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Malger Soulshared - Sheet Link


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HellbredFiendish Codex II



Humanoid (Hellbred): Hellbred are humanoid creatures, despite their monstrous appearance.

Infernal Mien (Ex): Hellbred have a sinister presence. They gain a +2 racial bonus on Intimidate checks.

Evil Exception (Ex): Regardless of alignment or class restrictions, a hellbred can cast spells with the evil descriptor and never gains negative levels while wielding evil magic items, such as unholy weapons or demon armor. This ability does not shield a hellbred from losing access to class features if he violates a class's code of conduct. For example, using a +1 unholy longsword to slay orcs would not violate a hellbred paladin's code of conduct, though using the weapon to kill another paladin would.

Hellbound (Su): A devil has a claim on a hellbred's soul. As a result, a hellbred can be restored to life only by a resurrection spell or greater magic.

Devil's Favor: A hellbred gains Devil's Favor as a bonus feat for which it does not need to meet the prerequisite.

Infernal Aspect: Upon completing the Scourging, a hellbred chooses one of the following aspects to manifest. Once the choice is made, it cannot be changed.

Body (Ex): A hellbred who chooses body as his infernal aspect gains a +4 bonus on saves against poison. In addition, he gains a +2 bonus to Constitution and takes a -2 penalty to Intelligence. The process of the Scourging strengthens his body but weakens his mind.

At 4 HD, he gains a bonus devil-touched feat.

At 14 HD, he gains another bonus devil-touched feat.

Spirit (Su): A hellbred who selects the spirit aspect acquires infernal senses, gaining darkvision out to 30 feet and a +2 racial bonus on Sense Motive checks. In addition, the process of the Scourging leaves him with a strong mind but a weak body. The hellbred gains a +2 bonus to Charisma and takes a -2 penalty to Constitution.

At 6 HD, his darkvision extends to 60 feet.

At 9 HD, his darkvision extends to 120 feet.

At 12 HD, he gains the ability to see in darkness, even that created by a deeper darkness spell.

At 15 HD, he gains telepathy out to 100 feet.
(Body | +2 Con -2 Int)

[Class skills - Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (all), Listen, Move Silently, Profession, Ride, Search, Sense Motive, Speak Language, Spellcraft, Spot, Survival, Swim, Use Magic Device, and Use Rope]

[Proficiencies - Simple Weapons, Martial Weapons, Light Armor, Shields (other than Tower)]

1 - Ranger [SRD] 1 // Celestial Bloodline [SRD] 1
1 - 2.5 | 2.5 | .3 - d10
Skills - 29 (7x4+1) - Hide 4, Intimidate 1*, Knowledge {Arcana} 1*, Knowledge {Nature} 1, Listen 4, Move Silently 4, Search 4, Spot 4, Survival 4
Feats - Nymph's KissBook of Exalted Deeds
Fey creatures regard you as though you were fey. You gain a +2 circumstance bonus on all Charisma-related checks and a +l bonus on all saving throws against spells and spell-like abilities. Starting with the level when you take this feat, you gain 1 extra skill point per level.
[1st], EnforcerPathfinder SRD

Prerequisite: Intimidate 1 rank.

Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.
[Flaw], ? [Flaw], Devil's FavorFiendish Codex II
Devil-Touched

When you attempt an attack, save, or check of any sort, you can beseech the dark powers to aid you. You gain a +2 bonus on the attack, save, or check. You can use this ability a number of times per day equal to the total number of devil-touched feats you have selected, including this one.
[Racial], TrackTo find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge. You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:.

Surface Survival DC
Very soft ground 5
Soft ground 10
Firm ground 15
Hard ground 20

Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.

Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.

Hard Ground: Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).

Several modifiers may apply to the Survival check, as given on the table below.

Condition Survival DC Modifier
Every three creatures in the group being tracked -1
Size of creature or creatures being tracked1
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium 0
Large -1
Huge -2
Gargantuan -4
Colossal -8
Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow cover since the trail was made +10
Poor visibility2
Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked party hides trail (and moves at half speed) +5

1 For a group of mixed sizes, apply only the modifier for the largest size category.
2 Apply only the largest modifier from this category.

If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching
[Class]
Traits - ?, Unnatural AuraDragon 356 pg89
You acquired your power by infusing yourself with supernatural essence of a magical beast. The creature had a scent, aura, or other emanation to potent that it infused your very being. While most creatures barely notice, your aura (even if they are affected by it), animals are extremely sensitive to it and find it disturbingly threatening.
Benefit: You Posses an unnatural aura. You gain a +2 bonus on all Intimidate checks and to the DC of spells from the fear subschool that you cast.
Drawback: Your unnatural aura distrubs creatures of the animal and vermin types, imposing a -2 penalty on any skill checks or wild empathy checks you make dealing with them.

Flaw - FussyYou become sickened (no saving throw allowed) upon ingestion of any sort of potion for the duration of its effect. Potions with an instantaneous duration cause you to be sickened for a period of time equal to the potion's caster level in minutes. You also suffer a -4 penalty on saving throws made against ingested poisons. , Metal IntoleranceYou suffer an additional point of damage when struck by metal weapons. The natural attacks of inevitables, iron golems, and other creatures composed of metal also deal this additional damage.
Features - Favored EnemyAt 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls and attack rolls against such creatures. {Arcanists}, Fast Movement +10A barbarian's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn., Voice of the CityCityscape Web-Enhancement
Replaces: If you select this class feature, you do not gain wild empathy.

