Vana, the Precursor - Myth-Weavers


Vana, the Precursor

Vana, the Precursor

Lost LightCharacter Name: Vana
Race: Lost Seeker
Age: 24
Classes:Vigilante 1/Magus 10//Henshin Hero 11
Homeland: The Age Before (Kingdom Hearts)
Role: Striker Gish
Traits: Magical Knack
Drawbacks: None

"It has been so very long since I have seen my home. Sometimes I fear for what has happened to it."
- Vana, the Precursor

Enigmatic Doll
Vana - -

Base scores
STR: 10, DEX: 14, CON: 16, INT: 13, WIS: 12, CHA: 16
Racial/level bonus
Racial: STR: -2, DEX: +4, CON: +0, INT: +2, WIS: +2, CHA: +2
Level 4 ability score: +1 Int
Level 8 ability score: +1 Dex
STR: 8, DEX: 19, CON: 16, INT: 16, WIS: 14, CHA: 18
Ability Modifiers: Strength +2; Dexterity +2; Constitution +8; Intelligence +4; Charisma +8
STR: 10, DEX: 21, CON: 24, INT: 20, WIS: 14, CHA: 26
Item and final tally
Ability Modifying Items:
STR: 10 DEX: 21 CON: 24 INT: 20 WIS: 14 CHA: 26

Weapon and Armor Proficiency: Simple Weapons, Martial Weapons, Light Armor, Medium Armor, Shields (except Tower)

Racial Traits
Members of this race can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.
See in Darkness:
as title
Members of this race gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, members of this race may reroll and use the second result..
Eternal Hope:
Resistance to negative fear effects
Members of this race gain cold resistance 5 and electricity resistance 5.
Shadow Resistance:
5 Resist Elec and Cold
Once per day, members of this race can roll twice when making a Bluff or Diplomacy check and take the better roll.
Advantage Diplomacy 1/day
Members of this race gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.
Gift of Tongues:
+1 Bluff and Diplomacy
Members of this race select one extra feat at 1st level.
Flexible Bonus Feat:
ex feat
Members of this race gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
Extra skill points
Members of this race land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts.
Nimble Faller:
safe landing
At 1st, 8th, and 16th level, members of this race gain Skill Focus in a skill of their choice as a bonus feat.
Focused study:
Bonus Skill Focus
Members of this race gain a +2 racial bonus on caster level checks made to overcome spell resistance and a +2 racial bonus on dispel checks.
Deep Magic:
spell piercing
Members of this race can use one of the following spells (choose one) as a constant spell-like ability (the caster level is equal to the user’s character level): detect magic, detect poison, detect secret doors, detect undead
Constant Spell-Like Divination:
Constant Detect Secret Doors CL=HD
Members of this race gain a +10 foot bonus to their base speed.
Members of this race receive Run as a bonus feat and a +2 racial bonus on initiative checks.
Run free
Members of this race are trained from birth in swordplay, and as a result are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
innate talent
Choose two subtypes of humanoids or outsiders or one creature type other than humanoid or outsider. Members of this race gain a +1 racial bonus on attack rolls against creatures of these subtypes or this type.

Though the sublime creature is not truly immortal, it does not suffer the ravages or negative effects of old age. Upon reaching maturity, sublime creatures gain Intelligence, Wisdom and Charisma as normal for a member of their species, but are otherwise unaffected by the passing of time. Sublime creatures never die of old age and they are immune to any spells or effects which cause aging.
No effects of old age
The sublime creature may channel positive energy as a cleric. Substitute the creature’s racial HD (minimum 1 for creatures with no racial HD) for cleric level to determine how effectively the creature can channel. If the creature has actual cleric levels (or other class levels which grant the ability), the creature’s racial HD and relevant class levels stack when determining the effect of the channeling.
Channel Positive Energy:
As lvl 1 Cleric
The sublime creature’s affinity for positive energy is such that it is immune to any damage caused by positive energy effects or attacks. Additionally, any healing spells, or other effects, derived from positive energy are doubly effective when applied to the sublime creature (roll as normal for the effect, adding any bonuses such as those derived from class level, and then multiply the result by two).
Positive Energy Affinity:
Immune to positive energy damage
In addition to its Constitution modifier, the sublime creature also adds its Charisma modifier each of its HD when determining hit points.
Strong Life-force:
Cha and Con to HP
Speed: 50 feet Fly 50 (Average)

