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<blockquote data-quote="Shayuri" data-source="post: 7336195" data-attributes="member: 4936"><p>Alright. Here's what I have so far for both Silhouette and Thrak. I bought their weapons and armor using the Starfinder rules, but their gear is entirely magical, even where in core Starfinder some of those features would be technological. That also means things like armor augments aren't swappable...they represent permanent enchantments, not modular upgrades.</p><p></p><p>[sblock=Silhouette]</p><p><strong>Race</strong>: Fetchling</p><p><strong>Class/Level</strong>: Beguiler 14</p><p><strong>Gender</strong>: Female</p><p><strong>Exp</strong>: </p><p></p><p><strong>Strength </strong>(STR) 10 (0) </p><p><strong>Dexterity </strong>(DEX) 22 (2) +2 racial, +2 lvl, +2 lvl, +4 personal enhancement</p><p><strong>Constitution </strong>(CON) 14 (0) +2 lvl, +2 lvl</p><p><strong>Intelligence </strong>(INT) 16 (2) +2 lvl, +2 lvl</p><p><strong>Wisdom </strong>(WIS) 12 (2) -2 racial, +2 personal enhancement</p><p><strong>Charisma </strong>(CHA) 25 (4) +2 racial, +1 theme, +1 lvl, +1 lvl, +6 personal enhancement</p><p></p><p><strong>Alignment</strong>: Neutral</p><p><strong>EAC</strong>: 33 (10 + 17 + 6)</p><p><strong>KAC</strong>: 34 (10 + 18 + 6)</p><p><strong>Hit Points</strong>: 88</p><p><strong>Stamina</strong>: 112</p><p><strong>Resolve</strong>: 14</p><p><strong>Movement</strong>: 30'</p><p></p><p><strong>Init</strong>: +6</p><p><strong>Base Attack Bonus</strong>: +10/+5</p><p><strong>Fort</strong>: +9</p><p><strong>Reflex</strong>: +15</p><p><strong>Will</strong>: +12</p><p></p><p><strong>Race Abilities</strong></p><p>Fetchling</p><p>+2 Dex, +2 Cha, -2 Wis</p><p>4 HP</p><p>Low-Light Vision</p><p>Darkvision 60'</p><p>Skilled: +2 Stealth, and (the original material gives Knowledge: Planes, but I'm thinking Bluff might work better here?)</p><p>Shadow Blending: Concealment from dim light gives 50% miss chance instead of 20%</p><p>Light Blindness</p><p></p><p><strong>Theme Abilities</strong>: Spy</p><p>Theme Knowledge: When making a Diplomacy roll to gather information or a Culture roll to recall information about a person, subtract 5 from the DC. Diplomacy or Culture is a class skill for you, or gain +1 if you already have the chosen skill as a class skill from your 1st level class. Gain +1 to Charisma at character creation.</p><p></p><p>Ear to the Ground (6th level): </p><p>Gathering information with Diplomacy takes half the time, and you reduce the penalty to Stealth for moving at up to normal speed by half.</p><p></p><p>Something on Everyone (12th level): </p><p>If you succeed on a Culture check to recall information, or a Diplomacy check to gather information, about an individual you can use Diplomacy to Bully or Demoralize someone as if it was the Intimidate skill as you put your purloined secrets to good use. This only functions once per individual per day. </p><p></p><p><strong>Class Abilities</strong>:</p><p>Cloaked Casting (+2 spell DC, +2 caster lvl vs spell resistance when target is flat-footed)</p><p>Improved Feint</p><p>Mystic Skullduggery +4</p><p>Beguiler Tricks</p><p>F - Stygian Step (Gain 50% miss chance as part of a mv action with 1 resolve; at 10th lvl spend 2 resolve to become incorporeal instead)</p><p>5 - Hidden Signs (Bluff roll vs Perception of onlookers to conceal spellcasting as normal activity)</p><p>8 - Wraith Strike (When attacking a flat-footed opponent, do 1d4 extra damage in melee or within 40', add 1d4 each 3 levels gained beyond 8)</p><p>F - Subtle Spell (1 resolve to cast spell without making any noise, or without needing to make gestures; at 10th lvl 2 resolve for both)</p><p>Bonus Feats</p><p>14 - Incorporeal Anatomy (spend 1 resolve as reaction when critically hit, or