Benefit: Through a combination of body language, tone, and expression, the voice of the city can make herself understood by those who do not speak her language, and she can interpret their meaning the same way. Simple concepts that can be conveyed in a few words (such as "Help!" or "Drop your weapon!") can be conveyed automatically. More complex concepts require her to make a roll: d20 + her class level + either her Wisdom modifier (if trying to understand someone else) or Charisma modifier (if trying to make someone else understand her). Roll each only once per conversation. If she fails, she cannot try to communicate with that specific individual via this ability until she has gained a level. (Thus, it is possible, if she succeeds in one roll but fails in the other, to hold a conversation where she can understand the other speaker but he cannot understand you, or vice-versa.)

The DC of the roll depends on creature type and how closely the individual's language is related to any of her own. The ability works most effectively with other humanoids. In this case, if the individual's language uses the same alphabet as any language she knows, the DC is 20. If it does not, the DC is 30. (See Speak Language for this information.)

The above DCs increase by 5 if the speaker is a fey, giant, or monstrous humanoid; they increase by 10 if the speaker is an elemental. If the other individual is of any other creature type, she cannot communicate via this ability.

If the speaker is deliberately trying to make himself understood, the voice of the city gains a +2 circumstance bonus on this roll. If she is attempting to interpret his speech from outside normal conversational distance (such as eavesdropping), she takes a -4 penalty on this roll.

In addition, she gains Speak Language as a class skill.

ACF - Arcane HunterComplete Mage
Special Requirement: Knowledge (arcana) 1 rank.

Replaces: At 1st level, you do not select a favored enemy from Table: Ranger Favored Enemies. At 5th, 10th, 15th, and 20th level, you can choose favored enemies as normal.

Benefit: At 1st level, you gain favored enemy (arcanists). This feature works just like the favored enemy ability. The bonuses granted apply to any character capable of casting arcane spells or using invocations (but not other spell-like abilities).
, PredatorSRD
Lose: Combat style, improved combat style, combat style mastery.

Gain: Wild shape (as druid; Small or Medium animals only), fast movement (as barbarian).
, Solitary HuntingDragon 347
Level: 1st.

Replaces: If you select this class feature, you do not gain your animal companion. If you already have an animal companion. it abandons you immediately.

Benefit: Your favored enemy bonus also applies to your attack rolls.

Bloodline - +2 Sense Motive, +1 effective class level

2 - Dragonfire Adept [Dragon Magic] 1 // Celestial Bloodline [SRD] 2
.5 - 2.5 | .3 | 2.5 - d8
Skills - 6 -
Feats - DragontouchedYou gain the dragonblood subtype. You gain 1 hit point, a +1 bonus on Listen, Search, and Spot checks, and a +1 bonus on saving throws against paralysis and sleep effects. In addition, you can select draconic feats as if you were a sorcerer of your character level. [Class]
Features - Breath WeaponAt 1st level, you gain a breath weapon that you can use at will as a standard action. Each time you use your breath weapon, you can choose whether it takes the form of a 15-foot cone or a 30-foot line. This breath weapon deals 1d6 points of fire damage; a successful Reflex save (DC 10 + 1/2 your class level + your Con modifier) halves the damage. 1d6, InvocationsA dragonfire adept has a repertoire of attacks, defenses, and other abilities known as draconic invocations, which allow her to focus the draconic energy that suffuses her soul. A dragonfire adept can use any invocation she knows at will.

A dragonfire adept's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. To avoid provoking such attacks, a dragonfire adept can use an invocation defensively by making a successful Concentration check. An invocation can be disrupted, just as a spell can be ruined during casting. If a dragonfire adept is hit by an attack while invoking, she is entitled to a Concentration check to successfully use the invocation, just as a spellcaster would be. Her invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A dragonfire adept's caster level with her invocations is equal to her class level. She can dismiss any invocation as a standard action, just as a wizard can dismiss a spell.

If an invocation allows a saving throw, its DC is 10 + the equivalent spell level + the dragonfire adept's Cha modifier. Since spell-like abilities are not spells, a dragonfire adept cannot benefit from the Spell Focus feat or from draconic feats that let her convert or spend an arcane spell slot to produce some other effect. She can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities.

The four grades of draconic invocations, in order of their relative power, are least, lesser, greater, and dark. A 1st-level dragonfire adept begins with knowledge of one least invocation, gaining access to more invocations and higher grades as she attains levels. At any level when a dragonfire adept learns a new invocation, she can also replace an invocation she already knows with another invocation of the same or lower grade. See Draconic Invocations, below, for a list of available invocations.

Unlike other spell-like abilities, draconic invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency, above.
{Choice} 1
Bloodline - AlternessYou get a +2 bonus on all Listen and Spot checks. [Feat], +1 effective class level
Retraining - Hide 4 -> Bluff 4

3 - Swordsage [Tome of Battle] 1 // Binder [Tome of Magic] 1
.75 - 2.5 | 2.5 | 2.5 - d8
Skills - 8 - Bluff 1, Diplomacy 1, Intimidate 1, Sense Motive 1, +4
Feats - Improved Unarmed StrikeYou are considered to be armed even when unarmed — that is, you do not provoke attacks of opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option. [Class]
Features - Quick to actYou gain a +1 bonus on initiative checks. +1, Discipline Focus (Weapon Focus)you gain the benefit of the Weapon Focus feat for weapons associated with the chosen discipline {Discipline}, InitiatorManeuvers: You begin your career with knowledge of six martial maneuvers. The disciplines available to you are Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and Tiger Claw.

Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by swordsages is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

You learn additional maneuvers at higher levels, as shown on Table: The Swordsage. You must meet a maneuver's prerequisite to learn it. See Blade Magic to determine the highest-level maneuvers you can learn.

Upon reaching 4th level, and at every even-numbered swordsage level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready four of your six maneuvers known at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You ready your maneuvers by meditating and exercising for 5 minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).

You can recover an expended maneuver by using a fullround action to quickly meditate. Doing this does not provoke attacks of opportunity. If you complete your meditation, you can choose one expended maneuver to refresh. It is now available for use in a subsequent round.

Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you. At 2nd, 5th, 9th, 14th, and 20th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
3, Soul BindingThrough special methods known only to binders, you can contact a vestige and make a pact with it. At 1st level, you can make a pact with one vestige at a time. At higher levels, you can form and maintain pacts with multiple vestiges simultaneously, as shown on Table: The Binder. You must complete the summoning and binding process with each separately, so each has its normal chance to influence you. You bear the physical sign of binding for each one. Your effective binder level, or EBL (your binder class level plus any soul binding bonuses you receive from prestige classes or other sources), determines the maximum level of vestige you can summon, as well as all other functions related to binding vestiges. This value equates to your binder class level, as given on Table: The Binder, for this purpose. If the vestige you are trying to contact is of a higher level than your indicated maximum, you cannot summon it.

To contact a vestige, you must draw its unique seal visibly on a surface (generally the ground), making the image at least 5 feet across. Drawing a seal requires the ability to mark a surface and 1 minute of concentration, and the act provokes attacks of opportunity. A seal not used within 1 minute of its drawing loses all potency, and you must draw a new one to contact the vestige. A vestige might also have other requirements for contact, as noted in its entry (see The Vestiges).

Once the seal is drawn, you must perform a ritual requiring a full-round action to summon the corresponding vestige. During this time, you must touch the seal and call out to the vestige using both its name and its title. The ritual fails if you cannot be heard (for example, if you are within the area of a silence spell). Otherwise, a manifestation of the vestige appears in the seal's space as soon as you finish the ritual. This image is not the actual vestige; it is merely a figment - an illusion that cannot harm or be harmed by any creature. Creatures that interact with the image or study it carefully automatically recognize it as illusory. The summoned image ignores everyone but you. If you fail to address it within 1 round, it disappears. The vestige speaks in whatever language you used to call it.

To make a pact with your summoned vestige, you must make a binding check (1d20 + your effective binder level + your Cha modifier). This process requires 1 minute, but you can choose to make a rushed binding check as a full-round action at a -10 penalty. The DC for this check is provided in the description of each vestige. You must make your perilous pact alone; others cannot aid you in any way.

Whether the binding check succeeds or fails, you gain the powers granted by the vestige for 24 hours. During that time, you cannot rid yourself of the vestige unless you possess the Expel Vestige feat. Success or failure does, however, determine other aspects of the pact. If you fail the binding check, the vestige influences your personality and your actions, and you are said to have made a poor pact. (Specifically, the vestige's presence changes your general demeanor, and it can force you to perform or refrain from certain actions.) If your binding check is successful, the vestige has no control over your actions and does not influence your personality. In this case, you are said to have made a good pact.

While under the influence of a vestige, you must adhere to its requirements to the best of your ability. If you are conscious and free-willed, and you encounter a situation in which you cannot or will not refrain from a prohibited action or perform a required one, you take a -1 penalty on attack rolls, saving throws, and checks until that vestige leaves you. If you are influenced by more than one vestige, you must act according to all their influences. If you fail to fulfill the requirements of more than one vestige or disobey a single vestige more than once, the penalties stack.

As long as you are bound to a vestige, you manifest a specific physical sign of its presence, as given in its entry. This sign is real, not an illusory or shapechanging effect, and someone using true seeing perceives it just as it is. You can hide a sign by mundane or magical means without penalty, or you can prevent it from appearing at all if you have the suppress sign ability.

Vestiges are bound to your soul by the pact. They cannot be targeted or expelled by any means except the Expel Vestige feat, nor can they be suppressed except by an antimagic field or similar effect.

The Difficulty Class for a saving throw against any supernatural power granted by a vestige is 10 + 1/2 your effective binder level + your Cha modifier.
3
ACF - Unarmed Swordsage Unarmed Swordsage (Tome of Battle): This ACF gives you "the monk's unarmed strike progression", but it's unclear what this entails. We read this to mean that you get all the benefits of the Monk's "Unarmed Strike" class feature, including the following:

The Improved Unarmed Strike feat
You can deliver unarmed strikes with any body part.
Add full Str bonus to damage with all unarmed strikes (even off-handed ones)
Treat unarmed strikes as natural or manufactured weapons, whichever is more beneficial
Your unarmed strike damage increases as shown in the monk table.

You also gain the monk's "Ki Strike (magic)" feature at 4th level. You do not gain any of the other improvements to the Ki Strike feature.

