{"player":"[spoiler]PB: 7, 16, 10, 14, 12, 18[br][block:1625266]|The Won Hypocrisy Truth[\/spoiler]","name":"Kelmis (replacement sheet)","race":"[spoiler]Undead (Devil, Dhampir, Shapechanger)|Damphir[\/spoiler]","imageid":"","class_and_level":"Agent of the Grave|5;Evangelist|3;Mystic Theurge|2;Oracle (Juju)|3;Sorcerer (Cross-Blooded)|6;Vigilante (Magical Child)|7;[br]Mythic Archmage-Hierophant|1;","size":"","age":"","gender":"","alignment":"LE","deity":"","homeland":"","domain":"","height":"","weight":"","hair_color":"","eye_color":"","xp":"5000","strength":"13","dexterity":"26","constitution":"-","intelligence":"22","wisdom":"18","charisma":"37","total_health":"303","hd":"13(d8+13+2)+4","damage_reduction":"","spell_resistance":"","armor_ac_modifier":"5","shield_ac_modifier":"","dex_ac_modifier":"4","size_ac_modifier":"","natural_ac_modifier":"7","deflection_ac_modifier":"2","misc_ac_modifier":"","fortitude_save_base":"10","fortitude_save_magic_modifier":"4","fortitude_save_misc_modifier":"18","temporary_fortitude_save_modifier":"-2","reflex_save_base":"9","reflex_save_magic_modifier":"4","reflex_save_misc_modifier":"","temporary_reflex_save_modifier":"","will_save_base":"14","will_save_magic_modifier":"4","will_save_misc_modifier":"","temporary_will_save_modifier":"","save_notes":"Immunity to Fire, Poison, & Undead Traits; Kelmis can never be immune to disease and gains a -2 penalty to saving throws to resist contracting diseases.","base_attack_bonus":"11","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":"Masterwork Kukri|+20|18-20\/x2|S|-|-|1d4+1;\r\nMasterwork Longbow|+20|x3|P|100'|20|1d8;\r\n(ABP +2) Masterwork Rapier|+21|18-20\/x2|P|-|-|1d6+3;","armor_table":"(ABP +2) Nimble Dark Leaf Armored Coat|+5|Medium|-0|10%|15|-;\r\nBloatmage Initiate|+0|Medium|-3|-|-|Max Dex +3;","known_spells":"9+1[br]7+1[br]6+1|5+2[br]4+1[br]5|5+1[br]2+1[br]4|4+1[br]1[br]2|3+1[br]-[br]-|2+1[br]-[br]-|-[br]-[br]-|-[br]-[br]null|-[br]-[br]null|-[br]-[br]null","spell_per_day":"-|6&6\/4|6&6\/3|6&5\/1|6&3\/-|4&-|-|-|-|-","bonus_spells":"-|4|3|3|3|3|2|2|2|2","spell_dc":"","spellbook_txt":"[table][tr][th]CL[\/th][td][spoiler](3+2+4+2) [level]+1 [Trait, to HD limit][br]Spells\/day\/known as 11th level|Oracle CL-12[\/spoiler][spoiler](6+2) [level]+1 [Trait, to HD limit][br]Spells\/day\/known as 8th level|Sorcerer CL-9[\/spoiler][spoiler]7 [level]+2 [Trait, to HD limit][br]Spells\/day\/known as 7th level|Vigilante CL-9[\/spoiler][br][spoiler]+1 [Bloodline]+2 [feat: Bloatmage Initiate\/Varisian Tattoo]|Necromancy CL +3[\/spoiler][spoiler]+1 [Gifted Adept]+2 [feat: Spell Specialization][br]Amount of HD animated: +4 [feat: Undead Master][br]Amout of HD controled: +14 [Agent of the Grave][br]Amount of HD Controlled (Oracle): -5 [agent of the grave is only counted twice, not three times]|Animate Dead CL+17(+12)\/+7[\/spoiler][br][spoiler]+1 [Bloodline]|Dim Light or Darker CL+1[\/spoiler][spoiler]+2[feat: Maleficium]|Evil Descriptor CL+2[\/spoiler][\/td][\/tr][tr][th]DC[\/th][td][spoiler]+2 [feat: Maleficium]|Evil Descriptor DC+2[\/spoiler][spoiler]+1 [feat:Spell Focus]|Necromancy DC+1[\/spoiler][\/td][\/tr][tr][th]Orisons[br]Cantrips[br](DC 23)[\/th][td][ul][li]Oracle: [spoiler][block:1519171]|Bleed[\/spoiler][spoiler][block:1625247]|Create Water[\/spoiler][spoiler]|Grasp[\/spoiler][spoiler][block:1519224]|Mending[\/spoiler][spoiler][block:1519229]|Prestidigitation[\/spoiler][spoiler][block:1519237]|Scrivener's Chant[\/spoiler][spoiler][block:1519239]|Sotto Voce[\/spoiler][spoiler][block:1519240]|Spark[\/spoiler][spoiler][\/spoiler][spoiler][\/spoiler][\/li][li]Sorcerer: [spoiler][block:1519169]|Arcane Mark[\/spoiler][spoiler][block:1519185]|Disrupt Undead[\/spoiler][spoiler][block:1519220]|Jolt[\/spoiler][spoiler][block:1519226]|Oath of Anonymity[\/spoiler][spoiler][block:1519229]|Prestidigitation[\/spoiler][spoiler][block:1519236]|Scoop[\/spoiler][spoiler][\/spoiler][spoiler][\/spoiler][\/li][li]Vigilante: [spoiler][block:1519167]|Acid Splash[\/spoiler][spoiler][block:1519169]|Arcane Mark[\/spoiler][spoiler][block:1519180]|Detect Magic[\/spoiler][spoiler][block:1519221]|Light[\/spoiler][spoiler][block:1519227]|Open\/Close[\/spoiler][spoiler][block:1519229]|Prestidigitation[\/spoiler][spoiler][block:1519232]|Read Magic[\/spoiler][\/li][\/ul][\/td][\/tr][tr][th]1st[br](DC 24)[\/th][td][ul][li]Oracle: [spoiler][block:1625248]|Dancing Lantern[\/spoiler][spoiler][block:1625249]|Decompose Corpse[\/spoiler][spoiler]|Infernal Healing[\/spoiler][spoiler][block:1526779]|Inflict Light Wounds[\/spoiler][spoiler][block:1625250]|Speak with Animals[\/spoiler][spoiler][\/spoiler][spoiler][\/spoiler][\/li][li]Sorcerer: [spoiler]|Chill Touch[\/spoiler][spoiler]|Ears of the City[\/spoiler][spoiler]|Restore Corpse[\/spoiler][spoiler][block:1625245]|Unwelcome Halo[\/spoiler][spoiler][\/spoiler][\/li][li]Vigilante: [spoiler][block:1627088]|Feather Fall[\/spoiler][spoiler][block:1519180]|Identify[\/spoiler][spoiler][block:1519278]|Mage Armor[\/spoiler][spoiler][block:1625246]|Snowball[\/spoiler][spoiler][\/spoiler][\/li][\/ul][\/td][\/tr][tr][th]2nd[br](DC 25)[\/th][td][ul][li]Oracle: [spoiler]|Deathwine[\/spoiler][spoiler][block:1526779]|Inflict Moderate Wounds[\/spoiler][spoiler][block:1627089]|Make Whole[\/spoiler][spoiler][\/spoiler][spoiler][\/spoiler][\/li][li]Sorcerer: [spoiler]|Limp Lash[\/spoiler][spoiler][\/spoiler][spoiler][\/spoiler][spoiler][\/spoiler][spoiler][\/spoiler][\/li][li]Vigilante: [spoiler]|Haste[\/spoiler][spoiler]|Summon Cacodaemon[\/spoiler][spoiler][\/spoiler][spoiler][\/spoiler][spoiler][\/spoiler][\/li][\/ul][\/td][\/tr][tr][th]3rd (DC 26[\/th][td][ul][li]Oracle: [spoiler][block:1627090]|Animate Dead (CL 26\/21)[\/spoiler][spoiler][\/spoiler][spoiler][\/spoiler][spoiler][\/spoiler][spoiler][\/spoiler][\/li][li]Sorcerer: [spoiler][\/spoiler][\/li][li]Vigilante: [spoiler][\/spoiler][spoiler][\/spoiler][\/li][\/ul][\/td][\/tr][tr][th]4th (DC 27)[\/th][td][ul][li]Oracle: [spoiler][\/spoiler][spoiler][\/spoiler][spoiler][\/spoiler][spoiler][\/spoiler][\/li][li]Sorcerer: [\/li][\/ul][\/td][\/tr][tr][th]5th (DC 28)[\/th][td][ul][li]Oracle: [spoiler][\/spoiler][spoiler][\/spoiler][spoiler][\/spoiler][\/li][li]Sorcerer: [\/li][\/ul][\/td][\/tr][tr][th]6th (DC 29)[\/th][td][\/td][\/tr][tr][th]7th (DC 30)[\/th][td][\/td][\/tr][tr][th]8th (DC 31)[\/th][td][\/td][\/tr][tr][th]9th (DC 32)[\/th][td][\/td][\/tr][tr][th]Spell-Likes[\/th][td][spoiler][block:1627090]|Animate Dead (CL 32\/22)[\/spoiler][spoiler][block:1627090]|Animate Dead (CL 22\/12)[\/spoiler][spoiler][block:1627091]|Boneshaker[\/spoiler][spoiler][block:1627092]|Desecrate (constant, centered on her)[\/spoiler][spoiler][block:1625259]|Disguise Self (Physical change, +5 disguise)[\/spoiler][spoiler][block:1625634]|Library of Blight[\/spoiler][spoiler]Only aggravates the affliction of the Onyx Blight. Effects a number of targets within 30' of the caster equal to her charisma modifier.