{"player":"[spoiler]PB: 12,7,16,14,10,18[br][block:1620591]|The Won Hypocrisy Truth[\/spoiler]","name":"Hyronious Percival Mandragora","race":"[spoiler]Outsider(Elemental, Extraplanar)&Humanoid(Human, Aasimar)|Archon Blooded Aasimar[\/spoiler]","imageid":"","class_and_level":"Magus|3;Ninja|1;Sorcerer (Crossblooded, Razmerian Priest)|4;VMC Cleric","size":"M (See [b]Healthy Titan[\/b])","age":"37","gender":"Male","alignment":"LG","deity":"Irori","homeland":"","domain":"Self-Realization","height":"8'11\"","weight":"237","hair_color":"","eye_color":"","xp":"9000","strength":"16","dexterity":"7","constitution":"28","intelligence":"20","wisdom":"12","charisma":"29","total_health":"112","hd":"4d8+36+36+8","damage_reduction":"Fast Healing 9","spell_resistance":"","armor_ac_modifier":"","shield_ac_modifier":"","dex_ac_modifier":"","size_ac_modifier":"","natural_ac_modifier":"","deflection_ac_modifier":"","misc_ac_modifier":"","fortitude_save_base":"3","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":"-2","will_save_base":"4","will_save_magic_modifier":"","will_save_misc_modifier":"","temporary_will_save_modifier":"-2","save_notes":"You gain a +1 sacred bonus on saving throws against polymorph, petrification, and transmutation effects. This bonus increases by 1 for every 5 levels you have (maximum +5)","base_attack_bonus":"2","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":"Scimitar|+6|18-20\/x2|Slashing|-|-|1d8+3;","armor_table":"","known_spells":"5+4|2|-+1|-|-|-|-|-|-|-","spell_per_day":"4+1&-|3&6|-&3|-|-|-|-|-|-|-","bonus_spells":"-|2&3|1&2|1&2|1&2|1&2|0&1|0&1|0&1|0&1","spell_dc":"","spellbook_txt":"[table][tr][th]Magus[\/th][td][table][tr][th]Spell Books[\/th][td][spoiler][block:1620577][\/td][\/tr][tr][th]Prepared Spells[\/th][td][spoiler]Arcane Mark, Ghost Sound, Grasp, Open\/Close, Prestidigitation|Cantrips (DC 15)[\/spoiler][spoiler]Blade Tutor's Spirit (1 cast), Shocking Grasp (4 Casts)|1st Level (DC 16)[\/spoiler][\/td][\/tr][\/table][\/td][\/tr][tr][th]Crossblooded Sorcerer[\/th][td][table][tr][th]Razmiran Channel[\/th][td][\/td][\/tr][tr][th]Cantrips[br](DC 19)[\/th][td][spoiler][block:1519172]|Breeze (DC 20)[\/spoiler][spoiler][block:1519178]|Daze[\/spoiler][spoiler][block:1519180]|Detect Magic[\/spoiler][spoiler][block:1519189]|Flare (DC 20)[\/spoiler][spoiler][block:1519221]|Light[\/spoiler][spoiler][block:1519222]|Mage Hand[\/spoiler][spoiler]|Oath of Anonymity[\/spoiler][spoiler][block:1519229]|Prestidigitation[\/spoiler][spoiler][block:1519232]|Read Magic[\/spoiler][spoiler][block:1519237]|Scrivener's Chant[\/spoiler][spoiler][block:1519240]|Spark (DC 20)[\/spoiler][\/td][\/tr][tr][th]1st (DC 20)[\/th][td][spoiler]|Diagnose Disease[\/spoiler][spoiler][block:1519279]|Mind Thrust I (DC 21)[\/spoiler][\/td][\/tr][tr][th]2nd (DC 21)[\/th][td][spoiler]|Aid[\/spoiler][\/td][\/tr][tr][th]3rd (DC 22)[\/th][td][\/td][\/tr][tr][th]4th (DC 23)[\/th][td][\/td][\/tr][tr][th]5th (DC 24)[\/th][td][\/td][\/tr][tr][th]6th (DC 25)[\/th][td][\/td][\/tr][tr][th]7th (DC 26)[\/th][td][\/td][\/tr][tr][th]8th (DC 27)[\/th][td][\/td][\/tr][tr][th]9th (DC 28)[\/th][td][\/td][\/tr][\/table][\/td][\/tr][tr][th]SLA[\/th][td][spoiler]|Continual Flame (1\/day)[\/spoiler][spoiler]|Cure Light Wounds (At Will)[\/spoiler][spoiler]|Delay Pain (At Will)[\/spoiler][spoiler]|Bless Pickle Juice (At Will)[\/spoiler][spoiler]|Speak with Animals (Turtles Only)[\/spoiler][\/td][\/tr][\/table]","spell_notes":"[spoiler][ul][li]Arcane: 7 = 1\/2 Magus Level + Int[\/li][\/ul]|Point Pools[\/spoiler][br][spoiler]Whenever you cast a bloodrager or sorcerer spell that deals damage, add 1 point of damage per die rolled. This benefit applies only to damaging spells that belong to schools you have selected with Spell Focus or that are bloodline spells for your bloodline.|Blood Havoc[\/spoiler][spoiler]When selecting spells known, you can choose spells from the psychic class spell list. The psychic spells you select must normally be unavailable to your class. You can know only a number of psychic spells equal to the highest level spell you can cast from your class spell list, based on your current class level. When you're casting these spells, they function as psychic magic instead of arcane. You use thought and emotion components instead of verbal and somatic components when casting these spells.