Bloodline - +1 Wisdom
Retraining - Move Silently 4 -> Intimidate 4

========

4 - Incarnate 1 // Binder 2
.75 - 2.5 | .3 | 2.5 - d8
Skills - 4 - Collector of Stories (2)
Feats -
Features -
Bloodline -
Retraining - Search 4 -> Sense Motive 4

5 - Incarnate 2 // Binder 3
.75 - # | # | # - d8
Skills - 4 - Intimidate 2, Never Out Numbered (2)
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Bloodline -
Retraining - Spot 4 -> ? 4

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Edited by Sohala (see edit history)
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[Class skills - Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (arcane, dungeoneering, geography, history, nature, planes, religion), Listen, Move Silently, Profession, Ride, Search, Sense Motive, Speak Language, Spellcraft, Spot, Survival, Swim, and Use Rope]

[Proficiencies - Simple Weapons, Martial Weapons, Light Armor, Medium Armor, Shields (other than Tower)]

1 - Ranger [SRD] 1 // Celestial Bloodline [SRD] 1
1 - 2.5 | 2.5 | .3 - d10
Skills - 29 (7x4+1) - Hide 4, Intimidate 1*, Knowledge {Arcana} 1*, Knowledge {Nature} 1, Listen 4, Move Silently 4, Search 4, Spot 2, Survival 4, Use Rope 2
Feats - Nymph's KissBook of Exalted Deeds
Fey creatures regard you as though you were fey. You gain a +2 circumstance bonus on all Charisma-related checks and a +l bonus on all saving throws against spells and spell-like abilities. Starting with the level when you take this feat, you gain 1 extra skill point per level.
[1st], EnforcerPathfinder SRD

Prerequisite: Intimidate 1 rank.

Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.
[Flaw], Devil's FleshFiendish Codex II
Devil-Touched

Prerequisite
Devil's Favor (FCII) , CON 15,

Benefit
You gain a bonus to your natural armor and on Intimidate checks equal to half the number of devil-touched feats you have selected, including this one. If you do not have a natural armor bonus, this feat provides you with one. If you already have one, this feat improves your existing bonus. In addition, you take a penalty on all Diplomacy checks against good creatures equal to the natural armor bonus provided by this feat.
[Flaw], Devil's FavorFiendish Codex II
Devil-Touched

When you attempt an attack, save, or check of any sort, you can beseech the dark powers to aid you. You gain a +2 bonus on the attack, save, or check. You can use this ability a number of times per day equal to the total number of devil-touched feats you have selected, including this one.
[Racial], TrackTo find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge. You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:.

Surface Survival DC
Very soft ground 5
Soft ground 10
Firm ground 15
Hard ground 20

Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.

Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.

Hard Ground: Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).

Several modifiers may apply to the Survival check, as given on the table below.

Condition Survival DC Modifier
Every three creatures in the group being tracked -1
Size of creature or creatures being tracked1
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium 0
Large -1
Huge -2
Gargantuan -4
Colossal -8
Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow cover since the trail was made +10
Poor visibility2
Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked party hides trail (and moves at half speed) +5

1 For a group of mixed sizes, apply only the modifier for the largest size category.
2 Apply only the largest modifier from this category.

If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching
[Class]
Traits - ?, Unnatural AuraDragon 356 pg89
You acquired your power by infusing yourself with supernatural essence of a magical beast. The creature had a scent, aura, or other emanation to potent that it infused your very being. While most creatures barely notice, your aura (even if they are affected by it), animals are extremely sensitive to it and find it disturbingly threatening.
Benefit: You Posses an unnatural aura. You gain a +2 bonus on all Intimidate checks and to the DC of spells from the fear subschool that you cast.
Drawback: Your unnatural aura distrubs creatures of the animal and vermin types, imposing a -2 penalty on any skill checks or wild empathy checks you make dealing with them.

Flaw - FussyYou become sickened (no saving throw allowed) upon ingestion of any sort of potion for the duration of its effect. Potions with an instantaneous duration cause you to be sickened for a period of time equal to the potion's caster level in minutes. You also suffer a -4 penalty on saving throws made against ingested poisons. , Metal IntoleranceYou suffer an additional point of damage when struck by metal weapons. The natural attacks of inevitables, iron golems, and other creatures composed of metal also deal this additional damage.
Features - Favored EnemyAt 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls and attack rolls against such creatures. {Arcanists}, Fast Movement +10A barbarian's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn., Voice of the CityCityscape Web-Enhancement
Replaces: If you select this class feature, you do not gain wild empathy.

Benefit: Through a combination of body language, tone, and expression, the voice of the city can make herself understood by those who do not speak her language, and she can interpret their meaning the same way. Simple concepts that can be conveyed in a few words (such as "Help!" or "Drop your weapon!") can be conveyed automatically. More complex concepts require her to make a roll: d20 + her class level + either her Wisdom modifier (if trying to understand someone else) or Charisma modifier (if trying to make someone else understand her). Roll each only once per conversation. If she fails, she cannot try to communicate with that specific individual via this ability until she has gained a level. (Thus, it is possible, if she succeeds in one roll but fails in the other, to hold a conversation where she can understand the other speaker but he cannot understand you, or vice-versa.)

The DC of the roll depends on creature type and how closely the individual's language is related to any of her own. The ability works most effectively with other humanoids. In this case, if the individual's language uses the same alphabet as any language she knows, the DC is 20. If it does not, the DC is 30. (See Speak Language for this information.)

The above DCs increase by 5 if the speaker is a fey, giant, or monstrous humanoid; they increase by 10 if the speaker is an elemental. If the other individual is of any other creature type, she cannot communicate via this ability.