[br][block:1627084]|Plague Aura[\/spoiler][spoiler][block:1625250]|Speak with Animals (CL 4; Rats, Bats, & Wolves)[\/spoiler][\/td][\/tr][\/table]","spell_notes":"","speed_base":"","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":"13","bluff_modifier":"15","climb_cs":"1","climb_attr":"STR","climb_att_modifier":"","climb_rank":"","climb_modifier":"","diplomacy_cs":"1","diplomacy_attr":"CHA","diplomacy_att_modifier":"","diplomacy_rank":"","diplomacy_modifier":"15","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":"13","disguise_modifier":"5","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":"","heal_modifier":"1","intimidate_cs":"1","intimidate_attr":"CHA","intimidate_att_modifier":"","intimidate_rank":"13","intimidate_modifier":"","know_1_cs":"1","know_1_attr":"CHA","know_1_att_modifier":"","know_1_rank":"13","know_1_modifier":"","know_5_cs":"1","know_5_attr":"CHA","know_5_att_modifier":"","know_5_rank":"","know_5_modifier":"","know_6_cs":"1","know_6_attr":"CHA","know_6_att_modifier":"","know_6_rank":"13","know_6_modifier":"","know_7_cs":"1","know_7_attr":"CHA","know_7_att_modifier":"","know_7_rank":"13","know_7_modifier":"","know_9_cs":"1","know_9_attr":"CHA","know_9_att_modifier":"","know_9_rank":"13","know_9_modifier":"","know_10_cs":"1","know_10_attr":"CHA","know_10_att_modifier":"","know_10_rank":"13","know_10_modifier":"","know_11_name":"","know_11_attr":"CHA","know_11_att_modifier":"","know_11_rank":"","know_11_modifier":"","know_12_name":"","know_12_attr":"CHA","know_12_att_modifier":"","know_12_rank":"","know_12_modifier":"","know_13_name":"","know_13_attr":"CHA","know_13_att_modifier":"","know_13_rank":"","know_13_modifier":"","know_14_name":"","know_14_attr":"CHA","know_14_att_modifier":"","know_14_rank":"","know_14_modifier":"","know_15_name":"","know_15_attr":"CHA","know_15_att_modifier":"","know_15_rank":"","know_15_modifier":"","perception_cs":"1","perception_attr":"WIS","perception_att_modifier":"","perception_rank":"","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":"","sense_motive_modifier":"","spellcraft_cs":"1","spellcraft_attr":"INT","spellcraft_att_modifier":"","spellcraft_rank":"3","spellcraft_modifier":"","stealth_cs":"1","stealth_attr":"DEX","stealth_att_modifier":"","stealth_rank":"","stealth_modifier":"","survival_cs":"1","survival_attr":"WIS","survival_att_modifier":"","survival_rank":"","survival_modifier":"","swim_cs":"1","swim_attr":"STR","swim_att_modifier":"","swim_rank":"","swim_modifier":"","use_magic_device_cs":"1","use_magic_device_attr":"CHA","use_magic_device_att_modifier":"","use_magic_device_rank":"","use_magic_device_modifier":"","appraise_cs":"1","appraise_attr":"INT","appraise_att_modifier":"","appraise_rank":"","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":"Alchemy","craft_1_attr":"INT","craft_1_att_modifier":"","craft_1_rank":"4","craft_1_modifier":"1","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_attr":"CHA","handle_animal_att_modifier":"","handle_animal_rank":"","handle_animal_modifier":"","know_2_cs":"1","know_2_attr":"CHA","know_2_att_modifier":"","know_2_rank":"","know_2_modifier":"","know_3_attr":"CHA","know_3_att_modifier":"","know_3_rank":"","know_3_modifier":"","know_4_attr":"CHA","know_4_att_modifier":"","know_4_rank":"","know_4_modifier":"","know_8_cs":"1","know_8_attr":"CHA","know_8_att_modifier":"","know_8_rank":"","know_8_modifier":"","linguistics_cs":"1","linguistics_attr":"INT","linguistics_att_modifier":"","linguistics_rank":"13","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":"Oratory","perform_1_attr":"CHA","perform_1_att_modifier":"","perform_1_rank":"2","perform_1_modifier":"2","perform_2_cs":"1","perform_2_name":"Undead Puppet 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(Seamless Guise)","custom_1_attr":"CHA","custom_1_att_modifier":"","custom_1_rank":"13","custom_1_modifier":"15","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]Craft (Alchemy), Heal|Epidemiologist Background[\/spoiler][spoiler](2[class]+6[int]+2[background])*13[level]+14[vigi\/agent]+6[evangelist]+3[FCB]|Skill Points (140)[\/spoiler]","feats":"[table][tr][th]Non-Leveling Feats[\/th][td][spoiler]As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round.|Arcane Armor Training[\/spoiler][spoiler]You can use any equipment trick relating to the chosen item as long as you meet the trick\u2019s prerequisites. If the item would normally be considered an improvised weapon, you can treat it as either a normal weapon or an improvised weapon, depending on which is more beneficial for you.[ul][li][b]Flare (Craft [alchemy] 5 ranks or alchemist bomb class feature):[\/b] As a standard action, you can expend the remaining life of a sunrod (lit or unlit) in an instant. Sighted creatures within a 20-foot-radius burst of the sunrod must succeed at a DC 15 Fortitude save or be dazzled for 2d4 rounds. Creatures with light sensitivity or light blindness receive a \u20132 penalty on their saving throws. Alternatively, as a full-round action, you can strike a creature with the sunrod or throw the sunrod as a ranged attack with a range increment of 10 feet. When it strikes a hard surface, it flares as describe above. Since you don\u2019t have to hit a specific target, you can simply aim at the corner of particular 5-foot square. Treat the target corner as AC 5. If a creature is struck by the sunrod and fails its Fortitude save, it is blinded for the first round of its dazzled condition.[\/li][li][b]Fast Sunrod (Quick Draw):[\/b] You can draw and light an easily accessible sunrod from a pack as a swift action.