hit by Trick Attack; extra dmg from these is negated)</p><p>F - Dauntless Deception (gain Will save against True Seeing when it is used to attempt to see through your illusion effects)</p><p></p><p><strong>Archetype</strong>: Shadowdancer</p><p>2 - Shadowed Sneak (1/day adv w/Sleight of Hand, +30' to darkvision range)</p><p>6 - Hide in Shadows (when within 10' of dim light, Hide from normal vision even if no other cover/concealment)</p><p>9 - Shadow Jump (Move between areas of Dim Light as if by Dimension Door, up to total of 960' in increments of 40'; gain Dimensional Agility as bonus feat)</p><p></p><p>Skills: (6+3 x 14) 126</p><p>Acrobatics (Dex) +19 (10 + 6 +3)</p><p>Bluff (Cha) +30 (14 + 7 + 3 + 4 + 2)</p><p>Culture (Int) +16 (10 + 3 + 3)</p><p>Diplomacy (Cha) +20 (10 +7 +3)</p><p>Disguise (Cha) +20 (10 + 7 + 3)</p><p>Mysticism (Wis) +22 (14 + 1 + 3 + 4)</p><p>Perception (Wis) +18 (14 + 1 + 3)</p><p>Profession: Servant (Cha) +15 (5 + 7 + 3)</p><p>Sense Motive (Wis) +17 (13 + 1 + 3)</p><p>Sleight of Hand (Dex) +19 (10 + 6 + 3)</p><p>Stealth (Dex) +21 (10 +6 +3 +2)</p><p></p><p><strong>Feats</strong></p><p>1 Mystic Strike (weapon attacks always count as magic)</p><p>3 Expanded Beguiler Training (gain a Beguiler Trick)</p><p>5 Iron Will</p><p>7 Shadow Weave Magic (+1 spell DC for enchantment/illusion, -1 for evocation and transmutation)</p><p>B Spell Focus (+2 spell DC)</p><p>9 Spell Penetration (+2 vs SR)</p><p>B Dimensional Agility (</p><p>B Expanded Beguiler Training</p><p>11 Mobility (+4 AC vs opportunity attacks from movement out of threatened spaces)</p><p>13 Greater Feint (feints last until end of following turn)</p><p>B Expanded Beguiler Training</p><p></p><p><strong>Languages </strong>- Common, Mulhorandi, Thayan, Elven, Draconic, Celestial, Infernal, Abyssal, Sylvan, ?, ?, ?, ?, ?</p><p></p><p><strong>Spells </strong>(caster level 14 (16 vs SR), Base DC 19+spl lvl)</p><p>Slots 1 - 7, 2 - 7, 3 - 6, 4 - 5, 5 - 3</p><p></p><p><strong>Known</strong></p><p>0 - Dancing Lights, Detect magic, Ghost Sound, Telepathic Message, Token Spell, Mending</p><p>1 - Charm Person, Comprehend Languages, Detect Thoughts, Disguise Self, Expeditiousness, Identify</p><p>2 - Darkness, Invisibility, Knock, Mirror Image, See Invisible, Spider Climb</p><p>3 - Arcane Sight, Haste, Nondetection, Suggestion, Tongues</p><p>4 - Hold Monster, Holographic Image, Mind Thrust, Flight</p><p>5 - Greater Dispel Magic, Mislead</p><p></p><p>Money - 19706</p><p></p><p><strong>Weapons </strong>-</p><p>Adamantine Zero-edge Dagger, +16 atk, 6d4+13 dmg, analog, operative, 66,900</p><p><em>- Fusion: Called, 11,700</em></p><p><em>- Fusion: Glamered, 11,700</em></p><p>Bow, +16, 1d6+13 P dmg, 60', quick reload</p><p></p><p><strong>Armour </strong>-</p><p>Freebooter IV, +17/+18, Max dex +6, ACP 0, 4 upg, 60,600</p><p><em>- Electrostatic Field Mk2, 1 slot, 13,000 (Resist Electricity 10, 2d6 electric damage when touched/hit in melee)</em></p><p><em>- Thermal Capacitor Mk2, 1 slot, 36,250 (Resist Fire/Cold 10, expanded habitable temp range)</em></p><p><em>- Deflective Reinforcement, 1 slot, 7500 (DR 5/-)</em></p><p><em>- Filtered Rebreather, 1 slot, 4600 (Resist Acid 5, +2 vs poison/disease)</em></p><p></p><p><strong>Gear </strong>-</p><p>Ring of Resistance 3, 18,100</p><p>Ability Crystals (+2, +4, +6), 82,900</p><p>Clothing</p><p>- Cold Environment, Travel; 40</p><p>- Everyday; 1</p><p>Hygiene Kit, 3[/sblock]</p><p></p><p>[sblock=Beguiler]</p><p>Key Ability: Charisma</p><p></p><p>6 + Int modifier; Acrobatics (Dex), Bluff (Cha), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Mysticism (Wis), Perception (Wis), Profession (Cha, Int, or Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex)</p><p></p><p>Proficiencies: Light Armor, Basic Melee (analog only), Bows</p><p></p><p>1 