If the speaker is deliberately trying to make himself understood, the voice of the city gains a +2 circumstance bonus on this roll. If she is attempting to interpret his speech from outside normal conversational distance (such as eavesdropping), she takes a -4 penalty on this roll.

In addition, she gains Speak Language as a class skill.

ACF - Arcane HunterComplete Mage
Special Requirement: Knowledge (arcana) 1 rank.

Replaces: At 1st level, you do not select a favored enemy from Table: Ranger Favored Enemies. At 5th, 10th, 15th, and 20th level, you can choose favored enemies as normal.

Benefit: At 1st level, you gain favored enemy (arcanists). This feature works just like the favored enemy ability. The bonuses granted apply to any character capable of casting arcane spells or using invocations (but not other spell-like abilities).
, PredatorSRD
Lose: Combat style, improved combat style, combat style mastery.

Gain: Wild shape (as druid; Small or Medium animals only), fast movement (as barbarian).
, Solitary HuntingDragon 347
Level: 1st.

Replaces: If you select this class feature, you do not gain your animal companion. If you already have an animal companion. it abandons you immediately.

Benefit: Your favored enemy bonus also applies to your attack rolls.

Bloodline - +2 Sense Motive, +1 effective class level

2 - Incarnate [Magic of Incarnium] 1 // Binder [Tome of Magic] 1
.75 - 2.5 | .3 | 2.5 - d8
Skills - 4 - Bluff 1, Diplomacy 1, Intimidate 1, Knowledge {Religion} 1
Features - AuraYou have a particularly powerful aura corresponding to your alignment (see the detect evil spell). The power of your aura is equal to your incarnate level, just like the aura of a cleric.

Similarly, your soulmelds always radiate good, evil, law, or chaos (according to your alignment) as though they were aligned magic items with a caster level equal to your class level.
, Detect OppositionAt will, you can attempt to detect the presence of creatures whose alignment is opposite your own. This ability works like the detect evil spell, except that it detects the specific alignment opposed to your own. For example, a good incarnate can detect evil, while a chaotic incarnate can detect law. , MeldshapingAn incarnate's primary ability is shaping incarnum soulmelds, which are drawn from the incarnate soulmeld list. You know and can shape any soulmeld from this list (but see Aligned Soulmelds, below).

The Difficulty Class for a saving throw against an incarnate soulmeld is 10 + number of points of essentia invested in the soulmeld + your Wisdom modifier. Your meldshaper level is equal to your incarnate level.

An incarnate can shape only a certain number of soulmelds per day. Your base daily allotment is given on Table: The Incarnate. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds allowed for your level, whichever is lower. At 1st level, you can shape two soulmelds at a time (assuming you have a Constitution score of at least 12). As you advance in level, you can shape an increasing number of soulmelds.

At 1st level, you also gain access to your personal pool of essentia, which can be invested into your soulmelds to increase their power. Your essentia pool's size is shown on Table: The Incarnate. Your character level, as noted on Table: Essentia Capacity, determines the maximum quantity of essentia that you can invest in any single soulmeld. As a swift action, you can reallocate your essentia investments in your soulmelds every round (see Essentia).

An incarnate does not study or prepare soulmelds in advance, but must have a good night's rest and must meditate for 1 hour to shape his soulmelds for the day (see Shaping Soulmelds).
1 [Meldershaper 2], Soul BindingThrough special methods known only to binders, you can contact a vestige and make a pact with it. At 1st level, you can make a pact with one vestige at a time. At higher levels, you can form and maintain pacts with multiple vestiges simultaneously, as shown on Table: The Binder. You must complete the summoning and binding process with each separately, so each has its normal chance to influence you. You bear the physical sign of binding for each one. Your effective binder level, or EBL (your binder class level plus any soul binding bonuses you receive from prestige classes or other sources), determines the maximum level of vestige you can summon, as well as all other functions related to binding vestiges. This value equates to your binder class level, as given on Table: The Binder, for this purpose. If the vestige you are trying to contact is of a higher level than your indicated maximum, you cannot summon it.

To contact a vestige, you must draw its unique seal visibly on a surface (generally the ground), making the image at least 5 feet across. Drawing a seal requires the ability to mark a surface and 1 minute of concentration, and the act provokes attacks of opportunity. A seal not used within 1 minute of its drawing loses all potency, and you must draw a new one to contact the vestige. A vestige might also have other requirements for contact, as noted in its entry (see The Vestiges).

Once the seal is drawn, you must perform a ritual requiring a full-round action to summon the corresponding vestige. During this time, you must touch the seal and call out to the vestige using both its name and its title. The ritual fails if you cannot be heard (for example, if you are within the area of a silence spell). Otherwise, a manifestation of the vestige appears in the seal's space as soon as you finish the ritual. This image is not the actual vestige; it is merely a figment - an illusion that cannot harm or be harmed by any creature. Creatures that interact with the image or study it carefully automatically recognize it as illusory. The summoned image ignores everyone but you. If you fail to address it within 1 round, it disappears. The vestige speaks in whatever language you used to call it.

To make a pact with your summoned vestige, you must make a binding check (1d20 + your effective binder level + your Cha modifier). This process requires 1 minute, but you can choose to make a rushed binding check as a full-round action at a -10 penalty. The DC for this check is provided in the description of each vestige. You must make your perilous pact alone; others cannot aid you in any way.

