
| Kelmis | LE | ||
| Character Name | Alignment | ||
| Oracle (Juju) 3 , Mystic Theurge 1 , Sorcerer (Cross-Blooded) 1 , Vigilante (Magical Child) 3 | |||
| Character Level | |||
| Damphir
Undead (Devil, Dhampir, Shapechanger)
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M | ||
| Race | Size | ||
| - | - | ||
| Gender | Age | ||
| - | - | ||
| Height | Weight | ||
| - | - | ||
| Hair | Eyes | ||
| The Won Hypocrisy Truth
PB: 7, 16, 10, 14, 12, 18
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| Player | |
| - | - |
| Deity | Homeland |
| - | 5000 |
| Domain/Oath/Patron/School | XP |
| SAVING THROWS | ||||||
|---|---|---|---|---|---|---|
| Save | Total | Base | Ability | Magic | Misc | Temp |
| Fortitude | +12 | +2 | CON -5 | +0 | +17 | -2 |
| Reflex | +7 | +1 | DEX +6 | +0 | +0 | +0 |
| Will | +10 | +6 | WIS +4 | +0 | +0 | +0 |
Immunity to Fire, Poison, & Undead Traits; Kelmis can never be immune to disease and gains a -1 penalty to saving throws to resist contracting diseases.
| Combat Maneuver Bonus CMB | |||||
|---|---|---|---|---|---|
| CMB | BaB | STR | Size | Misc | |
| +3 | +3 | +0 | +0 | +0 | |
| Combat Maneuver Defense CMD | ||||||
|---|---|---|---|---|---|---|
| CMD | Base | BaB | STR | DEX | Size | Misc |
| 19 | 10 | +3 | +0 | +6 | +0 | +0 |
| Mortal Tongues | Human Languages
Common, Undercommon
Belladonian (this is a language from her original world. yes, I know I am wasting a language slot on it)
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| Magical Tongues | Outsider Languages
Abyssal, Celestial, Infernal
Draconic, Aklo
Necril
Bat, Rat, & Wolf
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| CL | Oracle CL-4
(3+1) [level]+1 [Trait, to HD limit]
Spells/day/known as 4th level (1+1) [level]+1 [Trait, to HD limit]
Spells/day/known as 2nd level 3 [level]+2 [Trait, to HD limit]
Spells/day/known as 3rd level Necromancy CL +3 +1 [Bloodline]+2 [feat: Bloatmage Initiate/Varisian Tattoo]
+1 [Gifted Adept]+2 [feat: Spell Specialization]
Amount of HD animated: +4 [feat: Undead Master] Dim Light or Darker CL+1 +1 [Bloodline]
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| DC | Evil Descriptor DC+1
+1 [feat: Malificium]
+1 [feat:Spell Focus]
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| Orisons Cantrips (DC 20) |
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| 1st (DC 21) |
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| 2nd (DC 22) |
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| 3rd (DC 23) | ||||||||||||||||||||||||||
| 4th (DC 24) | ||||||||||||||||||||||||||
| 5th (DC 25) | ||||||||||||||||||||||||||
| 6th (DC 26) | ||||||||||||||||||||||||||
| 7th (DC 27) | ||||||||||||||||||||||||||
| 8th (DC 28) | ||||||||||||||||||||||||||
| 9th (DC 29) | ||||||||||||||||||||||||||
| Spell-Likes | Animate Dead (CL 9, CL13 for amount of HD animated)
Disguise Self Illusion \ Glamer \
alchemist 1, antipaladin 1, arcanist 1, bard 1, inquisitor 1, investigator 1, medium 1, mesmerist 1, occultist 1, psychic 1, redmantisassassin 1, skald 1, sorcerer 1, wizard 1-level
Save: Will disbelieve
Casting time: 1 standard action
Range: Personal
Duration: 10 min./level (D)
Targets: You
Componenent: V, S
DescriptionYou make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.Library of Blight \ \
-level
Casting time: 1 Hour
Duration: 1 hour/class caster level
Effect: Summons One Library
DescriptionBy spending 1 hour manifesting it into the world, she may summon the Library of Blight, which remains for a number of hours equal to the sum of her caster levels from all classes, but can be dismissed early by spending a minute willing it to do so. When the Library of Blight’s duration concludes, it dissipates from the world, leaving behind any creature which is neither a member of the Ravager Mafia, nor one of their controlled undead. A creature who knows the library is going to dissipate may make a will saving throw to remain in the library, if they so wish; however, this will lead to them being trapped within, if they do not possess means of extraplanar travel, until the library is next summoned. There is not typically food or drink within the library, creatures trapped within for extended periods of time may die of hunger or thirst.If a member of the Ravager Mafia gets trapped within the library when its duration concludes, they can still exit, being teleported to a random safe location within 100 miles of where the library most recently was. Any book or disease within the possession of or afflicting a creature left behind or who is leaving the library is subject to a will saving throw as an attended object, with failure resulting in the book remaining within the library. The Onyx Blight is not subject to this saving throw.