|Etheric Draconic Arcana[\/spoiler][spoiler]When casting any spell that deals fire damage, you can instead heal your targets. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal.|Phoenix Arcana[\/spoiler]","speed_base":"30'","speed_armor":"","speed_fly":"","speed_swim":"","speed_climb":"","speed_burrow":"","acrobatics_cs":"1","acrobatics_attr":"DEX","acrobatics_att_modifier":"","acrobatics_rank":"","acrobatics_modifier":"","bluff_cs":"1","bluff_attr":"CHA","bluff_att_modifier":"","bluff_rank":"4","bluff_modifier":"","climb_cs":"1","climb_attr":"STR","climb_att_modifier":"","climb_rank":"","climb_modifier":"","diplomacy_cs":"1","diplomacy_attr":"CHA","diplomacy_att_modifier":"","diplomacy_rank":"4","diplomacy_modifier":"10","disable_device_cs":"1","disable_device_attr":"DEX","disable_device_att_modifier":"","disable_device_rank":"","disable_device_modifier":"","disguise_cs":"1","disguise_attr":"CHA","disguise_att_modifier":"","disguise_rank":"1","disguise_modifier":"","escape_artist_cs":"1","escape_artist_attr":"DEX","escape_artist_att_modifier":"","escape_artist_rank":"","escape_artist_modifier":"","fly_cs":"1","fly_attr":"DEX","fly_att_modifier":"","fly_rank":"","fly_modifier":"","heal_cs":"1","heal_attr":"WIS","heal_att_modifier":"","heal_rank":"4","heal_modifier":"18","intimidate_cs":"1","intimidate_attr":"CHA","intimidate_att_modifier":"","intimidate_rank":"1","intimidate_modifier":"2","know_1_cs":"1","know_1_attr":"INT","know_1_att_modifier":"","know_1_rank":"1","know_1_modifier":"","know_5_attr":"INT","know_5_att_modifier":"","know_5_rank":"","know_5_modifier":"","know_6_cs":"1","know_6_attr":"INT","know_6_att_modifier":"","know_6_rank":"","know_6_modifier":"","know_7_attr":"INT","know_7_att_modifier":"","know_7_rank":"","know_7_modifier":"","know_9_cs":"1","know_9_attr":"INT","know_9_att_modifier":"","know_9_rank":"4","know_9_modifier":"","know_10_attr":"INT","know_10_att_modifier":"","know_10_rank":"","know_10_modifier":"","know_11_name":"","know_11_attr":"INT","know_11_att_modifier":"","know_11_rank":"","know_11_modifier":"","know_12_name":"","know_12_attr":"INT","know_12_att_modifier":"","know_12_rank":"","know_12_modifier":"","know_13_name":"","know_13_attr":"INT","know_13_att_modifier":"","know_13_rank":"","know_13_modifier":"","know_14_name":"","know_14_attr":"INT","know_14_att_modifier":"","know_14_rank":"","know_14_modifier":"","know_15_name":"","know_15_attr":"INT","know_15_att_modifier":"","know_15_rank":"","know_15_modifier":"","perception_cs":"1","perception_attr":"WIS","perception_att_modifier":"","perception_rank":"1","perception_modifier":"","ride_cs":"1","ride_attr":"DEX","ride_att_modifier":"","ride_rank":"","ride_modifier":"","sense_motive_cs":"1","sense_motive_attr":"WIS","sense_motive_att_modifier":"","sense_motive_rank":"4","sense_motive_modifier":"2","spellcraft_cs":"1","spellcraft_attr":"INT","spellcraft_att_modifier":"","spellcraft_rank":"4","spellcraft_modifier":"","stealth_cs":"1","stealth_attr":"DEX","stealth_att_modifier":"","stealth_rank":"","stealth_modifier":"","survival_attr":"WIS","survival_att_modifier":"","survival_rank":"","survival_modifier":"","swim_cs":"1","swim_attr":"STR","swim_att_modifier":"","swim_rank":"1","swim_modifier":"","use_magic_device_cs":"1","use_magic_device_attr":"CHA","use_magic_device_att_modifier":"","use_magic_device_rank":"4","use_magic_device_modifier":"","appraise_cs":"1","appraise_attr":"INT","appraise_att_modifier":"","appraise_rank":"1","appraise_modifier":"","artistry_1_cs":"1","artistry_1_name":"","artistry_1_attr":"INT","artistry_1_att_modifier":"","artistry_1_rank":"","artistry_1_modifier":"","artistry_2_cs":"1","artistry_2_name":"","artistry_2_attr":"INT","artistry_2_att_modifier":"","artistry_2_rank":"","artistry_2_modifier":"","artistry_3_cs":"1","artistry_3_name":"","artistry_3_attr":"INT","artistry_3_att_modifier":"","artistry_3_rank":"","artistry_3_modifier":"","artistry_4_cs":"1","artistry_4_name":"","artistry_4_attr":"INT","artistry_4_att_modifier":"","artistry_4_rank":"","artistry_4_modifier":"","artistry_5_cs":"1","artistry_5_name":"","artistry_5_attr":"INT","artistry_5_att_modifier":"","artistry_5_rank":"","artistry_5_modifier":"","