Class features: Henshin Hero
At 1st level the henshin hero has been given, discovered, created, or had forced upon him a transformation trinket. This item can be a belt, a weapon, a bracelet or some other object that he can carry on his person. A henshin hero can add additional magic abilities to his transformation trinket as if he had the required item creation feats so long as he meets the level prerequisites of the feat. For example, a henshin hero with a Japanese school uniform must be at least 5th level to add magic abilities to it (see Craft Magic Arms and Armor feat). The supernatural abilities of a transformation trinket, including any magic abilities added to the object, only function for the henshin hero who owns it. If he dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. If a transformation trinket is damaged or destroyed the henshin hero cannot use his transformation class feature. His transformation trinket is restored to full hit points the next time the henshin hero regains all of his rounds of the transformation class feature. If the transformation trinket is lost or destroyed, it can be replaced with a special ritual that costs 200 gp per henshin hero level plus the cost of the item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enhancements of the previous transformation trinket.
Transformation Trinket (Su): Henshin!!!
The most renowned ability of the henshin hero is the ability to conjure a suit of armor whose bulwark is as strong as his spirit! At 1st level, so long as he has his transformation trinket in hand, the henshin hero may conjure this armor as a standard action. This armor is treated as light armor in all ways and has no armor check penalty, arcane spell failure chance, movement speed reduction, or maximum Dexterity bonus. This armor replaces any armor the henshin hero is currently wearing and grants an armor bonus to AC equal to his Charisma modifier. At 5th level this armor gains a +1 enhancement bonus to AC, this increases by an additional +1 every 3 levels thereafter, to a maximum of +5 at 17th level. The henshin hero may remain transformed for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st, he can remain transformed for 2 additional rounds. Temporary increases to Charisma, such as those gained from spells like eagle’s splendor, do not increase the total number of rounds that a henshin hero can remain transformed per day. These rounds need not be consecutive but must be used in at least one round increments.
Transformation (Su): +3 Armor, 11 AC total, Rounds 32/32
As the din of battle resounds, so too does the henshin hero grow in power. At first level the henshin hero gains a pool of tension- supernatural power that he can use to devastate his foes. This pool has no points in it by default, instead he gains points under the following conditions.

The henshin hero gains a point of tension when he uses his transformation class feature.
At the start of each turn that he remains transformed he gains 1 point of tension.
Each time he reduces a foe to 0 or fewer hitpoints, or renders a foe unconscious via nonlethal damage with his finishing move he gains an amount of tension equal to 1/4 the creature’s HD (minimum 1).
The henshin hero may spend points of tension to modify his finishing move in the following ways:

He may spend 1 point to increase the damage dealt by his finishing move by 1d6, at 4th level and every 4 levels thereafter the henshin hero may spend an additional point to increase this damage by an extra 1d6. If the henshin hero has an ability that allows him to roll a different sort of die for his finishing move then dice added with this ability are instead of that size.
He may spend 1 point to gain a +1 competence bonus on the attack roll for his finishing move, at 4th level and every 4 levels thereafter this bonus improves by +1. In addition at 4th level and every 4 levels thereafter the henshin hero may spend an additional point to increase this bonus by an additional +1, this bonus stacks with the bonus from his strong start class feature.
A henshin hero’s tension pool can hold an amount of tension equal to 2 + ½ his henshin hero level; points above this maximum are lost.

