Yamako kuikkudoro (Social name: Okamay) | LN | ||
Character Name | Alignment | ||
6 Warlord (Bushi)/3 Iaijutsu Master //9 Soulforge (Sphereforge) | |||
Character Level | |||
Catfolk | M | ||
Race | Size | ||
Male | 18 | ||
Gender | Age | ||
5'9 | 138 | ||
Height | Weight | ||
Black (fur) | Gold | ||
Hair | Eyes |
Eldwen|Astralaria STATS: 7/10/16/13/9/18 | |
Player | |
Yaezhing | - |
Deity | Homeland |
- | Milestones System (tracked in discord) |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
---|---|---|---|---|---|---|
Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +12 | +6 | CON +4 | +0 | +2 | +0 |
Reflex | +9 | +6 | DEX +1 | +0 | +2 | +0 |
Will | +15 | +3 | WIS +1 | +0 | +11 | +0 |
gain Charimsma to Will saves from Warlord
Combat Maneuver Bonus CMB | |||||
---|---|---|---|---|---|
CMB | BaB | STR | Size | Misc | |
+6 | +9 | -3 | +0 | +0 |
Combat Maneuver Defense CMD | ||||||
---|---|---|---|---|---|---|
CMD | Base | BaB | STR | DEX | Size | Misc |
17 | 10 | +9 | -3 | +1 | +0 | +0 |
Common
Illiterate in Common and all other potential future languages
MANEUVARS: X notates a readied Maneuvar
Calm the Storm (Counter) X
Expose Weakness (Boost) X
Hurricane Kick (Strike)
Iron Wave (Strike)
Lead and Follow (Counter)
Rippling Current (Strike) X
Steel-Shattering Fists (Strike) X
Warning Roar (Counter)
Windmill Waltz Flurry (Strike) X
Witness to Glory (Counter) X
STANCES:
Lesson II: Control
Lesson III: Supression
The Caged Sun
Notes on all Maneuvers and Stances:
BOOSTS:
Expose Weakness
Discipline: Radiant Dawn (Boost Level: 2
Initiation Action: 1 swift action
Range: Melee or ranged attack
Target: One creature
Duration: 1 round
DESCRIPTION
You strike with a weak, but swift, attack that hampers an opponent. Make an attack. If it hits, it deals no damage, and the target becomes flat-footed for 1 round.
Essence: Each point of essence invested into this boost also lower the target’s AC by 2. This lasts for one round.
COUNTERS:
Calm the Storm
Discipline: Mithral Current (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous
By perfectly timing your counterattacks, you can force your opponent into a position where they are unable to further attack you. You can initiate this counter in response to a melee or ranged attack being made against you. Make an attack roll with a weapon you are wielding. If your attack roll is higher than your opponent’s, their attack is negated and they must succeed on a Reflex Save (DC 12 + your initiation modifier) or be unable to target you with any other attacks this turn.
Lead and Follow
Discipline: Fool's Errand (Counter Level: 2
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous
DESCRIPTION
Battle is a dance, and you happen to know all the steps. Your opponents tend to not. You can initiate this counter when you hit a creature with an attack of opportunity. Make a lock attempt against that creature. If you succeed, their movement is also halted (they do not move, but still spend their action).
Warning Roar
Discipline: Golden Lion (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: 60-ft.
Target: One allied creature
Duration: Instant
Witnessing a clear and present danger to an ally, the disciple shouts out a well-timed warning and aids his ally in defending against an attack. The initiator makes a Diplomacy check opposing an opponent’s attack roll made on an ally. If successful then the attack is negated.
Witness to Glory
Discipline: Radiant Dawn (Counter Level: 2
Initiation Action: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One ally
Duration: Instantaneous
DESCRIPTION
With a surge of akasha, you spur an ally into battle. You may activate this counter when initiative is rolled, after the results are revealed, even if you are flat-footed. One ally within range gains a bonus on their initiative check equal to your initiation modifier, and also gains a number of temporary hit points equal to your initiator level. These temporary hit points last for 1 minute per initiator level or until used.
Essence: Each point of essence invested into this counter increases the bonus to initiative by 1 and the temporary hit points granted by 2.
STRIKES:
Hurricane Kick
Discipline: Fool's Errand (Strike Level: 2
Initiation Action: 1 standard action
Range: Melee attack (see text)
Target: One creature
Duration: Instantaneous
DESCRIPTION
With a powerful leap and a twist, you take brief flight, before crashing down with a deadly blow. As part of initiating this strike, you may move up to your land speed as if you had a fly speed with average maneuverability, then make a melee attack against a creature within your reach at the end of this movement. This attack deals weapon damage as normal. If your movement ends in a location that cannot support you, your attack occurs before you fall (you take falling damage as normal). If you have a means to fly, glide, or hover after your movement, you may do so. You can make Climb checks in place of Fly checks during the movement of this strike.
Iron Wave
Discipline: Mithral Current (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee or close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous (see text)
By imitating the motions of ocean waves, you extend the reach of your blade beyond its edge. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 2d6 points of damage. If you drew your weapon as part of this strike, you can make your attack against any creature within close range (25 feet + 5 feet per 2 initiator levels), even if that creature isn’t within your reach. The attack is still treated as a melee attack, and a creature struck must succeed at a Will save (DC 12 + your initiation modifier) or become vulnerable to silver until the end of your next turn. Creatures with vulnerability to silver take 50% more damage from silver weapons. This maneuver is a supernatural ability.
Rippling Current
Discipline: Mithral Current (Strike)
Level: 3
Prerequisites: One Mithral Current maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Your blade weaves in and out of your opponent’s sight to strike at an unexpected angle. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 3d6 points of damage. If you drew your weapon as part of this strike, your target is considered flat-footed against this attack.
Steel-Shattering Fists (Strike)
Discipline: Fool's Errand (Strike Level: 2
Initiation Action: 1 standard action
Range: Melee or ranged attack (see text)
Target: One creature or object
Duration: Instantaneous
DESCRIPTION
Ceaseless training breaking boards and shattering plates of stone and steel have taught you how best to strike hard surfaces. As part of this strike, make an attack with a weapon you are wielding and an unarmed strike attack, each against the same target. You take a –2 penalty on your attack rolls during this strike. Each attack deals weapon damage as normal, ignores hardness, and automatically overcomes damage reduction.
Windmill Waltz Flurry
Discipline: Fool's Errand (Strike Level: 3
Prerequisites: One Fool’s Errand maneuver
Initiation Action: 1 full-round action
Range: Melee or ranged attack (see text)
Target: See text
Duration: Instantaneous
DESCRIPTION
You dance across the battlefield, delivering a quick series of blows with weapon and body alike. As part of this strike, make an attack with a weapon you are wielding and two unarmed strike attacks. You take a –2 penalty on your attack rolls during this strike. These attacks can be made against any valid targets for an attack (such as creatures, objects, or squares), and can be made in any order. After each attack, you may move up to 5 feet without provoking attacks of opportunity. In addition, you may move up to your speed before or after resolving this strike. Unlike the previous movement, this movement provokes attacks of opportunity as normal.
STANCES:
Lesson II: Control
Discipline: Fool's Errand (Stance) [lock]; Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
DESCRIPTION
The second important lesson you learned was to understand and tightly grasp the flow of combat to negate the movements of your enemies. When you damage an adjacent creature with an unarmed strike while maintaining this stance, you may make a lock attempt against that creature. In addition, creatures you have locked take a –2 penalty on attack rolls against creatures other than you. This penalty increases by –1 for every four initiator levels you possess.
Lesson III: Supression
Discipline: Fool's Errand (Stance) [lock]; Level: 3
Prerequisites: One Fool’s Errand maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
DESCRIPTION
The third chapter in your training taught you to assert and maintain pressure on the field of battle. You never let up, and your constant assault can unbalance even the most experienced warriors. While you maintain this stance, the target of your first attack on each turn becomes flat-footed against that attack. In addition, you can make a lock attempt against an adjacent creature once per round as a free action. You may also make a lock attempt against any adjacent creature you hit with an attack of opportunity. If you interrupt a creature’s movement with a successful lock, they still spend their action.
The Caged Sun
If you have 50% or fewer hit points, entering this stance can be done as a free action instead of a swift.
While you maintain this stance, you cannot heal creatures other than yourself, but any healing you receive is increased by 50%. If you would be healed for more than your maximum amount of hit points, you instead gain an amount of temporary hit points equal to the excess healing. These temporary hit points stack with other temporary hit points granted by you, up to a maximum of your maximum hit points, and last for one minute, until initiative is rolled, or you abandon this stance.
Essence: Each point of essence invested into this stance increases the amount of healing you receive by 2 (before being modified by the stance's effects). Each point of essence also increases your attack rolls, AC, and saves by 1.