craft_1_cs":"1","craft_1_name":"","craft_1_attr":"INT","craft_1_att_modifier":"","craft_1_rank":"","craft_1_modifier":"","craft_2_cs":"1","craft_2_name":"","craft_2_attr":"INT","craft_2_att_modifier":"","craft_2_rank":"","craft_2_modifier":"","craft_3_cs":"1","craft_3_name":"","craft_3_attr":"INT","craft_3_att_modifier":"","craft_3_rank":"","craft_3_modifier":"","craft_4_cs":"1","craft_4_name":"","craft_4_attr":"INT","craft_4_att_modifier":"","craft_4_rank":"","craft_4_modifier":"","craft_5_cs":"1","craft_5_name":"","craft_5_attr":"INT","craft_5_att_modifier":"","craft_5_rank":"","craft_5_modifier":"","craft_6_cs":"1","craft_6_name":"","craft_6_attr":"INT","craft_6_att_modifier":"","craft_6_rank":"","craft_6_modifier":"","craft_7_cs":"1","craft_7_name":"","craft_7_attr":"INT","craft_7_att_modifier":"","craft_7_rank":"","craft_7_modifier":"","craft_8_cs":"1","craft_8_name":"","craft_8_attr":"INT","craft_8_att_modifier":"","craft_8_rank":"","craft_8_modifier":"","craft_9_cs":"1","craft_9_name":"","craft_9_attr":"INT","craft_9_att_modifier":"","craft_9_rank":"","craft_9_modifier":"","handle_animal_cs":"1","handle_animal_attr":"CHA","handle_animal_att_modifier":"","handle_animal_rank":"4","handle_animal_modifier":"10","know_2_cs":"1","know_2_attr":"INT","know_2_att_modifier":"","know_2_rank":"","know_2_modifier":"","know_3_attr":"INT","know_3_att_modifier":"","know_3_rank":"","know_3_modifier":"","know_4_attr":"INT","know_4_att_modifier":"","know_4_rank":"","know_4_modifier":"","know_8_cs":"1","know_8_attr":"INT","know_8_att_modifier":"","know_8_rank":"","know_8_modifier":"","linguistics_cs":"1","linguistics_attr":"INT","linguistics_att_modifier":"","linguistics_rank":"","linguistics_modifier":"","lore_1_name":"","lore_1_attr":"INT","lore_1_att_modifier":"","lore_1_rank":"","lore_1_modifier":"","lore_2_name":"","lore_2_attr":"INT","lore_2_att_modifier":"","lore_2_rank":"","lore_2_modifier":"","lore_3_name":"","lore_3_attr":"INT","lore_3_att_modifier":"","lore_3_rank":"","lore_3_modifier":"","lore_4_name":"","lore_4_attr":"INT","lore_4_att_modifier":"","lore_4_rank":"","lore_4_modifier":"","lore_5_name":"","lore_5_attr":"INT","lore_5_att_modifier":"","lore_5_rank":"","lore_5_modifier":"","lore_6_name":"","lore_6_attr":"INT","lore_6_att_modifier":"","lore_6_rank":"","lore_6_modifier":"","lore_7_name":"","lore_7_attr":"INT","lore_7_att_modifier":"","lore_7_rank":"","lore_7_modifier":"","lore_8_name":"","lore_8_attr":"INT","lore_8_att_modifier":"","lore_8_rank":"","lore_8_modifier":"","lore_9_name":"","lore_9_attr":"INT","lore_9_att_modifier":"","lore_9_rank":"","lore_9_modifier":"","perform_1_cs":"1","perform_1_name":"Sing","perform_1_attr":"CHA","perform_1_att_modifier":"","perform_1_rank":"4","perform_1_modifier":"15","perform_2_cs":"1","perform_2_name":"","perform_2_attr":"CHA","perform_2_att_modifier":"","perform_2_rank":"","perform_2_modifier":"","perform_3_cs":"1","perform_3_name":"","perform_3_attr":"CHA","perform_3_att_modifier":"","perform_3_rank":"","perform_3_modifier":"","perform_4_cs":"1","perform_4_name":"","perform_4_attr":"CHA","perform_4_att_modifier":"","perform_4_rank":"","perform_4_modifier":"","perform_5_cs":"1","perform_5_name":"","perform_5_attr":"CHA","perform_5_att_modifier":"","perform_5_rank":"","perform_5_modifier":"","prof_1_cs":"1","prof_1_name":"","prof_1_attr":"WIS","prof_1_att_modifier":"","prof_1_rank":"","prof_1_modifier":"","prof_2_cs":"1","prof_2_name":"","prof_2_attr":"WIS","prof_2_att_modifier":"","prof_2_rank":"","prof_2_modifier":"","prof_3_cs":"1","prof_3_name":"","prof_3_attr":"WIS","prof_3_att_modifier":"","prof_3_rank":"","prof_3_modifier":"","prof_4_cs":"1","prof_4_name":"","prof_4_attr":"WIS","prof_4_att_modifier":"","prof_4_rank":"","prof_4_modifier":"","prof_5_cs":"1","prof_5_name":"","prof_5_attr":"WIS","prof_5_att_modifier":"","prof_5_rank":"","prof_5_modifier":"","prof_6_cs":"1","prof_6_name":"","prof_6_attr":"WIS","prof_6_att_modifier":"","prof_6_rank":"","prof_6_modifier":"","prof_7_cs":"1","prof_7_name":"","prof_7_attr":"WIS","prof_7_att_modifier":"","prof_7_rank":"","prof_7_modifier":"","prof_8_cs":"1","prof_8_name":"","prof_8_attr":"WIS","prof_8_att_modifier":"","prof_8_rank":"","prof_8_modifier":"","prof_9_cs":"1","prof_9_name":"","prof_9_