While within a number of miles from the Library of Blight equal to half her HD, The Librarian of Blight and her controlled undead are considered to be inside the library for all purposes and gain the following benefits:
If the Librarian can maintain the library for eight hours, she may study disease samples in the Epidemiology Wing. Each day, the Librarian may spend 8 hours studying the samples to evolve the Onyx Blight. She may make a charisma-based Profession Librarian check against each sample’s disease DC, earning 1 Epidemiology point per successful check and increasing the DC of the disease by 5 for purposes of future study. If she fails the skill check, she does not gain an Epidemiology point and does not increase the DC, although if she fails by 5 or more she destroys the sample and must save against being infected with the disease. If a sample has too low of a DC for her to possibly fail the check, even on a natural 1, she does not gain Epidemiology points, though she can increase the DC for future study. Epidemiology points can be spent in the following ways:
Speak with Animals Divination \ \
bard 3, druid 1, hunter 1, psychic 2, ranger 1, skald 3-level
Save: Fortitude negates (object)
SR: yes (object)
Casting time: 1 standard action
Range: Personal
Duration: 1 min./level
Targets: You
Componenent: V, S
DescriptionYou can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you. |
| Adventuring Skills | |||||
|---|---|---|---|---|---|
| CS | Skill | Total | AB Mod | Ranks | Misc |
| Acrobatics | +6 | (DEX) +6 | +0 | +0 | |
| Bluff | +31 | (CHA) +10 | +3 | +18 | |
| Climb | +0 | (STR) +0 | +0 | +0 | |
| Diplomacy | +25 | (CHA) +10 | +0 | +15 | |
| Disguise | +22 | (CHA) +10 | +4 | +8 | |
| Escape Artist | +6 | (DEX) +6 | +0 | +0 | |
| Fly | +6 | (DEX) +6 | +0 | +0 | |
| Heal | +5 | (WIS) +4 | +0 | +1 | |
| Intimidate | +10 | (CHA) +10 | +0 | +0 | |
| Knowledge: Arcana | +17 | (CHA) +10 | +4 | +3 | |
| Knowledge: Dungeoneering | +10 | (CHA) +10 | +0 | +0 | |
| Knowledge: Local | +17 | (CHA) +10 | +4 | +3 | |
| Knowledge: Nature | +17 | (CHA) +10 | +4 | +3 | |
| Knowledge: Planes | +17 | (CHA) +10 | +4 | +3 | |
| Knowledge: Religion | +17 | (CHA) +10 | +4 | +3 | |
| Perception | +4 | (WIS) +4 | +0 | +0 | |
| Ride | +6 | (DEX) +6 | +0 | +0 | |
| Sense Motive | +4 | (WIS) +4 | +0 | +0 | |
| Stealth | +6 | (DEX) +6 | +0 | +0 | |
| Survival | +4 | (WIS) +4 | +0 | +0 | |
| Swim | +0 | (STR) +0 | +0 | +0 | |
| Background Skills | |||||
| CS | Skill | Total | AB Mod | Ranks | Misc |
| Appraise | +5 | (INT) +5 | +0 | +0 | |
| Craft: Alchemy | +13 | (INT) +5 | +4 | +4 | |
| Knowledge: Engineering | +10 | (CHA) +10 | +0 | +0 | |
| Knowledge: Geography | +10 | (CHA) +10 | +0 | +0 | |
| Knowledge: History | +10 | (CHA) +10 | +0 | +0 | |
| Knowledge: Nobility | +10 | (CHA) +10 | +0 | +0 | |
| Linguistics* | +9 | (INT) +5 | +4 | +0 | |
| Perform: Oratory | +17 | (CHA) +10 | +2 | +5 | |
| Perform: Undead Puppet Show | +18 | (CHA) +10 | +1 | +7 | |
| Profession: Librarian | +25 | (WIS) +4 | +4 | +17 | |
| Custom Skills | |||||
| CS | Skill | Total | AB Mod | Ranks | Misc |
| Disguise (Seamless Guise) | +32 | (CHA) +10 | +4 | +18 | |
| Non-Leveling Feats | Arcane Armor Training
As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round.
