuary. Additionally, any creature who is (or could be) romantically or sexually attracted to the shaman must make a Will save each round that it begins its turn within 10 feet of her or become fascinated by her beauty for 1 round. This effect lasts 1 minute.The shaman can use this ability three times per day, but she must wait 1d4 rounds between each use.

True Spirit Ability: A shaman who chooses the Passion spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.

Incarnation of Love (Sp): Once per day, the shaman can assume an exalted and perfect form for a number of rounds equal to her shaman level. This works as greater angelic aspect, regardless of the shaman’s level (an evil shaman would be protected against good rather than evil). Furthermore, the shaman gains a +2 bonus on Charisma for the effect’s duration.

Manifestation: Upon reaching 20th level, the shaman transforms into love personified. Her type changes to outsider (augmented) and she gains DR 10/magic and cold iron. The shaman retains all subtypes she previously possessed, and can still be brought back from the dead as if she were a member of her previous creature type. Furthermore, the shaman gains immunity to age effects that she is not a willing target of, and gains greater age resistance as a constant spell-like ability. At will, the shaman can transform into an idealized version of herself, functioning as threefold aspect except all bonuses gained are sacred or profane bonuses (depending on the shaman’s alignment), and the shaman does not take any penalties from the spell’s effect. Finally, the shaman can designate a number of creatures up to her Charisma bonus that she shares a mutual and willing platonic or romantic relationship with. Designated creatures gain all of the benefits of this manifestation except the DR. The shaman can end this effect for a given creature as a free action, but only if that creature defaces their mutual relationship.

sabato 30 novembre 2019

New Race: Aelves

I had promised and then forgot to post this race when I posted some Aelves builds before. Here I am to amend my mistake before moving to the next build.
I created the Dwelves (dwarf-elf hybrids) for the Book of Passion. They are one classic way to see this kind of half-bloods, but not the only one neither one that everybody loves. In Norse myths, dwarves and elves were often seen as different types of the same creature, both highly magical and skilled into crafting of magical items. So here’s an alternate choice for the fruit of such a fortunate and powerful couple. Maybe this race will be published in a future installment of the Book of Passion!
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New Hybrid Race: Aelf
While dwelves are born from a dwarf father and an elf mother, the union of a male elf and a female dwarf produces an high, noble magical being known as an aelf. Such creatures were much more common in ancient mythic times when dwarves and elves were much closer and often mistaken the ones for the others by humans.
Aelves are higher than both elves and dwarves (even if they’re still Medium creatures), much like a liger is bigger than a lion and a tigress. They have elongated faces with thin features and pointy ears; unlike elves, male aelves can grow a beard. Their eyes have unlikely shades -purple, violet, bright pink, rosy gold- and can often be of two different colors altogether. Aelves are highly capable in everything they do, and many of them have a high reputation as creators of magic items. Though an aelf is welcome to grow both in a dwarven and elven community, both their parent races tend to dislike the sense of inferiority the hybrids strike on them, and as a consequence most aelves end to be solitary sages, making secluded homes in forest caves, hidden by magic.
Other than the following standard racial traits, aelves can choose any alternate racial trait available to dwarves or elves.

Aelf (Standard Race, 11 RP)
+2 Int, +2 Wis (2 RP): Aelves take the best from two worlds and are highly flexible creatures.
Type (0 RP): Aelves are humanoids with the dwarf and elf subtypes. They count as both dwarves and elves for any effect related to race.
Size (0 RP): Aelves are Medium creatures and have no bonuses or penalties due to their size.
Base Speed (0 RP): Alves have a base speed of 30 feet.
Languages: Aelves begin play speaking Common and either Dwarven or Elven. Aelves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Racial Traits

Defense Racial Traits
Dual-Minded (1 RP): Aelves gain a +2 bonus on all Will saving throws.
Lesser Spell Resistance (2 RP): Aelves gain magic resistance equal to 6 + their character level.