attr":"WIS","prof_9_att_modifier":"","prof_9_rank":"","prof_9_modifier":"","sleight_of_hand_cs":"1","sleight_of_hand_attr":"DEX","sleight_of_hand_att_modifier":"","sleight_of_hand_rank":"","sleight_of_hand_modifier":"","custom_1_name":"","custom_1_attr":"INT","custom_1_att_modifier":"","custom_1_rank":"","custom_1_modifier":"","custom_2_name":"","custom_2_attr":"INT","custom_2_att_modifier":"","custom_2_rank":"","custom_2_modifier":"","custom_3_name":"","custom_3_attr":"INT","custom_3_att_modifier":"","custom_3_rank":"","custom_3_modifier":"","custom_4_name":"","custom_4_attr":"INT","custom_4_att_modifier":"","custom_4_rank":"","custom_4_modifier":"","custom_5_name":"","custom_5_attr":"INT","custom_5_att_modifier":"","custom_5_rank":"","custom_5_modifier":"","custom_6_name":"","custom_6_attr":"INT","custom_6_att_modifier":"","custom_6_rank":"","custom_6_modifier":"","custom_7_name":"","custom_7_attr":"INT","custom_7_att_modifier":"","custom_7_rank":"","custom_7_modifier":"","custom_8_name":"","custom_8_attr":"INT","custom_8_att_modifier":"","custom_8_rank":"","custom_8_modifier":"","custom_9_name":"","custom_9_attr":"INT","custom_9_att_modifier":"","custom_9_rank":"","custom_9_modifier":"","skill_notes":"[spoiler]+1\/2 Sorcerer Level as untyped to UMD to activate Divine Spell-Trigger & Divine Spell Completion items.|False Piety[\/spoiler][br][spoiler]Gain Heal & Handle Animal as class skills.|Healer Background[\/spoiler][spoiler](2[class]+5[int]+2[background])*4+6[ninja 1]=42|Skill Points (42)[\/spoiler]","feats":"[table][tr][th]Non-Leveling Feats[\/th][td][spoiler]Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.|CC) Spell Focus (Evocation)[\/spoiler][spoiler]Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.|MD) Spell Focus (Divination)[\/spoiler][\/td][\/tr][tr][th]Leveling Feats[\/th][td][spoiler]When you cast an echoing spell, it does not disappear entirely from memory, and you can cast it one additional time during that day. No effect that allows you to reprepare or recast a spell can affect the echoed spell. If you prepare spells, this second casting does not require you to prepare it in another spell slot. If you spontaneously cast spells, this second casting does not expend another available spell slot. An echoing spell uses up a spell slot three levels higher than the spell\u2019s actual level.|1) Echoing Spell[\/spoiler][spoiler]At 3rd level, she selects one domain her deity grants, gaining that domain\u2019s 1st-level granted power, treating her character level as her effective cleric level.[ul][li]Perfected Form (Su): You maintain an unshakable sense of who you are, and no force can compel you to be anything else. You gain a +1 sacred (if your patron is good or neutral) or profane (if your patron is evil) bonus on saving throws against polymorph, petrification, and transmutation effects. This bonus increases by 1 for every 5 cleric levels you have (maximum +5). Once per day when you succeed at a saving throw against such an effect, you can gain a surge of self-confidence as an immediate action that grants you a number of temporary hit points equal to your cleric level and a +2 morale bonus on attack rolls, skill checks, and saving throws; both effects last for 1 minute. [\/li][\/ul]|3) VMC Domain (Self Realization Strength)[\/spoiler][\/td][\/tr][tr][th]Class Feats[\/th][td][spoiler] By using a divine focus as part of casting, you can cast any spell with a material component costing the value of that divine focus (maximum 100 gp) or less without needing that component. For example, if you use a silver holy symbol worth 25 gp, you do not have to provide material components for an arcane spell if its components are worth 25 gp or less. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than the value of the divine focus, you must have the material component on hand to cast the spell, as normal.|Sorc 1) False Focus[\/spoiler][\/td][\/tr][tr][th]Template Feats[\/th][td][spoiler]When attempting a concentration check caused by receiving damage (including ongoing damage), you reduce the damage taken by 50% for the purposes of determining the concentration check DC.[ul][li]Goal: Over time, provoke at least 20 attacks of opportunity for casting conjuration (healing) spells on allies. These spells don\u2019t have to succeed to count.