{"player":"Hyron (13,7,16,10,18,9)","name":"H. Solano","race":"Living Veil","imageid":"5806676","class_and_level":"Incarnate Veil|5;L. Samurai (Spherelord)|2;Armiger (Antiquarian)|2;Epilektoi|9","size":"M","age":"Very","gender":"","alignment":"LG","deity":"Vildeis","homeland":"","domain":"","height":"8'11\"","weight":"185 lbs","hair_color":"Green","eye_color":"Green","xp":"","strength":"13","dexterity":"5","constitution":"20","intelligence":"12","wisdom":"26","charisma":"9","total_health":"244","hd":"9d12+126+10","damage_reduction":"Delay:[br][small][small]E[\/small][\/small]61 [small][small]G[\/small][\/small]45","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":"5","fortitude_save_magic_modifier":"","fortitude_save_misc_modifier":"3","temporary_fortitude_save_modifier":"","reflex_save_base":"2","reflex_save_magic_modifier":"","reflex_save_misc_modifier":"3","temporary_reflex_save_modifier":"","will_save_base":"5","will_save_magic_modifier":"","will_save_misc_modifier":"-4","temporary_will_save_modifier":"","save_notes":"","base_attack_bonus":"9|4","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":"Dawn|Iron|Scarlet|Silver|Conjur|Veil|L. Veil|-|-|-","spell_per_day":"6|2|1|1|2|3|1|-|-|-","bonus_spells":"-|-|-|-|3|0|-|-|-|-","spell_dc":"|-|-|-|-|18|-|-|-|-|-","spellbook_txt":"[table][tr][td][\/td][\/tr][tr][td]Veilweaving Sphere[\/td][td][li]Veils Shaped\/day: 1[\/li][li]Essence Capacity: 2[\/li][li]Essence: 18[\/li][spoiler][small]Armory of the Conqueror[\/small]|Veil List[\/spoiler][spoiler][small][\/small]|Binds Known[\/spoiler][table][tr][td]Hand[\/td][td][spoiler][small]You gain a +4 insight bonus to Heal checks.[br]As a standard action, you may touch a creature (including yourself ) to alleviate them from maladies. The touched creature may make a saving throw with an additional +2 insight bonus against any ongoing effect they are currently affected by that allows for save DC (such as a spell or a poison) at the original save DC. If they succeed, the condition is negated. These saving throws do not progress diseases or poisons. Alternatively, you may immediately remove one of the following conditions: shaken, sickened, or fatigued. [\/small]|Grace of the Goddess - 2 Essence[\/spoiler][\/td][\/tr][tr][td]Wrist[\/td][td][spoiler][small]When you shape this veil, choose one weapon you are wielding. A weapon affected by this veil is treated as though it is one size category larger than it actually is when 1 point of essence is invested. For every 2 points of essence invested beyond the first, this size bonus increases by an additional category. Ranged weapons confer this property on their ammunition, and thrown weapons retain this effective size increase until after the attack made using the thrown weapon is resolved. (+1 Virtual Size)[\/small]|Armory of the Conqueror - 2 Essence[\/spoiler][\/td][\/tr][tr][td]Voice[\/td][td][spoiler][small]It is in your power to convince creatures to live even when they might otherwise die. As an immediate action when a creature within 35 feet of you is reduced to 1\/4, or less, of their maximum hit points you can heal that creature of 2d6 points of damage. This ability can only be used on any specific creature a number of times per day equal to your veilweaving modifier. [\/small]|Living Veil - Invigorating Oration - CAP Essence[\/spoiler][\/td][\/tr][tr][td]Titles[\/td][td][spoiler][small]The entitled gains a blood pool with a maximum equal to their total hit points. When the entitled rolls initiative, this blood pool becomes 0. Whenever the entitled deals damage, they store half of the damage they deal into this blood pool. If they deal damage in an area of effect, they store half of the highest damage they deal to any one individual target in this blood pool. As a standard action, the entitled may remove any amount of points from their blood pool and heal themselves for an amount of hit points equal to the amount of blood points removed.[br]Whenever you heal hit points from this veil, your next attack deals an additional 1d6+1 points of damage for each point of essence invested into this veil. This effect lasts for 1 minute or until you hit with an attack.[\/small]|The Gravekeeper - 2 Essence[\/spoiler][\/td][\/tr][\/table][\/td][\/tr]\r\n[tr][td]Maneuvers[\/td][td][spoiler][small]Decree of Mercy, Encouraging Roar, Enduring Crane Strike, Iron Heart Surge, Hunting Party, Noblesse Oblige, Pride Movement[\/small]|7 Readied[\/spoiler][spoiler][small]Pride Movement, Noblesse Oblige, +2 Random[\/small]|Auto-Granted 4[\/spoiler][spoiler][small]Healer's Bane, N\/A Golden Lion[\/small]|Aligned Defense[\/spoiler][\/td][\/tr][tr][td]Dawn Lion[\/td][td][b]Boosts: [\/b][spoiler][small]The disciple lets out shouts of encouragement to bolster his allies in battle. All allies within 30-ft. of the Golden Lion disciple gain a +2 morale bonus to attack and damage rolls for one round. [\/small]|Encouraging Roar[\/spoiler][spoiler][small]By having a watchful eye on the flow of combat, the disciple knows when to spur an ally into a better position. As a swift action, the initiator may grant a move action to an adjacent ally. This ally may then use this move action immediately to move up to his base speed, as if it were a free action taken on the initiator\u2019s turn.[\/small]|Pride Movement[\/spoiler][spoiler][small]Your akasha shapes an attack into a powerful solar flare. Choose one ally within range. The next melee or ranged weapon attack made by that ally can be made at any target within long range (400 feet + 40 feet per initiator level) of that ally. When this maneuver is initiated, the initiator may choose to treat the amount of essence invested in this maneuver as any amount of essence equal to or less than the amount of essence invested in this maneuver (minimum 0) for determining the effects of its essence augmentation. Each point of essence invested into this boost increases the minimum area of the chosen ally\u2019s attack - while at least one point of essence is invested, the attack becomes a burst with a radius of 5 feet per point of essence invested. A single attack roll is made for the attack, and compared against all creatures within the burst, and any damage the attack does is halved. If the attack allows for a save, creatures caught within the burst may roll twice and take the better result.[\/small]|Sunstroke - 2 Essence[\/spoiler][br][b]Counters:[\/b] [spoiler][small]A simple look and gesture can weaken one\u2019s resolve to kill. You can initiate this counter in response to a creature making any action within close range (25 feet + 5 feet per 2 initiator levels). The next time the target uses an e\ufb00ect which deals hit point damage, the damage is nonlethal. If the effect targets or includes a creature that is immune to nonlethal, the effect instead deals half damage to that creature. For each point of essence invested, an additional attack from the target creature is also non-lethal.[\/small]|Decree of Mercy - 2 Essence[\/spoiler][spoiler][small]You may initiate this counter in response to a target within range healing hit point damage. The target must make a will save (DC 12 + initiation modifier) or have their healing stolen. Instead of the target (and any other creatures a\ufb00ected by that instance of the e\ufb00ect) being healed, you draw the total amount of healing done into a pool, and may redistribute this pool of healing to allies within close range (25 feet + 5 feet per 2 initiator levels), divided as you choose between you and your allies. Targets that would have been healed by the healing then take damage equal to half of the healing stolen. Each point of essence invested into this counter increases the DC by 2, and the healing and damage done by your initiation modifier.