{"player":"PB:10\/12\/14\/18\/11\/10","name":"Holo","race":"Kitsune","imageid":"1","class_and_level":"LClericLWizard|12;","size":"M","age":"120","gender":"Female","alignment":"NG","deity":"Mystra","homeland":"Arcani","domain":"Magic","height":"5\"5","weight":"120","hair_color":"Soft blond","eye_color":"Blue","xp":"0","strength":"8","dexterity":"14","constitution":"14","intelligence":"32","wisdom":"11","charisma":"10","total_health":"109","hd":"10d8","damage_reduction":"-","spell_resistance":"-","armor_ac_modifier":"","shield_ac_modifier":"","dex_ac_modifier":"","size_ac_modifier":"","natural_ac_modifier":"","deflection_ac_modifier":"","misc_ac_modifier":"10","fortitude_save_base":"6","fortitude_save_magic_modifier":"","fortitude_save_misc_modifier":"","temporary_fortitude_save_modifier":"","reflex_save_base":"3","reflex_save_magic_modifier":"","reflex_save_misc_modifier":"","temporary_reflex_save_modifier":"","will_save_base":"6","will_save_magic_modifier":"","will_save_misc_modifier":"","temporary_will_save_modifier":"","save_notes":"","base_attack_bonus":"6","initiative_dex_modifier":"","initiative_modifier":"","cmb_bab_modifier":"","cmb_str_modifier":"","cmb_size_modifier":"","cmb_modifier":"","cmd_bab_modifier":"","cmd_str_modifier":"","cmd_dex_modifier":"","cmd_size_modifier":"","cmd_modifier":"","weapon_table":"","armor_table":"","known_spells":"5|2","spell_per_day":"0|1|3","bonus_spells":"2|1","spell_dc":"20|21|22|23|24|25","spellbook_txt":"[h1]0 level spells wizard (prepared)[\/h1]\r\n Arcane Mark\r\n Prestidigitation\r\n Mage Hand\r\n Scrivener's Chant\r\n[h1]1 level spells wizard[\/h1]\r\nmagic missle (P) (mythic)\r\nSilent Image \r\nIdentify\r\nWindy Escape  (P)\r\nThunderstomp\r\nJump (P)\r\nSnowball (P)\r\nMount (P)\r\nGrease\r\nDetect Secret Doors[br]\r\n[h1]2 level spells wizard[\/h1]\r\nInvisibility (P)\r\nScorching Ray (P) \r\nFox\u2019s Cunning (p)\r\nHideous Laughter (p)\r\n[h1]3 level spells wizard[\/h1]\r\nFireball (p) (mythic)\r\nHaste (p) (mythic)\r\nlightning bolt (mythic)\r\nDispel Magic (p)\r\n[h1]4 level spells wizard[\/h1][br]\r\nThunderlance\r\nemergency force phere\r\nFlaming Sphere, Greater\r\nDimension Door\r\n[h1]5 level spells wizard[\/h1]\r\n Hold Monster\r\n Telekinesis\r\nWall of Force\r\nCreate Mindscape\r\n[h1]6 level spells wizard[\/h1]\r\nDisintegrate\r\nChain Lightning\r\nPsychic Asylum\r\nMove Earth\r\n[h1]0 level spells Cleric (prepared)[\/h1]\r\nCreate Water\r\nMending\r\nRead Magic\r\nLight\r\n[h1]1 level spells Cleric (Prepared)[\/h1]\r\nmagic aura (domain)\r\nBless\r\nSummon Monster 1\r\nShield of Faith\r\nCure Light Wounds\r\nKreighton's Perusal \r\n[h1]2 level spells Cleric[\/h1]\r\nmagic mouth (domain)\r\nSpiritual Weapon\r\nBook Ward\r\nShatter\r\nSummon Monster II[br]\r\n[h1]3 level spells Cleric[\/h1][br]\r\n Cure Serious Wounds\r\n Remove Curse\r\n [h1]4 level spells Cleric[\/h1]\r\nSummon Monster 4\r\nCure Critical Wounds(mythic)\r\ngreater magic aura\r\n [h1]5level spells Cleric[\/h1][br]\r\nSummon Monster 5\r\nFickle Winds (Mythic)\r\n[h1]6level spells Cleric[\/h1][br\r\nheal\r\nCommune with Texts[br]\r\nHammer of Mending","spell_notes":"spell points 252\/252\r\n3 hero 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background rank\r\n15  int rank\r\n6 legendary cleric rank\r\n12 class rank\r\n3 FCB (L Wizard)","feats":"Mdrawback\r\nflaw 1. Student of the Canon (cleric features based on int)\r\nflaw 2. Empower Spell (Metamagic) [Mythic ]\r\nScribe Scroll: Scribe Scroll\r\n1. Craft Wondrous Item\r\nCleric 2 Craft Potion\r\n3. skill focus (spellcraft)\r\neducated metamagic 4 selective spell\r\naugment spells 4 Quicken Spell (Metamagic)\r\n5 Dazing Spell (Metamagic)\r\n7 widen spell\r\n8 Selective spell\r\n8 (cleric) Silent Spell\r\n9 Heighten Spell (Metamagic)[br]\r\n11 initate of mystra (3.5)\r\n12 maxamise spell","special_abilities":"","traits":"[spoiler]Bane: When in difficult terrain if you roll a natural 1 or 2 on any d20 check you make (attack, ability or skill check, or saving throw), you fall prone. You may not take Nimble Moves or Acrobatic Step.|Major Drawback Clumsy[\/spoiler]\r\n[spoiler]You are not good at defending yourself.\r\n\r\nEffect\r\nYou take a -1 penalty to Armor Class.| Vulnerable[\/spoiler]\r\n[spoiler]You are unathletic and uncoordinated.\r\n\r\nEffect\r\nYou take a -2 penalty on Strength-, Dexterity-, and Constitution-based ability checks and skill checks.