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Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
42+16
21+5
33+11
27+8
30+10
38+14
HP
280+
Fortitude
Speed
90ft
Reflex
AC
Will
Initiative
+4
Attack Melee
Grapple
+12/+7/+2
Attack Unarmed
Language
s
Attack Missile
12+
+36 +Class
+25 + Class
Feats: 6
Coiled Spring
[Skill]You like to wait for
others to act before
interfering with them.
0 ranks: When you ready an action, you don't have to specify the conditions under which you will take it.
4 ranks: You can move 10' as an immediate action.
9 ranks: When you ready an action, you don't have to specify the action you will take.
14 ranks: You can take a move action as an immediate action.
19 ranks: Readying a move action only takes you a move action, and you can ready a full-round action as a
full-round action.
0 ranks: The DCs for your jumps don't double if you fail to get a running start, and if you do, you get a +3
bonus on the check. You can hop up (see the Jump skill description) onto any object shorter than your height
without a Jump check.
4 ranks: You don't take falling damage, though you can still take damage if something falls on you.
9 ranks: You ignore the effects of difficult terrain on your movement speed, skill checks, and ability to charge.
14 ranks: If you succeed a DC 40 Jump check as a swift action, you gain the benefits of fly for one round.
19 ranks: For every five ranks you have in Jump, your movement speeds increase by 10'. This also increases
your Jump checks, as usual.
Super Scaler
[Skill]You stick to walls
like glue. Or something.
Traceless Stalker
4 ranks: When you creep along, it is difficult for anyone attempting to use Survival to track you. So long as you
[ToP Skill]Some of us
leave not a ripple behind to
indicate our passing.
move no faster than your base rate in a round, you add your stealth check - 10 (if positive) to the base DC to
track you.
9 ranks: You may add your stealth check - 10 to the DC to track you regardless of how fast you move in a
round. If you do not move faster than your base rate, however, you may extend this tracking benefit to those
within 30 feet of you through your Team Player stealth skill ability.
14 ranks: You have such control over the traces you sounds you leave behind that you can drop false ones. As a
standard action, you can control ambient sounds within 30 feet of yourself for a round. You can specifically
duplicate any effect from Control Sound, Silence, or Ventriloquism, and in general can make sound you've
heard come from any part of the area, displace sounds in the area, or suppress any sounds or sounds.
19 ranks: You're so quiet that people don't even remember you when you're standing right next to them. Your
opponents count as flat-footed whenever you attack them.
Unseen Assailant
[ToP Skill]You specialize
in stabbing your opponent
in the face while somehow
remaining hidden.
+6d6 Sneak Attack
4 ranks: While you are successfully hiding from an opponent, your melee attacks against them benefit from
precision based sneak attack damage. You gain 1d6 sneak attack dice per 3 ranks in stealth under these
circumstances. These dice do not stack with any other sneak attack dice you may have. If you have a sneak
attack pool that is larger than you would receive from this benefit, you may instead add one extra sneak attack
die to your normal pool.
9 ranks: You no longer reveal your location after attacking someone while hiding. The penalty to your stealth
check for fighting while attempting to avoiding notice is reduced to -5, but only against those you strike in a
round. In addition, you may gain a blur like 20% miss chance for 1 round by spending a swift action. This miss
chance has no effect against perception checks to notice you and is considered an illusion with a caster level
equal to your stealth check bonus -5.
14 ranks: When using stealth to avoid notice, you can't be detected by anyone taking 0 on their perception
check. Additionally, you no longer suffer penalties for attempting to avoid notice while fighting.
19 ranks: Once spotted, you need not dive for cover to hide again. You gain the Hide in Plain Sight class
feature. If you already have this feature from another source, you instead deny all bonuses to find you due to
familiarity. Your concealment ability improves to mimic the effects of displacement for one round.
Skills
+38 pts
Jump+24
Balance +10
Tumble +23
Perception + 15
Stealth +23
Climb +23
Spells
Leve
l
Spells
Per Day
1st
2nd
rd
4th
5th
Neko:
Bardic Knowledge
Bardic Music
TITAN
+20 Outsider Hit Dice, +12 to all saves, +20 BAB
Hit Dice: Hero-deities have maximum hit points per die.
Speed (Ex): All movement speeds tripled.
Armor Class:
. Deflection Bonus (Ex): Hero-deities gain a deflection bonus to their armor class equal to their Charisma modifier.
. Divine Bonus (Ex): +3 Divine Bonus to their armor class (See Divine Bonus Special Quality)
. Natural Armor Bonus (Ex): Equal to 1/4 their total Hit Dice/Levels (round any fractions down).
Attacks (Ex): +3 Divine Bonus to Attacks (See Divine Bonus Special Quality).
Integrated Class Features (Var.): Immortals with Outsider Hit Dice (instead of Class Levels) gain integrated class features of any class equal to half their Hit Dice (r
and Class Levels do not count their levels for the purposes of determining these integrated class features, only their Hit Dice.
Special Attacks:
. Divine Aura (Su): Short range (25 ft. +5 ft. per 2 Hit Dice/Levels).
. Portfolios (Var.): Each hero-deity gains 2 Portfolios (see Chapter 3 for more details on Portfolios).
Spell-like Abilities (Su): At will - commune, dream, ethereal jaunt, geas/ quest, greater dispel magic, greater teleport, magic jar, sending, tongues; 3/day - limited w
(Divine Bonus).
The save DCs are Charisma-based.
Special Qualities:
. Damage Reduction (Su): Hero-deities gain Damage Reduction 5/ Epic.
. Divine Bonus (Ex): +3 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any
saving throws and spell resistance.
. Divine Senses (Ex): The senses of a hero-deity are three times superior to that of the base creature.
. Godly Realm (Var.): Equal to the radius of its divine aura multiplied by the number of years it has ruled over thearea. Within that area it can impose a divine penalt
equal to its divine bonus. In this case -3.
. Grant Spells (Su): Hero-deities can grant up to 5th-level spells. A hero-deity with a divine sponsor can grant spells of any level.
. Immortality (Ex): A hero-deity does not age, requires no air to breathe, no food or drink, nor sleep.
. Immunities (Ex): A hero-deity is unaffected by natural attacks such as: disease, natural elements (cold, drowning, fire, lava, lightning etc.), poison and so forth. Th
disease, magical fire etc.
. Spell Resistance (Su): Spell Resistance equal to their total Hit Dice/Levels +13 (10 + Divine Bonus Special Quality).
Saves (Ex): +3 Divine Bonus to all Saves (See Divine Bonus Special Quality).
Abilities (Ex): +6 to each Ability Score.
Skills (Ex): +3 Divine Bonus to all Skills (See Divine Bonus Special Quality).
Divine Abilities (Var.): 3 Divine Abilities.
Challenge Rating: Same as base creature +10 (including +15 levels of equipment), or +6 (no extra equipment).
Treasure: Same as base creature.
Effective Class Level: Same as base creature +15 (with +15 levels of equipment), or +10 (no extra equipment).
Mother of Pearl hairbrush and emerald ring
Headband of Intellect +6
Ring of Feather Falling
Ring of Water Walking
Deep red Ioun Stone , +2 to Dexterity
Cloak of Resistance +1
Manual of Quickness in Action +5