Feat and Skill Racial Traits
Master Crafter (2 RP): Aelves gain a +2 bonus on one Craft or Profession skill of their choice.

Magical Racial Traits
Magic Affinity (1 RP): Aelves are treated as 1 level higher when using powers of the Magic domain, bloodline powers of the arcane bloodline, and revelations of the oracle’s lore mystery. This trait does not give them early access to level-based powers; it only affects powers they could already use without this trait.

Senses Racial Traits
Darkvision (2 RP): Aelves can see perfectly in the dark up to 60 feet.
Low-Light Vision (1 RP): Aelves can see twice as far as humans in conditions of dim light.

Alternate Racial Traits

Diverse Talent (1 RP): An aelf with this trait can select two favored classes and gain the favored class benefit from both, as long as one is a full-BAB class and the other is an arcane casting class. This replaces magic affinity.

Faerie Born (2 RP): True children of Faerie, not the exiles born in another world and corrupted by its influence. Faerie born change their type from humanoid to fey, though does not change any subtypes. For aelves, this modifies type and replaces master crafter.

Fey Heart (3 RP): The power of the fey runs stronger in some faebloods, whether by practice of their innate skill, stronger traces of the blood of the upper echelons of the courts, or some other cause. They gain the Basic Magical Training feat for the Fallen Fey sphere as a bonus feat. For aelves, this replaces magic affinity and lesser spell resistance.

Fey Magic (2 RP): The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. For aelves, this trait replaces master crafter.

Fey Thoughts (1 RP): Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. For aelves, this trait replaces magic affinity.

Weapon Familiarity (2 RP): An aelf with this trait is expert with her ancestral weapons and may select the dwarf or elf weapon familiarity trait. This replaces master crafter.

Favored Class Alternatives
Alchemist: Add +¼ to the caster level of potions brewed by the aelf.
Arcanist: Gain ⅙ of a new arcanist exploit.
Barbarian: Gain ⅙ of a blood rage power.
Bloodrager: Increase by ⅕ the bloodrager’s bonus on Will saves while bloodraging.
Cleric: Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +½ to the number of uses per day of that domain power.
Magus: The magus gains ⅙ of a new magus arcana.
Paladin: Add a +½ circumstance bonus on critical hit confirmation rolls with a racial weapon of the paladin’s choice (maximum bonus +4). This bonus does not stack with Critical Focus.
Summoner: Add +¼ to the eidolon’s evolution pool.
Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Swashbuckler: Add ¼ to the swashbuckler’s effective class level to determine the extra damage she deals because of the precise strike deed when wielding a light pick, heavy pick, or rapier. If the swashbuckler has the Slashing Grace feat or another similar effect, she can treat the battleaxe, handaxe, or longsword as a one-handed piercing melee weapon, and she gains this benefit when wielding the appropriate weapon for the feat as well.
Wizard: Select one item creation feat known by the wizard. Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gp (50 gp if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.

Spheres Aelf FCB
Armiger: Gain +⅙ of a granted talent for 1 customized weapon. This weapon must be from those listed in the Dwarven Heritage or Elven Heritage from the Equipment sphere.
Armorist: +⅙ point of bonus to summoned equipment.
Blacksmith: Add +½ bonus to all Craft skill checks.
Commander: Add +⅙ of a new specialized terrain.
Conscript: Add +1 to your CMD when resisting a dirty trick, overrun, or steal combat maneuvers.
Elementalist: +1 energy resistance to acid, cold, electricity, fire, or sonic (maximum 10 per energy type). This stacks with the energy resistance normally gained through this class or any other source.
Eliciter: +¼ of an additional hypnotism use per day.
Fey Adept: Gain ⅕ of a new magic talent from the Fallen Fey sphere.
Hedgewitch: Gain +⅙th of a new hedgewitch secret.
Incanter: +⅙th of a item crafting or metamagic feat.
Mageknight: Gain +1/6th of a mystic combat.
Prodigy: Add ⅙ of a magic or combat talent.
Sage: Add ⅙ of a new esotery.
Scholar: Gain +⅛ of a scholar’s knack.
Sentinel: Gain +¼ bonus to Will saves.
Shifter: Add ⅙ of a Favored Form feat.
Soul Weaver: +¼ of an additional use of channel energy per day.
Striker: Gain ⅙ of a new striker art.
Symbiat: Add 1 to the total number of rounds the symbiat may use psionics in a day.
Technician: Gain +⅛th of a new invention.
Thaumaturge: Reduce the thaumaturge’s Forbidden Lore backlash percent chance by ¼th of a percent.
Troubadour: Add ⅙ of a new actor training.
Wraith: Increase the failure chance of magic effects originating from a corporeal source while in wraith form by 1%.