[\/small]|Healer's Bane - 2 Essence[\/spoiler][br][b]Stances:[\/b] [spoiler][small]A thin layer of akasha \ufb02ows forth from you and covers your and your allies\u2019 weapons. While you maintain this stance, you empower a number of weapons (including natural weapons) within close range (25 feet + 5 feet per 2 initiator levels) up to your initiation modifier. Each empowered weapon gains the benefit of a weapon special ability with a market price of \u201c+1 bonus\u201d. This ability must be chosen from the list of weapon special abilities you could normally place on a mind blade (see the enhanced mind blade class feature in Chapter 3 of Ultimate Psionics or in the Reference Materials section at the end of this book). At initiator 10th and every five levels thereafter, the market price of the weapon special ability you can grant a weapon increases (to \u201c+2 bonus\u201d, then \u201c+3 bonus\u201d, and so on). A weapon can only gain a single ability through this stance, though you need not grant the same ability to each a\ufb00ected weapon. A weapon retains its new ability for as long as it remains within close range. You choose which weapons are empowered when you enter this stance, and you can change which weapons within range are empowered as a swift action or as part of reallocating essence.[\/small]|Armaments of the Empire[\/spoiler][spoiler][small]Might makes right. While you maintain this stance, allies within close range (25 feet + 5 feet per 2 initiator levels) heal 3 hit points whenever they hit with an attack. Each point of essence invested into this stance increases the amount of healing done by this stance by 1.[\/small]|Spoils of War - 2 Essence[\/spoiler][spoiler][small]Through the use of the Golden Lion disciple\u2019s superior tactical ability, he is able to direct his allies in combat for maximum effectiveness. As long as his allies within 30-ft. of him can clearly hear his shouts and understand his language, he grants his allies the ability to gain flanking with all adjacent allies that are fighting in melee against the same opponent (i.e. if two allies of the initiator are 20-ft. away fighting a target together, and the initiator has another ally assisting him in combat against a different target, both pairs gain flanking bonuses against their foes even if they are not normally in flanking position).[\/small]|Golden Commander[\/spoiler][br][b]Strikes:[\/b] [spoiler][small]When this strike is initiated, a successful melee attack may grant one adjacent ally who is attacking the same target an attack of opportunity against that target.[\/small]|Hunting Party[\/spoiler][br][b]Unique:[\/b] [spoiler][b]Free Action[\/b][br][small]When all else fails, your allies turn to you to save them. Whenever an ally within close range would die or be destroyed, you may initiate this maneuver, even if it is not your turn. That ally\u2019s hit points becomes 1. Then, you may make a melee or ranged attack against an enemy. If it hits, it deals an additional 3d6 points of damage and you also heal the ally subject to this maneuver by an amount equal to the damage dealt by this attack plus 14. A creature may only benefit from this maneuver once, and must experience sunrise (or wait 24 hours, whichever comes first) before they can gain its benefit again.[\/small]|Noblesse Oblige - 2 Essence[\/spoiler][\/td][\/tr][tr][td]Iron Heart[\/td][td][b]Strike:[\/b] [spoiler][small]As you initiate this strike, you make two melee attacks, each against a different foe that you threaten. Resolve each attack separately.[\/small]|Steel Wind[\/spoiler][spoiler][small]Your fighting spirit, dedication, and training allow you to overcome almost anything to defeat your enemies. When you use this maneuver, select one spell, effect, or other condition currently affecting you and with a duration of 1 or more rounds. That effect ends immediately. You also surge with confidence and vengeance against your enemies, gaining a +2 morale bonus on attack rolls until the end of your next turn.[\/small]|Iron Heart Surge[\/spoiler][\/td][\/tr][tr][td]Scarlet Throne[\/td][td][b]Boosts:[\/b] [spoiler][small]The initiator gains a +4 dodge bonus to his Armor Class when he moves through threatened areas and provokes attacks of opportunity and a +2 competence bonus to Reflex and Will saves until his next turn.[\/small]|Prince's Attitude[\/spoiler][\/td][\/tr][tr][td]Silver Crane[\/td][td][b]Stances:[\/b] [spoiler][small]The initiator gains a +4 insight bonus to initiative checks if he is in this stance before combat begins, and a +2 insight bonus to Reflex saves and to AC. These bonuses increase by an additional +1 every eight levels after 1st level.[\/small]|Silver Crane Waltz[\/spoiler][br][b]Strikes:[spoiler][small]The initiator makes an attack against a target creature, inflicting damage as normal, and the strike restores 1d6 hit points plus his initiation modifier to the initiator or to an ally within 30-ft.[\/small]|Enduring Crane Strike[\/spoiler][\/td][\/tr][\/table]","spell_notes":"[table][tr][td][spoiler][quote][small][small][small][li]Spell Points: 11\/day (4+wis)[\/li][li]Conjuration: 3 assigned[\/li][li]Veilweaving: 0 assigned[\/li][li]Unassigned: 8[\/li][\/small][\/small][\/small][\/quote]|Spell Points[\/spoiler][spoiler][quote][small][small][small][li]Casting Type: Psychic[\/li][li]Casting Modifier: Wis[\/li][li]Drawbacks: Coy Caster, Extended Casting, Focus Casting, Prepared Caster, Witchmarked[\/li][li]Boons: +1 Essence per class level (+7)[\/li][\/small][\/small][\/small][\/quote]|Casting Tradition[\/spoiler][\/td][td][spoiler][quote][small][small][small][li]Equipment: Bushido Training [small](double-chained kama, double walking stick katana, dual blade, katana, kama, kusarigama, longbow, naginata, nodachi, tetsubo and wakizashi)[\/small][\/li][li]Guardian: 3 talents[\/li][\/small][\/small][\/small][\/quote]|Martial Tradition[\/spoiler][\/td][td][spoiler][quote][small][small][small][li]Conjuration CL: 3 (4 talents)[\/li][li]Veilweaving CL: 3 (1 talent)[\/li][li]Racial Veilweaving Level: 7[\/li][li]Initiator Level: 7[\/li][li]Spheres of Might BAB: 5[\/li][\/small][\/small][\/small][\/quote]|CL[\/spoiler][\/td][\/tr][\/table][table][tr][td]PoW[\/td][td][spoiler][small]Radiant Dawn & Golden Lion Aligned Discipline: (1)Decree of Mercy, Encouraging Roar, Hunting Party, Pride Movement, (2)Healer's Bane, (4) Sunstroke, (5) Noblesse Oblige[\/small]|Dawn Lion[\/spoiler][spoiler][small](1)Steel Wind, (3) Iron Heart Surge[\/small]|Iron Heart[\/spoiler][spoiler][small](1)Prince's Attitude[\/small]|Scarlet Throne[\/spoiler][spoiler][small](1)Enduring Crane Strike[\/small]|Silver Crane[\/spoiler][spoiler][small]Armaments of the Empire, Golden Commander, Spoils of War, Silver Crane Waltz[\/small]|Stances[\/spoiler][\/td][\/tr][tr][td]SoP[\/td][td][spoiler][small]Base Sphere (Martial Companion <Battle Creature>), Battle Creature 2 (Martial Tradition), Lingering Companion, Greater Summoning[\/small]|Conjuration[\/spoiler][spoiler][small]Base Sphere (Armory of the Conqueror)[\/small]|Veilweaving[\/spoiler][\/td][\/tr][tr][td]SoM[\/td][td][spoiler][small]Base Sphere, Indifferent Defender Drawback, Greater Delayed Damage, Endure Pain[\/small]|Guardian[\/spoiler][\/td][\/tr][tr][td]CotS[\/td][td][spoiler][small][quote][small][small][li][b]Conjuration:[\/b] Boon Companion[\/li][\/small][\/small][\/quote][\/small]|Customization One[\/spoiler][spoiler][small][quote][small][small][li][b]Veilweaving:[\/b] Shape Additional Veil (Grace of the Goddess)[\/li][\/small][\/small][\/quote][\/small]|Customization Two[\/spoiler][spoiler][small][quote][small][small][b]Protection:[\/b] Base, Resistance[\/small][\/small][\/quote][\/small]|Customization 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Skills: Perform (Sing), Handle Animal[\/small]|Background: Castaway Child[\/spoiler][spoiler][quote][small][small][small][li]You can use first aid as a swift action instead of a standard action.