If the henshin hero uses his finishing move or ends his transformation class feature, then any unspent tension is lost.
Tension (Su): Tension Pool 0/7
When the henshin hero uses his transformation class feature he gains a +1 competence bonus on attack rolls, this bonus increases by +1 at 4th level and every 4 levels thereafter. At the end of his next turn after enacting his transformation ability, and each round thereafter this bonus is reduced by 1. This bonus is restored to its full value each time the henshin hero uses his finishing move class feature. In addition he may also spend one point of tension as a free action to restore this bonus to its full value.
Strong Start (Su): +3 Competence on attacks
Even the greenest henshin hero can strike a mighty blow against those who would oppose him. At 1st level, while transformed, the henshin hero may spend a swift or immediate action before an attack to empower it with destructive energy. This attack deals an additional 1d6 points of extra damage. At 3rd level and every 2 levels thereafter the amount of damage dealt increases by 1d6. This damage ignores damage reduction and isn’t multiplied on a critical hit.
Finishing Move (Su): 6d6 Finishing Move
Each henshin hero possesses a motif, a theme from which he draws his powers. While this typically determines the aesthetic details of the armor summoned by his transformation class feature, it also grants him a suite of abilities related to his motif. Each motif grants the henshin hero a signature move, an ability that allows him to expend tension on his finishing move and motif powers, special powers that allow him to fortify his defenses or harry his foes.
Motif (Su): Order
The henshin hero’s finishing move counts as lawful aligned for the purpose of overcoming damage reduction. In addition he may spend a point of tension to deal an extra point of damage per die rolled against non-lawful targets. If the target is chaotic, this instead becomes 2 points of damage per die rolled.
Motif Signature Move: Lawful for bypassing DR
At 1st level, while transformed,the henshin hero emits an aura of law as a cleric of his level. In addition the henshin hero may, as a free action once per round, spend a round of his transformation class feature to roll twice on his next d20 roll and take the more favorable result. If the henshin hero is under the effect of an ability that forces him to roll twice he may use this ability to counteract that one for 1 roll.
Reliable Strike (Su): Aura of Law and Advantage ability
At 5th level, while transformed, the henshin hero receives either a +1 insight bonus to AC or to damage rolls. Changing which bonus he receives is a swift or immediate action. At 9th level and every 4 levels thereafter these bonuses increase by +1
Combat Insight (Su): +2 Insight bonus either AC or damage
At 10th level, when he transforms or as a swift action while he is transformed, he may choose to enter an enhanced version of his normal form, this consumes an additional round of his transformation class feature for each round he maintains this state. While in this form the die size of his finishing move increases to d10s and he becomes immune to mind-affecting effects. In addition he may spend a round of his transformation class feature as a free action that he may take once per round, even if it is not his turn, to add his henshin hero level to his AC, a saving throw or an attack roll as an insight bonus. This causes him to lose the benefit from his Combat Insight class feature for one round.
Arbiter Mode (Su): You have been judged.
As the henshin hero grows in power he gains new ways to strike down his foes. Hero powers marked with an asterisk* add effects during the round that the henshin hero uses his transformation class feature or modify how that class feature works. Only one of these powers can be used when he transforms.
Hero Powers: Awesome buffs
Class Feature: Exposed Shadow Warrior Vigilante
Rather than focusing on maintaining a
second identity, an exposed vigilante instead prefers to focus on their skills. The vigilante gains 1 additional skill point for each vigilante level they possess as well as an additional social talent at 1st level.
This ability replaces dual identity and seamless guise.
Lone Identity (Ex): No Secrets
A shadow warrior is considered an Adept practitioner, gaining spheres and talents as appropriate. Shadow warriors use Charisma as their practitioner modifier. This replaces the vigilante specialization class feature.
Combat Training (Ex): No Secrets
Starting at 1st level, and every 2 levels thereafter, a vigilante gains a social talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet other prerequisites before they can be chosen, such as having another social talent or attaining a minimum vigilante level. Once a talent has been chosen, it cannot be changed.
Social Talents: 2 total
Class Feature: Mystic Magus
The mystic may combine spheres and talents to create magical effects. The mystic is considered a Mid-Caster and uses Intelligence as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

This replaces the cantrips and spells class features.
Casting: Int Casting
A Mystic gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his Int modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Spell Pool: SP 15/15
A mystic gains 1 magic talent at 1st level. At each level thereafter the mystic may choose to gain either a magic talent or a combat talent. Mystics who gain combat talents use Intelligence as their practitioner modifier.
Blade Magic Talents: Talents 10 (+2)
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Arcane Pool (Su): 10/10
From 1st level on, a mystic may activate any magic sphere ability which normally requires a standard action to cast as a move action, though he may only target himself with sphere effects cast in this manner. The mystic may use this ability once per day for each class level he possesses. A mystic of at least 8th level gains a +2 bonus to his MSB until the start of his next turn whenever he uses this ability. At 14th level, the bonus to MSB when using this ability increases to +4.