mercoledì 13 febbraio 2019

Lady Angela de Darkenthal, Mahatma

Today, I’m beginning to introduce you my own characters, heroes of a novel I wrote and partially published (in Italian). I could post some bits of it here sooner or later.
This one -Angela the Peaceful Priestess- is among the characters that I found most difficult to translate in Pathfinder (she and her companions were originally built with 2.5E material). If you remember, a long time ago I told you about my difficulties in creating a real nonviolent priestly character in the game. I was speaking of her.
In fact, I had to create personally almost everything to make her in Pathfinder! She uses the Mahatma prestige class I published on this blog, and the new Virtuous Creeds I made for Flaming Crab Games’ Her Story book (with the mythic versions also posted here). She uses the Spring spirit I made for Everyman Options: Shaman Spirits from Everyman Games, and the compassionate oracle curse published first here, and then in Pathways #77 from Rite Publishing.
Yes- all of these were made in an effort to create her. It’s true that great problems give you the pulse to make new solutions.
I have other builds for her and her companions, that costed me less effort. You will see them, in time.
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(A slightly different version of Angela, together with some translated excerpts of her story, is in The Book of Passion from Misfit Studios).

Lady Angela de Darkenthal (CR 22)
Female middle–aged human mahatma 10/oracle 9 (Spirit Guide)/hierophant 7
LG Medium outsider (good, human)
Init +5; Senses darkvision 30 ft., Perception +22
Defense
AC 34, touch 29, flat–footed 20 (+14 Charisma, +5 deflection, +5 natural)
hp 120 (9d8 + 10d6 + 19 + 21)
Fort +21, Ref +18, Will +32
Special Defenses force of will, hard to kill, mythic saves, recuperation, shield of goodness; SR 21 (magic mantle)
Offense
Speed 30 ft.
Melee compassionate holy peaceful (merciful thawing) quarterstaff +5 +10/+5/+0 (good, 2d6+4,  +2d6 vs. evil creatures [nonlethal damage], x2)
Special Attacks  censure evil (DC 29), mythic power 17/day, pacifying aura (DC 29), pacifying touch (DC 29), surge +1d10
Spell–like Abilities (CL 19, concentration +33)
At will (spending mythic power)entangle (DC 25), barkskin, plant growth, command plants, wall of thorns, repel wood, animate plants
1/day– charm person (DC 25), protection from chaos/evil; align weapon (good/law), calm emotions (DC 28), compassionate ally (DC 26), qualm (DC 26); charitable impulse (DC 29), magic circle against chaos/evil, suggestion (DC 29); heroism, holy smite, forced repentance (DC 28), order’s wrath; atonement, charm monster (DC 29), commune, dispel chaos/evil (DC 29); blade barrier (DC 30), geas/quest, hold monster (DC 30); dictum (DC 31), holy word (DC 31), insanity (DC 31); summon monster IX (good only)
Oracle Spells Known (CL 19, concentration +33)
9th Level (6/day): miracle (DC 33), overwhelming presenceM (DC 33)
8th Level (8/day): cure critical wounds, mass, euphoric tranquility (DC 34), holy aura (DC 32), spell immunity, greater, sunburst (DC 32)
7th Level (8/day): changestaff, cure serious wounds, mass, refuge, restoration, greater, resurrection, sunbeamM (DC 31)