[\/li][li]9\/day, can use Treat Deadly Wounds as a full-round action. Do not take a penalty for not using a healer's kit when treating deadly wounds in this way and can do so upon the same creature more than once a day. The healing from this manner of treating deadly wounds only heals creatures who are healed by positive energy.[\/li][li]When you treat deadly wounds, the target recovers hit points and ability damage as if it had rested for a full day. (135 HP healing)[\/li][\/small][\/small][\/small][\/quote]|Heal Skill Modifications[\/spoiler]","feats":"[table][tr][td]Non-Leveling Feats[\/td][td][spoiler][small]Gain Str mod additional AoOs each round. Counts as Combat Reflexes[\/small]|Flaw) Muscular Reflexes[\/spoiler][spoiler][small]Once per round, when an ally (other than yourself) misses an attack against an opponent you both flank, you can make an attack of opportunity against that opponent. [\/small]|Flaw) Golden Lion Style[\/spoiler][spoiler][small]You gain a stamina pool. After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost.[\/small]|Major Drawback) Combat Stamina (9)[\/spoiler][spoiler][small]+1 HP\/level[\/small]|Background) Toughness[\/spoiler][\/td][\/tr][tr][td]Leveling Feats[\/td][td][spoiler][small]A number of times per day equal to his ranks in Knowledge Planes, Hyron can perform the Treat Deadly Wounds function of the Heal skill as a full-round action. Hyron does not take a penalty for not using a healer's kit when treating deadly wounds in this way and can do so upon the same creature more than once a day. The healing from this manner of treating deadly wounds only heals creatures who are healed by positive energy.[\/small]|1) Healer's Hands[\/spoiler][spoiler][small]Once per round, when you initiate a maneuver, heal yourself or an ally within close range for an amount of Hp equal to 3+the amount of invested essence. Gain 1 point of essence.[\/small]|3) Radiant Dawn Style - 2 Essence[\/spoiler][spoiler][small]Gain Skill Unlocks for the Heal skill.[\/small]|5) Signature Skill (Heal)[\/spoiler][spoiler][small]Whenever you restore hit points to an ally, if this healing would raise their hit points to its maximum, they are granted temporary hit points equal to any excess healing. These temporary hit points stack with other temporary hit points granted by you, up to a maximum of of half of the ally\u2019s maximum hit points, and last for one minute.[br]You gain 1 point of essence. [\/small]|7) Radiant Sunlight[\/spoiler][\/td][\/tr][tr][td]Antihero Feats[\/td][td][spoiler][small] You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.[quote][small][small][small]You can select this feat even if you don\u2019t meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool.[\/small][\/small][\/small][\/quote][\/small]|1) Gang Up[\/spoiler][spoiler][small]When Resolve class feature is used, gain HD temp HP for 1 minute, disappearing after 24 hours if they somehow still exist after the minute... lol.[\/small]|7) Unconquerable Resolve[\/spoiler][\/td][\/tr][tr][td]Class Feats[\/td][td][spoiler][small]Use AoO to aid another adjacent ally's AC when they are attacked.[\/small]|1) Bodyguard[\/spoiler][spoiler][small]When using the Bodyguard feat, if the attack still hits an adjacent ally, as an immediate action you can take the damage and associated effects of the attack in their place.[\/small]|2) In Harm's Way[\/spoiler][spoiler][small][\/small]|6)\r\n[\/spoiler][spoiler][small]You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat. As long as you have at least 1 stamina point in your stamina pool, you can sheathe a weapon as a swift action.[\/small]|6) Quick Draw[\/spoiler][spoiler][small]You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.[\/small]|8) Endurance[\/spoiler][spoiler][small]When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.[br]When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.[\/small]|8) Diehard[\/spoiler][spoiler][small][\/small]|11)[\/spoiler][spoiler][small][\/small]|12)[\/spoiler][spoiler][small][\/small]|18)[\/spoiler][spoiler][small][\/small]|19)[\/spoiler][\/td][\/tr][tr][td]Oath Feats[\/td][td][spoiler][small]Treat any racial Hit Dice not granting spherecasting and your levels in non-spherecasting classes as Low-Casting classes when determining your total caster level, magic skill bonus, and magic skill defense. You gain spell points from casting tradition drawbacks, but otherwise do not add these levels when determining your spell point pool. If you do not possess levels in an actual spherecasting class or racial Hit Dice granting spherecasting, increase your spell point pool to become equal your casting ability modifier (minimum 1).[\/small]|Advanced Magic Training[\/spoiler][spoiler][small]Use Wisdom in place of Charisma for L. Samurai abilities, additionally gain a +2 bonus to the Heal skill.[\/small]|2) Wizened Samurai[\/spoiler][spoiler][small]Took Recruits at level 6, however at level 7 recruits can be advanced to Leadership at no cost.[br][b]Leadership:[\/b] One day, acquire a cohort. lol.[\/small]|6) Recruits -> Leadership[\/spoiler][spoiler][small][\/small]|10)[\/spoiler][spoiler][small][\/small]|14)[\/spoiler][spoiler][small][\/small]|18)[\/spoiler][\/td][\/tr][tr][td]Mythic Feats[\/td][td][spoiler][small]You can make any number of additional attacks of opportunity per round. LMAO[\/small]|M. Muscular Reflexes[\/spoiler][spoiler][small]Can Use an AoO to activate In Harm's Way, and can take a 5' step as an immediate action to become adjacent to a creature in order to use In Harm's way. Can spend 1 mythic power to move 10' (up to your land speed) to become adjacent to a creature to use In Harm's Way. this movement does not provoke an AoO.[\/small]|M. In Harm's Way[\/spoiler][\/td][\/tr][tr][td]Combat Feats[\/td][td][spoiler][small]Bodyguard, Combat Stamina, Gang Up, Golden Lion Style (Style), In Harm's Way (M), Muscular Reflexes (M), Radiant Dawn Style (Style)[\/small]|List of Combat Feats[\/spoiler][\/td][\/tr][\/table]","special_abilities":"[table][tr][td]Styles[\/td][td]Swift to enter 1 style[br][spoiler][small]Once per round, when an ally (other than yourself) misses an attack against an opponent you both flank, you can make an attack of opportunity against that opponent.[\/small]|Golden Lion[\/spoiler][spoiler][small]Once per round, when you initiate a maneuver, heal yourself or an ally within 30' for 4 HP.