|Feeble[\/spoiler]\r\n[spoiler]Your broad collection of lore grants unparalleled understanding of magic\u2019s underlying principles. Twice per day when spontaneously casting a spell altered by metamagic, you can do so without increasing the spell\u2019s casting time. For each other magic trait you have, you can use this trait\u2019s benefit an additional time each day.|Magic:   Curator of Mystic Secrets [\/spoiler]\r\n[spoiler]Benefit(s): You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.|Spark of Creation[\/spoiler]\r\n[spoiler]Effect: Whenever you have less than half your maximum hit points, you are shaken.|Sheltered[\/spoiler]\r\n[spoiler]Effect The first time per combat encounter that an ally within 30 feet falls unconscious or dies as the result of an attack, you are dazed until the end of your next turn.|Helpless[\/spoiler]\r\n[spoiler]Benefit: Whenever you craft a magic item, you reduce the required gp cost to make the item by 5%.|Hedge Magician[\/spoiler]\r\n[spoiler]social  |Category Basic (Magic)\r\nRequirement(s) Dwarf\r\nYou are learned in the secret lore of the forge, rituals handed down for generations that some say come from Torag himself. Whenever you use the Craft skill or a crafting feat to make a stone or metal item, you reduce the cost of making the item by 5%. This includes metal-headed weapons with nonmetal parts, such as axes and spears.[\/spoiler]","languages":"Common\r\nsylvan\r\ncelestial\r\ndraconic\r\ndwarven","arms_and_equipment_txt":"","class_features_txt":"[h1]L Cleric[\/h1]\r\n[spoiler] A legendary cleric\u2019s power is drawn from their faith, a deep and powerful belief in a greater power or meaning.\r\n\r\nThis may take the form of a deity or pantheon, spirits, ancestor worship, a deep reverence of nature, or any other religious or spiritual belief. A legendary cleric\u2019s alignment must be appropriate to their religion; if they worship a deity, their alignment must be within one step of that deity\u2019s. Otherwise, they should choose an alignment which reflects the values of their faith.\r\n\r\nAt 1st level, the cleric\u2019s faith manifests itself in a pool of points which fuel their domain powers. The cleric\u2019s faith pool is equal to \u00bd their level plus their Wisdom modifier (minimum 1). When casting a spell, they can expend 1 point of faith to increase their effective caster level by 1 or increase the DC of the spell by 1. The legendary cleric regains all expended faith when they regain spells each day.| Faith (Su) [\/spoiler]\r\n[spoiler] A legendary cleric treats their level as 5 higher when determining the strength of their alignment aura. If they worship a deity or an aligned faith, they gain a particularly powerful aura corresponding to the deity\u2019s alignment (see detect evil for details).|Aura (Ex) [\/spoiler]\r\n[spoiler] A legendary cleric casts divine spells which are drawn from the legendary cleric spell list. They cannot cast spells whose alignments oppose theirs or their faith\u2019s. A legendary cleric must choose and prepare their spells in advance.\r\n\r\nTo prepare or cast a spell, a legendary cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a legendary cleric\u2019s spell is 10 + the spell level + the legendary cleric\u2019s Wisdom modifier.\r\n\r\nLike other spellcasters, a legendary cleric can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table 1-1: Legendary Cleric Class Features. In addition, they receive bonus spells per day if they have a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).\r\n\r\nLegendary clerics must meditate, pray, or otherwise focus to gain their spells. A legendary cleric must spend 1 hour each day in quiet contemplation or supplication to regain their daily allotment of spells. Time spent resting has no effect on whether a legendary cleric can prepare spells, but they must wait at least 24 hours to regain their spells again.\r\n\r\nOrisons: Legendary clerics can prepare a number of orisons, or 0-level spells, each day as noted on Table 1-1: Legendary Cleric Class Features under \u201cSpells per day.\u201d These spells are treated like any other spell, but they are not expended when cast and may be used again.|Spellcasting  [\/spoiler]\r\n\r\n[spoiler]A legendary cleric automatically gains a number of ranks in Knowledge (religion) equal to their class level and may use Wisdom in place of Intelligence for Knowledge (religion) checks. In addition, they automatically succeed at any Knowledge check related to their faith, though if it isn\u2019t about their faith specifically (for instance, a story about a different deity that theirs is involved in), they only know the parts that involve their faith.