Adventuring Skills | |||||
---|---|---|---|---|---|
CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +13 | (DEX) +1 | +9 | +3 | |
Bluff | +23 | (CHA) +9 | +9 | +5 | |
Climb | +31 | (DEX) +1 | +9 | +21 | |
Diplomacy | +23 | (CHA) +9 | +9 | +5 | |
Disguise | +21 | (CHA) +9 | +9 | +3 | |
Escape Artist | +1 | (DEX) +1 | +0 | +0 | |
Fly | +1 | (DEX) +1 | +0 | +0 | |
Heal | +1 | (WIS) +1 | +0 | +0 | |
Intimidate | +21 | (CHA) +9 | +9 | +3 | |
Knowledge: Arcana | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Dungeoneering | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Local | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Nature | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Planes | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Religion | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Martial | +14 | (INT) +2 | +9 | +3 | |
Perception | +13 | (WIS) +1 | +9 | +3 | |
Ride | +1 | (DEX) +1 | +0 | +0 | |
Sense Motive | +15 | (WIS) +1 | +9 | +5 | |
Stealth | +1 | (DEX) +1 | +0 | +0 | |
Survival | +1 | (WIS) +1 | +0 | +0 | |
Swim | -3 | (STR) -3 | +0 | +0 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | +2 | (INT) +2 | +0 | +0 | |
Craft: tattoo | +21 | (CHA) +9 | +9 | +3 | |
Knowledge: Engineering | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Geography | +2 | (INT) +2 | +0 | +0 | |
Knowledge: History | +2 | (INT) +2 | +0 | +0 | |
Knowledge: Nobility | +2 | (INT) +2 | +0 | +0 | |
Perform: Dance | +31 | (CHA) +9 | +9 | +13 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Iaijutsu Focus* | +37 | (CHA) +9 | +9 | +19 |
Feats from Levels:
1: Broken Wing Gambit (Combat, Teamwork)
You feign weakness, making yourself a tempting and distracting target.
Prerequisite: Bluff 5 ranks.
Benefit: Whenever you make a melee attack and hit your opponent, you can use a free action to grant that opponent a +2 bonus on attack and damage rolls against you until the end of your next turn or until your opponent attacks you, whichever happens first. If that opponent attacks you with this bonus, it provokes attacks of opportunity from your allies who have this feat.
3: Mithril Current Style
Your dazzling and graceful motions allow you to catch foes off guard.
Prerequisites: Quick Draw, Perform (dance) 3 ranks, one Mithral Current stance known.
Benefit: While you have a sheathed weapon on your person, you can make a feint against an opponent within your melee reach as a swift action. You may make Perform (dance) checks in place of Bluff checks when feinting in this way.
5: Rumbling (Purring)
Not fueled by some independent emotion or habit, the cat simply purrs harder. Somehow.
Prerequisite: 3 purring feats.
Benefits: This feat doesn’t grant a new purring option and instead is treated as possessing 1 additional purring feat when determining your purring abilities (including range, number of simultaneous purrs, etc.).
Special: This feat may be selected multiple times.
7: Mithril Current Flow
Every mistake your opponent makes allows you to place yourself in better position to strike.
Prerequisites: Mithral Current Style, Perform (dance) 7 ranks.
Benefit: Whenever an opponent misses an attack against you, you can move up to 10 feet without provoking attacks of opportunity as a free action, even if it isn’t your turn.
9: Great Iaijutsu
Prerequisites: Duelist sphere (Iai Slash (bleed)), base attack bonus +5.
Benefit: When utilizing your Iai Slash talent, you may expend your martial focus to additionally apply the effects of one (bleed) talent other than Iai Slash to a single creature struck as part of the talent. If you have more than one martial focus, you may expend two martial focuses to instead apply that (bleed) talent to all creatures struck.
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Feats from Classes:
1: Weapon Focus (Combat) (Katana) -- Sphereforged
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
1: Quick Draw (Combat)-- Bushi
You can draw weapons faster than most.
Prerequisite: Base attack bonus +1.
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.
6: Great Focus (combat)
Prerequisites: 2 or more combat spheres, base attack bonus +6 or higher.
Benefit: You may maintain a second martial focus. This martial focus is gained and expended independently from the first.
Wiki Note: Remember that even with Great Focus, you can only gain Martial Focus once per round.
Feats from Flaws/Drawbacks/Occupation/Trait:
Flaw 1: Stalking (Purring)
Benefit: While using stalking purr, you and your allies gain the benefits of partial cover while adjacent to another creature. In addition, while using the stalking purr, an ally who begins their turn in your purring aura may move at full speed using the Stealth skill without penalty.
Powerful Purring: While using the stalking purr, an ally who begins their turn in your purring aura gains concealment (20% miss chance) for 1 round. This concealment is lost after an attack misses due to this concealment. Concealment granted by this ability is not sufficient enough to allow a creature to use the Stealth skill to hide while observed.
Author's Note: The benefits of partial cover granted by this purring ability only grants the +2 bonus to AC and +1 bonus to Reflex saving throws. The partial cover granted by this purring does not grant the ability to make Stealth checks or avoid provoking attacks of opportunity.
Flaw 2: Helping (Purring)
Benefits: While using the helping purr, whenever an ally within your purring aura would perform an attack roll or skill check, you may use the aid another action to improve that ally’s attack roll or skill check as a free action that can be taken even when it is not your turn. You may only use the aid another action this way once per round and may aid a creature this way even if you normally could not (such as not threatening the attacking creature, etc.).
Powerful Purring: While using the helping purr, whenever you use the aid another action, you grant the assisted creature a number of temporary hit points equal to 1/2 your character level which last for 1 minute.
Major Drawback: Transformation, Eternal (Vermin, Hybrid)
Benefit: This functions as the Transformation feat, save that you may not return to your original form and must always remain in a form selected with the Transformation feat or a hybrid form from the Hybrid Transformation feat (the form selected at the time you take this feat, although you may change this form whenever you select a feat or talent that affects your transformation). Your transformation is not considered a magical effect and cannot be suppressed or removed by any effects which could suppress, remove, or override polymorph effects or magical effects (such as an antimagic field or the true form spell). Unlike the Transformation feat, you do not gain the shapechanger subtype.
Special: This counts as Transformation for the purpose of meeting prerequisites. Abilities that modify the Transformation feat (such as Improved Transformation) may also affect this feat. Whenever you would receive Transformation as a bonus feat, you may instead select Eternal Transformation.
Occupation:Improved Initiative (Combat)
Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks
Racial Trait: Cooperating (Purring)
Prerequisite: Any one teamwork feat.
Benefits: Whenever you begin using the cooperating purr, choose one teamwork feat you possess. While using the cooperating purr, whenever an ally begins their turn within your purring aura, that ally gains the chosen teamwork feat for 1 round. You may share a teamwork feat this way even if your allies could not normally qualify for it.
Powerful Purring: Whenever you begin using the cooperating purr, instead of choosing a teamwork feat you possess, you may instead use any teamwork feat you meet the prerequisites for, temporarily gaining that teamwork feat as a bonus feat and granting it to allies which begin their turn within your purring aura. You may choose a different teamwork feat to temporarily gain each time you begin using the cooperating purr.
SPHERES:
Casting Tradition:
1: Light Sphere
http://spheresofpower.wikidot.com/light
2: Veilweaving Sphere
https://metzo.miraheze.org/wiki/Veilweaving_sphere
Drawbacks:
Black Light
As a free action you may cause any glow within your range to shed non-visible light. While shedding non-visible light, a glow does not outline a creature with light, impose a Stealth penalty, or increase light levels within its radius. However, (light) talents applied to the glow still function as if it was shedding light in its normal area.
A glow shedding non-visible light functions normally even in magical darkness and does not hinder the function of magical darkness in the same area. No magical skill check is made when a glow under the effects of Black Light interacts with magical darkness.
Encompassing Light (light)
You may spend a spell point to create bright light that encompasses the glowing creature, allowing it to function as if it were larger than it is. The glowing creature deals damage and gains reach as if it were 1 size category larger than it is. This improves by one size category for every 10 caster levels possessed.
Lingering Glow
When you produce a glow, it lasts for 10 minutes per caster level instead of 1 minute per caster level. When spending a spell point to allow bright light to continue without concentration, it lasts for 10 minutes per caster level instead of 1 minute per caster level.
When you cause one of your glow effects to shed bright light by concentrating on it, you may choose for it to continue shedding bright light for two rounds even after you stop concentrating.
Racial Trait:
Fencing Sphere:
http://spheresofpower.wikidot.com/fencing#toc21
Class Levels:
2: Bind Hands Chakra (bind)
Prerequisites: Caster level 2nd
You can now bind veils to the Hands slot. Associated feat: Access Low Chakra Slot.
4: Boxing:
http://spheresofpower.wikidot.com/boxing
6: Oversized Weapons
Prerequisites: Equipment sphere, base attack bonus +6.