[\/small]|Radiant Dawn[\/spoiler][\/td][\/tr][tr][td]AoO[\/td][td]\u221e\/round[br][spoiler][small][b]Cost:[\/b] 1 AoO and up to 2 stamina; [b]Effect:[\/b] when an adjacent ally (who is not me) is attacked. Aid another their AC and increase the bonus from the aid another by the amount of stamina spent, and if the attack still hits can spend another AoO to take the damage and all rider effects instead of the ally. If spending a 2nd AoO in this way, can spend up to another 5 stamina to reduce the damage taken by double this amount of stamina spent.[\/small]|Bodyguard[\/spoiler][\/td][\/tr][\/table]","traits":"[table][tr][td]Racial Traits[\/td][td][spoiler][small]+2 Con & Wis, Construct (Akashic, Living Veil), Darkvision 60', Low-light Vision, +2 competence on Knowledge Local & Diplomacy checks to gather information[\/small]|Basic Adjustments[\/spoiler][spoiler][small]Living veils have a Constitution score and can be targeted by spells and effects that target living creatures or constructs, as well as effects that require Fortitude saving throws. They do not gain an immunity to ability damage, ability drain, energy drain, exhaustion, or fatigue. They do not gain Size Bonus Hit Points from their construct typing. Living veils are not destroyed when they reach 0 hit points. A living veil reduced to -1 or fewer hit points is knocked unconscious and automatically stabilizes. Their physical form becomes nearly transparent while unconscious due to the suppression of their base veil. A living veil that has an amount of negative hit points equal to its Constitution score is destroyed, leaving behind a mass of faintly glowing ash and dust as its corpse. This ash and dust begins to decay at the same rate as the corpse of a living creature, and can be affected by spells or effects that would slow its decay or which would raise or resurrect a non-construct creature--with exception to reincarnate.[\/small]|Essential Life[\/spoiler][spoiler][small]Rather than having a physical form, the living veil must attach themselves to other willing living creatures. The living veil gains the effects of gaseous form as a constant extraordinary effect.[quote][small][small][small]The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains DR 10\/magic and becomes immune to poison, sneak attacks, and critical hits. It can't attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials. The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.[br]A gaseous creature can't run, but it can fly at a speed of 10 feet and automatically succeeds on all Fly skill checks. It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and [b]can enter liquids, treating its fly speed as its swim speed[\/b]. It also can't manipulate objects or activate items, even those carried along with its gaseous form, [b]except by meditating for an hour while touching a magical item to incorporate it into the gaseous form or by expelling the a magical item incorporated into the form as a full-round action[\/b]. Continuously active items remain active, though in some cases their effects may be moot.[\/small][\/small][\/small][\/quote]The living veil cannot end this effect through normal means, and it cannot be dispelled or otherwise suppressed except by being affected by a polymorph effect or using their incarnate form ability. Any incorporated magic items are also expelled if the living veil is slain. Additionally, the living veil gains the incarnate form class feature of the incarnate veil class. If the living veil takes that class, they gain a bonus feat of their choice at 1st level.[quote][small][small][small][\/small]As a full round action, the incarnate veil can touch a willing creature and discorporate their physical form, reshaping themselves and their base veil around the touched creature. This is a polymorph effect for the incarnate veil, but not for the touched creature. While in their incarnate form, the creature they touched becomes their incarnated creature.[br]The incarnate veil appears as a physical haze of energy surrounding the incarnated creature, retains their normal senses and ability to communicate, is considered to be in the incarnated creature's space for all purposes, and can be attacked and affected by abilities, separate from the incarnated creature, while in this form. While in this form the incarnate veil uses the incarnated creatures AC, CMD, and Reflex in place of their own, with the following modifications: the incarnate veil uses their veilweaving modifier (Wisdom) in place of the incarnated creature's Dexterity when determining the incarnate veil's AC and Reflex saving throws, and in place of the lower of the incarnated creature's Strength or Dexterity scores when determining the incarnate veil's CMD.[br]The incarnate veil cannot take normal actions while in incarnate form, and does not threaten attacks of opportunity. They retain their ability to invest their essence as a swift action, can suppress and unsuppress their veils, can meditate or rest to use any of their class features or abilities that are activated by mediation or rest (such as meditating to shape their veils for the day, resting to recover burned essence, or meditating to reshape a veil using Shift Veil), and can take any actions or use any of their other abilities that don't require them to have a physical form (such as making skill checks like Perception or Diplomacy, using the veilshifting ability of the vizier, and so on). They also have the ability to end their incarnate form as a full-round action, appearing in a space adjacent to the incarnated creature of their choice. The incarnated creature can also end this effect as a full-round action, ejecting the incarnate veil into an adjacent space of the incarnated creature's choice. If the incarnated creature dies, the incarnate creature is immediately ejected into an adjacent space of the incarnate veil's choice. Whenever the incarnated creature moves, the incarnate veil moves with them and continues to share their space, even if that creature moves through magical means such as by teleportation, or by being affected by a spell or ability that transports them to another location or plane. This movement does not provoke attacks of opportunity.[br]Instead of taking actions normally, the incarnate veil can briefly control the incarnated creature, spending their own actions (free, swift, move, standard, and\/or full-round) to cause the incarnated creature to make attacks (including combat maneuvers), to reload a weapon, or to use the abilities of the incarnate veil's veils. If the incarnate veil uses their own actions to have the incarnated creature make an attack or use an ability that would provoke an attack of opportunity, any creatures who threaten them can choose whether they wish to make that attack of opportunity against the incarnate veil or the incarnated creature. Any attacks made using these actions are rolled by the incarnate veil, using the incarnated creature's statistics to perform the attacks. Since using this ability requires the willing cooperation of the incarnated creature, the incarnated creature can deny the incarnate veil the ability to perform any of the above actions if the incarnated creature chooses to. If the incarnated creature is unconscious, or if the incarnated creature could not physically perform an action (such as if they are petrified or missing a limb), the incarnate veil cannot take actions using the incarnated creature's body if they cannot take actions. abilities and conditions that restrict the actions the incarnated creature can take, such as being nauseated or staggered, do not affect the actions the incarnate veil can take using their body, and vice versa if the incarnate veil is affected by such a condition.