|Knowledge of the Faith (Ex)[\/spoiler]\r\n[spoiler]A legendary cleric can release a wave of energy by channeling the power of their faith through a divine focus, typically a holy symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. At 1st level, the legendary cleric must choose whether they channel positive or negative energy.\r\n\r\nA legendary cleric who channels positive energy can choose to deal damage to undead creatures or to heal living creatures. A legendary cleric who channels negative energy can choose to deal damage to living creatures or to heal undead creatures. Channeling energy creates a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the legendary cleric. When channeling, they can select a number of targets in the area of up their Wisdom modifier. These targets are unaffected by the channel (this counts as having the Selective Channeling feat as well as 13 Charisma for the purpose of meeting prerequisites).\r\n\r\nThe amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two legendary cleric levels beyond 1st. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + \u00bd the legendary cleric\u2019s level + the legendary cleric\u2019s Wisdom modifier. A legendary cleric may channel energy a number of times per day equal to 3 + their Wisdom modifier. This is a standard action that does not provoke an attack of opportunity. A legendary cleric can choose whether or not to include themselves in this effect.|Channel Energy (Su)[\/spoiler]\r\n[spoiler]Magic Sense (Sp)\r\nYou constantly benefit from detect magic. You can exclude the presence of magical auras you already know the presence and location of, such as your allies\u2019 magic items. At 10th level, this effect becomes arcane sight instead.|Domain: Magic (SU)[\/spoiler]\r\n[h1]L Wizard (Universalist)[\/h1]\r\n[spoiler]A path of the diligent wizard gains the following class feature:\r\n\r\nSpells: A path of the diligent wizard casts arcane spells drawn from the sorcerer\/wizard spell list (additional wizard spells can be found here). A path of the diligent wizard must choose and prepare their spells ahead of time.\r\n\r\nTo learn, prepare, or cast a spell, the path of the diligent wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a path of the diligent wizard\u2019s spell is 10 + the spell level + the wizard\u2019s Intelligence modifier.\r\n\r\nA path of the diligent wizard can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: Wizard. In addition, they receive bonus spells per day if they have a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).\r\n\r\nA path of the diligent wizard may know any number of spells. They must choose and prepare their spells ahead of time by getting 8 hours of sleep and spending 1 hour studying their spellbook. While studying, the path of the diligent wizard decides which spells to prepare.\r\n\r\nStarting Spells (See Spellbooks below): A path of the diligent wizard begins play with a spellbook containing all 0-level wizard spells (except those from their opposed schools, if any; see Arcane Schools) plus three 1st-level spells of their choice. The path of the diligent wizard also selects a number of additional 1st-level spells equal to their Intelligence modifier to add to the spellbook. At each new wizard level, they gain two new spells of any spell level or levels that they can cast (based on their new wizard level) for their spellbook. At any time, a path of the diligent wizard can also add spells found in other wizards\u2019 spellbooks to their own (see Magic).\r\n\r\nSpells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, they gains two spells of their choice to add to their spellbook. The two free spells must be of spell levels they can cast.|Path of the Mage[\/spoiler]\r\n[spoiler]A wizard must choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed.\r\n\r\nThe wizard gains opposition schools based on their choice of specialization, with certain schools having more opposed schools than others:\r\n\r\nA wizard who prepares spells from their opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of their available 3rd-level spell slots to prepare a fireball, regardless of their path. In addition, a specialist takes a \u20134 penalty on any skill checks made when crafting a magic item that has a spell from one of their opposition schools as a prerequisite.\r\n\r\nEach arcane school gives the wizard a number of school powers. In addition, specialist wizards increase their caster level by +1 for spells of their specialty school. At 5th level and every five levels afterwards, their caster level increases by an additional +1, to a maximum of +5 to their caster level when casting spells from their speciality school at 20th level.