You can use any equipment trick relating to the chosen item as long as you meet the trick’s prerequisites. If the item would normally be considered an improvised weapon, you can treat it as either a normal weapon or an improvised weapon, depending on which is more beneficial for you.
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| Leveling Feats | 1) Mask of Virtue
Those who try to learn your true alignment find it hidden or receive a false result. Depending on the number of damnation feats you possess, spells or special abilities that would normally reveal your alignment return a vague or incorrect result. If this feat disguises your alignment, you can use either your true alignment or the false one when using magic items with alignment prerequisites.
Each deity requires a different daily obedience, but all obediences take no more than 1 hour per day to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the Obedience entry for the god to whom you performed the obedience.
If you have at least 12 Hit Dice, you also gain the first boon granted by your deity upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the second boon. If you have 20 Hit Dice or more, you also gain the third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant. If you have levels in the evangelist, exalted, or sentinel prestige classes, you gain access to these boons at lower levels as a benefit of your prestige class. If you have no levels in one of these prestige classes, you gain the boons marked as exalted boons. If you later take levels in sentinel or evangelist, you lose access to the exalted boons and gain access to the new boons appropriate to your class. If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience. |
| Class Feats | Sorcerer 1) Eshew Materials
You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.
You can prepare for future contingencies without defining what those preparations are until they are relevant. As a part of this preparation, while in a settlement for at least 24 hours, you can take 8 hours and spend up to 50 gp per character level, which becomes your brilliant plan fund. While you have a brilliant plan pending, you are always treated as carrying 20 additional pounds of weight, even before you define your brilliant plan.
Once per day, you can take 10 minutes to enact a brilliant plan, withdrawing an item that would have been available in a settlement you visited or procuring a mundane service that your character planned ahead of time. Once you enact the plan, subtract the price of the item or service from this feat’s fund. Any item procured must weigh 10 pounds or less. Likewise, the GM must approve any nonmagical service you gain by using this feat as being appropriate for the location selected. Once you have spent all the money in your brilliant plan fund or procured 20 pounds of objects with this feat, you cannot use the feat again until you replenish your brilliant plan fund.
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| Template Feats | Heighten Spell
A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.
You cast spells with the evil descriptor with increased potency.
When you successfully use a spell, spell-like ability, or supernatural ability to cause a creature to contract a disease, you gain a +2 bonus on attack rolls with natural weapons and unarmed strikes against that creature. In addition, such attacks deal an additional 1d6 points of negative energy damage. If you have the supernatural ability to cause a single disease (such as mummy rot), you gain these bonuses against any creature that has contracted the same disease, even if it did not contract it from you.
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
You learn the basics of the ancient art of hemotheurgy. Pick one school of magic in which you possess the Spell Focus feat—you cast spells from this school of magic at +1 caster level. This bonus stacks with the bonus from Spell Focus. Unfortunately, the bloating side effects increase your girth to such a point that you are constantly under the effects of a medium load—your maximum bonus to AC from Dexterity is +3, you gain an armor check penalty of –3, and your speed decreases as appropriate (generally from 30 feet to 20 feet for a Medium creature).
Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell. Every time you gain an even level in the spellcasting class you chose your spell from, you can choose a new spell to replace the spell selected with this feat, and that spell becomes your specialized spell.
When you cast animate dead or use the Command Undead feat, you are considered to be four levels higher when determining the number of Hit Dice you animate. When you cast command undead, your duration is doubled.
Select a school of magic (other than divination) in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. The spell-like ability gained (and its Varisian name) are as follows:
Necromancy (voratalo): touch of fatigue Unlock Level 6 - Threnodic Spell This feat only works on mind-affecting spells. A threnodic spell affects undead creatures (even mindless undead) as if they weren’t immune to mind-affecting effects, but has no effect on living creatures. A threnodic spell uses up a spell slot two level higher than the spell’s actual level.