[br]When the incarnate veil makes an attack using their incarnated creature's body, the incarnate veil uses the higher of their or the incarnated creature's base attack bonus. The incarnate veil also uses the higher of theirs or the incarnated creature's Strength or Dexterity when making those attacks.[br]While in their incarnate form, the incarnate veil's shaped veils take shape around the incarnated creature. The incarnated creature gains the benefits of and can activate the effects of any of the incarnate veil's shaped veils, using the incarnate veil's invested essence, veilweaving level, and veilweaving modifier when determining the effects of those veils (including any bonuses to those veil's granted by the incarnate veil's magic items, feats, or abilities). The incarnated creature otherwise uses their own statistics when using the veils, such as using their own base attack bonus and Strength when attacking with a natural attack produced by one of the incarnate veil's veils. The incarnated creature cannot suppress or unsuppress the incarnate veil's veils, nor can they reinvest the incarnate veil's essence, and these veils are not considered to be shaped by or on the incarnated creature (they do not take up the incarnated creature's veil slots, do not interfere with the incarnated creature's shaped veils, are not affected by the incarnated creature's feats, magic items, or abilities when determining their effects, and cannot be invested with the incarnated creature's essence).\r\nIf the incarnate veil has the ability to cast spells, manifest powers, or use similar abilities that require a physical form, the incarnate veil can utilize these abilities while in their incarnate form. The incarnate veil can use the incarnated creature's body to provide the somatic components for those abilities to allow the incarnate veil to use them, though any attacks made as part of those abilities must be made by the incarnated creature.[br]If the incarnate veil or the incarnated creature is subjected to an effect that would entangle, grapple, or immobilize them, both of them are affected by that condition for as long as the effect imposing that condition affects the original target. For example: if the incarnated creature is grappled, both the incarnated creature and the incarnate veil gain the grappled condition until the incarnated creature breaks free from the grapple. If freeing themselves from that condition requires taking an action, either the incarnate veil or incarnated creature can take that action (such as attempting to break free from a grapple, making a new save against an effect that is entangling them, and so on).[\/small][\/small][\/quote][\/small]|Incarnate Form[\/spoiler][spoiler][small]The living veil selects a single veil of any slot (including esoteric chakra), to act as their Base Veil. They are always treated as having this veil shaped, and it does not count against their veils shaped or their veil slots. They use their highest mental ability score as their veilweaving modifier, their character level as their veilweaving level with this veil, and they always treat this veil as if it were invested with its maximum possible allotment of essence. If the living veil chooses a veil shaped in an esoteric chakra, this ability does not grant the living veil to normally shape veils in that slot. This veil cannot be disguised and cannot be sundered. If this veil would be suppressed (including voluntarily), the living veil is staggered for the duration of the suppression. This veil cannot be permanently suppressed or unshaped. If their veil would be affected by such an effect, it is instead only suppressed temporarily for 1 hour. While the living veil\u2019s base veil is suppressed the living veil\u2019s appearance becomes dull and translucent.[quote][small][small][small][\/small]As an immediate action when a creature within 30 feet of you is reduced to 1\/4, or less, of their maximum hit points you can heal that creature of 1d6 points of damage. This ability can only be used on any specific creature a 7 times each day. [\/small][\/small][\/quote][\/small]|Living Veil (Invigorating Oration)[\/spoiler][spoiler][small]Living veils do not gain the normal immunity to mind-affecting effects possessed by a Construct, and possess a soul.[\/small]|Sentient Magic[\/spoiler][\/td][\/tr]\r\n[tr][td]Oaths[\/td][td][b]Oaths:[\/b] [spoiler][small][b]Oath:[\/b] You have sworn never to take the life of a living creature. You cannot inflict lethal damage on a living creature with any of your abilities, and you cannot directly kill a living creature by any other means (this might include killing it with ability drain or pushing it off a cliff to its death).[br][b]Defiance Penalty:[\/b] You feel the pain of those you hurt. Whenever you inflict lethal damage, you take that amount of damage yourself (this damage cannot be reduced or redirected in any way). The damage cannot be healed by any means until you atone. If you kill a creature in any way, you gain the nauseated condition for 24 hours. This ignores any immunity you may possess to the nauseated condition.[br][b]Atonement:[\/b] Atoning for breaking an oath against harm often requires rectifying any harm you have caused to another creature. This typically requires healing any wounds inflicted or making reparations for any deaths you have caused. If this is not possible, you must spend at least one week nurturing life and allowing it to flourish, spending 100 gp x your character level squared on resources in order to care for your charge. Nurturing life could mean caring for the family of one slain or serving at a temple.[\/small]|Against Harm[\/spoiler][spoiler][small][b]Oath:[\/b] Your words will betray no falsehood. You are not allowed to deliberately speak any lies, including bluffing, stating half-truths or concealed truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm, you can remain silent.[br][b]Defiance Penalty:[\/b] Your broken Oath visits its wrath upon you by muddling truth and lie, causing you to take a penalty on all Charisma-based, Intelligence-based, and Wisdom-based rolls as well magic skill checks and saving throws equal to half your character level (minimum 1).[br][b]Atonement:[\/b] Atonement for breaking your Oath requires you to attempt to correct any falsehoods that your words might have spread. Alternatively, you may donate your wealth to some cause as an offering and assurance that you will not again go against your word. The total value of donated materials must be worth at least 100 gp x your character level squared.[\/small]|Candor[\/spoiler][spoiler][small][b]Oath:[\/b] The secrets you carry weigh heavy on you. You are constantly affected by a single madness which never goes dormant no matter how much sanity damage is recovered. Whether this madness represents constant stress from your burden or a perfectly logical path given some horrible secret you are aware of is up to you. Lesser madnesses are worth 2 Oath points while greater madnesses are worth 4 Oath points. A character may only possess one instance of this Oath.