[\/li][li][b]Like the Sun (ability to cast any spell with the light descriptor):[\/b] You can use a sunrod as an additional material component for any spell that bears the light descriptor. The spell is treated as one spell level higher (to a maximum of 9th level) for all purposes, including the calculation of saving throw DCs and its ability to overcome sources of magical darkness.[\/li][li][b]Lodge Sunrod (Throw Anything):[\/b] You can throw your sunrod as a ranged improvised weapon. If you hit with a ranged touch attack, the sunrod does no damage, but stays lodged on the target until the target or another creature spends a move action to remove it.[\/li][li][b]Lure (Handle Animal 5 ranks):[\/b] As a move action while holding a lit sunrod in your hand, you can attempt to move an animal in any direction you desire. Make a Handle Animal check against a DC of 15 + the target animal\u2019s CR. If you are successful, the animal moves 5 feet in the desired direction on its next turn. For every 5 points by which your check exceeds the DC, the animal moves another 5 feet, up to the animal\u2019s maximum speed. This movement provokes attacks of opportunity as normal, though if one is taken, the animal immediately stops moving (whether or not the attack hits). You cannot move an animal into an obvious hazard with this trick, but you can (for example) lure it into an open cage.[\/li][li][b]Twice as Brightly (Craft [alchemy] 5 ranks):[\/b] As full-round action, you can tamper with an unused sunrod such that it burns out in a single hour, but shines much more brightly. It sheds bright light in a 30-foot radius and increases the light level by two steps for an additional 30 feet beyond that area (darkness becomes normal light, and dim light or normal light becomes bright light). It does not increase the light level in bright light.[\/li][\/ul]|MD) Equipment Trick (Sunrod)[\/spoiler][\/td][\/tr][tr][th]Leveling Feats[\/th][td][spoiler]Those who try to learn your true alignment find it hidden or receive a false result. Depending on the number of damnation feats you possess, spells or special abilities that would normally reveal your alignment return a vague or incorrect result. If this feat disguises your alignment, you can use either your true alignment or the false one when using magic items with alignment prerequisites.[ul][li]You immediately know when someone is attempting to use a spell or special ability to learn your alignment. You learn the name and alignment of the creature using the effect. Additionally, you can choose any alignment as the result returned by the spell or ability.[\/li][\/ul]|1) Mask of Virtue[\/spoiler][spoiler]Each deity requires a different daily obedience, but all obediences take no more than 1 hour per day to perform. Once you\u2019ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the Obedience entry for the god to whom you performed the obedience.[br][br]If you have at least 12 Hit Dice, you also gain the first boon granted by your deity upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the second boon. If you have 20 Hit Dice or more, you also gain the third boon. Unless a specific duration or number of uses per day is listed, a boon\u2019s effects are constant. If you have levels in the evangelist, exalted, or sentinel prestige classes, you gain access to these boons at lower levels as a benefit of your prestige class. If you have no levels in one of these prestige classes, you gain the boons marked as exalted boons. If you later take levels in sentinel or evangelist, you lose access to the exalted boons and gain access to the new boons appropriate to your class.[br][br]If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.|3) Deific Obedience (Circiatto)[\/spoiler][spoiler]|5) Craft Wondrous Item[\/spoiler][spoiler]You can use the Intimidate skill to manipulate and terrify others.[ul][li]+4 to intimidate checks[\/li][li]When you demoralize a creatures more than once using Intimidate, you can create stronger fear conditions rather than increasing the duration of the shaken condition.[\/li][li]You can use Intimidate to demoralize opponents as a swift action.[\/li][\/ul]|7) Soulless Gaze[\/spoiler][spoiler] You gain defensive abilities related to your patron\u2019s outsider subtype. For example, if your patron is a devil, the abilities listed below tie into the devil subtype (see Creature Subtypes, starting on page 310 of the Pathfinder RPG Bestiary). These benefits tie to your patron\u2019s subtype, not your specific patron (its abilities might differ from the norm).[ul][li]Immunity to Cold[\/li][li]Immunity to Acid, become Outsider (Native)[\/li][\/ul]|9) Fiendskin[\/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.|11) Signature Skill (Intimidate)[\/spoiler][\/td][\/tr][tr][th]Class Feats[\/th][td][spoiler]You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.|Sorcerer 1) Eshew Materials[\/spoiler][spoiler]As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1\/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.|Oracle 3) Command Undead (DC 16)[\/spoiler][spoiler]You can prepare for future contingencies without defining what those preparations are until they are relevant. As a part of this preparation, while in a settlement for at least 24 hours, you can take 8 hours and spend up to 50 gp per character level, which becomes your brilliant plan fund. While you have a brilliant plan pending, you are always treated as carrying 20 additional pounds of weight, even before you define your brilliant plan.[br][br]Once per day, you can take 10 minutes to enact a brilliant plan, withdrawing an item that would have been available in a settlement you visited or procuring a mundane service that your character planned ahead of time. Once you enact the plan, subtract the price of the item or service from this feat\u2019s fund. Any item procured must weigh 10 pounds or less. Likewise, the GM must approve any nonmagical service you gain by using this feat as being appropriate for the location selected.[br][br]Once you have spent all the money in your brilliant plan fund or procured 20 pounds of objects with this feat, you cannot use the feat again until you replenish your brilliant plan fund.