You may wield weapons sized for creatures 1 size larger than yourself without increasing the effort required (i.e., you do not increase the weapon’s category by 1 step from light to one-handed, one-handed to two-handed, etc.), though you still suffer a -2 penalty on attack rolls with the oversized weapon. In addition, you may treat two handed weapons of your normal size as one-handed weapons and may treat one-handed weapons of your normal size as light weapons, but suffer a -2 penalty to attack rolls made while doing so. These penalties are doubled when making a full attack action.
8: Brute: Muscular Surge
http://spheresofpower.wikidot.com/brute#toc19
As a move action, you gain a bonus equal to 1/2 your base attack bonus (minimum 1) on Acrobatics checks made to jump, to all Strength checks and Strength-based skill checks, as well as to your Strength for determining your carrying capacity, for a number of rounds equal to your Constitution modifier. This does not apply to combat maneuver checks nor attack and damage rolls. You are fatigued for 1d4 rounds after the duration ends, even if you would normally be immune to fatigue. If you are fatigued when you begin or end this effect, you are instead exhausted. If you are already exhausted, you cannot use this ability.
If you expend your martial focus, this bonus increases to become equal to your full base attack bonus, but automatically leaves you exhausted for 1d4 rounds afterwads.
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Sphereforged soulbound talents:
1: Duelist Sphere
http://spheresofpower.wikidot.com/duelist
1: Adorn Akashic Treasure
When you gain this talent, choose a number of akashic treasures equal to your 1 + your casting ability modifier (minimum 2). If a treasure has a selectable component (such as choosing an elemental type for the Elementium Etchings or a choosing talent with Talentkeeper’s Opal treasures), you must choose the selectable components when you choose the treasure. You may choose multiple of these treasures if you wish to gain multiple selection options, but each counts as a unique chosen treasure for the purposes of this talent. If you later gain a permanent increase to your casting ability modifier, you gain knowledge of additional treasures. If that permanent increase is lost and later regained, you lose those treasures while the increase is lost, and then regain those same chosen treasures when the increase is later regained.
Whenever you shape your veils for the day, you may select one of your chosen treasures. You may adorn one of your veils with the selected treasure, otherwise following the rules for adorning akashic treasures as normal. Special: You may select this talent multiple times, choosing additional akashic treasures and gaining the ability to adorn one additional veil with a treasure each time it is selected.
3: Shape Additional Veil
Prerequisites: Caster level 3rd
When you rest to recover spell points for the day, you may shape an additional veil you know. If you do not have a (tradition) talent, you learn an additional veil of your choice as well. You may take this talent an additional time at 6th caster level and every 3 caster levels thereafter; the effects stack. If you have the ability to shape veils from a non-sphere source, this talent cannot be taken if it would allow you to shape more veils than 1 + 1 per 3 Hit Dice you possess. This restriction does not apply if you only have the ability to shape a specific veil from a racial trait or class feature, or a subset of veils from a class feature, such as the sphere daevic’s passions class feature or the stormbound’s stormweaving ability.
If you take a (tradition) talent, you lose knowledge of the veils you selected with this talent if they are not part of your (tradition).
5: Iai Slash (bleed)
Whenever you deal bleed damage to a creature in the same round you drew the weapon used to deal that damage, you may expend any amount of attacks of opportunity as a free action to compare the same attack roll against the AC (or your maneuver check against their disarm CMD) of a different enemy within reach for each attack of opportunity. If your attack roll is greater than a creature’s AC, you quickly strike that creature and cause them to suffer from your blooded strike (this does not allow you to apply additional (bleed) talents).
Additionally, whenever you deal bleed damage to a creature already suffering from your blooded strike, or an enemy suffering from your blooded strike’s bleed is reduced to 0 or fewer hit points, you may sheathe your weapon as a free action.
7: Defiant Focus
You may spend a move action to sheathe one held weapon without provoking an attack of opportunity. If you do, you may regain your martial focus. If you have the Dual Wielding sphere, you can sheathe two light or one-handed weapons instead of one.
Associated Feat: Quick Stow.
9: Leg Cutter (Bleed)
Whenever you deal bleed damage to a creature, you may slice a vulnerable point in their legs. The creature must succeed at a Fortitude saving throw or fall prone.
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Mythic Sphere Specalization Talent:
Jolt Counter (counter)
Whenever you attempt to attack a creature with your counter punch, you may expend your martial focus as a free action that can be taken even when it is not your turn to treat the target of your attack as being flat-footed until the end of that turn and give the creature the battered condition until the end of your next turn on a successful hit.
(Campaign) Trait: Outlander Exile
For whatever reason, you were forced to flee your homeland. Chance or fate has brought you here, and it’s here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger.
Benefit You gain a +2 trait bonus on Initiative checks.
(Combat) Practiced Initiator (Walord):
Pick an initiating class—your initiator level in that class gains a +2 trait bonus as long as this bonus does not raise your initiator level above your current Hit Dice.
(Magic) Magical Knack (Soulforged(Sphereforged))
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.
Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.
(Social) Agile Dancer:
You can make Perform (dance) checks in place of Acrobatics checks, and can use the higher of your Dexterity or Charisma modifiers when making Perform (dance) checks.
FLAWS/DRAWBACKS/OCCUPATION:
Magically Inept
Prerequisites: Spellcraft or Use Magic Device as class skill.
Bane: You suffer a -2 penalty on all Spellcraft checks and Use Magic Device checks. You cannot take 10 on Spellcraft checks.
Mark of Slavery
You were enslaved for part or all of your youth, and marked as such with a brand or tattoo that still reminds you of how you were punished whenever you failed to do what you should.
Effect: Whenever you fail a skill check, you take a –2 penalty on any skill check or attack roll you attempt before the end of your next turn unless it is a part of retrying the failed skill check.
Pathetic: Strength
You are weaker in an attribute than you should be.
Effect Reduce one of your ability scores by 2.
Special: You cannot take this flaw if the total of your ability modifiers is 8 or higher.
Shaky
You are relatively poor at ranged combat.
Effect
You take a -2 penalty on all ranged attack rolls.
WEAPONS | ||||||
---|---|---|---|---|---|---|
Name | AB | Critical | Type | Range | Ammo | Dmg |
Staff of Ten-Thousand Truths | +18 | X2 | Bludgeoning | Melee (20ft) | 2d6+10 | |
Fists of Ten-Thousand Truths | +18 | X2 | Bludgeoning | Melee (15ft) | 1d10+10 |
Catfolk Racial Traits
+2 Dexterity, +2 Charisma, –2 Wisdom: Catfolk are sociable and agile, but often lack common sense.
Catfolk: Catfolk are humanoids with the catfolk subtype.
Medium: Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Catfolk have a base speed of 30 feet.
Low-Light Vision: In dim light, catfolk can see twice as far as humans.
Unabashed Purrer: When a catfolk is good at purring they let everyone else know. A catfolk with this racial trait gains a bonus purring feat at 1st level. This racial trait replaces cat’s luck. [Catgirl HB]
Clever Cat:
Catfolk’s generally friendly disposition doesn’t preclude craftiness. Some of them see social obstacles as games to be played and won. These catfolk receive a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This racial trait replaces natural hunter.
Precise Hunter: Catfolk are agile skirmishers and hunters, taking down prey with lethal strikes. A catfolk with this racial trait gains Extra Combat Talent in the Fencing sphere as a bonus feat. This racial trait replaces sprinter. [SA:BRV]
Languages: Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Vermin Eternal Transformation traits:
Vermin Transformation (transformation, Hybrid)
Limbs: 6 arms, 2 legs, 1 head
Speed: 30 ft. land speed and 30 ft. climb speed, both + 15 ft. per 5 caster levels
Natural weapons: bite (primary, 1d6 Medium, 1d4 Small)
Armor Class: +2 natural armor bonus, +1 per 5 caster level
Special: Darkvision 60 ft.
Climb: The target gains a climb speed, as that granted by Vermin Transformation. In addition, the target does not need to attempt Climb checks to move across a vertical or horizontal surface (even if upside down). If the target already possesses a climb speed, you may instead increase the target’s existing climb speed by +5 feet per 5 caster levels. [Errata'd in Gravecaller's HB]
SOUL OF THE VIGILANTE:
Obscured Soul (Su): At 1st level, tapping into the soul of the vigilante allows you to alter the nature of your soul to protect your identity both spiritually and physically. This functions similarly to the vigilante's dual identity ability. Your social identity is your normal identity, and you determine the specifics of your vigilante identity each time you forge this soul. You may also change your physical appearance when you take on your vigilante identity, this can include changes to your proportions, coloration, gender characteristics, and other physical characteristics. This effect can also alter the appearance of objects you are holding or wearing and your veils, if you wish, but the objects must still resemble normal items of their type (a longsword must still resemble a longsword, a doublet a doublet, and so on) and your veils still resemble themselves for the purposes of identifying their effects. When you determine the specifics of your vigilante identity, you also determine the specifics of your appearance. Any objects you wish to change the appearance of must be on your person when you determine the specifics of your vigilante identity. You cannot take on the appearance of a specific creature using this effect, but you can take the same shape using this ability each time you forge this soul if you wish.