[br][b]Defiance Penalty:[\/b] The only method by which you may come to terms with your knowledge is by erasing it from your mind. If you ever cure yourself of this madness, you take a penalty on Intelligence checks and skill checks equal to half your character level.[br][b]Atonement:[\/b] To regain this forbidden knowledge, you must rediscover what nightmarish secrets you have forgotten, which involves at least 3 days worth of research or exploration into the source which once fueled your forbidden abilities. After this time, you regain the madness associated with this oath.[\/small][quote][small][small][b]Death Wish:[\/b][small] The afflicted character cannot or does not want to avoid harm, taking a -10 penalty on AC and a -4 penalty on all saving throws.[\/small][\/small][\/small][\/quote]|Forbidden Knowledge (greater)[\/spoiler][br][b]Boons:[\/b] [spoiler][small]See the Feats section of this sheet for when feats become available and what feats are taken through this oath boon.[\/small]|Bonus Feats (4 points)[\/spoiler][spoiler][small]Your Oath grants you strength and acuity beyond that of your kin. At 4th level and every even-numbered level thereafter, you gain a +2 enhancement bonus to one of your ability scores. These bonuses do not stack with each other until you are at least 10th level, at which point they may stack up to a maximum of +4. This improves to a maximum of +6 at 13th level. From level 13 onwards, you gain two +2 ability score bonuses at every level rather than just one at even-numbered levels. [b](+0,+0,+2,+2,+2,+0)[\/b][\/small]|Enhanced Abilities[\/spoiler][spoiler][small]You gain Advanced Magic Training as a bonus feat even if you do not meet the prerequisites. This counts as obtaining the casting class feature. This boon also grants 2 bonus magic talents as though you gained your first level in a casting class (if you had not already gained these two bonus talents).[\/small]|Magical Gleaning[\/spoiler][spoiler][small]Even death cannot impede you. Once per day, if you are killed, you are immediately affected as per breath of life with a caster level equal to your character level. You may choose to improve this to raise dead starting at 9th level, resurrection at 13th level, and true resurrection at 17th level. In addition, if you die, you can choose to return as a prana ghost (see Bestiary 6) after one minute (note that becoming a prana ghost stops you from being resurrected). If you become a prana ghost, you die after 24 hours and cannot be resurrected by this ability. You do not gain the rejuvenation ability as a normal prana ghost would.[\/small]|Renewal[\/spoiler][\/td][\/tr][tr][td]Flaws & Drawbacks[\/td][td][b]Flaws:[\/b] [spoiler][small]-2 dexterity, haha funny![\/small]|Pathetic[\/spoiler][spoiler][small]-2 penalty on ranged attack rolls, just in case I ever get a clever idea.[\/small]|Shaky[\/spoiler][br][b]Drawback:[\/b] [spoiler][small] If one of your allies should fall unconscious from hit point damage, you take a \u20132 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.[\/small]|Overprotective[\/spoiler][br][b]M. Drawback:[\/b] [spoiler][small]-2 penalty and cannot take 10 on Bluff, Disguise, or Stealth Checks[\/small]|Blatant[\/spoiler][\/td][\/tr][tr][td]Traits[\/td][td][spoiler][small]Can Use First Aid as a swift action, and heal is always a class skill.[\/small]|Combat Healer (Combat)[\/spoiler][spoiler]Choose either Handle Animal or Ride (Handle Animal). One of these skills is always a class skill for you, and you may attempt checks with that skill using your Wisdom modifier instead of that skill\u2019s normal ability score.[small][\/small]|Intuitive Hands (Region)[\/spoiler][spoiler][small]Perception is always a class skill for you. In addition, if a casting tradition you possess includes the Prepared Casting general drawback, when you assign your spell points, you may choose to leave up to two spell points unassigned. Until the next time you rest and regain spell points, you may spend 15 minutes to assign one or both unassigned spell points. Unassigned spell points cannot be spent on sphere abilities until assigned.[\/small]|Learned Readiness (Social)[\/spoiler][spoiler][small]Your blood seems to replenish with blessed speed, a sure sign of Vildeis\u2019s favor. You recover twice as many hit points and points of ability damage as normal when you rest, or three times as many when you take total bed rest.[\/small]|Resilient Martyr (Religion)[\/spoiler][\/td][\/tr][\/table]","languages":"Common","arms_and_equipment_txt":"","class_features_txt":"[table][tr][td]Incarnate Veil[\/td][td][spoiler][small]Whenever the incarnated creature makes one of the following skill checks, they may choose to use the incarnate veil's ranks in that skill in place of their own when determining their bonus to their roll: Acrobatics, Climb, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, Swim. When making a check using the incarnate veil's skill ranks, the incarnated creature uses their own ability scores and only treats that skill as if it were a class skill if it is also a class skill for the incarnate veil.[br]The incarnate veil may choose to share the benefits of any combat feats they possess with their incarnated creature. Duplicate feats do not grant any benefit unless the feat may be taken more than once. The incarnated creature loses the benefits of any shared feats when the incarnate veil's incarnate form ends, or if the incarnate veil chooses to stop sharing their feats.[\/small]|Grant[\/spoiler][spoiler][small]The incarnate veil and their incarnated creature share the benefits of any effect that would grant temporary hit points or restore hit points to (including fast healing and regeneration) or remove ability damage or ability drain from either of them. Both gain the full benefit of such effects. [\/small]|Shared Recovery[\/spoiler][spoiler][small]At 4th level, the incarnate veil gains the ability to threaten attacks of opportunity while in their incarnate form. The incarnate veil uses the incarnated creature's reach and space when determining the squares they threaten. If the incarnate veil chooses to perform an attack of opportunity while in their incarnate form, they make that attack using the incarnated creature's body.[br]Additionally, While in their incarnate form, the incarnate veil is treated as a creature of their incarnated creature's size and with the incarnated creature's natural reach who occupies the incarnated creature's space for the purposes of their teamwork feats. attacks and veil abilities the incarnate veil activates by using the incarnated creature's body count as being made by the incarnate veil for the purposes of their teamwork feats. [\/small]|Coordinate Opening[\/spoiler][spoiler][quote][small][small][small][li]The incarnate veil can enter or leave their incarnate form as a move action.[\/li][li]The incarnate veil may now take any actions while in their incarnate form, using the incarnated creature's body to perform them. The incarnated creature must be willing for the incarnate veil to do so. Whenever the incarnate veil makes a check utilizing their Strength or Dexterity in this way, they may use the higher of their own or the incarnated creature's Strength or Dexterity. Whenever the incarnate veil performs one of the following skills, they may use their own skill ranks or the incarnated creature's skill ranks: Acrobatics, Climb, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, Swim. When making a check using the incarnated creature's skill ranks, the incarnate veil only treats that skill as if it were a class skill if it is also a class skill for the incarnated creature. actions taken in this way otherwise function as per their incarnate form ability, or use the incarnate creature's statistics (such as when moving).