[ul][li]Always Prepared: she can spend up to 100 gp per character level for his brilliant plan fund and only requires 1 minute to enact his brilliant plan. In addition, while in a settlement for at least 1 week, she can spend 24 hours and up to 500 gp per character level to create a stash somewhere within the settlement. Once per day, the vigilante can take 1 hour to retrieve a stash, retrieving any number of items that would have been available in a settlement she visited at the time of making the stash, regardless of the weight of the items.[\/li][\/ul]|Vigilante 3) Brilliant Planner[\/spoiler][spoiler] You no longer provoke attacks of opportunity when attacking with a whip. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. Further, you can deal damage with a whip despite a creature\u2019s armor bonus or natural armor bonus.|Vigiante 6) Whip Mastery[\/spoiler][spoiler]While wielding a whip, you threaten the area of your natural reach plus 5 feet. You can also use a whip to grasp an unattended Small or Tiny object within your whip\u2019s reach and pull that object into your square. To do so, you must hit AC 10 with a melee touch attack. Further, you can use the whip to grasp onto an object within your whip\u2019s reach, using 5 feet of your whip as if it were a grappling hook, allowing you to use the rest of your whip to swing on like a rope. As a free action, you can release the object your whip is grasping, but you cannot use the whip to attack while the whip is grasping an object.|Vigilante 6) Improved Whip Mastery[\/spoiler][\/td][\/tr][tr][th]Template Feats[\/th][td][spoiler]A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level. |Heighten Spell[\/spoiler][spoiler]You cast spells with the evil descriptor with increased potency.[ul][li]Add 2 to the DCs of all saving throws against spells with the evil descriptor that you cast.[\/li][li]When you apply a metamagic feat to a spell with the evil descriptor, that spell takes up a spell slot 1 level lower than normal (to a minimum of 1 level above the spell\u2019s actual level).[\/li][li]Treat your caster level as being 2 higher for all level-dependent effects of spells with the evil descriptor that you cast.[\/li][\/ul]|Melificium[\/spoiler][spoiler]When you successfully use a spell, spell-like ability, or supernatural ability to cause a creature to contract a disease, you gain a +2 bonus on attack rolls with natural weapons and unarmed strikes against that creature. In addition, such attacks deal an additional 1d6 points of negative energy damage. If you have the supernatural ability to cause a single disease (such as mummy rot), you gain these bonuses against any creature that has contracted the same disease, even if it did not contract it from you.|Pestilent[\/spoiler][spoiler]Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.|Spell Focus (Necromancy)[\/spoiler][spoiler]You learn the basics of the ancient art of hemotheurgy. Pick one school of magic in which you possess the Spell Focus feat\u2014you cast spells from this school of magic at +1 caster level. This bonus stacks with the bonus from Spell Focus. Unfortunately, the bloating side effects increase your girth to such a point that you are constantly under the effects of a medium load\u2014your maximum bonus to AC from Dexterity is +3, you gain an armor check penalty of \u20133, and your speed decreases as appropriate (generally from 30 feet to 20 feet for a Medium creature).|Bloatmage Initiate (Necromancy)[\/spoiler][spoiler]Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell. Every time you gain an even level in the spellcasting class you chose your spell from, you can choose a new spell to replace the spell selected with this feat, and that spell becomes your specialized spell.|Spell Specialization (Animate Dead)[\/spoiler][spoiler] When you cast animate dead or use the Command Undead feat, you are considered to be four levels higher when determining the number of Hit Dice you animate. When you cast command undead, your duration is doubled. |Undead Master[\/spoiler][spoiler]Select a school of magic (other than divination) in which you have Spell Focus\u2014you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. The spell-like ability gained (and its Varisian name) are as follows:[br]Necromancy (voratalo): touch of fatigue|Varisian Tattoo (Necromancy)[\/spoiler][br]Unlock Level 6 - [spoiler]This feat only works on mind-affecting spells. A threnodic spell affects undead creatures (even mindless undead) as if they weren\u2019t immune to mind-affecting effects, but has no effect on living creatures. A threnodic spell uses up a spell slot two level higher than the spell\u2019s actual level. |Threnodic Spell[\/spoiler][br]Unlock Level 15 - [spoiler]Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have to that spell without affecting its level or casting time, as long as the total modified level of the spell does not use a spell slot above 9th level. In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell.|Spell Perfection (Animate Dead)[\/spoiler][\/td][\/tr][tr][th]Mythic Feats[\/th][td][spoiler]You can create any mythic magic item for which you have the appropriate item creation feat. In addition, you gain a +5 bonus on skill checks when creating non-mythic magic items.|1) Mythic Crafter[\/spoiler][spoiler] Select a mythic path other than the path you selected at your moment of ascension. You gain that path\u2019s 1st-tier ability (either archmage arcana, champion\u2019s strike, divine surge, guardian\u2019s call, marshal\u2019s order, or trickster attack). Each time you gain a path ability, you can select that path ability from either path\u2019s list or the list of universal path abilities.|1) Dual Path (archmage)[\/spoiler][\/td][\/tr][\/table]","special_abilities":"[table][tr][th]Monster Abilities[\/th][td][spoiler]The creature can move through an area as small as one-quarter its space without squeezing, or one-eighth its space when squeezing.|Compression[\/spoiler][\/td][\/tr][tr][th]Template Abilities[\/th][td][spoiler][b]Type[\/b] Injury;[b] Onset[\/b] 1 day; [b]Frequency[\/b] 1\/day; [b]Cure[\/b] 1 save.[br][b]Effect:[\/b] 1d4 of Con and Str damage & 1d2 of dex damage. If a creature is reduced to 0 dex from this disease, the curse petrifies them within Onyx crystal.