Whether the binding check succeeds or fails, you gain the powers granted by the vestige for 24 hours. During that time, you cannot rid yourself of the vestige unless you possess the Expel Vestige feat. Success or failure does, however, determine other aspects of the pact. If you fail the binding check, the vestige influences your personality and your actions, and you are said to have made a poor pact. (Specifically, the vestige's presence changes your general demeanor, and it can force you to perform or refrain from certain actions.) If your binding check is successful, the vestige has no control over your actions and does not influence your personality. In this case, you are said to have made a good pact.

While under the influence of a vestige, you must adhere to its requirements to the best of your ability. If you are conscious and free-willed, and you encounter a situation in which you cannot or will not refrain from a prohibited action or perform a required one, you take a -1 penalty on attack rolls, saving throws, and checks until that vestige leaves you. If you are influenced by more than one vestige, you must act according to all their influences. If you fail to fulfill the requirements of more than one vestige or disobey a single vestige more than once, the penalties stack.

As long as you are bound to a vestige, you manifest a specific physical sign of its presence, as given in its entry. This sign is real, not an illusory or shapechanging effect, and someone using true seeing perceives it just as it is. You can hide a sign by mundane or magical means without penalty, or you can prevent it from appearing at all if you have the suppress sign ability.

Vestiges are bound to your soul by the pact. They cannot be targeted or expelled by any means except the Expel Vestige feat, nor can they be suppressed except by an antimagic field or similar effect.

The Difficulty Class for a saving throw against any supernatural power granted by a vestige is 10 + 1/2 your effective binder level + your Cha modifier.
2
Bloodline - AlternessYou get a +2 bonus on all Listen and Spot checks. [Feat]
Retraining - Move Silently 4 -> Bluff 4

3 - Incarnate 2 // Binder 2
.75 - .5 | .3 | .5 - d8
Skills - 4 - Intimidate 1, Sense Motive 2, Knowledge {Religion} 1
Feats - Devil's SightFiendish Codex II
Devil-Touched

Prerequisite

Devil's Favor (FCII) , WIS 15,
Benefit

You gain darkvision out to 60 feet. If you already have darkvision, its range improves by 60 feet. In addition, as a swift action, you can gain blindsight out to 30 feet for 5 rounds. You can use your blindsight ability a number of times per day equal to the total number of devil-touched feats you have selected, including this one.
[3rd]
Features - Chakra BindsBeginning at 2nd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra (see Chakras), so that you cannot also benefit from a magic item worn on the body slot associated with that chakra.

The number of chakra binds that you can have active at any one time depends on your level (see the Chakra Binds column on Table: The Incarnate). At 2nd level, you can bind a soulmeld to your crown chakra. Beginning at 4th level, you can bind soulmelds to your feet or hands chakras. At 9th level, you can bind soulmelds to your arms, brow, or shoulders chakras. At 14th level, you can bind soulmelds to your throat or waist chakras. At 16th level, you can bind a soulmeld to your heart chakra, and at 19th level you can bind a soulmeld to your soul chakra.
{Crown}, Meldshaping 2 [Meldershaper 3], Soul Binding 3, Pact AugmentationBeginning at 2nd level, you can draw additional power from the vestiges you bind. As long as you are bound to at least one vestige, you can choose one ability from the following list. Each time you rebind a vestige, you also reselect your pact augmentation ability.

As you attain higher levels, you can make additional selections from the list. You gain one additional ability at 5th, 10th, 16th, and 20th level (to a maximum of five selections at 20th level). You can choose a single ability multiple times, and their effects stack. For instance, at 16th level you could choose bonus hit points twice and damage reduction twice, gaining +10 hit points and damage reduction 2/-.

Pact Augmentation Abilities:
+5 hit points
Energy resistance 5 (acid, cold, electricity, fire, or sonic)
+1 insight bonus on saving throws
Damage reduction 1/-
+1 insight bonus to Armor Class
+1 insight bonus on attack rolls
+1 insight bonus on damage rolls
+2 insight bonus on initiative checks
(1), Suppress SignAt 2nd level and higher, when you make a good pact, you can choose not to exhibit the physical sign that normally accompanies a pact with a vestige. You can suppress or reveal the sign at will as a swift action. With a poor pact, you gain the powers of the vestige, but you cannot suppress its sign. You show it for the duration of the pact and are influenced by it as normal.
Bloodline - +1 Wisdom
Retraining - Hide 4 -> Sense Motive 4

=====

4 - Swordsage [Tome of Battle] 1 // Celestial Bloodline 2
.75 - .3 | 2.5 | 2.5 - d8
Class Skills - Balance, Knowledge (local, royals), Martial Lore, Tumble
Skills - 7 - Bluff 1, Knowledge {Religion} 2, Sense Motive 1, Survival 3
Feats - Devil's StaminaFiendish Codex II
Devil-touched

You gain 2 extra hit points per devil-touched feat you have selected, including this one. These hit points add to your maximum hit points, just like hit points from any other source. In addition, once per day you gain fast healing equal to the number of devil-touched feats you possess for 5 rounds.
[Racial], Improved Unarmed StrikeYou are considered to be armed even when unarmed — that is, you do not provoke attacks of opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option. [Class]
Features - Quick to actYou gain a +1 bonus on initiative checks. +1, Discipline Focus (Weapon Focus)you gain the benefit of the Weapon Focus feat for weapons associated with the chosen discipline {Discipline}, InitiatorManeuvers: You begin your career with knowledge of six martial maneuvers. The disciplines available to you are Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and Tiger Claw.

Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by swordsages is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

You learn additional maneuvers at higher levels, as shown on Table: The Swordsage. You must meet a maneuver's prerequisite to learn it. See Blade Magic to determine the highest-level maneuvers you can learn.

Upon reaching 4th level, and at every even-numbered swordsage level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready four of your six maneuvers known at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. You ready your maneuvers by meditating and exercising for 5 minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).

You can recover an expended maneuver by using a fullround action to quickly meditate. Doing this does not provoke attacks of opportunity. If you complete your meditation, you can choose one expended maneuver to refresh. It is now available for use in a subsequent round.

Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you. At 2nd, 5th, 9th, 14th, and 20th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
3, [Meldershaper 4], Soul Binding 4
ACF - Unarmed Swordsage Unarmed Swordsage (Tome of Battle): This ACF gives you "the monk's unarmed strike progression", but it's unclear what this entails. We read this to mean that you get all the benefits of the Monk's "Unarmed Strike" class feature, including the following:

The Improved Unarmed Strike feat
You can deliver unarmed strikes with any body part.
Add full Str bonus to damage with all unarmed strikes (even off-handed ones)
Treat unarmed strikes as natural or manufactured weapons, whichever is more beneficial
Your unarmed strike damage increases as shown in the monk table.

You also gain the monk's "Ki Strike (magic)" feature at 4th level. You do not gain any of the other improvements to the Ki Strike feature.

Bloodline - Protection from Evil 1/day, +1 effective class level
Retraining - Listen 4 -> Intimidate 4

5 - Incarnate 3 // Binder 3
.75 - .5 | .3 | .5 - d8
Skills - 4 - Intimidate 1, Knowledge {Religion} 1, Never Out Numbered (2)
Features - Meldshaping 3 [Meldershaper 5], Soul Binding 5
Bloodline - Celestial AffinityYou gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with celestials. +2

6 - Incarnate 4 // Knight of the Sacred Seal [Tome of Magic] 1
1 - 2.5 | .3 | .5 - d10
Proficiencies - All armor
Skills - 4 - Bluff 1, Intimidate 1, Sense Motive 1, Survival 1
Feats - Imperious CommandDrow of the Underdark

If you successfully demoralize a foe in combat, the foe cowers in fear for 1 round and is shaken in the following round.
[6th]
Features - Aligned StrikeYour natural weapons as well as any weapons you wield are treated as aligned for the purpose of overcoming damage reduction. The alignment of your weapons matches your own to as great a degree as possible. Thus, if you're lawful good, your weapons strike as both lawful-aligned and good-aligned for the purpose of overcoming damage reduction, but if you're neutral good, they strike only as good-aligned. If you are neutral, your weapon strikes as one alignment component of your choice: chaotic, evil, good, or lawful. You must make this choice upon entering the prestige class and cannot thereafter change it., Patron VestigeWhen you become a knight of the sacred seal, you select any one vestige that you have previously bound as your patron. You develop a stronger than normal relationship with this vestige that grants you several benefits as you advance in this prestige class. If you expel your patron vestige by means of the Expel Vestige feat or do not renew your pact with it on any given day, you lose access to all supernatural class features gained from this prestige class until such time as you contact that vestige again. You can bind other vestiges in the interim, as normal for the binder class, but you gain no additional benefits from those pacts. You are never at risk of making a poor pact with your patron vestige., Meldshaping 4 [Meldershaper 6], Soul Binding 6
Bloodline - Smite EvilOnce per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

{as Paladin of equal level}
1/day

7 - Witchborn Binder [Magic of Incarnium] 1 // Binder 4
.75 - .5 | .3 | 2.5 - d8
Class Skills - Escape Artist
Skills - 6 - Bluff 1, Intimidate 1, Sense Motive 1, Survival 1, Collector of Stories (2)
Feats - Improved BindingTome of Magic

Your effective binder level is 2 higher than normal for the purpose of determining the level of vestige you can bind. This benefit does not increase your binder level in any other circumstance.
[Class]
Features - Meldshaping 5 [Meldershaper 7], Soul Binding 7
Bloodline - +2 Concentration

8 - Witchborn Binder 2 // Celestial Bloodline 3
.75 - .3 | .3 | .5 - d6
Skills - 6 - Intimidate 1, Survival 1, Timely Misdirection (2), Group Fake-Out (2)
Feats -
Features - Meldshaping 5 [Meldershaper 8], Soul Binding 8
Bloodline - 5 Electricity Resistance, +1 effective class level

=====

9 - Uncanny Trickster 1 // Binder 5
.75 - .5 | 2.5 | .5 - d8
Skills - 10 - Intimidate 1, Sense Motive 1, Survival 1, +7
Feats - Bonus EssentiaMagic of Incarnium

You gain 1 point of essentia. If you are capable of shaping soulmelds, you instead gain 2 points of essentia.
[9th]
Features - Meldshaping 6 [Meldershaper 9], Soul Binding 9
Bloodline - +1 Charisma

10- Witchborn Binder 4 // Binder 6
.75 - .5 | .3 | .5 - d8
Skills - 6 - Intimidate 1, Sense Motive 1, Survival 1, +3
Feats -
Features - Meldshaping 6 [Meldershaper 9], Soul Binding 10
Bloodline - +2 vs Poison

