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move five times your normal speed while running if wearing medium, light, or no armor and carrying no more than a medium load, or four times your speed if wearing heavy armor or carrying a heavy load. If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your check. You retain your Dexterity bonus to your Armor Class while running.\r\nYou retain your Dexterity bonus to AC while climbing and may climb at half your base speed instead of one-quarter and may move at your full speed instead of half speed when taking a -5 penalty.\r\nYou may perform the charge and withdraw actions while swimming, and can make standard actions and attack actions without decreasing the duration for which you can hold your breath. A successful Swim check means you may move up to your base land speed as a full-round action (as opposed to 1\/2 your base land speed) or 1\/2 your base land speed as a move action (as opposed to 1\/4th your base land speed).","feats":"Extra Martial Talent - [url:http:\/\/spheresofpower.wikidot.com\/athletics]Expanded Training - Climb & Swim[\/url]\r\n[url:http:\/\/spheresofpower.wikidot.com\/general-feats#toc62]Transformation[\/url] - Gain the ability and body of a Serpent as a Full-Round Action\r\n[url:https:\/\/www.aonprd.com\/FeatDisplay.aspx?ItemName=Quick%20Draw]Quick Draw[\/url] - Draw weapons as a free action.","special_abilities":"+2 to Str, +2 to Wis; -2 to Cha (Hungerseed)\r\nMedium Size, 30ft base speed, Outsider - Shapechanger\r\nDarkvision 60'\r\nFiendish Sprinter - Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled.\r\nFiendish Resistance - Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.\r\nPrehensile Tail - Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.\r\nVariant Ability 98 - +1 HP per Level\r\nFCB - +1 HP","traits":"Reactionary - +2 Initiative\r\nVagabon Child - Sleight of Hand - You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.\r\nOrphaned - You grew up separated from your birth parents, and had to learn to watch out for yourself. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.\r\nNervous - Living under constant threat of death or worse from your oppressive government, your nerves have frayed terribly. Whenever you take 10 on an ability check or skill check that imparts any penalty for failure (aside from wasted time), you treat your check as if you had rolled an 8 instead of a 10, even if you are able to take your time.","languages":"Common","arms_and_equipment_txt":"Estoc\r\nSling\r\nBackpack\t1\r\nCure Light Wounds\t1\r\nBelt of Giant's Strength +2\r\nShawl of Life-Keeping\r\nBlood Reservoir of Physical Prowess","class_features_txt":"Casting - Low Caster - Conjuration & Alteration Sphere\r\nSpell Pool - Wis Based\r\nBlended Training - Gain Combat or Magic Talent each level, use Casting Mod for Striker Mod\r\nReaper's Tools - Equipment Talent & Melee Weapon = Unarmed\r\nBonded Avatar - Conjuration Sphere & Avatar\r\nAvatar's Presence - Deflection Armor Bonus\r\nShadow of the Void\t - Mark a target for damage & Tension\r\nUmbral Tension - Store Spent tension for effects\r\nVoid Gauge - Bonus attack\/Damage equal to Umbral\r\nEnshroud - Edgelord Mode\r\nTension - Pool of Cool Things\r\nTension Techniques - Use Pool to do Cool Things\r\nStriker Arts - 2nd level and every 3 levels after, gain a unique ability (Transformative Breach)\r\nTension Boost - 2nd level, gain 1 tension at the start of combat","creatures_and_mounts_txt":"","possessions_and_property_txt":"","retinue_txt":"Mysterious Snake","general_notes_1_label":"Spheres of Power","general_notes_1":"Casting Tradition\r\n\r\nCaster Level: 3\r\nMSB: 3\r\nMSD: 14\r\nConcentration: +6\r\n\r\nTradition Name: Custom - Tainted Soul\r\n\r\nMagic Type: Arcane\r\n\r\nCasting Ability Modifier: Wisdom\r\n\r\nDrawbacks\r\nConsciousness Linked - If you fall asleep or unconscious, or are dazed, stunned, confused, reduced to animal intelligence, or otherwise unable to take coherent mental actions, all of your magical effects immediately end.\r\nMaterial Casting - A player who does not want to track the cost of such material components can instead simply spend 10 gp per caster level per month on components, which is assumed to cover his costs for spells cast and research performed.\r\nMagical Signs - Deep Chill - Using magic automatically breaks stealth, and whenever you use magic all creatures within 60 feet who are observing you are considered to have automatically succeeded at a Spellcraft check to know which sphere effect, talents, and casting tradition you used.\r\n\r\nSpheres\/Talents:\r\n\r\n[url:http:\/\/spheresofpower.wikidot.com\/conjuration]Conjuration[\/url] - DC: 13, Talents: Summon, Serpetine Avatar, Extra Companion\r\n\r\n[url:http:\/\/spheresofpower.wikidot.com\/alteration]Alteration[\/url] - DC: 13, Talents: Shapeshift, Blank Transformation, Morphic Weapons, Size Change\r\n\r\n\r\nSpell Points: 8\r\n\r\n\r\nMartial Tradition (If Applicable):\r\n\r\n\r\nTradition Name: Custom - The Strength of Body\r\n\r\nEquipment Sphere Talent: [url:http:\/\/spheresofpower.wikidot.com\/equipment-sphere#toc100]Force Redirection Technique[\/url], [url:http:\/\/spheresofpower.wikidot.com\/equipment-sphere#toc49]Unarmored Training[\/url], [url:http:\/\/spheresofpower.wikidot.com\/equipment-sphere#toc68]Duelist Training[\/url], [url:http:\/\/spheresofpower.wikidot.com\/equipment-sphere#toc79]Knightly Training[\/url]\r\n\r\nSpheres:\r\nAthletics Sphere\r\n\r\n[url:http:\/\/spheresofpower.wikidot.com\/athletics]Athletics[\/url] - DC: 13, Talents: Coordinated Movement, Package Run, Expanded Training - Climb & Swim\r\n\r\n\r\n\r\n\r\nTrade Tradition (If Applicable):\r\n\r\n\r\nTradition Name: Custom - The Tough Outsider\r\n\r\nTrade Talents: Thug, Athlete\r\n\r\nClass Skills: Acrobatics, Climb, Disguise, Intimidate, Knowledge Local, Perception, Stealth, Swim\r\n\r\nSpheres:\r\n\r\nBluster Sphere\r\n\r\n\r\n[url:http:\/\/spheresofpower.wikidot.com\/bluster]Bluster[\/url] - DC: 13, Talents: Intimidate Skill, Skill Leverage Intimidate & Bluff, Flaunt Secrets, Quip, Frightening Threat (Quip)\r\n\r\n","general_notes_2_label":"","general_notes_2":"","arms_and_equipment":"","class_features":"","creatures_and_mounts":"1537852","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":"135.48 gold\r\nLett will pay.","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":"1537845","world":""}