\r\n\r\n(Wizard Arcane Schools can be found here)|Arcane School[\/spoiler]\r\n[spoiler] At 1st level, a wizard must select a bonded object from the following list: orb, spellbook, or staff. Each object grants a bonus while held:\r\n\r\nOrb: +1 insight bonus to armor class\r\nSpellbook: +2 insight bonus to all skill checks\r\nStaff: +1 insight bonus to all attack rolls\r\nAt 8th level and every eight levels thereafter, this bonus increases by +1, to a maximum of +3 at 16th level.\r\n\r\nIf a wizard attempts to cast a spell without their bonded object in hand, they must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell\u2019s level.\r\n\r\nA wizard can add additional magic abilities to their bonded object as if they has the required Item Creation Feats regardless of their level, and an orb is treated as though it was an amulet while a spellbook is treated as a ring (this does not allow a wizard to gain the benefit of two amulets or three rings unless they would otherwise be able to, and the book or orb may be magical in its own right, such as a blessed book). The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object\u2019s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.\r\n\r\nIf a bonded object is damaged, it is restored to full hit points the next time the wizard prepares their spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as their bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.|Bonded Object (spelbook)[\/spoiler]\r\nArcane Discovery\r\n[spoiler]A universalist does not select a school in which to specialize, and gains no increase to their caster level. However, they can select a single passive ability from any school, gaining it as if they had specialized in that school.\r\n\r\nIn addition, a universalist can use their educated metamagic class feature with any spell rather than requiring the spell to be from a specialty school. All spells are treated as though they were the universalist\u2019s specialty school for the purpose of their genius insight class feature.\r\n\r\nThis ability alters the arcane school and educated metamagic class feature|Unschooled[\/spoiler]\r\n[spoiler]Passive: Whenever you cast an evocation spell that deals hit point damage, add 1\/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature\u2019s spell resistance and take the better result.[\/spoiler]\r\n","creatures_and_mounts_txt":"","possessions_and_property_txt":"+6 headband of vast int","retinue_txt":"mythic 3 [br]\r\ndual path [br]\r\ninspired spell[br]\r\nwild arcana\r\nThrow Spell (Su)\r\nWhen casting a melee touch spell, you can expend one use of mythic power to throw that spell as a ranged touch attack. The range of this thrown spell is 10 feet per tier. If the spell allows you to make multiple melee touch attacks, you may make any number of the attacks as melee touch attacks and throw the rest as you see fit.\r\nMythic Spellcasting (Ex)\r\nmythic spellcasting 2x","general_notes_1_label":"Arcane Discovery","general_notes_1":"[spoiler]Benefit: Select one type of magic item (potions, wondrous items, and so on). You gain the related item creation feat (such as Craft Wondrous Item) and create items of this type 50% faster than normal, also gaining a +6 bonus on Spellcraft checks (or other checks, as appropriate) to craft items of this type. You must meet all prerequisites of this item creation feat.\r\n\r\nSpecial: You may select this discovery multiple times; its effects do not stack. Each time you select this discovery, it applies to a different type of magic item.\r\n\r\n\r\n\r\n|Arcane Buffer[\/spoiler]\r\n\r\nIdealize","general_notes_2_label":"Race","general_notes_2":"Outsider (good, kitsune, native, shapechanger): Zenko are outsiders with the good, kitsune, native, and shapechanger subtypes. This racial trait replaces the normal kitsune\u2019s type and subtypes.\r\nCelestial Messenger (Su): A zenko has a connection to the whims of celestial beings and powerful gods; once per week, while the zenko sleeps, they can contact a powerful good-aligned being and receive a message or duty. If they know of a particular being, they can attempt to contact them (if that being is willing); otherwise, the contacted being is determined by the GM. If the zenko delivers the message properly or fulfills the given duty, the next time they contact that being, they are entitled to answers as if they had used a commune spell with a caster level equal to the zenko\u2019s character level or Wisdom modifier, whichever is higher. A zenko that repeatedly fails to deliver messages or fulfill duties may find themselves cut off from new or easy jobs when they use this ability. However, when a zenko contacts a celestial, they become aware of the zenko\u2019s strengths and abilities. Most celestials will assign duties that befit the zenko\u2019s standing or power. This racial trait replaces kitsune magic.