[\/li][li]Completion Benefit: You automatically succeed at concentration checks for conjuration (healing) spells caused by taking damage.[\/li][\/ul]|Battlefield Healer (0\/20)[\/spoiler][spoiler]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.|Endurance[\/spoiler][spoiler]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][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.|Diehard[\/spoiler][spoiler] When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).|Fast Healer (+4)[\/spoiler][spoiler]You can use the Heal skill to treat deadly wounds as a full-round action. You do not take a penalty for not using a healer\u2019s kit when treating deadly wounds this way, and you can do so on a given creature more than once per day. When treating deadly wounds this way, if your result exceeds the DC by 10 or more, add your ranks in Knowledge (planes) to the damage healed. These benefits do not apply to creatures that are not healed by positive energy. You can use this feat\u2019s benefit a number of times per day equal to your ranks in Knowledge (planes).|Healer's Hands[\/spoiler][spoiler]You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.|Skill Focus (Heal)[\/spoiler][spoiler]You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).|Toughness[\/spoiler][spoiler]Gain a hit point for each Hit Die you possess. You also gain a hit point whenever you gain a Hit Die.|Improved Toughness[\/spoiler][br]Lvl-5 Unlock: [spoiler]Whenever you use Heal to provide first aid, treat caltrop wounds, or treat poison on an ally who also has this feat, you provoke no attacks of opportunity, and can take 10 on the check. Unlike with other teamwork feats, allies that are paralyzed, stunned, unconscious, or cannot otherwise act still count for the purposes of this feat.|Combat Medic[\/spoiler][spoiler] Choose one skill. You gain the ability listed in that skill\u2019s 5 Ranks entry. As you gain more ranks in the chosen skill, you gain additional abilities. If you have 10 or more ranks in the chosen skill, you gain the appropriate abilities immediately. If your chosen skill is Craft, Knowledge, Perform, or Profession, you gain the listed powers only for one category of that skill, such as Craft (bows). This feat can be taken only once, but it stacks with the rogue\u2019s edge ability and the cutting edge rogue talent.|Signature Skill (Heal)[\/spoiler][\/td][\/tr][tr][th]Mythic Feats[\/th][td][\/td][\/tr][\/table]","special_abilities":"","traits":"[table][tr][th]Traits[\/th][td][spoiler]Your religious studies hinged on teachings rarely recognized by your faith. You can select one of the apocryphal subdomains detailed below, provided the subdomain is associated with your patron deity. In some cases, you can select a subdomain associated with a deity despite that deity not offering the associated domain\u2014these exceptions are noted with an asterisk (*), and you gain domain powers and domain spells from the associated domain as usual, even though your deity normally doesn\u2019t grant access to that domain. When selecting a subdomain associated with two domains, a priest can choose only a subdomain that modifies a domain to which he has access.|Acolyte of Apocrypha (Faith, Irori, Self-Realization)[\/spoiler][spoiler]Select one specific type of animal (such as wolves or apes). You were raised from infancy by an animal or pack of animals of that type. You learned their ways and have more in common with your beastly kin than members of any humanoid race. You gain a +1 trait bonus on Survival checks and can use speak with animals as a spell-like ability at will to communicate with the type of animal that raised you.|Beastkin (Social, Turtles)[\/spoiler][spoiler]You possess an innate ability to motivate and inspire others to do the right thing. You gain a +1 trait bonus on Diplomacy checks when attempting to persuade a nongood creature to make a decision that benefits the cause of good, and when persuading a nonlawful creature to make a decision in line with the laws of the region. These bonuses stack if you attempt to persuade a nongood, nonlawful creature to take a lawful good action.