[br][b]Special:[\/b] in addition to the save in order to cure it, a remove curse spell must be cast. This is a supernatural aspect of the disease.|Onyx Blight[\/spoiler] - [spoiler]When infecting a creature which the Corpse Mother ignores the immunities of (see Special Attacks), the Onyx Blight instead acts as a boon, bolstering their strength. Such creatures do not incur the ability damage of the disease, and instead gain the benefits of the Onyx Apex effect, while within long range (400\u2019+40\u2019\/HD) of the Corpse Mother.[ul][li][b]Effect:[\/b] the subject gains a number of profane bonuses: +1 natural armor, +2 Str, and +4 Con. The subject\u2019s natural weapons also expose targets to the Onyx Blight using the Corpse Mother\u2019s DC. The profane bonus to natural armor increases by 1 every 3rd HD the Corpse Mother gains, to a maximum of +7.[\/li][li][b]Special: [\/b]Undead subjects gain +2 hp per HD, and all natural attacks gain the Slashing damage type, are considered to deal lawful and evil aligned damage, and increase the Onyx Blight\u2019s DC by an additional +2 above the corpse mother\u2019s DC.[\/li][\/ul]|Onyx Apex[\/spoiler][spoiler]The Corpse Mother can telepathically communicate with any willing creature, who is infected with her Onyx Blight, over any distance. Mindless undead and any undead under the Corpse Mother\u2019s Direct Control are considered willing for this effect.|Plagued Telepathy[\/spoiler][br][spoiler]The Corpse Mother is an unliving plague. As such, so long as the Onyx Blight exists, the Corpse Mother cannot be permanently slain. When she is reduced to 0 HP, she is slain only until such a time as she can sacrifice a number of undead infected with her disease such that the sum of their HD equals 5 times her own. The Corpse Mother is returned to her physical form at 1 hp, reforming within the epidemiology wing of the Library of Blight. This process takes 24 hours during which time the Corpse Mother has complete control over the chosen undead.[ul][li]An intelligent undead may make a will save to negate being sacrificed until the next time that the Corpse Mother is temporarily slain.[li][\/li]The sacrifice itself is a supernatural effect, and, as such, any undead in antimagic areas or in other situations which would suppress supernatural effects upon them cannot be sacrificed as part of this ability.[\/li][\/ul]|Plague Body[\/spoiler][\/td][\/tr][\/table]","traits":"[table][tr][th]Traits[\/th][td][spoiler]Your broad collection of lore grants unparalleled understanding of magic\u2019s underlying principles. Twice per day when spontaneously casting a spell altered by metamagic, you can do so without increasing the spell\u2019s casting time. For each other magic trait you have, you can use this trait\u2019s benefit an additional time each day.|Adopted (Social; Half-Elf -> Bifurcated Magic)[\/spoiler][spoiler]You\u2019ve studied the methods of both elven and human spellcasters. Pick two classes when you gain this trait\u2014your caster level in each of those classes is treated as 1 higher as long as this doesn\u2019t raise your caster level above your total Hit Dice. This doesn\u2019t stack with any similar increase from traits such as Magical Knack.|Bifurcated Magic (Race; Oracle\/Sorcerer)[\/spoiler][spoiler]Your broad collection of lore grants unparalleled understanding of magic\u2019s underlying principles. Twice per day when spontaneously casting a spell altered by metamagic, you can do so without increasing the spell\u2019s casting time. For each other magic trait you have, you can use this trait\u2019s benefit an additional time each day.|Curator of Mystic Secrets (Magic Exemplar; 4\/day)[\/spoiler][spoiler]+1 caster level to Animate Dead spell|Gifted Adept (Magic)[\/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 Knack (Magic; Magical Child)[\/spoiler][\/td][\/tr][tr][th]Drawbacks[\/th][td][spoiler]-2 to all fort saves|Low Fortitude[\/spoiler][\/td][\/tr][tr][th]Racial Traits[\/th][td][spoiler]+2 Dex, +2 Cha, -2 Con|ABI[\/spoiler][spoiler]Dhampirs get low-light vision and darkvision with a range of 60 feet.|Senses[\/spoiler][spoiler]A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.|Dayborn[\/spoiler][spoiler]Though they\u2019re living creatures, dhampirs react to positive and negative energy as if they were undead; positive energy harms them, and negative energy heals them.|Negative Energy Affinity[\/spoiler][spoiler]A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.|Resist Level Drain[\/spoiler][spoiler]Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.|Undead Resistance[\/spoiler][spoiler]Though dhampirs often relate poorly to humanoids, some share an affinity with baser creatures. These dhampirs gain the ability to communicate with bats, rats, and wolves as if under the effects of a speak with animals spell (caster level equal to 1\/2 the dhampir\u2019s Hit Dice). In addition, they gain a +2 racial bonus on Diplomacy checks when dealing with these animals. Whenever these dhampirs initiate an exchange, animals begin with a starting attitude of indifferent. This is a supernatural ability. This racial trait replaces manipulative.|Vampiric Empathy[\/spoiler][\/td][\/tr][tr][th]Template[\/th][td][spoiler][block:1627095]|Template[\/spoiler][spoiler][ul][li][b]Plagued Flesh: [\/b]The Corpse Mother is composed of disease itself, and as a tradeoff for obtaining great power from disease, she remains susceptible to it. The Corpse Mother is never immune to any disease, and in fact takes a penalty equal to a quarter of her HD (minimum 1) on saving throws made to avoid contracting a disease.[br][br]She also gains a bonus equal to half her HD against the will save imposed by Library of Blight, to resist it taking diseases away from her. She must attempt to save against this effect. Any disease for which she passes the saving throw against the Library of Blight cannot be removed from her by that ability until after she next attempts a saving throw against the disease.