This replaces the spell combat, improved spell combat, and greater spell combat class features.
Internal Casting: Red Mage?
At 2nd level, whenever a mystic uses a standard action to activate any magic sphere ability that requires a touch attack, he can deliver the spell through any weapon he is wielding (including ranged weapons). Instead of making a touch attack to deliver the effect, a mystic can make one free attack with his weapon (at his highest base attack bonus) as part of activating this ability; this attack is treated as an attack action. If successful, this attack deals its normal damage as well as the effects of the magic sphere ability. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon special ability or similar effects), but the sphere effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

This modifies but otherwise counts as the spellstrike class feature.
Advanced Spellstrike (Su): Magi-slash
As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.
Magus Arcana: 3, 6, 9
Starting at 4th level, the mystic may use a swift action and spend one point from his arcane pool to gain 1 temporary spell point. This spell point is used first when activating any effect that requires him to spend spell points and expires if it is not used before the end of the mystic’s next turn. If the mystic is at least 11th level, each use of this ability instead grants 2 temporary spell points.

This replaces spell recall and improved spell recall.
Mystic’s Potency: Temp SP
At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.
A mystic can select the Extra Magic Talent feat as a bonus feat in addition to the feats normally available.
Bonus Feats: One
At 7th level, whenever the mystic rests to regain spell points, he may choose one base combat or magic sphere, or one combat or magic talent, he does not possess and add it to the spheres and talents he has access to that day. The mystic loses this bonus talent the next time he rests to regain spell points, and may choose another talent to take in its place (including taking the same talent again).

This replaces knowledge pool.
Expanded Techniques (Su): Floating Talents
At 7th level, the mystic gains a +1 dodge bonus to his AC and CMD. At 13th level, this bonus increases to +3. These bonuses to AC apply even against touch attacks or when the mystic is flat-footed. He loses these bonuses when he is immobilized or helpless, or when he carries a medium or heavy load.

This replaces the medium armor and heavy armor class features, but may be exchanged when taking a second archetype that alters or replaces those class features as long as it trades both.
Defensive Training: +1 Dodge

Hero Powers
The henshin hero gains an orthella mount, as a cavalier with the rancer archetype, except that the henshin hero’s effective cavalier level is equal to his character level –3, minimum 1. The henshin hero may deliver his finishing move through his orthella’s slam attack.
Orthella (Ex): -
The henshin hero gains an invisible pocket of extra dimensional space in which he may store a number of items equal to his henshin hero level, these items must items that can be worn or wielded by the henshin hero. Items may be stored and retrieved from this space as a free action. When he uses his transformation class feature, he may elect to have these items occupy the slot on his body that they would normally occupy as part of his transformation (or wield them in the case of items like weapons and shields). Items he was wearing or wielding in those slots are swapped out into that extra dimensional space. If the henshin hero’s transformation ends, the items equipped in those slots revert to normal. The henshin hero may also store his transformation trinket in this space, it never counts against his item limit.
Hideaway (Su): Personal Hammerspace
The henshin hero gains spellcraft as a class skill and gains Craft Magic Arms and Armor as a bonus feat, even though he does not meet the prerequisites. He may enchant any item conjured by his transformation class feature (such as the armor generated by his transformation class feature or weapons generated with the signature weapon hero power) with this feat so long as he has access to his transformation trinket. If he expends a round of his transformation class feature each day that he spends enchanting it, he may ignore increases to the items construction DC incurred as a result of not possessing any of the items construction requirements and adds a bonus equal to ½ his henshin hero level on any checks made to enchant the item. The henshin hero may use this Hero power to qualify for other item creation feats so long as he has a henshin hero level equal to the caster level required to qualify for those feats. The henshin hero must be at least 6th level to select this ability.
Arcane Tinkerer (Ex): Bonus feat Craft Magic Arms and Armor
The henshin hero may elect to have his finishing move deal slashing damage, or half slashing damage and half of another type of damage that he can deal with his finishing move. If he spends a point of tension on a finishing move that deals slashing damage in this manner then his finishing move deals an additional amount of bleed damage equal to twice his henshin hero level. The henshin hero must be at least 8th level to select this hero power.
Slashing Finisher (Su): Gran-Slash
The henshin hero may use his transformation class feature as a swift or immediate action, instead of a standard action. The henshin hero must be at least 4th level to select this hero power.
High Speed Transformation* (Su): Who needs phone booths?