11- Incarnate 5 // Knight of the Sacred Seal 2
1 - .5 | .3 | .5 - d10
Skills - 4 - Intimidate 1, Sense Motive 1, Survival 1, +1
Feats -
Features - Vestige's ProtectionWhen you attain 2nd level, your relationship with your patron vestige deepens, prompting it to take steps to ensure your protection. As a swift action, you can acquire an insight bonus to your Armor Class equal to your Charisma bonus (minimum 1). The same bonus also applies on your Reflex saves. Both of these benefits last for 1 round. Once you use this ability, you cannot do so again for 5 rounds., Meldshaping 7 [Meldershaper 10], Soul Binding 11
Bloodline - Celestial AffinityYou gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with celestials. +4

12- Incarnate 6 // Knight of the Sacred Seal 3
1 - .5 | .3 | .5 - d10
Skills - 4 - Intimidate 1, Sense Motive 1, Survival 1, +1
Feats - [12th]
Features - Vestige's Protection AuraWhen you attain 3rd level, your patron vestige extends its protection to all creatures adjacent to you whom you designate as friends. Whenever you activate your vestige's protection class feature, those benefits apply to all designated allies adjacent to you., Meldshaping 8 [Meldershaper 11], Soul Binding 12
Bloodline - 5 Cold Resistance

13- Incarnate 7 // Knight of the Sacred Seal 4
1 - .5 | .3 | .5 - d10
Skills - 4 - Intimidate 1, Sense Motive 1, Survival 1, +1
Feats -
Features - Vestige's PowerAt 4th level, you can draw upon the power of your patron vestige to augment your fighting abilities as a swift action. You gain a +2 bonus to Strength, a +2 bonus to Constitution, a +10-foot bonus to your base land speed, and a +4 bonus on Will saves for 1 round. Once you have used this ability, you cannot do so again for 5 rounds., Meldshaping 9 [Meldershaper 12], Soul Binding 13
Bloodline - +2 Listen

14- Incarnate 8 // Knight of the Sacred Seal 5
1 - .5 | .3 | .5 - d10
Skills - 4 - Intimidate 1, Sense Motive 1, Survival 1, +1
Feats - [Racial]
Features - ApotheosisAt 5th level, your type changes to outsider, and you gain the native subtype (see the perfect self monk class feature on page 42 of the Player's Handbook). You also gain damage reduction 10/magic., Vestige's SurgeAt 5th level, once per day, when you activate one of your patron vestige's powers, or your vestige's protection or vestige's power class feature, you can choose to activate that ability again immediately rather than waiting the usual 5 rounds., Meldshaping 10 [Meldershaper 13], Soul Binding 14
Bloodline - Improved Initiative [Feat]

15- Incarnate 9 // Binder 7
.75 - .5 | .3 | .5 - d8
Skills - 4 - Intimidate 1, Sense Motive 1, Survival 1, +1
Feats - [15th]
Features - Meldshaping 11 [Meldershaper 14], Soul Binding 15
Bloodline - +1 Constitution

16- Incarnate 10 // Binder 8
.75 - .5 | .3 | .5 - d8
Skills - 4 - Intimidate 1, Sense Motive 1, Survival 1, +1
Feats -
Features - Meldshaping 12 [Meldershaper 15], Soul Binding 16
Bloodline - 5 Acid Resistance

17- Incarnate 11 // Binder 9
.75 - .5 | .3 | .5 - d8
Skills - 4 - Intimidate 1, Sense Motive 1, Survival 1, +1
Feats -
Features - Meldshaping 13 [Meldershaper 16], Soul Binding 17
Bloodline - Celestial AffinityYou gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with celestials. +6

18- Incarnate 12 // Binder 10
.75 - .5 | .3 | .5 - d8
Skills - 4 - Intimidate 1, Sense Motive 1, Survival 1, +1
Feats - [18th]
Features - Meldshaping 14 [Meldershaper 17], Soul Binding 18
Bloodline - +1 Natural Armor

19- Incarnate 13 // Binder 11
.75 - .5 | .3 | .5 - d8
Skills - 4 - Intimidate 1, Sense Motive 1, Survival 1, +1
Feats -
Features - Meldshaping 15 [Meldershaper 18], Soul Binding 19
Bloodline - +2 Spot

20- Incarnate 14 // Binder 12
.75 - .5 | .3 | .5 - d8
Skills - 4 - Intimidate 1, Sense Motive 1, Survival 1, +1
Feats -
Features - Meldshaping 16 [Meldershaper 19], Soul Binding 20
Bloodline - 5 DR/Evil

 

Devil's TongueFiendish Codex II

As a standard action, you can speak soothing words of friendship and amity to any opponent within 60 feet. The target must be able to hear and understand you. The target must make a Will save (DC 10 + 1/2 your HD + your Cha modifi er) or be dazed for 1 round. In addition, he is rendered fl at-footed. You can use this ability a number of times per day equal to the number of devil-touched feats you possess. You can choose to spend two uses of this ability to use it as a swift action rather than as a standard action. This is a mind-affecting, language-dependent, supernatural ability.

Devil's AuraFiendish Codex II
Devil-touched

You can generate an aura of fear for 1 round as a swift action. All living creatures within 10 feet must succeed on a Will save (DC 10 + 1/2 your HD + your Cha modifier) or become shaken for 1d3 rounds. Multiple exposures to the same aura have no additional effect. The aura lasts for 1 round. You can use this ability a number of times per day equal to the total number of devil-touched feats you have selected, including this one.

 

Edited by Sohala (see edit history)
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