Soul's Guile (Ex): At 1st level, you may use the higher of your Charisma or Wisdom when determining your bonus for the Bluff, Disguise, and Intimidate skills.
Seamless Guise (Ex): At 1st level, you always know how to behave in a way that appears normal and proper for your soul's current identity. Should anyone suspect you of being anything other than what you appear to be while either in your social or vigilante identity, you can attempt a Disguise check with a +20 circumstance bonus to appear as your current identity, and not as your other identity.
Vigilante's Talent: At 3rd level, and every 4 levels thereafter, you gain a vigilante talent of your choice. You use your class level as your effective vigilante level when meeting prerequisites and determining the effects of these talents.
Many Guises (Su): At 5th level, you gain the Many Guises social talent. When you take on a mundane identity, you may change your appearance and the appearance of your objects and veils, as per your obscured soul ability. Unlike that ability, you can take on a different appearance each time you take on a mundane identity.
Quick Change (Su): At 9th level, you can change your identity as a fullround action.
Immediate Change (Su): At 17th level, you can change your identity as a move action.
VIGILANTE TALENTS:
3: War Sight (Ex)
The vigilante gains the war sight revelation from the battle mystery, treating it as an extraordinary ability.
7: Vital Punishment (Ex) (Ultimate Intrigue pg. 17)
The vigilante gains Vital Strike as a bonus feat, though he does not have to meet the prerequisites for this feat. Once per round, before he makes an attack of opportunity, he can declare it to be a vital punishment. If the attack hits, the vigilante can apply the Vital Strike feat. The vigilante can apply the Improved Vital Strike or Greater Vital Strike feat as his vital punishment instead if he later gains those feats. A vigilante must be at least 6th level to select this talent
WEAPON:
Veil:
Staff of Ten-Thousand Truths Essence: 2 Enchantment bonus: +4 (+1 with Greater Trancidental Weapon)
This staff is carved with an incomplete story. When held by the veilweaver, the carvings continue up the veilweaver’s hands and arm, but the story never finishes.
This veil can only be upgraded as a quarterstaff. Your unarmed attacks deal 1d6 (if medium sized or smaller) points of damage and do not provoke attacks of opportunity.
Your unarmed damage dice and damage dice from weapons created by this weapon veil cannot have their rolls altered or rerolled (Such as effects that would maximize your die or change the rolled value) and cannot have their damage dice reduced below 1d6.
Whenever you roll maximum damage with a weapon created by this veil, not including weapon special properties, you may make a free unarmed attack.
Whenever you roll maximum damage with an unarmed attack, not including weapon special properties, you may make a free attack with a weapon created by this veil.
Essence: Your attacks ignore 1 point of DR for each point of essence invested in this veil.
Chakra Bind (Hands): Whenever you critically hit with a weapon created by this veil, you may make a free unarmed attack.
Whenever you critically hit with an unarmed attack, you may make a free attack with a weapon created by this veil.
Editor's Note: As per developer input, it would be reasonable to allow characters the highest unarmed strike damage they currently possess if their damage is already higher than the base amount granted by this veil.
-- Slotted into weapon
REVELATION CRYSTAL (Greater)
This tiger’s-eye gem bears a striking resem-
blance to the eye of a cat, its gaze seeming to
dart about.
A revelation crystal help you battle foes who
rely on invisibility.
Least: When you damage an invisible
creature using a weapon with this aug-
ment crystal attached, the creature emits a
glowing golden aura for 1 round, allowing
everyone to know the square or squares it
occupies and where it moves during that
duration. The aura is as bright as a torch.
Despite the glow in the square, creatures
that attack the invisible foe still suffer a
50% miss chance; the glow merely allows
them to determine the appropriate square
to attack.
Lesser: As the least crystal, but any
active invisibility effects on the dam-
aged creature are also suppressed for 1
round (even if the invisibility is natural
or extraordinary).
Greater: As the lesser crystal, but it also
suppresses active effects on the damaged
creature that grant concealment or similar
effects (such as blur or displacement) for 1
round. This has no effect on concealment
granted by the environment (such as fog
or a darkness spell).
ARMOR:
Veil: Superior Reflexes Essence: 2
Dodge and strike with uncanny speed and precision.
While this veil is shaped, you gain the benefits of any enhancement bonus to AC or armor special qualities that have been enhanced on this veil. Treat yourself as light armor for the purposes of determining what armor special qualities you can enhance on this veil. This does not stack with similar effects, such as bracers of armor.
While wearing no armor and while you have no other enhanced (armor) veil shaped, you may add your veilweaving modifier to your AC and to your CMD. You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load.
Creatures who make attacks of opportunities against you must roll twice and take the worse result.
Essence: Each odd point of essence invested in this veil grants you a +1 bonus to AC versus attacks of opportunity. Each even point of essence invested in this veil grants you a +1 bonus to AC.
Chakra Bind (Shoulders): Whenever a creature makes an attack of opportunity against you, they provoke an attack of opportunity from you. Whenever you make an attack of opportunity, roll twice and take the better result.
Chakra Bind (Body): You gain the benefits of this veil’s shoulder bind. Whenever you hit with an attack of opportunity, you may make another attack of opportunity at your highest base attack bonus -5. This second attack of opportunity cannot trigger this bind’s effect.
BODY SLOTS:
Armor:
Belts:.
Body:
Chest:
Eyes:
Feet:
Hands:
Head: Helm of Telepathy FinalName=Helm%20of%20Telepathy
Headband:
Neck:
Ring1:
Ring2:
Shield:
Shoulders:
Wrists:
Slotless:
Magical Toolkit (Climb) +10
This set of four spiked gloves fit around Yamako's extra arms, providing enhanced powers for climbing
Magical Toolkit (Perform, Dance)
this set of ribbons tie to the wearers limbs, with small bells chiming to keep a constant rythmn and improve once's ability to perform various dances
Magical Toolkit (Iaijutsu Focus)
This small amythyst gem is placed onto the third eye chakra, opening it for an experienced user of Iaijutsu to hone their ki and attack
The following are the class features of the Sphereforge.
Weapon and Armor Proficiency
A sphereforge is proficient with all simple weapons, light armor, and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice. This modifies the soulforge’s weapon and armor proficiencies.
Casting
A sphereforge may combine spheres and talents to create magical effects. A sphereforge is considered a Mid-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)
This replaces the soulforge’s veilweaving, chakra binds, essence pool, soulforged armaments, forge capacity, soul enhancement, twinveil forge, rapid enhancement, and immortal soul forging class features.
Bonus Combat Feat: At 1st level, the soulforge gains a bonus combat feat. They must meet the prerequisites of this feat. At 6th, 11th, and 16th level they gain an additional bonus combat feat of their choice.
In addition, the soulforge counts their class level as their fighter level for the purposes of qualifying for feats. If they have fighter levels, these levels stack.
Soul Forging: The soulforge has learned to forge their soul with the essence of an ancient hero recorded within the akashic record. This forged soul grants them unique abilities, and 2 temporary skill ranks per class level which can be assigned to the soul’s associated skills. The soulforge also treats the soul’s associated skills as class skills while they have the soul forged.
Soulpower
A sphereforge uses their casting ability modifier in place of their Wisdom for their soulforge class features and as their practitioner modifier. Any time a soulforge class feature references shaping their veils for the day, it instead triggers when the sphereforge rests and recovers their spell points.
Sphere Souls
Forging a soul does not grant the sphereforge the ability to shape soul veils and their forged souls do not act as essence receptacles. Instead, at 1st level, when the sphereforge forges a soul they choose two spheres, with their selection of combat or magic spheres limited based on the type of soul they forged. They gain these spheres as bonus talents (or a bonus talent of that sphere, if they already have the sphere). If they selected a magic sphere, they gain a +1 bonus to their caster level with that sphere (to a maximum of their character level), and if they selected a combat sphere they treat their base attack bonus as 1 higher when determining the effects of that sphere and making attacks modified or granted by that sphere (to a maximum of their character level). At 5th level, and again at 9th, 13th, and 17th level, these bonuses increase by an additional +1.
At 3rd level, and every 2 levels thereafter, they gain a bonus talent belonging to one of their selected spheres.
Bonus talents gained using this ability can be changed each time the sphereforge rests to recover their spell points. If one of these bonus talents are used to meet a prerequisite and are changed, the ability it is used as a prerequisite for cannot be used until the talent is regained.
Forged Soul Spheres: The sphereforge may select combat and magic spheres based on their forged soul:
Cleric, Druid, Sorcerer, Wizard: Any two magic spheres.
Bard, Monk, Paladin, Ranger, Rogue: Any one magic sphere and any one combat sphere.
Barbarian, Fighter: Any two combat spheres.