6th Level (9/day): blazing rainbow, cure moderate wounds, mass, dispel magic, greater, heal, heroes’ feastM
5th Level (9/day): atonement, break enchantment, breath of life, cure light wounds, mass, hymn of mercy, wall of light (DC 29), wall of thorns
4th Level (9/day): brightest light, charm monsterM (DC 28), cure critical wounds, dismissal (DC 28), grove of respite, imbue with spell ability, kiss of the first world (DC 28), restoration, stay the hand (DC 30)
3rd Level (9/day): accept affliction, create food and water, charitable impulse (DC 29), cure serious wounds, daylight, magic circle against evil, neutralize poison, plant growth, speak with plants, suggestion (DC 29), symbol of healing
2nd Level (10/day): abeyance, animal trance (DC 26), burst of radiance (DC 26), charm animal (DC 26), compassionate ally (DC 26), cure moderate wounds, daze monster (DC 28), enthrallM (DC 30), lesser restoration, mantle of calm (DC 28), peacemaker’s parley (DC 30), soothing word, touch of mercy (DC 28)
1st Level (10/day): bless, calm animals (DC 27), charm personM (DC 25), calm emotionsM (DC 27), command (DC 29), commune with birds, compel hostility (DC 27), cure light wounds, detect animal or plants, detect undead, goodberry, kaleidoscope of butterflies, peace bond, protection from evil, sanctuary (DC 27), speak with animals, unbreakable heart
0–Level (at will): create water, detect fiendish presence, detect magic, detect poison, enhanced diplomacy, guidance, light, purify food and drink, read magic, resistance, stabilize, virtue
Mystery life; Spirit spring
Statistics
Str 8, Dex 6, Con 13, Int 19, Wis 24, Cha 38
Base Atk +11; CMB +10; CMD 24
Languages Common, Celestial, church sacred language, Elven, Infernal, Sylvan
Traits Peace Maker, Redeemer
Feats Brew Potion, Call Truce, Cry of Mercy, Damned Love (completed), Divine Interference, Extra Revelation (x2), Merciful Spell, Mythic Spell LoreM, Peacemaker, Persuasive*M, Skill Focus* (Diplomacy), Virtuous Creed (Mercy), Virtuous CreedM (Peace), Voice of the Sybil*M
Skills Diplomacy +54, Handle Animal +31, Heal +27, Knowledge (history) +20, Knowledge (local) +20, Knowledge (nature) +20, Knowledge (nobility) +20, Knowledge (religion) +20, Linguistics +20, Perception +23, Perform (oratory) +40, Sense Motive +23, Use Magic Device +27
SQ amazing initiative (+7), aura of good, avatar of peace, bonded spirit (heavens, life, nature, passion, spring, wood), divine surge (inspired spell), expert diplomat, life touch (1d4+9 hp, 10/day), mahatma domain, merciful channel 17/day (5d6), merciful weapon, nature magic, path abilities (animal friend, divine countenance, divine source x2 [Charm/Kindness, Good/Redemption, Law], endless bounty, flower in your footsteps, mortal herald [Plant domain]), oracle’s curse (compassionate), revelations (energy body [1d6+19 hp, 19 rounds/day], enhanced cures, healing hands)
Gear amulet of natural armor +5 (50,000 gp), cape of effulgent escape (14,000 gp), compassionate holy peaceful quarterstaff +5 (200,300 gp), dryad sandals (24,000 gp), headband of mental superiority +6 (144,000 gp), mantle of spell resistance (90,000 gp), potion of cure moderate wounds (300 gp), potion of magic vestment +5 (3,000 gp), ring of protection +5 (50,000 gp), staff of life (109,400 gp).