Social Talents
Select any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. The vigilante can use the selected skill to earn money as if he were using a Profession skill. If he selects Perform or Profession, the vigilante instead gains the skill unlock powers for those skills as appropriate for his number of ranks in that skill. If he has the social grace social talent, he can apply this benefit to all skills selected with the social grace talent.
Entrepreneur (Ex): on Social Grace
The Vigilante selects any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. Whenever the vigilante is in his social identity, he receives a +4 circumstance bonus on checks with the selected skill. At 5th level and every 4 levels thereafter, he can select another skill (with the same restrictions) to gain this bonus.
Social Grace: Diplomacy

Magus Arcana
The magus can hone his familiarity with a specific weapon to direct his mental focus. The magus selects one weapon. When wielding that weapon, the magus gains a +3 bonus to all concentration checks. If the magus is 10th level or higher, the bonus increases to +6.
Weapon Diligence (Ex): +6 Concentration
The magus can cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the casting time or the level of the spell.
Empowered Magic (Su): 1/day free Empower
When the magus expends a point from his arcane pool to grant enhancement bonuses or properties to his weapon, the bonuses and properties last for 1 minute/level.
Enduring Arcana (Su): 10 minute weapon enhancements

Magic Talents

Destruction Sphere
As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within Close range. A destructive blast deals bludgeoning damage as indicated on the table below. This damage bypasses DR/magic, but being bludgeoning in nature, does not automatically bypass other forms of damage resistance. A ranged destructive blast counts as a ray attack.
Destructive Blast 6d6

You can choose to have your destructive blasts affect spiritual targets. When used this way, your destructive blasts extend into the ethereal plane to affect ethereal targets normally, and does not halve damage or suffer a 50% failure chance against incorporeal targets.
Spirit Blast Afraid of no ghosts
Your destructive blast ignores energy resistance equal to your caster level. You may spend a spell point to increase this effect to twice your caster level. Treat Immunity as if it were Resistance 40 for this purpose.
Penetrating Blast Pierce ER 11
As a standard action, you may make a single weapon attack in conjunction with making a destructive blast. Any creature damaged by the attack is also struck by the destructive blast.
Energy Blade spellblade
You may channel your destructive blast outwards without aim or direction, shaping it into a burst centered on you with a radius of 10 ft. + 5 ft. per 5 caster levels. Targets in the area can attempt a Reflex save to take half damage. You may choose to exclude yourself from the area to avoid the effects the blast.
Energy Nova 20 ft Nova
You may change the damage type of your destructive blast to electricity. Targets wearing metal armor or primarily comprised of metal suffer a -3 penalty to AC and to saving throws against an electric blast. An electric blast can ignite combustibles, and melt metals with a low melting point, such as lead, gold, copper, silver, or bronze.
Electric Blast Zap Zap
Your destructive blast deals fire damage using d8 dice instead of d6.
Searing Blast Burn please
You may change the damage type of your destructive blast to frost. Targets who take damage from your frost blast must make a Fortitude save or be staggered for 1 round.
Frost Blast Black Mage

Light Sphere
As a standard action, you may cause an object or creature in Medium range to glow for 1 minute per caster level, outlining it with light as a candle, which may be of any color you wish. This requires a touch attack or ranged touch attack. The object or creature becomes outlined with light, giving it a -20 penalty on Stealth checks and negating all bonuses usually bestowed by invisibility, blink effects, darkness, or similar effects.

As a free action, you may cause any creature or object you have caused to glow that is within Medium range to shed light as a torch, shedding normal light to 20 ft and increasing the light level by one step to a maximum of normal for 20 ft beyond this. Reducing this light is also a free action.

As a standard action, you may cause one of your glow effects within Medium range to shed bright light for as long as you concentrate. This produces bright light for 30 ft +5 ft per 2 caster levels, and increasing the light level by one step to a maximum of normal for 30 ft +5 ft per 2 caster level beyond this. As a free action, you may spend a spell point to allow the creature or object to continue glowing brightly without concentration for 1 minute per caster level, or until the glow effect expires, whichever comes first. The bright light produced by this effect is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by daylight, but it may affect creatures with Light Blindness or other conditions.

When you create a glow you may cause it to shed bright light as part of the same action, but otherwise follow the normal rules for causing a glow to shed bright light.

Whenever a glow effect interacts with a magical darkness effect (such as from the Dark sphere) the caster of the glow effect must pass a magic skill check against the MSD of the darkness effect’s caster. If he succeeds, the Light effect functions normally. If he fails, the Dark effect functions normally (outlines are swallowed, light sources are hampered, etc.) An area filled with normal or bright light from a glow effect is no longer considered an area of darkness for Dark sphere abilities.