|Good Influence (Race)[\/spoiler][spoiler]One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two\u2014and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell\u2019s final adjusted level.|Magical Lineage (Magic, Full Pouch)[\/spoiler][spoiler]You grew up on one of the wayang-populated islands of Minata, and your use of magic while hunting has been a boon to you. Select a spell of 3rd level or below. When you use this spell with a metamagic feat, it uses up a spell slot one level lower than it normally would.|Wayang Spellhunter (Region, Full Pouch)[\/spoiler][\/td][\/tr][tr][th]Drawbacks[\/th][td][spoiler]You suffer a -2 penalty on all Reflex saving throws.|Slow Reflexes[\/spoiler][\/td][\/tr][tr][th]Racial Traits[\/th][td][spoiler]Human Sorcerer FCB: 3 Cantrips|FCB[\/spoiler][spoiler]+2 Con, +2 Wis|Racial ABI[\/spoiler][spoiler]Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.|Celestial Resistance[\/spoiler][spoiler]Aasimars can see in the dark up to 60 feet.|Darkvision 60'[\/spoiler][spoiler]Some aasimars\u2019 heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.|Scion of Humanity[\/spoiler][\/td][\/tr][tr][th]Template[br]Positive Spirit[\/th][td][spoiler][url:https:\/\/docs.google.com\/document\/d\/1-UYGAdCd6xhx8Rfw8oxO7UhaEKsECMl-KG0ipuLBCZk\/edit?tab=t.0#heading=h.orklbp2ewfek]Doc Link[\/url][br][block:1620919]|Template Page[\/spoiler][br][spoiler]Outsiders can see in the dark up to 60 feet.|Darkvision 60'[\/spoiler][spoiler]The Spirit does not immediately die due to hit point damage, the Spirit persists until at least the end of his next turn. If the Spirit is healed above his death threshold by the end of his turn, he does not die.|Delayed Death[\/spoiler][spoiler]A Positive Spirit moves itself through its force of will, as such it is very sluggish, but also impossible to stop by many normal means. As long as the Spirit\u2019s Charisma score is above 20+1\/2HD, it treats its Dexterity as 1. Furthermore, if the Spirit would be immune to Charisma Damage or Drain, it instead heals 1 Charisma Damage per round or 1 Charisma Drain per minute, healing damage before drain, and is not immune to Dexterity Damage or Drain.|Divine Dexterity[\/spoiler][spoiler]When the Spirit heals another creature, the Spirit also heals for a quarter of the amount they heal as the excess energy flows back into him. No abilities the Spirit has affects the amount of healing he receives, however any modifiers to the healing that the healed creature has are applied before the amount healed is quartered.[br][br]The Positive Spirit may also choose to forgo this healing to himself, in order to grant all his allies within close range the amount of HP he would have healed as temporary HP. This temporary HP persists for 1 minute, or until discharged. An individual recipient may not benefit from temporary HP in excess to their maximum HP, all remaining temporary HP beyond that point is lost.|Energy Backflow[\/spoiler][spoiler]Fast Healing equal to Charisma Modifier|Fast Healing 9[\/spoiler][spoiler]Hryon\u2019s body is composed of the raw energies of life, and, as such, his physical state can affect how much mass he possesses. At all times, he possesses a number of size categories above small equal to the following equation of his Maximum HP, his Constitution Score, and his Charisma Score: \u221c(Max HP\/(Constitution Score+Charisma Score)). For this calculation, he uses his Constitution and Charisma Scores without adjustment of ability damage, ability drain, or ability penalties.[br][br]For each size category above medium, he accepts 2 temporary dexterity damage (unless it would reduce his true dexterity score to less than 1) and gains a stacking +2 size bonus to strength. He does not gain a bonus to his strength, if he cannot reduce his dexterity. If he would incur dexterity damage from another source, that would result in his dexterity dropping below 1, he must recalculate how much dexterity damage he is allowed to accept in this way. This dexterity damage cannot be healed, except by reducing in size, which immediately heals the damage.[br][br]If he is reduced to small size, he instead accepts two strength damage and gains a +2 size bonus to dexterity. He follows all the rules and restrictions for increasing size above medium, but replacing dexterity with strength.