This modifies the soulforge’s soul forging class feature.
Blended Training
The sphereforge gains a combat or magic talent of their choice at 2nd level, and every 2 levels thereafter.
Intuitive Crafter: At 1st level, the soulforge uses the higher of their Wisdom or their Intelligence modifiers when determining their bonus with the Craft skill.
Reforge Feat: At 3rd level, when the soulforge shapes their veils for the day they can instantly retrain one of their combat feats to a feat on the following list, or any combat feat that has one of the following feats as a prerequisite:
Combat Expertise, Deadly Aim, Dodge, Heavy Armor Proficiency, Improved Shield Bash, Improved Unarmed Strike, Light Armor Proficiency, Medium Armor Proficiency, Point-Blank Shot, Power Attack, Precise Shot, Shield Focus, Two-Weapon Fighting, Vital Strike, Weapon Finesse, Weapon Focus.
The soulforge must meet all of the prerequisites for feats they wish to gain using this ability. If a feat they wish to retrain is currently being used as a prerequisite for another, they cannot retrain it without first retraining the feat that requires it as a prerequisite.
At 9th level, and again at 15th level, the soulforge can retrain an additional feat every time they shape their veils for the day. They can use these retrained feats to meet the prerequisites of other feats they retrain during this time.
Soul Fortification: At 4th level, the soulforge gains a +2 bonus on their saving throws against death effects and takes no penalties from negative levels, though they can still be killed if they accrue more negative levels then they have Hit Dice. After 24 hours, any negative levels a soulforge takes are removed without the need for an additional saving throw.
At 9th level, and again at 14th and 19th levels, the soulforge’s bonus to saving throws against death effects increases by +1.
Mighty Finesse: At 3rd level, the soulforge uses the higher of their Strength or Dexterity scores as their effective Strength and Dexterity when meeting the prerequisites for combat feats that have either score as a prerequisite.
Body with Soul: At 7th level, when the soulforge forges their soul for the day, they can swap their Strength and Dexterity scores. This swap includes any permanent bonuses and penalties to those scores as well, such as bonuses granted by their race or a belt of giant strength worn for more than 24 hours. If the soulforge loses one of these bonuses (such as if they remove said belt), the score it was swapped to affect is lowered.
Twin Soul: At 10th level, the soulforge may forge a second soul each day. For the purposes of this soul, their class level is treated as 9 levels lower when determining the abilities that soul grants them, and they gain only 1 temporary skill point per class level to assign to the second forged soul’s associated skills.
Twin Sphere Soul
At 10th level, when the sphereforge chooses a second soul using their twin soul class feature they choose a third combat or magic sphere with the normal selection restrictions of their new soul. They gain that sphere as a bonus talent (or a bonus talent of that sphere, if they already have the sphere), and gain bonuses to the caster level or their base attack bonus using that sphere as the sphere souls class feature, treating their class level as 9 levels lower when determining their bonuses. They may select talents from this sphere using the additional bonus talents they gain at odd levels.
This modifies the soulforge’s twin soul class feature.
Soul Paragon: At 20th level, the soulforge gains immunity to negative levels and death effects. If the soulforge is killed, their body and their equipment dissipates into the akashic record, only for the soulforge to be returned to life with their equipment one week later at a location on the same plane (or planet, if they died on the material plane) of their choice. Their new body is returned to life as a young adult, with any of their physical ailments or disabilities cured. If the soulforge dies again within 7 days of being returned to life, their body and equipment does not dissipate, and they are not returned to life.
The following abilities are from the Warlord Bushi
Weapon and Armor Proficiency
Warlords are proficient with all simple weapons and martial weapons, and with light and medium armor, and with shields.
Maneuvers
A warlord begins his career with knowledge of six martial maneuvers. The disciplines available to him are Golden Lion, Radiant Dawn, Scarlet Throne, Mirthril Current, Thrashing Dragon, and Fool's Errand,. If he does not have that discipline’s associated skill as a class skill, he gains it as a class skill.
Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by warlords is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he do not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown on Table 1-3: The Warlord. The warlord must meet a maneuver’s prerequisite to learn it. See the Systems and Use chapter for more information.
Upon reaching initiator level 4th, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the warlord can choose to learn a new maneuver in place of one he already knows. In effect, the warlord loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The warlord need not replace the old maneuver with a maneuver of the same level. The warlord can swap only a single maneuver at any given level. A warlord’s initiation modifier is Charisma.
Maneuvers Readied
A warlord can ready four of his six starting maneuvers, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by going through weapon drills for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. Warlords do not need to sleep or rest for any long period of time to ready their maneuvers; any time he spends 10 minutes in practice, he can change his readied maneuvers. He may not ready any individual maneuver more than once. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the warlord initiates a maneuver, he expends it for the current encounter, so each of his readied maneuver can be used once per encounter (until they are recovered, see below).
For a warlord to recover expended maneuvers, he must perform one of two types of actions: a gambit action in which he gambles on his performance in battle (see Warlord’s Gambit below), or he may use the Iado ability.
Iaido (Ex)
In addition to his normal maneuver recovery, a bushi can recover his maneuvers by sheathing his blade and taking a brief moment of quiet contemplation. When he sheathes a weapon (normally a move action), he recovers one maneuver. He cannot recover more than one maneuver per round this way, no matter how many weapons he sheathes or how many times he sheathes an individual weapon per round, nor can he use a maneuver in the same round it is recovered in this way. A bushi cannot use this ability to recover a maneuver in the same round in which it was initiated.
Stances Known
Warlords begin play with knowledge of one stance from any discipline open to warlords. At the indicated levels (see class table), the warlord selects an additional new stance. Unlike maneuvers, stances are not expended and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the warlord cannot learn a new stance at higher levels in place of one he already knows.
Warlord’s Gambit (Ex)
At his core, the warlord is a warrior who relies on both skill and daring; without this he is but any other combatant. By setting himself to danger, does his true skill shine, or so the motto of the warlord goes. At 1st level, a warlord selects two gambits from the gambits available to warlords. At 4th level and every four levels thereafter, a warlord selects an additional gambit to learn. Any gambit that would normally use the warlord’s Charisma modifier to determine its effects instead uses his warlord initiation modifier, if it is a different ability. These gambits allow the warlord to recover maneuvers. Due to their reliance on the stresses of combat to bring out the best of the warlord, gambits cannot be used outside combat.
A gambit has two aspects: a risk and a reward. A gambit’s risk describes an action the warlord must take in order to play the gambit. The warlord begin a gambit as a swift action, then performs the gambit’s risk action. He may add half his warlord initiation modifier as a luck bonus on any d20 rolls made while performing this action (such as the Acrobatics check of an acrobatic gambit, or the attack roll of a brave gambit). The warlord only gets this bonus if he spent the swift or immediate action required to begin the gambit; if taking the actions normally, he gains no additional benefits. If the warlord initiates a maneuver as part of a gambit, he cannot recover that maneuver when the gambit is completed (even if it’s his only expended maneuver).
If the warlord succeeds at his gambit’s risk, he recovers a number of expended maneuvers equal to his warlord initiation modifier (minimum 2) and gains the reward listed in the gambit’s description. Allies who would gain a benefit from the gambit’s reward must be within 60 feet of the warlord and able to see him perform the gambit’s risk. If the warlord fails his gambit (such as missing the charge attack of a brave gambit, or failing the saving throw of an unbreakable gambit), he suffers the gambit’s rake, recovering only a single expended maneuver and taking a –2 penalty on all d20 rolls for one round.
Iaido Training (Ex)
At 1st level, a bushi gains Exotic Weapon Proficiency (katana) and Exotic Weapon Proficiency (wakizashi) as bonus feats, even if he does not meet their prerequisites.
Quick Draw (Ex)
At 1st level, a bushi gains Quick Draw as a bonus feat, even if he does not meet the prerequisites. In addition, the bushi may sheathe his weapon without provoking attacks of opportunity.
Mixed Combat (Ex)
At 6th level, a bushi gains Mixed Combat as a bonus feat, even if he does not meet the prerequisites. In addition, the bushi is considered to be threatening all adjacent squares even if his weapon is sheathed, and can draw his weapon when making any attack (including attacks of opportunity).
Bushido (Su)
As a bushi grows in power, he gains access to abilities through the refinement of his spirit and his weapon by adhering to the principles of bushido.
A warlord bushi selects a bushido to gain at 2nd, 5th, 7th, 9th, 11th, and 15th levels.
The following Bushiods have been selected
Respect: The bushi respects all life, and knows that the strength of his allies support his own strength. Whenever the bushi uses the aid another action, he uses his bushi initiation modifier (minimum +2) instead the normal aid another bonus granted to his allies.
Righteousness: The bushi knows right from wrong on an inherent, instinctual level. He can gains the ability to use detect chaos, detect evil, detect good, and detect law as spell-like abilities at-will, with a caster level equal to his initiator level.