\r\nDarkvision (Ex): Zenko see perfectly in the dark up to 60 feet. (Editor's Note: Though not listed in the original source, the Outsider type always grants the darkvision ability, so I have listed it here.)\r\nSworn Secrecy (Ex): A zenko cannot be magically forced to reveal the details of a message or duty they have received with their celestial messenger ability, even if an effect would normally cause them to do so. This ability even protects against compulsion or dominate effects, allowing the zenko to ignore orders to reveal the secrets in question. In addition, zenko gain a +1 racial bonus on saving throws against mind-affecting effects. This racial trait replaces agile\r\n\r\nYokai (Su)\r\nThe kitsune gains the beastblood subtype, and their natural form is a single specific Small-sized fox; they have the ability to change shape as if by the beast shape I spell, but only to this form. The kitsune can still assume the appearance of their specific human form, but cannot take the form of a humanoid fox. Antimagic fields and effects that return the kitsune to their natural form revert them to their fox form, and effects that pierce through magical disguises (such as true seeing) reveal the kitsune\u2019s true form. Because of telltale foxlike features (such as a poorly concealed tail or sharp fangs), a kitsune with this racial trait only gains a +5 bonus on Disguise checks to appear fully human when in their human form. However, they gain a +20 bonus on Disguise checks to appear as normal foxes when in their natural form, and do not take the normal penalty for disguising as a smaller creature when doing so. As a yokai kitsune\u2019s natural form is a fox, they gain their racial bite attack in that form. The kitsune can speak and cast spells in their fox form, and has access to any material and focus components that are melded to their form when they transform back into a fox (though expending them will cause them to be used when the fox transforms into a human again). This racial trait alters change shape, but otherwise functions as that ability.\r\n\r\nYokai kitsune reach adulthood at 50 years of age, and use the the table on page 11 for their aging effects, rather than aging like a normal kitsune.\r\n\r\nFor every 100 years a yokai kitsune is alive, they grow one additional tail. This tail is purely cosmetic and does not grant them the Magical Tail feat (though one with that feat may appear older to other kitsune). A yokai kitsune who reaches 1,000 years of age ascends, body and spirit, to another plane (treat this as if they had died of old age). Normally, a kitsune can only grow a maximum of eight extra tails (if they have the Magical Tail feat, they will eventually stop growing extra tails from age once they\u2019ve reached the limit, and further selections of that feat will replace existing tails). A kitsune who slows their aging in some way, such as through a huli jing\u2019s devour essence ability or the timeless body class feature, will still grow additional tails as they age.\r\n\r\n","arms_and_equipment":"","class_features":"","creatures_and_mounts":"","possessions_and_property":"","retinue":"","spellbook_0_level_spells":"","spellbook_1_level_spells":"","spellbook_2_level_spells":"","spellbook_3_level_spells":"","spellbook_4_level_spells":"","spellbook_5_level_spells":"","spellbook_6_level_spells":"","spellbook_7_level_spells":"","spellbook_8_level_spells":"","spellbook_9_level_spells":"","health_current":"","health_temp_current":"","health_temp_total":"","strength_temporary_adjustment":"","dexterity_temporary_adjustment":"","constitution_temporary_adjustment":"","intelligence_temporary_adjustment":"","wisdom_temporary_adjustment":"","charisma_temporary_adjustment":"","quick_notes":"","spellslot_available_0":"","spellslot_available_1":"","spellslot_available_2":"","spellslot_available_3":"","spellslot_available_4":"","spellslot_available_5":"","spellslot_available_6":"","spellslot_available_7":"","spellslot_available_8":"","spellslot_available_9":"","tags":"","isShared":"on","templateId":"947","blockId":"1425387","world":"f7a60480-ea15-4867-ae03-e9e0c676060a","folder":"null"}