You may 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 to 2 size categories at 10th caster level, and 3 size categories at 20th caster level.
Encompassing Light +2 size to reach and damage
As a free action you may cause any glow placed on yourself or an item in your possession to shed bright light in a 5 ft. radius, activating the effects of (light) talents and other abilities that require bright light. You do not need to concentrate to maintain this smaller area of bright light, nor do you need to spend a spell point. You may still follow the normal rules for causing your glow effects to shed bright light in order to shed bright light in a larger area. If you have multiple glow effects that could benefit from this talent, you may only cause one of them to shine bright light this way, but may switch which one Glory affects as a free action once per turn. An item that leaves your possession (such as by being thrown or disarmed) loses the benefits of this talent until you recover it.
Glory GLORY!!!

Combat Spheres
Free runners treat the world as their gymnasium, practicing wild acrobatics, running on and leaping from surfaces most wouldn’t consider even climbing.

Bonus Talents:
Equipment: none
Athletics sphere (run) package, Expanded Training (leap) and one other package, Wall Stunt
Variable: Free runners gain a talent of their choice from the Athletics sphere.
Martial Tradition: Freerunner

Athletics Sphere
Whenever you take the withdraw action, you regain your martial focus.
Coordinated Movement

Packages: Fly, Leap, Run
Skill Ranks: Fly 11, Acrobatics 11 (+.5 BAB competence)
Choose and gain two packages you do not already possess. You may select this talent multiple times, gaining two new packages each time.
Expanded Training Leap and Fly
When you have martial focus, while using movement modes associated with the packages you possess, you gain a competence bonus to your speed of +10 ft. When using the (leap) package with this ability, apply the bonus to the maximum distance you may travel while jumping and to your base speed when determining the bonus to Acrobatics checks made to jump granted by your speed even if you are not trained in the (run) package. For every 5 ranks you possess in the skill associated with a movement type, your speed with that movement type increases by an additional 5 ft.
Swift Movement +20 speed
Whenever you succeed at an Acrobatics check to move through the threatened area of a creature whose CR is no less than 1/2 your total character level as part of a move action, you regain your martial focus.
Whirlwind Flip Recover via acrobatics
If you possess the (leap) package, when jumping or falling, you may make an Acrobatics check to jump as a swift action, provided there is a solid surface other than a ceiling (wall, floor, etc.) adjacent to you at that point. You may treat spaces occupied by creatures of your size or larger as containing such an object but your movement provokes attacks of opportunity as normal. Any fall damage that would be incurred is calculated after removing the height of the swift action jump.

If you possess the (run) package, as long as there is a wall adjacent to you, you may run along the wall for all or part of your movement, including vertically. A square of vertical movement costs two squares of movement. You may treat spaces occupied by creatures of your size or larger as containing a wall, but your movement provokes attacks of opportunity as normal. Doing so bypasses any obstacle on the ground. You must end your movement on the ground as normal; if there is no ground present, you fall.
Wall Stunt Parkour
Whenever you succeed at an Acrobatics check to move through the threatened area of a creature whose CR is no less than 1/2 your total character level as part of a move action, you regain your martial focus.
Whirlwind Flip Recover via acrobatics
When running, you move ten times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or 8 times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start you gain a +8 bonus on your Acrobatics check.

You may expend your focus as a swift action to increase your base speed by 50 ft. for a number of rounds equal to your Constitution modifier. This increase is not limited to only land speed. After these rounds end, you are fatigued for 1d4 rounds. You are fatigued even if you are usually immune to the fatigued condition. You cannot use this ability if you are fatigued or exhausted.
Speed Boost Run faster
You gain a fly speed equal to half your base speed, with a maneuverability of clumsy. The fly speed only functions during your turn; if you are not on a surface that can support you at the end of your turn, you fall. If you deal damage to a hostile creature with a melee attack during your turn, you may choose not to fall at the end of that turn.

At 8 ranks in Fly, this fly speed becomes permanent. This is a supernatural effect.
Sparrow’s Path Su Flight
Your fly speed increases to become equal to your base speed, and your maneuverability improved to (average).
Eagle’s Path enhanced flight

Fencing Sphere
Whenever you make an attack action or an attack of opportunity against a target that is within 30 ft. and that you are flanking, that is flat-footed, or that has lost its Dexterity bonus to AC (such as through a successful feint), you deal an additional +1d6 precision damage to the target. This damage is not multiplied on a critical hit. This damage increases by an additional 1d6 precision damage for every 5 points of base attack bonus you possess.