|Healthy Titan (Size Factor: 1.106)[\/spoiler][spoiler]Immunity to Bleed, Disease, Paralysis, Poison, Permanent Injury, Positive Energy Damage, and Negative Effects of the Positive Energy Plane, Sleep, Stunning; Elementals do not breathe, eat, or sleep.|Immunities[\/spoiler][spoiler]The Positive Spirit can surge his form, as a swift action the Positive Spirit may grant all creatures in a 10\u2019 radius burst an amount of healing equal to 1d6% the spirit\u2019s current HP divided by his number of size categories above small size (minimum 1). At its 5th HD and every 5th HD thereafter, the Spirit increases the range 10\u2019. The Spirit may surge an unlimited amount of times per day, however there is a 2d4 round cooldown between each pulse, as the energy must draw back to the Spirit. This pulse both heals living creatures and harms undead at the same time. The Spirit may designate a number of Squares equal to their Con Mod as being unaffected by this effect.[br][br]Undead are entitled to a Fort save with a DC of 10+Cha+\u00bdHD, success causing them to only take half the damage.|Life Pulse[\/spoiler][spoiler]The Positive Spirit's entire being is composed of crystallized positive energy. The Positive Spirit heals for twice the normal amount whenever positive energy is applied to him for the purpose of healing. The Spirit gains his Cha to Hp each level in addition to his Con.|Living Energy[\/spoiler][spoiler]Should the Positive Spirit have an ally which is both smaller than him and can receive an amount of the damage he takes, he may choose to add their HP to his own. However, during such time as he is doing so, he takes any and all damage they would receive; likewise, if the ally is healed during this time, the Spirit receives the healing as untyped healing instead. The Spirit never gains the benefit of [b]Energy Backflow[\/b] from targets under the effects of Unified Life.[br][br]If any effect would take into account such an ally\u2019s HP, while the ally is affected by Unified Life, they are considered to be at whatever amount of HP they had prior to being affected by Unified Life.[br][br]Only a willing Creature can be affected by Unified Life, and if such a companion would become unable to receive a portion of the Spirit\u2019s damage or an unwilling participant in this effect, the Spirit no longer adds their HP to his own, and the creature receives half of the total difference between the Spirit\u2019s current and max HP as damage, reducing them to a minimum of 1 HP.[br][br]The range for this effect is always equal to the range for the spell, feature, or other ability which allows or forces the target to take damage in place of Hyron.[ul][li]AoE Vulnerability (base Severity 1): Attacks which affect targets in an area are extraordinarily effective in subduing Hyron. This is not listed to apply any additional demerits of the template to him, but just to make GMs aware\u2026 he typically takes between roughly 20 and 40 times the damage from AoE attacks, as a consequence of Unified Life. This is represented by his AoE Severity Multiplier.[\/li][\/ul]|Unified Life[\/spoiler][br]Weaknesses: [spoiler]Unlike most living creatures, an outsider does not have a dual nature\u2014its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don\u2019t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life.|Outsider Raise Resistance[\/spoiler][spoiler]Being an elemental of positive energy, the Positive Spirit\u2019s flesh is constantly being renewed. He has no dead skin to shield him from sensing everything. While wearing any armor or even heavy clothing, or while being grappled, the Spirit is sickened. For each round in which he is sickened in this way, he incurs 10d6 nonlethal damage (with any nonlethal damage gained in this way that exceeds his current HP being lost). This nonlethal damage can only be healed after a minute has passed from the point where he has stopped wearing armor or being grappled. The Positive Spirit cannot become immune to grappling.|Soft and Sensitive Flesh[\/spoiler][spoiler]The Positive Spirit is impossibly easy to hit, as if fate itself conspires to harm him. All attacks rolls automatically succeed against the positive spirit, however effects which apply on hit\u2013aside from the basic damage of the attack\u2013such as poison, disease, energy drain, or automatic combat maneuvers only apply if the attack roll would have hit normally against the Spirit\u2019s AC. Likewise, critical confirmation does not automatically succeed.