Unlock Level 15 - Spell Perfection (Animate Dead) Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have to that spell without affecting its level or casting time, as long as the total modified level of the spell does not use a spell slot above 9th level. In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell.
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| Mythic Feats |
| Monster Abilities | Compression
The creature can move through an area as small as one-quarter its space without squeezing, or one-eighth its space when squeezing.
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| Template Abilities | Onyx Blight
Type Injury; Onset 1 day; Frequency 1/day; Cure 1 save.
Effect: 1d4 of Con and Str damage & 1d2 of dex damage. If a creature is reduced to 0 dex from this disease, the curse petrifies them within Onyx crystal. Special: in addition to the save in order to cure it, a remove curse spell must be cast. This is a supernatural aspect of the disease. When infecting a creature which the Corpse Mother ignores the immunities of (see Special Attacks), the Onyx Blight instead acts as a boon, bolstering their strength. Such creatures do not incur the ability damage of the disease, and instead gain the benefits of the Onyx Apex effect, while within long range (400’+40’/HD) of the Corpse Mother.
The Corpse Mother can telepathically communicate with any willing creature, who is infected with her Onyx Blight, over any distance. Mindless undead and any undead under the Corpse Mother’s Direct Control are considered willing for this effect.
Plague Body The Corpse Mother is an unliving plague. As such, so long as the Onyx Blight exists, the Corpse Mother cannot be permanently slain. When she is reduced to 0 HP, she is slain only until such a time as she can sacrifice a number of undead infected with her disease such that the sum of their HD equals 5 times her own. The Corpse Mother is returned to her physical form at 1 hp, reforming within the epidemiology wing of the Library of Blight. This process takes 24 hours during which time the Corpse Mother has complete control over the chosen undead.
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| Controlled Undead |
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| Traits | Adopted (Social; Half-Elf -> Bifurcated Magic)
Your broad collection of lore grants unparalleled understanding of magic’s underlying principles. Twice per day when spontaneously casting a spell altered by metamagic, you can do so without increasing the spell’s casting time. For each other magic trait you have, you can use this trait’s benefit an additional time each day.
You’ve studied the methods of both elven and human spellcasters. Pick two classes when you gain this trait—your caster level in each of those classes is treated as 1 higher as long as this doesn’t raise your caster level above your total Hit Dice. This doesn’t stack with any similar increase from traits such as Magical Knack.
Your broad collection of lore grants unparalleled understanding of magic’s underlying principles. Twice per day when spontaneously casting a spell altered by metamagic, you can do so without increasing the spell’s casting time. For each other magic trait you have, you can use this trait’s benefit an additional time each day.
+1 caster level to Animate Dead spell
One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
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| Drawbacks | Low Fortitude
-2 to all fort saves
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| Racial Traits | ABI
+2 Dex, +2 Cha, -2 Con
Dhampirs get low-light vision and darkvision with a range of 60 feet.
A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.
Though they’re living creatures, dhampirs react to positive and negative energy as if they were undead; positive energy harms them, and negative energy heals them.
A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Though dhampirs often relate poorly to humanoids, some share an affinity with baser creatures. These dhampirs gain the ability to communicate with bats, rats, and wolves as if under the effects of a speak with animals spell (caster level equal to 1/2 the dhampir’s Hit Dice). In addition, they gain a +2 racial bonus on Diplomacy checks when dealing with these animals. Whenever these dhampirs initiate an exchange, animals begin with a starting attitude of indifferent. This is a supernatural ability. This racial trait replaces manipulative.