Bonus Feat
Starting at 10th level, then every four levels after, the Bushi warlord gains a bonus combat feat or teamwork feat of his choosing. The warlord must qualify for the feat before selecting it.
Warleader
The warlord excels in the theater of war because he knows how best to work with his allies. At 3rd level, the warlord becomes an ever more capable commander and may share tactics with his allies. First, the warlord gains a teamwork feat as a bonus feat (he must meet the prerequisites for this feat to select it). As a standard action that the warlord performs, the warlord and allies within 30- ft. of him can share teamwork feats that they possess with each other, acting as if they both possessed the teamwork feat that they are sharing. The warlord can only share one teamwork feat at a time, either one of his own (with all allies within 30-ft. of him) or an ally’s (in which case only the warlord receives the ability to use the teamwork feat he does not possess). The warlord and allies retain the use of this feat for 3 + his warlord initiation modifier in rounds. The warlord can use this ability a number of times per day equal to 1 + his warlord initiation modifier, plus one additional time per day at 7th level and four warlord levels thereafter.
Force of Personality (Ex)
At 3rd level, the warlord’s forceful personality and bold, headstrong nature assist him in resisting the influence of others. Where others use personal serenity, awareness of the world around them, or plain old sensibility, the warlord gets by with endless nerve. The warlord may add his warlord initiation modifier in addition to his Wisdom modifier to determine his Will save bonus. If the character is ever able to add his warlord initiation modifier to his Will save through use of another ability (for example. the paladin’s divine grace) he may only add his warlord initiation modifier once to his Will save.
Tactical Flanker (Ex)
At 4th level, the warlord is exceptionally gifted at working with his allies to bring down opponents and his skills assist any who ally with him. At the start of the warlord’s turn, he chooses a single square adjacent to him. Until the start of his next turn, he and his allies can treat that square as if it was occupied by him for the purposes of flanking opponents.
Battle Prowess (Ex)
The warlord is a skilled combatant, mixing traditional fighting skills with the skill of his martial discipline training. Choose a discipline, and when the warlord is in a martial stance from this chosen discipline, the character gets the listed bonus (+1 at 5th level, +2 at 12th level, +3 at 19th level) as a competence bonus to attack and damage rolls, CMB rolls, and to his CMD. He may select another discipline at 12th level, and third discipline at 19th level.
Dual Boost (Ex)
Knowledgeable in the ways of making the best of any situation through pluck and verve, the warlord is capable of applying multiple martial principles simultaneously. At 6th level, once per day the warlord may initiate two boost type maneuvers as part of the same swift action. He may use this an additional time per day at 12th level, and three times per day at 18th level.
Tactical Assistance (Ex)
At 8th level, the warlord’s gift for helping his allies in combat improves. The character may use the aid another action for any single ally within 30-ft. of his position as a move action, and when he successfully uses the aid another action, it affects all allies within 30 feet.
Improved Warleader
At 13th level, the warlord’s excellence in battle has enabled him to utilize the tactical skills of his allies as well as his own with greater speed. The warlord may now use his warleader class feature as a move action.
The following class abilities belong to Iaijutsu Master:
Weapon and Armor Proficiency: Iaijutsu masters are proficient with all simple and martial weapons. Iaijutsu masters do not gain any proficiency with armor or shields, though most have such proficiency from the samurai class.
Weapon Finesse (Ex): At 1st level, an iaijutsu master may use her Dexterity modifier instead of her Strength modifier on attack rolls with her katana. This works like the Weapon Finesse feat, except that it applies to the katana, a weapon to which the feat cannot normally be applied.
Canny Defense (Ex): When not wearing armor, iaijutsu masters add their Intelligence bonus to their Dexterity bonus to modify Armor Class while wielding a katana. As with normal Dexterity AC modifications, positive modifiers are lost when the iaijutsu master is caught flat-footed.
Lightning Blade (Ex): An iaijutsu master of 2nd level or higher adds her Charisma modifier to her initiative checks, as well as her Dexterity modifier.
Bonus Feats:At 4th level, then again at 9th level, the iaijutsu master gets a bonus feat in addition to her normal feat progression. These bonus feats must be drawn from the following list: Dodge (Mobility, Spring Attack), Combat Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Skill Focus (Iaijutsu Focus), Toughness.
Strike from the Void (Ex): An iaijutsu master of 5th level or higher adds her Charisma modifier to each extra damage die gained from using the Iaijutsu Focus skill.
UNIFIED TRADITION
Tattooed Staff Master of The Ten Thousand Truths
Drawbacks:
Diagram Magic (x2 drawbacks)
In order to perform any magical effect, either you or your target must be entirely contained within the boundaries of a special diagram. Creating this diagram requires a full-round action for every 5-foot square contained within the diagram. Once the circle has been drawn, attempt a Spellcraft check as part of the full-round action to draw the final part of the circle against DC 15 + the maximum caster level of any effect to be performed within the circle to determine if it was done correctly. You may take 10 on this check even if in combat or stressed. You can increase the speed at which you draw the diagram but at greater risk of making a mistake. Doing so prevents you from taking 10 on the check, and for every step by which you reduce the time required to draw the diagram, increase the spellcraft DC by +5 to a maximum of +20 to draw the circle as a free action.
The diagram need not be drawn with any special materials, and can be done with sprinkled salt, paint, blood, a finger in sand, or anything else that may be on hand so long as it is clearly visible. Permanent portable diagrams are usually not possible (as any scuff to the diagram disrupts the magic), but a diagram may be made out of fixed, permanent material such as metal. If a diagram is disrupted (any amount of damage dealt to the surface it is carved upon, or sufficient force from water, wind, or any other effect that might disperse the material the diagram was created with) then any magic currently being maintained by concentration via the diagram immediately ends, and no further magic may be used until a new circle is drawn. Spells and effects created by magic within the diagram (including summoned creatures) never disrupt it even if they would otherwise.
This counts as 2 drawbacks when determining boons and bonus spell points.
Galvanized
Your magic was forged by war, and is integrated with your fighting abilities. To use or concentrate on your abilities, you must be wielding a martial or exotic weapon with at least some metal components (even some metal decorations on a wooden weapon are sufficient). You must be able to attack with the weapon (it cannot be tied down or otherwise unusable), and you must have proficiency with it. The weapon itself does not need to have any special abilities, but cannot have the broken condition.
Being disarmed or having the weapon sundered counters any sphere abilities you are casting or maintaining. If a polymorph spell causes the weapon to become part of your body you lose your abilities, unless you can still attack with the weapon somehow. You can still switch between weapons while maintaining sphere abilities.
You may not select this drawback if you possess the Center Of Power or Focus Casting drawbacks.
Innate Curse (Reclusive)
Your magic comes from a source that curses you, or your cursed condition is a side effect of your casting ability. You suffer the hindrance of a singular oracle curse, and do not get its benefit, nor the benefits that come with increased level. Use your magic skill bonus as your oracle level to determine any penalties from its hindrance. This curse is permanent and cannot be removed.
Not all curses are appropriate for this drawback, and the GM is the ultimate arbiter of which oracle curse you suffer from.
Special: If you already possess an oracle’s curse (or gain one later), then you retain this curse in addition to the other curse, but each curse must be a different type of curse and provide different kinds of benefits (even if you don’t possess the curse mastery feat).
Reclusive Curse:
You are reclusive and paranoid to the point that your allies cannot easily help you in times of stress or unease. Whenever you are in combat, your allies must succeed at a melee touch attack to affect you with touch spells, and you must attempt saving throws to resist all spells cast by anyone other than yourself, even those cast by allies. Instantaneous spells you cast only on yourself affect you as though your caster level were 1 higher. At 5th level, any spells you cast only on yourself affect you as if they were modified by the Extend Spell feat. This does not increase their level or casting time. At 10th level, you are immune to charm spells and spell-like abilities. At 15th level, you gain spell resistance equal to 10 + your oracle level.
Mental Focus
Your magic requires you to have a focus that is not always possible to achieve. You normally have focus, but lose it whenever you fail a save versus mind-affecting magic, have a critical hit confirmed on you, or a condition causes you to lose the ability to concentrate (such as being nauseated or helpless or failing a forced concentration check such as from being entangled). Using magic without your mental focus requires you to attempt a concentration check (DC 20 + 1/2 caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If focus is lost, the caster can refocus by meditating as a full-round action that provokes attacks of opportunity.
Narcoleptic Casting
Your magic has a pacifying effect that can lull you to sleep. At the end of any round in which you spend 1 or more spell points you must succeed at a Fortitude saving throw with a DC of 10 + 1/2 your magic skill bonus (minimum DC 11) or fall asleep standing up for 1 round. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature without dealing damage is a standard action (an application of the aid another action). Creatures immune to sleep cannot gain this drawback; if a creature later becomes immune to sleep after gaining this drawback, they must immediately retrain it for another drawback or lose it, recalculating their spell points as appropriate.