[\/li][li][b]Inhabitant of the Inbetween: [\/b]She is treated for all intents and purposes as an undead, however negative energy has a reduced effect upon her. The Corpse Mother halves all negative energy healing they are subject to, and she is also harmed through the use of Remove Disease as if Cure Critical Wounds were cast upon her instead and the damage is tripled. Furthermore, the spell Heal is treated as Cure Critical Wounds, except that the damage is quadrupled[\/li][\/ul]|Weaknesses[\/spoiler][\/td][\/tr][\/table]","languages":"[table][tr][th]Mortal Tongues[\/th][td][spoiler]Common, Undercommon|Human Languages[\/spoiler][spoiler]Belladonian (this is a language from her original world. yes, I know I am wasting a language slot on it)|Important Languages[\/spoiler][\/td][\/tr][tr][th]Magical Tongues[\/th][td][spoiler]Abyssal, Celestial, Infernal|Outsider Languages[\/spoiler][spoiler]Draconic, Aklo|Monstrous Languages[\/spoiler][spoiler]Necril|Undead Languages[\/spoiler][spoiler]Bat, Rat, & Wolf|Important Languages[\/spoiler][\/td][\/tr][\/table] + 9 language","arms_and_equipment_txt":"[table][tr][th]Coin Purse[\/th][td][block:1623940][\/td][\/tr][tr][th]Magic Item Slots[\/th][td][block:1623941][\/td][\/tr][tr][th]Slotless \/ Stored[br]Magic Items[\/th][td][block:1623942][\/td][\/tr][tr][th]Mundane Items[\/th][td][block:1623943][\/td][\/tr][\/table]","class_features_txt":"[table][tr][th]Oracle[\/th][td][spoiler]You suffer from minor ailments and sicknesses. While you struggle to resist new diseases, you have grown accustomed to the many inconveniences of sickness. You take a \u20131 penalty on all saving throws against disease or infestation effects, but you are immune to the sickened condition.[ul][li]At 5th level, add Pox Pustules to your list of 2nd-level oracle spells known.[\/li][li]At 10th level, increase the save DC of any disease effect you create by +2, and you raise the number of saves required to recover naturally from these diseases by 1.[\/li][li]At 15th level, you are immune to the effects of disease and infestations, but you can still function as a carrier for sickness.[\/li][\/ul]|Curse (Plagued)[\/spoiler][spoiler]spells: Speak with Animals[br]Revelations: [ul][li]Spirit Vessels: You can channel wendo spirits into lifeless bodies, reanimating them to aid you. When using the animate dead spell, you can control 6 HD worth of undead creatures per caster level rather than 4 HD. In addition, any zombies or juju zombies you create using animate dead, create undead, or similar spells possess maximum hit points.[\/li][li]Undead Servitude: You gain Command Undead as a bonus feat. You can channel negative energy a number of times per day equal to 3 + your Charisma modifier, but only to use Command Undead. You can take other feats to add to this ability, such as Improved Channel, but not feats that alter this ability, such as Alignment Channel.[\/li][\/ul]|Mystery (Juju)[\/spoiler][\/td][\/tr][tr][th]Sorcerer[\/th][td][spoiler]Arcana:[ul][li]Sanguine: Whenever you cast a spell of the necromancy school, your effective caster level is increased by 1.[\/li][li]Umbral: Whenever you cast a spell in an area of dim light or darkness, your effective caster level is increased by 1.[\/li][\/ul]Bloodline Spells: Chill Touch (1st), False Life (3rd)[br]Bloodline Powers:[ul][li]The Blood Is the Life (Su): At 1st level, you can gain sustenance from the blood of the recently dead. As a standard action, you can drink the blood of a creature that died within the past minute. The creature must be corporeal, must be at least the same size as you, and must have blood. This ability heals you 1d6 hit points and nourishes you as if you'd had a full meal. You may use this ability a number of times per day equal to 3 + your Charisma modifier.[\/li][li]Nighteye (Ex): At 3rd level, you gain darkvision 30 feet. At 9th level, you gain darkvision 60 feet. If you already possess darkvision, its range is increased by these amounts. [\/li][\/ul]|Bloodline (Sanguine\/Umbral)[\/spoiler][\/td][\/tr][tr][th]Vigilante[\/th][td][spoiler]A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante\u2019s true identity revealed to the world at large.[br][br]The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante\u2019s secret. Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user\u2019s appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret.[br][br]Despite being a single person, a vigilante\u2019s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity\u2019s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements. A vigilante\u2019s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment.[br][br]Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.|Dual Identity[\/spoiler][spoiler]A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.|Seamless Guise[\/spoiler][spoiler][ul][li][b]Archetype) Transformation Sequence (Su):[\/b] A magical child\u2019s transformation between identities is assisted by magic. This makes it faster than usual, but also more noticeable. A magical child can normally transform between her identities in 5 rounds, though this improves to a standard action with the quick change social talent and a swift action with the immediate change social talent. However, the transformation is quite a spectacle, involving loud sounds or music, brilliant colorful energies, and swift motions.[\/li][li][b]1) Guise of Life (Su):[\/b] An undead vigilante with this talent gains an additional social identity in the form of one living creature identical to the vigilante\u2019s appearance in life. Successful Knowledge checks reveal information about the vigilante as if he were a living creature, and he counts as living for the purpose of divination spells and effects. He gains no other benefit from appearing to be a living creature, and remains vulnerable to positive energy and spells that effect undead. The vigilante must be a corporeal undead creature to select this talent. Humanoid vigilantes with the negative energy affinity racial trait can also select this talent, gaining a human social identity..