|Unimaginably Easy Target[\/spoiler][\/td][\/tr][\/table]","languages":"[table][tr][th]Human Languages[\/th][td]Common[\/td][\/tr][tr][th]Magical Languages[\/th][td]Draconic, Sylvan[\/td][\/tr][\/table]","arms_and_equipment_txt":"[table][tr][th]Coin Purse[\/th][td][block:1619714][\/td][\/tr][tr][th]Magic Item Slots[\/th][td][block:1619724][\/td][\/tr][tr][th]Slotless \/ Stored[br]Magic Items[\/th][td][block:1620252][\/td][\/tr][tr][th]Mundane Items[\/th][td][block:1620244][\/td][\/tr][\/table]","class_features_txt":"[table][tr][th]Magus[\/th][td][spoiler][ul][li]Familiar: The magus gains a familiar, using his magus level as his effective wizard level. This familiar follows the rules for familiars presented in the arcane bond wizard class feature.[\/li][\/ul]|Arcana[\/spoiler][spoiler]At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1\/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.[ul][li]At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.[\/li][\/ul]|Arcane Pool (0+Int)[\/spoiler][spoiler]At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a \u20132 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.|Spell Combat[\/spoiler][spoiler]At 2nd level, whenever a magus casts a spell with a range of \u201ctouch\u201d from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19\u201320, or 18\u201320 and modified by the keen weapon property or similar effects), but the spell effect only deals \u00d72 damage on a successful critical hit, while the weapon damage uses its own critical modifier. |Spellstrike[\/spoiler][\/td][\/tr][tr][th]Ninja[\/th][td][spoiler]At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.|Poison Use[\/spoiler][spoiler]If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.[br][br]The ninja's attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.[br][br]With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual \u20134 penalty.[br][br]The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.|Sneak Attack (1d6)[\/spoiler][\/td][\/tr][tr][th]Sorcerer[\/th][td][spoiler][ul][li][b]Class Skills:[\/b] Knowledge (Arcana)[\/li][li][b]Bonus Spells:[\/b] Aid (2nd level)[\/li][li][b]Bloodline Arcana:[\/b] When casting any spell that deals fire damage, you can instead heal your targets. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal.[\/li][li][b]1) Blood Havoc (Su):[\/b] Whenever you cast a bloodrager or sorcerer spell that deals damage, add 1 point of damage per die rolled. This benefit applies only to damaging spells that belong to schools you have selected with Spell Focus or that are bloodline spells for your bloodline.[\/li][li][b]3) The Unseen World (Su):[\/b] At 1st level, you gain detect magic and read magic as spells known. At 5th level, the phoenix\u2019s blood drives you to find and save lost knowledge and magical items. As a swift action, you can automatically identify the properties of a non-cursed magic item you hold; you must still identify a cursed item as normal to correctly identify it as cursed. You can use this ability a number of times equal to your Charisma modifier per day.[\/li][\/ul]|Crossblooded Bloodline[\/spoiler][spoiler] At 1st level, a Razmiran priest gains Knowledge (religion) and Perform as class skills, but loses Appraise and Fly as class skills. He adds half his sorcerer level to Use Magic Device checks to activate spell trigger and spell completion items that use divine spells. He gains False Focus as a bonus feat (see page 10).|False Piety[\/spoiler][\/td][\/tr][tr][th]Mythic[\/th][td][\/td][\/tr][\/table]","creatures_and_mounts_txt":"","possessions_and_property_txt":"","retinue_txt":"","general_notes_1_label":"Template","general_notes_1":"","general_notes_2_label":"","general_notes_2":"","arms_and_equipment":"","class_features":"","creatures_and_mounts":"","possessions_and_property":"","retinue":"1619732","spellbook_0_level_spells":"1620577","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":"-3","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":"1619370","world":""}