This counts as 2 drawbacks when determining the number of spell points gained.
Rigorous Concentration
Your magic requires intense amounts of concentration to use. When attempting a concentration check (such as to cast defensively or while taking damage), the DC increases by +10. You may increase the casting time by one step to take extra time focusing and negate this penalty.
Somatic casting (x2 drawbacks)
You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure.
You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.
Note: With GM permission, it is possible to modify this drawback so that, when taken once, the caster may wear either light or medium armor but cannot use a shield without incurring a chance of arcane spell failure, mimicking the core bloodrager.
Verbal casting
You must speak in a loud, clear voice to cast spells. Using magic alerts all nearby hearing creatures to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly.
Boons:
Bonus Spell Points - 5 drawbacks: +1 per level in a casting class
Drawback Feats:
You gain a (drawback) feat, chosen when this casting tradition is created. You may take this boon multiple times.
Curse Mastery (Drawback)
Prerequisites: Innate Curse.
Benefit: You gain all the benefits of your oracle curse; both the base benefit as well as the benefits that come with increasing in level (treat your magic skill bonus as your oracle level).
Special: If your curse provides you with spells known, instead of normally granting bonus spells (for example, Haunted), you do not gain spells or talents. Instead, you gain a bonus spell point at the levels you would normally gain the spells.
Witchwarped (Drawback, Vermin Climb)
Benefit: You are infused with the traits of something else other than just your being.
You gain the Witchmarked general drawback (even if you are not a spherecaster) unless you already have it, using your Hit Dice as your caster level to determine its effects (if you are not a spherecaster a successful Knowledge (arcana) check successfully identifies the abilities from this feat rather then your spheres and caster level). You do not gain any bonus spell points from possessing the drawback gained exclusively from this feat.
Choose one trait from the Blank Form ability of the Alteration sphere or another trait deemed appropriate to your witchmark by the GM. You may not select a trait that carries an additional spell point cost. You gain that trait as a permanent supernatural ability. This trait only functions while your witchmark traits are not suppressed (such as with the Hidden Heretic feat). Treat your Hit Dice as your caster level for the purposes of this effect.
Special: The trait obtained this way counts towards the number of traits you may possess when under the effects of Blank Form, but is not considered a polymorph effect.
You may only take this feat as a drawback feat if you already possess the Witchmarked drawback from your casting tradition. In which case you still gain the extra spell points (or boon) from the drawback, and substitute your magic skill bonus for your Hit Dice when calculating the abilities of this feat and may use your casting ability modifier for any effects that would require one, such as determining saving throw DCs.
Overcharge
You may overcharge your magic, giving yourself great power at the cost of your own strength. Whenever you use a sphere ability, you may give yourself a +2 competence bonus to your caster level for that ability, but you become fatigued afterward. If you are already fatigued, you become exhausted. If you are exhausted, you collapse to the ground unconscious for 1d4 rounds. Creatures immune to fatigue cannot benefit from this boon.
Sphere Specific Drawbacks:
Brute:
Burly
You do not gain the shove ability. You must take the Muscular Surge talent with the bonus talent granted by this drawback.
Enchantment:
Personal Magics
You may only enhance yourself and your own equipment. You cannot take the Ranged Enhancement talent, and any enhancement bestowed on an object ceases to function unless you are carrying, wearing, or wielding that object. You cannot take talents such as Bestow Intelligence or Animate Object that give life or minds to objects.
Life:
Regenerate
You may only target yourself with your Life sphere abilities.
Incompatible: Sympathetic
Light:
Light Focus
You cannot create lenses.
Incompatible: Flexible Lens, Lens Focus
Subtle Light
You must select the Black Light talent as the bonus talent gained from this drawback, and must use this talent on every glow you create.
Incompatible: Lens Focus
Touch Of Light
You cannot cause objects or creatures to glow as a ranged touch attack, nor create lenses at a range greater than touch. You cannot take Ranged Light, and you may only apply Solar Strike to melee attacks.
Incompatible: Glowing Brew, Lens Focus, Roving Glow
Nature:
Limited package (Nature, recover ore)
You gain only a single geomancing ability of your starting Nature package. For example, if you have the (plant) package, you gain only Entangle, Harvest, or Pummel. You must take a (geomancing) talent with the bonus talent gained from this drawback.
You may take this drawback twice. If taken twice, you cannot use geomancing powers at all, only (spirit) talents. Instead of a (geomancing) talent, you gain the Master Of Elements talent and one (spirit) talent of your choice as the bonus talents gained from this drawback.
Bonus Talents:
Equipment:
Staff Master
You can wield a quarterstaff as a one-handed weapon or as a reach weapon. At the start of your turn, you decide whether or not you are going to wield the quarterstaff as a one-handed weapon, two-handed weapon, double weapon, or two-handed reach weapon. When you wield it as a one-handed weapon, your other hand is free. You cannot use a staff as a double weapon if you are wielding it as a reach weapon or a one-handed weapon. In your hands, a quarterstaff is treated as a trip weapon.
If you possess the Spear Dancer talent as well, a quarterstaff is treated as a finesse weapon in your hand, and you may wield a quarterstaff as a one-handed reach weapon. Additionally, spears and polearms gain the trip weapon special feature in your hands. Associated Feat: Quarterstaff Master.
Unarmored Training
Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess.
This bonus to AC applies even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the monk or similar abilities.
This bonus depends on an intricate awareness of the practitioner's body and balance, and as such is lost when the target is under any shapeshift other than blank form, or is polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type.
Bonus Feats:
Dragon’s Tattoos
Etching your limbs with exquisite art, your body truly becomes a weapon.
Prerequisites: Improved Unarmed Strike, Craft (tattoos) 5 ranks.
Benefit: You learn how to adorn yourself with the sacred tattoos that are said to have been first conceived by an ancient monk known only as “the Dragon”. Covering your body in these intricate tattoos etched by your own hand, your limbs, grapples, and unarmed strikes are now treated as masterwork weapons, and may be enhanced just as any other masterwork weapon. Enhancements applied via this ability apply to all unarmed strikes or grapple checks you make, regardless of the limb you choose to use; essentially, your entire body is treated as a single weapon.
Author's Note: Dragon's Tattoos applies to all of your unarmed strikes and natural attacks, essentially like an amulet of mighty fists.
Zodiac Tattoos
Mystical tattoos ward you from harm and transform your skin into protective armor.
Prerequisites: Craft (tattoos) 5 ranks, Unarmored Training or AC Bonus class feature.
Benefit: Covering your body in these intricate tattoos etched by your own hand, you gain the ability to have your skin enchanted with armor special abilities as though it was a suit of +1 leather armor. You cannot have a total bonus of armor special abilities higher than +6. You cannot use this ability to add any armor special abilities that add a flat gp amount to their cost instead of a bonus equivalent.
Special:
Tattooed warriors gain 1 bonus skill point that must be spent on Craft (tattoos) each time they gain a level in any class.
MYTHIC LEVELS
THE GIFTED
The Gifted are those who have somehow acquired true mastery of the martial spheres, capable of unleashing powers and abilities beyond those of other warriors. Whether their abilities are acquired through training, deals, luck, or even the whims of the gods, the Gifted are warriors, craftsmen, and experts in their trade.
Role: The Gifted can fulfill almost any role in a party, though like regular practitioners, they lean in favor of dealing damage, protecting allies, debuffing their enemies, and using skills. Many Gifted choose to take the Dual PathMA mythic feat, which significantly expands their options.
Classes: This mythic path is suitable for any character with expert, adept, or proficient progression with martial talents, as well as all champion classes that mix Spheres of Power and Spheres of Might. It can be used by classes that have acquired martial talents through spending feats or by special items like talent crystalsTotS, but characters with these builds may find another mythic path to be more useful.
Bonus Hit Points: Whenever you gain a gifted tier, you gain 4 bonus hit points. These hit points stack with themselves, and do not affect your overall Hit Dice or other statistics. These do not stack with the hit points from your Dual PathMA choice (if you take that feat).
Mythic Teir 1
Mythic Feat:
Combat Expertise (Mythic)
You strike viciously whenever your foe gives you an opening.
Prerequisites: Combat Reflexes.
Benefit: You can make any number of additional attacks of opportunity per round. As a swift action, you can expend one use of mythic power to, until the start of your next turn, make attacks of opportunity against foes you’ve already made attacks of opportunity against this round if they provoke attacks of opportunity from you by moving.
Hard to Kill (Ex)
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su)
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su)
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Sphere Mastery
At 1st tier, you gain one mythic sphere mastery (see Mythic Sphere Talents). You must know the base sphere associated with it.
Mythic Sphere Mastery: Boxing
You gain one (counter) talent you do not already have. You may expend one mythic power to make a counter punch against a foe performing an action that could trigger a counter punch from you, even if you have not readied a counter punch; you cannot make more than one counter punch against any triggering action (even if it has multiple triggers in it). When you do, you may apply an additional (counter) talent you know to that counter punch.