[\/li][li]3) Always Prepared (Ex): The vigilante can set aside resources to plan for future contingencies. The vigilante gains the Brilliant Planner feat except he can spend up to 100 gp per character level for his brilliant plan fund and only requires 1 minute to enact his brilliant plan. In addition, while in a settlement for at least 1 week, he can spend 24 hours and up to 500 gp per character level to create a stash somewhere within the settlement. Once per day, the vigilante can take 1 hour to retrieve a stash, retrieving any number of items that would have been available in a settlement he visited at the time of making the stash, regardless of the weight of the items. Once he retrieves a stash in this way, he subtracts the price of the items from the stash\u2019s value and the stash is exhausted and lost, regardless if he used the full value of the stash. The vigilante can maintain any number of stashes, but a stash is lost if he does not spend 1 hour to maintain the stash at least once per month. A vigilante\u2019s stash is well-hidden and only the vigilante knows the location of a stash he creates.[\/li][li]5) Ancestral Enlightenment (Ex): The vigilante can attempt any Knowledge check untrained. If he already has ranks in a particular Knowledge skill, he gains a +4 bonus on checks with that skill.[\/li][li]7) Quick Change (Ex): The vigilante learns to shift between his identities with ease. Instead of needing 1 minute to change his identity, he can now do so as a full-round action. If, after a quick change, he encounters any creature familiar with both of his identities, he must attempt a Disguise check to avoid the creature seeing through his hastily donned disguise and realizing that the identities are, in fact, the same person. The vigilante can spend 1 additional round adjusting and perfecting his appearance and persona to negate the need for this check.[\/li][\/ul]|Social Talents[\/spoiler][spoiler][ul][li]2) Whether through mutation or alchemy, some vigilantes have flesh that is as moldable as clay and as fluid as ink. A vigilante with this talent gains the shapechanger subtype and the compression universal monster rule. In addition, the vigilante can alter his appearance as disguise self, except that the changes are physical rather than illusory. However, aspects of the vigilante\u2019s aesthetic persist in all forms, halving the bonus on Disguise checks gained from this effect and from seamless guise. At 12th level, the vigilante can pass through narrow openings, even mere cracks, along with any item he wears or carries (to a maximum of his light load).[\/li][li]6) Whip of Vengeance (Ex): The vigilante gains Whip MasteryUC as a bonus feat. If he already has the Whip Mastery feat, he can immediately swap it for another feat he qualified for at the level when he chose Whip Mastery. In addition, if he is at least 6th level, he also gains the Improved Whip MasteryUC feat. He treats his vigilante level as his vigilante base attack bonus for the purpose of meeting prerequisites of feats and abilities that have Whip Mastery as a prerequisite.[\/li][\/ul]|Vigilante Talents[\/spoiler][spoiler]A magical child starts play with a magical spirit guide in the form of a familiar, using her vigilante level as her effective wizard level. The familiar also has a social identity as a seemingly normal animal, though vigilantes with outlandish familiars might still need to hide the familiar.[br][br]At 3rd level, the magical child\u2019s familiar reveals another aspect of its form, and its vigilante identity changes into a creature on the Improved Familiar list that would be available to a 3rd-level spellcaster (the animal guide\u2019s social identity always remains as the original normal animal). The familiar can change its vigilante identity again when the magical child reaches 5th and 7th level, each time to familiars available at those levels. The Improved Familiar feat\u2019s alignment restrictions apply to this ability, but only the magical child\u2019s vigilante identity needs to have an alignment that fulfills the alignment requirements of the improved familiar. The familiar\u2019s new vigilante form choices are permanent, and it cannot transform back into its former vigilante identities until 9th level, when the familiar gains the change shape universal monster ability if it doesn\u2019t already have it. It can use this ability at will when in its vigilante identity to transform into any of its four vigilante identities. In vigilante form, a magical child\u2019s familiar gains an amount of DR\/magic equal to her vigilante level. This doesn\u2019t stack with any DR\/magic that her vigilante form might already possess.[br][br]If a magical child\u2019s familiar dies, its consciousness simply leaves its body, and the magical child can replace its body after 24 hours. To do so, she must conduct an 8-hour ritual that costs 200 gp per her vigilante level, but once the ritual is complete, the familiar returns in a new body. It retains all of its memories from its earlier service to the magical child.[ul][li]A magical child\u2019s familiar counts as the magical child for purposes of the startling appearance, frightening appearance, and stunning appearance abilities, and it can calculate its DCs using either its own Charisma modifier or the magical child\u2019s, whichever is better. At 20th level, the familiar can make vengeance strikes as if it were the magical child.[\/li][\/ul]|Animal Guide[\/spoiler][spoiler]Starting at 3rd level, a vigilante adds his class level to the DC of any attempts to Intimidate him.|Unshakable[\/spoiler][\/td][\/tr][tr][th]Agent of the Grave[\/th][td][spoiler]When determining the maximum number of Hit Dice of undead he can control with spells like animate dead, a character counts his agent of the grave levels twice. This ability does not factor into how many undead he can create with a single casting of a spell. Thus, a cleric 7\/agent of the grave 3 would be able to control 52 Hit Dice worth of undead with animate dead.|Inspired Necromancy[\/spoiler][spoiler]At 1st level, the agent of the grave becomes a conduit for negative energy and the chill powers of death, allowing him to make a melee touch attack dealing 1d6 points of damage from negative energy per level of the agent of the grave class he attains. This ability allows him to heal undead minions, and himself upon attaining the negative energy affinity ability at 4th level. He can use this ability a number of times per day equal to 3 + his Charisma bonus.