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| Template |
| WEAPONS | ||||||
|---|---|---|---|---|---|---|
| Name | AB | Critical | Type | Range | Ammo | Dmg |
| Masterwork Kukri | +10 | 18-20/x2 | S | - | - | 1d4 |
| Masterwork Longbow | +10 | x3 | P | 100' | 20 | 1d8 |
| Masterwork Rapier | +10 | 18-20/x2 | P | - | - | 1d6 |
| ARMOUR | ||||||
|---|---|---|---|---|---|---|
| Name | ACB | Type | Check Penality | Spell Failure | Weight | Properties |
| Nimble Dark Leaf Armored Coat | +3 | Medium | -0 | 10% | 15 | - Bloatmage Initiate |
| Coin Purse | Kelmis's Coin Purse
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| Magic Item Slots | Kelmis's Magic Items Slots
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| Slotless / Stored Magic Items | Kelmis's Other Magic Items
Aura: ;
Caster Level: ;
Body Slot: ;
Price: ;
Weight:
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| Mundane Items | Kelmis's Mundane Items
Aura: ;
Caster Level: ;
Body Slot: ;
Price: 1788;
Weight:
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| Oracle | Curse (Plagued)
You suffer from minor ailments and sicknesses. While you struggle to resist new diseases, you have grown accustomed to the many inconveniences of sickness. You take a –1 penalty on all saving throws against disease or infestation effects, but you are immune to the sickened condition.
spells: Speak with Animals
Revelations:
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| Sorcerer | Bloodline (Sanguine/Umbral)
Arcana:
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| Vigilante | Dual Identity
A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante’s true identity revealed to the world at large.
The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante’s secret. Changing identities is more than just changing outfits and clothing (although that is certainly a part of it the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret. Despite being a single person, a vigilante’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements. A vigilante’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment. Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist. A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.
2) Whether through mutation or alchemy, some vigilantes have flesh that is as moldable as clay and as fluid as ink. A vigilante with this talent gains the shapechanger subtype and the compression universal monster rule. In addition, the vigilante can alter his appearance as disguise self, except that the changes are physical rather than illusory. However, aspects of the vigilante’s aesthetic persist in all forms, halving the bonus on Disguise checks gained from this effect and from seamless guise. At 12th level, the vigilante can pass through narrow openings, even mere cracks, along with any item he wears or carries (to a maximum of his light load).
A magical child starts play with a magical spirit guide in the form of a familiar, using her vigilante level as her effective wizard level. The familiar also has a social identity as a seemingly normal animal, though vigilantes with outlandish familiars might still need to hide the familiar.
At 3rd level, the magical child’s familiar reveals another aspect of its form, and its vigilante identity changes into a creature on the Improved Familiar list that would be available to a 3rd-level spellcaster (the animal guide’s social identity always remains as the original normal animal). The familiar can change its vigilante identity again when the magical child reaches 5th and 7th level, each time to familiars available at those levels. The Improved Familiar feat’s alignment restrictions apply to this ability, but only the magical child’s vigilante identity needs to have an alignment that fulfills the alignment requirements of the improved familiar. The familiar’s new vigilante form choices are permanent, and it cannot transform back into its former vigilante identities until 9th level, when the familiar gains the change shape universal monster ability if it doesn’t already have it. It can use this ability at will when in its vigilante identity to transform into any of its four vigilante identities. In vigilante form, a magical child’s familiar gains an amount of DR/magic equal to her vigilante level. This doesn’t stack with any DR/magic that her vigilante form might already possess. If a magical child’s familiar dies, its consciousness simply leaves its body, and the magical child can replace its body after 24 hours. To do so, she must conduct an 8-hour ritual that costs 200 gp per her vigilante level, but once the ritual is complete, the familiar returns in a new body. It retains all of its memories from its earlier service to the magical child.
Starting at 3rd level, a vigilante adds his class level to the DC of any attempts to Intimidate him.
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| Mystic Theurge (Oracle/Wizard) | Combined Spells (1st)
A mystic theurge can prepare and cast spells from one of his spellcasting classes using the available slots from any of his other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists. At 1st level, a mystic theurge can prepare 1st-level spells from one of his spellcasting classes using the 2nd-level slots of the other spellcasting class. Every two levels thereafter, the level of spells that can be cast in this way increases by one, to a maximum of 5th-level spells at 9th level (these spells would take up 6th-level spell slots). The components of these spells do not change, but they otherwise follow the rules for the spellcasting class used to cast the spell.
Spontaneous spellcasters can only select spells that they have prepared that day using non-spontaneous classes for this ability, even if the spells have already been cast. For example, a cleric/sorcerer/mystic theurge can use this ability to spontaneously cast a bless spell using a 2nd-level sorcerer spell slot, if the character had a prepared bless spell using a 1st-level cleric spell slot, even if that spell had already been cast that day. |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Familiar (Sage) 3
Undead 4 & Familiar (Sage) 3
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.