A fencer may apply the effects of a single (exploit) talent to any fatal thrust.
Fatal Thrust

Skill Ranks: Bluff 11
When you take the total defense action, you still may make attacks of opportunity. If you possess the Lunge talent, you may increase your threatened area by 5 ft. when determining the range at which you may make attacks of opportunity while using the total defense action, but suffer a -2 penalty to attacks made at this extended range, as detailed under the Lunge talent.
Impassable Defense Keep attacking
Whenever you fight defensively, you only suffer a -2 penalty to attack rather than the usual -4. In addition, you gain an additional +1 dodge bonus whenever you fight defensively or take the total defense action.
Masterful Defense Stronger Defense
When a creature makes a melee attack against you, you may expend your martial focus and use an attack of opportunity to attempt to parry that attack. Make an attack roll as if you were making an attack of opportunity, but for each size category the attacking creature is larger than you, you take a –2 penalty on this roll. If your result is greater than the attacking creature’s result, the creature’s attack automatically misses and you regain your martial focus. If your base attack bonus is +5 or greater, you may choose to make a single melee attack against a creature whose attack you have successfully parried instead of regaining your martial focus.
Parry and Riposte Deflect
You may use your Parry and Riposte talent against ranged attacks and spells which require attack rolls as well as melee attacks. You still cannot make a retaliatory attack against the target unless it is within your reach. In addition, you may use Parry and Riposte in place of making a Reflex save against a spell, supernatural, or extraordinary ability you are aware of. If you succeed on this check, the effect is reduced as if you had the evasion rogue class feature.
Parry Anything And let nothing through

The Equipment sphere handles what equipment you are trained to use and how you use it. When you first gain the Equipment sphere, choose one Equipment talent of your choice and gain it for free.

Some talents are marked (discipline). These talents grant groups of weapons with shared thematic roots that may be very different mechanically but are generally presented as being complementary in some way. Whenever a talent or ability refers to a weapon discipline, it refers to all weapons included in any single discipline talent.
Equipment Sphere
You can draw a weapon as part of the action used to make an attack with it. This can be used with splash weapons, but not with other items such as potions, scrolls, or wands. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
Fast Draw


Racial Free:
Select one spellcasting character class. You can cast spells as a member of this class of a level equal to half your total hit dice. (If you are 1st level, you cast spells as a 1st level member of the class, but can only cast 0-level spells).
Magic-User Incanter
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Toughness +11 HP
Racial 1:
When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.
Run Traded for Athletic Talent
Racial Skill Focus 1:
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Skill Focus +6 Know Planes
Level 1:
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Combat Reflexes +5 AoO
Level 3:
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Combat Casting +4 Concentration
Level 5:
When using Energy Blade or Cryptic Strike as a standard action, the attack is treated as a special attack action. This attack may benefit from Vital Strike, as well as combat spheres that augment attack actions (but not other special attack actions).
Spell Attack
Magus 5 (at level 6):
When using a destructive blast as (or as part of) a melee attack or melee touch attack, your destructive blast does not provoke attacks of opportunity.
Melee Blaster
Level 7:
Your effective caster level in all spellcasting classes is increased by 4, but no higher than your character level.
Improved Caster Level +4 CL
Racial Skill Focus 8:
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Skill Focus +6 Diplomacy
Level 9:
You may maintain a second martial focus. This martial focus is gained and expended independently from the first.
Great Focus 2nd Martial Focus
Level 11:
If you possess the animal companion class feature, your animal companion also gains all the abilities of a wizard’s familiar per the arcane bond class feature. If you possess a familiar, your familiar also becomes an animal companion as the druid class feature. You use your character level or Hit Dice as your druid and wizard class level when determining the familiar companion’s familiar and animal companion statistics and abilities.
The familiar animal companion gains all special abilities (share spells, deliver touch spells, etc.) of both animal companions and familiars as your level improves. If either an animal companion or familiar would have different Hit Dice, hit points, attacks, saving throws, skills, natural armor adjustment, ability scores, etc., your familiar companion gains whichever value you prefer.
Familiar Companion Better Bike

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