[\/li][li]If the incarnated creature is unconscious, the incarnate veil can still use the incarnate creature's body to perform actions. If the incarnated creature falls unconscious, they do not automatically fall prone and drop items they are carrying unless the incarnate veil chooses to let them. If the incarnated creature is at 0 or fewer hit points and taking actions would cause them to lose hp, the incarnate veil taking those actions using the incarnated creature's body causes the creature to lose hp as if they took the action. If the incarnate veil takes an action using a sleeping incarnated creature's body and the incarnated creature was not put to sleep by a magical effect, the incarnated creature automatically awakens.[\/li][br][li]Additionally, the incarnated creature may choose to use the incarnate veil's base attack bonus, Strength, or Dexterity in place of their own for any attacks they make.[\/li][\/small][\/small][\/small][\/quote]|Incarnate Master[\/spoiler][\/td][\/tr][tr][td]L. Samurai[\/td][td][spoiler][small]At 1st level, a legendary samurai can strike in the blink of an eye, cutting down foes with their unique talents. A legendary samurai can make an attack action with a a one-handed slashing weapon as long as it is sheathed before the attack; if they do, they treat that attack as though the weapon was wielded in two hands for the purpose of how much damage it deals. In addition, a legendary samurai can apply iaijutsu talents to this attack (see below). In addition, when making an iaijutsu strike, the legendary samurai can spend 1 spirit as a free action. If they do, they can roll twice when making this attack roll, taking whichever result they desire.[\/small]|Iajutsu Strike[\/spoiler][spoiler][small]At 1st level, a legendary samurai gains Quick Draw as a bonus feat as well as being able to sheathe a weapon as a free action that can be taken even outside of their turn after making an attack with it. In addition, a legendary samurai can treat a sheathed weapon as drawn for the purpose of threatening spaces, being allowed to draw their weapon when a creature would provoke an attack of opportunity from them. [\/small]|Sheath Control[\/spoiler][spoiler][small]At 1st level, a legendary samurai gains access to spirit, using it to focus their attacks. A legendary samurai begins the day with no spirit, but can gain spirit in the following ways (a legendary samurai cannot gain spirit from each of these more than once per round and a legendary samurai must be in combat to gain spirit):[quote][small][small][small][li]Spirited Initiative: Whenever the legendary samurai rolls initiative, they gain 1 spirit.[\/li][li]Samurai Strike: Whenever the legendary samurai successfully damages a creature with an iaijutsu strike, they gain 1 spirit.[\/li][li] Warrior\u2019s Guard: Whenever the legendary samurai takes damage from an attack originating from a creature (including spells, spell-like abilities, and supernatural abilities), they gain 1 spirit. A legendary samurai does not gain spirit from attacks made against them while they are flat-footed or unaware.[\/li][\/small][\/small][\/small][\/quote]Their spirit goes up or down throughout the day, but usually cannot go higher than their Charisma modifier (minimum 1), though some feats, abilities, and magic items may affect this maximum. If a legendary samurai spends 1 minute or longer outside of combat, they lose all spirit they possess.[\/small]|Spirit[\/spoiler][spoiler][small]Starting at 2nd level, a legendary samurai gains resolve that they can call upon to endure even the most devastating wounds and afflictions. They can spend 1 spirit as the listed action type to use resolve in a number of ways.[quote][small][small][small][li]Determined: As a standard action, the legendary samurai can remove the fatigued, shaken, or sickened condition. If the legendary samurai is at least 8th level, they can alternatively remove the exhausted, frightened, nauseated, or staggered condition (if nauseated, the legendary samurai can use this ability as a move action). If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.[\/li][li]Resolute: As an immediate action, whenever the legendary samurai is required to make a Fortitude or Will save, they can roll twice and take the better result. They must decide to use this ability before they roll the saving throw.[\/li][li]Unstoppable: As an immediate action, when the legendary samurai is reduced to fewer than 0 hit points but not slain, they can instantly stabilize and remain conscious. They are staggered, but they do not fall unconscious and begin dying if they take a standard or full-round action. They do fall unconscious if they take additional damage from any source.[\/li][\/small][\/small][\/small][\/quote][\/small]|Resolve[\/spoiler][spoiler][small]Expanded Spherecasting: gain the Call The Departed talent of the Conjuration Sphere.[\/small]|Rogue Talents[\/spoiler][\/td][\/tr]\r\n[tr][td]Armiger[\/td][td][spoiler][small]At 1st level, an armiger may customize up to three sets of weapons in a process that takes 8 hours of modification, drilling, and practice each, reworking scabbards, modifying grips, adding hooks and straps, and other tweaks to suit her personal fighting style. Each set may consist of: a single weapon, a pair of weapons that are wielded simultaneously, up to 10 identical thrown weapons, or up to 50 pieces of ammunition. A given weapon cannot be part of more than one set simultaneously. The armiger always treats her active weapon as if it were masterwork.[br]The armiger may choose to customize a new weapon by spending 8 hours, choosing which existing customizations to lose. The armiger must be proficient with the weapon to customize it and may not customize siege weapons. If the armiger possesses proficiency with shields, she may customize a shield with one of her weapon customization sets, either as a single weapon or as part of a pair of weapons. The enhancement bonus from enhanced customization only applies to using the shield as a weapon.[br]The customization process allows the armiger to train in additional talents unique to each customized weapon. At first level, each customized weapon grants a single sphere or talent. A customized weapon must possess a base sphere before additional talents of that sphere may be added unless the armiger possesses that sphere, such as through the bonus talents gained from possessing the combat training class feature, from the Extra Combat Talent feat, or levels in another class. The armiger may not use talents gained from a customized weapon to qualify for feats or to meet other prerequisites unless otherwise noted. Customization talents may be changed with the same action required to customize a new weapon. Spheres and talents that grant skill retraining never grant it when gained via a customized weapon.