|Lich's Touch (1d6)[\/spoiler][spoiler]At 2nd level, the agent of the grave gains great insight into the minds and necromantic forces controlling undead creatures. An agent of the grave\u2019s spells and spell-like abilities with mind-affecting effects treat undead creatures as their original type. Thus, an agent of the grave can use charm person against a humanoid zombie or confusion against a horde of skeletal champions.|Undead Manipulator[\/spoiler][spoiler]At 5th level, an agent of the grave draws upon secrets held by the Whispering Way to gain insights into necromancy. At the time he gains this ability, the character may add a number of necromancy spells that are not normally a part of his class\u2019s spell list to his spell list. The number of spells that the character may add is equal to his Intelligence modifier. For example, an agent of the grave with levels of wizard might choose to add spells like death watch, inflict critical wounds, and slay living to his spell list, while an agent of the grave with levels of cleric might choose to add spells such as enervation, magic jar, and vampiric touch. An agent of the grave may choose to add spells he cannot yet cast\u2014this does not allow the agent of the grave to cast spells of a higher level than he normally could, but rather merely grants him access to those spells when he reaches the level required to cast them.|Secrets of Death[\/spoiler][\/td][\/tr][tr][th]Evangelist[\/th][td][spoiler]Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class.|Aligned Class (Agent)[\/spoiler][spoiler]The evangelist\u2019s chosen deity rewards her with heightened awareness and reaction skills, making her more difficult to strike in combat. At 2nd level, the evangelist gains a +1 dodge bonus to AC. This bonus increases to +2 at 7th level. The evangelist loses this bonus when she is denied her Dexterity bonus to AC.|Protective Grace[\/spoiler][spoiler]As the evangelist gains levels, she gains boons from her chosen deity. The nature of these boons varies depending on the evangelist\u2019s chosen deity. Each deity grants three boons, each more powerful than the last. At 3rd level, the evangelist gains the first boon. At 6th level, she gains the second boon, and at 9th level, she gains the third boon. Consult the Deific Obedience feat and her deity's description for details on these divine boons. When a divine boon grants a spell-like ability, the evangelist\u2019s caster level for the spell-like ability equals her total character level. This ability allows an evangelist to access these boons earlier than with the Deific Obedience feat alone; it does not grant additional uses of the boons once the character reaches the necessary Hit Dice to earn the boons normally.|Divine Boons[\/spoiler][\/td][\/tr][tr][th]Mystic Theurge (Oracle\/Wizard)[\/th][td][spoiler]A mystic theurge can prepare and cast spells from one of his spellcasting classes using the available slots from any of his other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists. At 1st level, a mystic theurge can prepare 1st-level spells from one of his spellcasting classes using the 2nd-level slots of the other spellcasting class. Every two levels thereafter, the level of spells that can be cast in this way increases by one, to a maximum of 5th-level spells at 9th level (these spells would take up 6th-level spell slots). The components of these spells do not change, but they otherwise follow the rules for the spellcasting class used to cast the spell.[br][br]Spontaneous spellcasters can only select spells that they have prepared that day using non-spontaneous classes for this ability, even if the spells have already been cast. For example, a cleric\/sorcerer\/mystic theurge can use this ability to spontaneously cast a bless spell using a 2nd-level sorcerer spell slot, if the character had a prepared bless spell using a 1st-level cleric spell slot, even if that spell had already been cast that day.|Combined Spells (1st)[\/spoiler][\/td][\/tr][tr][th]Mythic Archmage-Hierophant[\/th][td][spoiler][block:1628657]|Mythic Tracker[\/spoiler][spoiler]As a standard action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists, must be of a level that you can cast with that arcane spellcasting class, and must have a casting time of \"1 standard action\" (or less). You don\u2019t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can\u2019t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.|Arcana: Wild Arcana[\/spoiler][spoiler]As a standard action, you can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. The spell must be on one of your divine class spell lists (or your domain or mystery spell list), must be of a level that you can cast with that divine spellcasting class, and must have a casting time of \"1 standard action\" (or less). You don\u2019t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can\u2019t be greater than that of the highest-level divine spell you can cast from that spellcasting class.|Divine Surge: Inspired Spell[\/spoiler][spoiler]You gain an extra mythic feat. You can take this ability a number of times equal to half your mythic tier (minimum 1). Each time you do, you gain another mythic feat.|Extra Mythic Feat (1x)[\/spoiler][\/td][\/tr][\/table]","creatures_and_mounts_txt":"[table][tr][th]Familiar[\/th][td][table][tr][th]Social Identites:[\/th][td][spoiler][block:1625252]|Gooby[\/spoiler][\/td][td][spoiler]big ass library|Library of Blight[\/spoiler][\/td][\/tr][th]Vigilante Identities:[\/th][td][spoiler][block:1625635]|Hall of Bones[\/spoiler][\/td][\/tr][\/table][\/td][\/tr][tr][th]Controlled Undead[\/th][td][table][tr][th]Animate Dead[\/th][td][ul][li]CL 20\/18 - Control 120HD, Animate 72HD[ul][li][spoiler]Zombie Advanced Horse, maxed HP, Onyx Apex, +1 desecrate HP[br][block:1626333]|Zombie Heavy Horse (SV) - 4HD - 3 count (12HD)[\/spoiler][\/li][li][spoiler]Zombie Rat, maxed HP, Onyx Apex, +1 desecrate HP[br][block:1628066]|Zombie Rat (SV) - 1HD - 30 count (30HD)[\/spoiler][\/li][\/ul][\/li][li]CL 18\/18 - Control 108HD, Animate 72HD[ul][li][\/li][\/ul][\/li][\/ul][\/td][\/tr][tr][th]Command Undead[\/th][td][ul][li]Class Level 3 - Control 3HD[ul][li][\/li][\/ul][\/li][\/ul][\/td][\/tr][\/table][\/td][\/tr][\/table]","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":"","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":"19639","blockId":"1626865","world":""}