Author's Note: At the GM's discretion, this ability may be limited to once per creature per round.
Path Ability 1:
Longevity (Su) (Mythic Adventures pg. 50): Upon taking this ability, you can no longer die from old age. If you have penalties to your physical ability scores due to aging, you no longer take those penalties. You still continue to age, and you gain all the benefits to your mental ability scores.
IAIJUTSU SKILL FOCUS CHART AND DESCRIPTION
Iaijutsu Focus (CHA)
(Oriental Adventures variant, p. 58)
Use this skill to gather your personal energy (ki) in an iaijutsu duel.
If you attack a flat-footed opponent immediately after drawing a melee weapon, you can deal extra damage, based on the result ofan Iaijutsu Focus check. In addition, if you and your opponent both agree to participate in a formal iaijutsu duel, your Iaijutsu Focus check replaces your initiative check for the ensuing combat. In an iaijutsu duel (see Chapter 6), you and your opponent make opposed Iaijutsu Focus checks, and the winner accumulates extra damage dice according to the accompanying table. You can also use Iaijutsu Focus in preparation for striking an inanimate object, assuming no distractions. Your extra damage is halved, just like your ordinary damage. This is the technique martial artists use to shatter objects.
Check Result Extra Damage
10—14 +1d6
15—19 +2d6
20—24 +3d6
25—29 +4d6
30—34 +5d6
35—39 +6d6
40—44 +7d6
45—49 +8d6
50+ +9d6 (maximum)
Implement of Power (from Oath)
+4 Light implement
shaped as a ceremonial tanto.
Oaths
Oath against Artifice (1 Oath Point)
Oath: You have sworn off the use of anathematic armaments and technologies. You must revere nature and may not wear metal armor or use metal shields. In addition, you may not use firearms or any technological devices which use charges. In games where advanced technology is quite common, this Oath may be worth up to three Oath points.
Defiance Penalty: Your abilities are weakened due to your use of impure implements. Your caster level and base attack bonus are reduced by half your character level (minimum 1).
Atonement: To re-establish your commitment to the natural world, you must destroy a number of technological items or other centerpieces of civilization such that the total value of destroyed materials is worth at least 100 gp x your character level squared.
Oath of Abstention (1 Oath Point)
Oath: You cut excess pleasures from your consumption, surviving on only the bare necessities. You may not consume any but the most basic food and drink, meaning that you cannot consume drugs, potions, alchemical formulae, or other beneficial items that must be consumed to gain their effects. You may not consume any food or drink worth more than 1 gp.
Defiance Penalty: The introduction of exotic foodstuffs into your system works against you, causing you to take a penalty on all Fortitude saves equal to half your character level (minimum 1).
Atonement: You must fast for five days, during which time you may not eat anything. This may cause you to take nonlethal damage from starvation as normal.
Oath of Honor (2 Oath Points) Samurai Code
Oath: You have sworn to uphold your good name and maintain an air of dignity in your actions. You must select a code of honor and maintain an honor score (see Ultimate Campaign) of at least 3 x your character level at all times. When you first swear this Oath or when you level up, your honor score is increased to 3 x your character level if it is lower.
Defiance Penalty: Your dishonorable actions weigh physically on you. You are constantly considered sickened, and this effect ignores any immunity to the sickened condition you may possess.
Atonement: You must see your honor restored in the face of your community, and must reach an honor score of at least 4 x your character level.
Special: Codes of honor and honor scores are detailed in Ultimate Campaign
Oath of Humility (1 Oath Point)
Oath: You are not a leader or a bearer of glory, but rather a simple servant of greater forces. You may not accept the service of followers, underlings, or minions (including summoned, tamed, or animated minions), nor may you accept noble titles or own lands beyond what you need to survive.
Defiance Penalty: The mantle of command weighs you down, causing you to be constantly fatigued and to take a penalty to your caster level and base attack bonus equal to half your character level (minimum 1). This effect ignores any immunity to fatigue you may possess.
Atonement: You must cast out any of your servitors and abandon the lands you own, after which you must sacrifice implements which symbolize your dominion. The total value of sacrificed materials must be worth at least 100 gp x your character level squared.
Oath of Ignorance (1 Oath Point)
Oath: You have sworn never to expose yourself to the written word, typically because you fear exposing yourself to some horrible secret. You cannot read any sort of text. Many who take this Oath do not even know how to read.
Defiance Penalty: Your perception of the world is clouded, causing you to take a penalty on all Wisdom checks and Wisdom-based skill checks equal to half your character level (minimum 1).
Atonement: You must ritualistically destroy a source of dangerous knowledge. This requires a process which takes 48 hours and a sacrifice of collections of knowledge worth at least 50 gp x your character level squared.
Oath of Loyalty (1 Oath Point)
Oath: You have sworn your service to a god, nation, or leader (hereafter referred to as your patron). Your alignment must remain within 1 step of your patron’s, and you must adhere to the moral tenets of your patron while remaining in their good standing. Paladin or antipaladin codes provide a framework for what moral tenets might mean for a character who pledges an Oath of Loyalty. Minor infractions may be overlooked, but a gross defiance (such as disobeying a direct order from your patron or acting in a way that directly contradicts your patron’s teachings) is sufficient to break an Oath of Loyalty. A patron may revoke the benefits of an Oath of Loyalty at any time.
Defiance Penalty: Breaking an Oath of Loyalty is not something a patron easily forgets, and those who break an Oath are likely to be pursued and cast out by the patron’s other followers. You are constantly shaken so long as you still benefit from this Oath, and this condition cannot be removed nor can it be averted by an immunity to fear. In addition, others who have sworn Oaths of Loyalty to your former patron are likely to know that you have broken your Oath.
Atonement: Atoning for betraying your patron’s trust requires you to spend 3 days beseeching your patron for forgiveness and making 50 gp x your character level squared worth of offerings to them. Patrons are not required to forgive you if you have offended them. Alternatively, you may spend 3 days seeking out a new patron, paying the cost as a sign of your dedication to this new patron.
Oath of Ritual (1 Oath Point) HP option
Oath: You must perform a specific physical or magical ritual every day to maintain your abilities. This ritual takes one hour to perform and can be performed anywhere, but requires that you either spend 5 gp per character level or reduce your maximum hit points by an amount equal to your character level for 24 hours every time you perform the ritual.
Defiance Penalty: Any day which you do not perform the ritual, all of your ability scores are treated as being 2 lower for all purposes.
Atonement: To atone, you must perform the ritual once again every day for at least 3 days, making an additional sacrifice worth 100 gp x your character level squared on one of those days.
Oath Boons
Enhanced Abilities (Su) (2 Oath points)
Your Oath grants you strength and acuity beyond that of your kin. At 4th level and every even-numbered level thereafter, you gain a +2 enhancement bonus to one of your ability scores. These bonuses do not stack with each other until you are at least 10th level, at which point they may stack up to a maximum of +4. This improves to a maximum of +6 at 13th level. From level 13 onwards, you gain two +2 ability score bonuses at every level rather than just one at even-numbered levels.
Enhanced Armaments (Su) (6 Oath points, see text)
Your devotion enhances the abilities of your weapons. At 4th level, one weapon you wield (including a natural weapon) gains a +1 enhancement bonus on attack and damage rolls for as long as you wield it (these bonuses are still applied if the weapon is thrown). This bonus increases by 1 at 7th level and every 3 levels thereafter, to a maximum of +5 at 16th level. Alternatively, you may apply this bonus to an implement, granting an enhancement bonus to caster level with a specific sphere in place of a bonus to attack and damage rolls. This bonus does not stack with any existing enhancement bonus the weapon or implement may have. If you spend a third Oath point, the weapon or implement’s enhancement bonus also increases at 5th level and every 3 levels thereafter (to a maximum of +10 at 17th level).
The item’s enhancement bonus cannot exceed +5, but the remaining bonus can be spent to grant the item any properties that an armorist of your character level could apply to their weapons or implements. You may take this Oath boon multiple times, each time gaining the ability to apply it to an additional weapon or implement. You may change which item you apply this bonus to or change the nature of the bonus in a process that takes 1 hour. You cannot apply both Enhanced Armaments and Enhanced Defenses to the same piece of equipment.
Inhuman Resilience (Su) (1 Oath point)
Your Oath insulates your body and mind against harm. You gain a +1 resistance bonus to all saving throws at 3rd level, which increases by 1 at 6th level and every 3 levels thereafter (to a maximum of +5 at 15th level). You also gain a +1 enhancement bonus to natural armor at 5th level which increases by 1 at 8th level and every 3 levels thereafter (to a maximum of +5 at 17th level).
Skill Superiority (Ex) (Iaijutsu Focus, 1 Oath point)
For every Oath point you spend on this Oath boon, select one skill. You gain a competence bonus on all checks made with that skill equal to 2 + 1/2 your character level.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.