[br]The armiger may only benefit from the talents granted by one customized weapon at a time. The weapon she is currently gaining talents from is the active weapon. A customized weapon may be activated as part of drawing it or otherwise recovering it (such as picking it up from the ground) with no action cost. The active weapon must be wielded (or able to be drawn, in the case of ammunition) to provide its benefits; should the active weapon be disarmed, stowed, destroyed, or otherwise no longer wielded (or able to be drawn, in the case of ammunition), the armiger loses access to the granted talents immediately.[br]If the weapon is thrown as part of an attack, the armiger retains any benefits from the weapon until the end of her turn.[br]If the armiger customizes a set of thrown weapons or ammunition, she retains the granted talents as long as at least one of the set remains wielded. If a pair of weapons are customized to be wielded together and one is not being wielded, the armiger loses the benefits of the granted talents until the second weapon is recovered. Should the armiger be wielding weapons from two separate customization sets at the same time, she may choose which weapon is active at the beginning of each turn.[br]At 3rd level and every 4 levels thereafter (7th, 11th, 15th, etc.), each customized weapon grants an additional talent. The armiger gains an additional customized weapon at her 11th and 19th levels.[br][b]Customized Weapons and Drawbacks[\/b][br]If the armiger possesses a sphere-specific drawback, she may use a talent granted by a customized weapon to buy off that drawback. if the armiger gains a base sphere from a customized weapon, with the GM's permission she may apply a drawback to that sphere to gain a bonus talent as normal for a drawback. The drawback and bonus talent must be set at the time the weapon is customized. Such a drawback may be bought off when that weapon grants an additional talent.[br][b]Author's Note - \"Do I Still Have My Talents If I Switch Weapons?\"[\/b][br]Yes. Armiger's customized weapons are not \"temporary talents\". The armiger does not lose any \"constant\" benefits of these talents (i.e. prepared alchemy formulae, tamed animal allies, a maintained stance, etc.) as long as the relevant talents are still assigned to that weapon. While the armiger might not have the active, or constant, benefits of certain talents unless the weapon is out, the armiger does not suddenly lose lingering benefits of these talents because they sheathed their knife and drew their sword.[quote][small][small][b]Customized Weapons[\/b][li]The Titan's Grace (Katana) - Conjuration (Boon Companion)[\/li][li]Golden Pistol - Veilweaving (Shape Additional Veil <Grace of the Goddess>)[\/li][li]Viv's katana - Protection (Base Sphere, Resistance)[\/li][\/small][\/small][\/quote][\/small]|Mystic Bond (3\/3)[\/spoiler][spoiler][small]At 1st level, an armiger gains the benefits of the Quick Draw feat with her customized weapons and may stow customized weapons as a free action once per round, plus one additional time at 5th level and every 5 levels thereafter. This class feature counts as possessing the Quick Draw feat for the purposes of meeting the prerequisites of other feats, though any feat qualified for this way may only be applied to customized weapons.[\/small]|Quick Change[\/spoiler][spoiler][small][quote][small][small][b]Skilled Weapon:[\/b] The armiger may choose one customized weapon. This weapon grants an additional talent. This prowess may be taken more than once; each time it applies to a different customized weapon.[\/small][\/small][\/quote][\/small]|Prowess[\/spoiler][\/td][\/tr]\r\n[tr][td]Epilektoi[\/td][td][spoiler][small]+9\/6th Combat Feats[\/small]|FCB[\/spoiler][spoiler][small]Hyron possesses an aligned aura, as if a cleric of his Epilektoi level, of Law and Good.[\/small]|Aura[\/spoiler][spoiler][small]Gain a delayed damage pool. When an encounter begins, the pool starts at 0. The maximum number of points the pool can hold is equal to 1\/4 the epilektoi\u2019s maximum hit points (rounded up). Whenever the epilektoi takes damage, it is first applied against the delayed damage pool until it reaches its maximum. Any damage in excess of the maximum is dealt against his hit points as normal. At the end of the epilektoi's turn, all the acrued damage in the delayed damage pool is applied against his hit points.[br]Any healing in excess of the epilektoi's maximum hit points can be applied as a reduction to the amount of damage acrued in the delayed damage pool, allowing the damage to be removed without ever being applied against his hit points.[\/small]|Delayed Damage Pool[\/spoiler][spoiler][quote][small][small][small][li][b]Anointed Form:[\/b] The epilektoi adds their initiation modifier (Wisdom) to their Constitution modifier when determining the total amount of hit points they gain when taking levels in the epilektoi class (add this bonus retroactively to previous levels).[\/li][li][b]Resilient Form:[\/b] The epilektoi gains Endurance and Diehard as bonus feats, even if they do not meet the prerequisites. [\/li][\/small][\/small][\/small][\/quote]|Implacabilities[\/spoiler][spoiler][small]At 5th level, an epilektoi reaches a new level of inspiration, returning a measure of the pain inflicted by their foes. During their turn, they gain an insight bonus to damage rolls equal to their initiation modifier whenever their delayed damage pool has points in it.[br]Starting at 10th level, for every 5 points in their pool beyond 5 (10, 15, 20, etc) they gain an additional +1 improvement to this bonus damage. Additionally, they add half of their bonus to damage as a bonus to their attack rolls. The maximum attack bonus this ability can provide is capped at half the epilektoi's class level, rounded down.[\/small]|Patient Counterpoint[\/spoiler][spoiler][small]Whenever they ready their maneuvers, the epilektoi may choose one counter from each of their aligned disciplines. The epilektoi may expend any granted maneuver of equal or higher level to initiate these counters, even if they are not readied or granted.[\/small]|Aligned Defense[\/spoiler][\/td][\/tr]\r\n[tr][td]Guardian[\/td][td][spoiler][small]Whenever you\u2019re 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\u2019t die until your total number of negative hit points is equal to or greater than double your Constitution score.[\/small]|Hard to Kill[\/spoiler][spoiler][small]As an immediate action, whenever you take hit point damage from a single source (such as a dragon\u2019s breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1\/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.[\/small]|Absorb Blow[\/spoiler][spoiler][small]As an immediate action, when an ally within 30 feet is targeted with a ranged weapon attack, you can have that attack target you instead. If you would normally be out of range for that attack, the attack is able to hit you as if you were at maximum range. You can use this ability without using an immediate action by expending one use of mythic power.[\/small]|Draw Fire[\/spoiler][\/td][\/tr][\/table]","creatures_and_mounts_txt":"","possessions_and_property_txt":"","retinue_txt":"","general_notes_1_label":"","general_notes_1":"","general_notes_2_label":"","general_notes_2":"","arms_and_equipment":"","class_features":"","creatures_and_mounts":"","possessions_and_property":"","retinue":"1440099,1453496","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":"1438086","world":""}