0 Cloaked Casting</p><p>2 1 Beguiler Trick</p><p>3 2 Improved Feint, Mystic Skullduggery +1, Weapon Specialization</p><p>4 3 Bonus Feat</p><p>5 3 Beguiler Trick</p><p>6 4 Mystic Skullduggery +2</p><p>7 5 Bonus Feat</p><p>8 6 Beguiler Trick</p><p>9 6 Mystic Skullduggery +3</p><p>10 7 Bonus Feat</p><p>11 8 Beguiler Trick</p><p>12 9 Mystic Skullduggery +4</p><p>13 9 Bonus Feat</p><p>14 10 Beguiler Trick</p><p>15 11 Mystic Skullduggery +5</p><p>16 12 Bonus Feat</p><p>17 12 Beguiler Trick</p><p>18 13 Mystic Skullduggery +6</p><p>19 14 Bonus Feat</p><p>20 15 Fuse Spells, Beguiler Trick</p><p></p><p>Cloaked Casting: A Beguiler casting a spell against an unwitting target (who is being denied Dex bonus to KAC and EAC) has +1 to the spell's save DC. At 8th level the spell gains +2 versus spell resistance. At 14th level the bonus to save DC becomes +2.</p><p></p><p>Improved Feint: Gain as a bonus feat</p><p></p><p>Mystic Skullduggery: Insight bonus to Bluff or Stealth, and Mysticism.</p><p></p><p>Bonus Feats can be chosen from: Spell Focus, Greater Feint, Artful Misdirection, Expanded Beguiler Training, Mass Enchantment, or any of the Technology Feats (<a href="http://paizo.com/pathfinderRPG/prd/technologyGuide/feats.html" target="_blank">http://paizo.com/pathfinderRPG/prd/technologyGuide/feats.html</a>)</p><p></p><p>Fuse Spells: As Technomancer</p><p></p><p>Beguiler Tricks</p><p>2nd level</p><p>Stygian Step (Gain 50% miss chance as part of a move action with 1 resolve; at 10th level spend 2 resolve to become incorporeal instead)</p><p>Quick Disguise (as Operative)</p><p>Takes One To Know One (gain +2 to save vs Enchantment and Illusion; increases to +4 at 10th lvl)</p><p>Hidden Signs (Bluff roll vs Perception of onlookers to conceal spellcasting as normal activity)</p><p></p><p>5th level</p><p>Subtle Spell (1 resolve to cast spell without making any noise, or without needing to make gestures; at 10th lvl 2 resolve for both)</p><p>Surefooted (as operative)</p><p>Alter Aura (Contest Bluff vs Caster level of spells attempting to determine alignment)</p><p></p><p>8th level</p><p>Mentalist's Bane (as operative)</p><p>Holographic Distraction (as operative)</p><p>Master of Disguise (as Operative)</p><p>Wraith Strike (When attacking a flat-footed opponent, do 1d4 extra damage in melee or within 40', add 1d4 each 3 levels gained beyond 8)</p><p></p><p>11th level</p><p>Glimpse the Truth (as operative)</p><p>Baleful Touch (spend 2 resolve to Stygian Step through foe, doing Wraith Strike dmg with d8s. Requires Stygian Step and Wraith Strike)</p><p>Dusk Aura (spend 1 resolve to lower light level 1 step in own space, lasts lvl/3 rounds)</p><p>Hide in Plain Sight (use Stealth to hide even if observed as long as shadows are within 10')</p><p></p><p>14th level</p><p>Quickened Spell (2 resolve to cast 0 lvl spell, 4 to cast 1st level spell, 6 to cast 2nd level spell as a move action)</p><p>Swift Feint (Roll Bluff to feint as a swift action)</p><p>Incorporeal Anatomy (spend 1 resolve as reaction when critically hit, or hit by Trick Attack; extra dmg from these is negated)</p><p>Dauntless Deception (gain Will save against True Seeing when it is used to attempt to see through your illusion effects)[/sblock]</p><p></p><p>[sblock=Beguiler Spell List]</p><p>0 Level Dancing Lights, Daze, Detect magic, Ghost Sound, Telepathic Message, Token Spell, Mending</p><p></p><p>1 Level Alarm, Charm Person, Comprehend Languages, Detect Thoughts, Disguise Self, Expeditiousness, Holographic Image, Identify, Lesser Confusion, Ventriloquism, Keen Senses, Flight, Mind Thrust</p><p></p><p>2 Level Daze Monster, Hold Person, Holographic Image, Invisibility, Knock, Mirror Image, See Invisible, Spider Climb, Fog Cloud, Darkvision, Darkness, Flight, Mind Thrust</p><p></p><p>3 Level Arcane Sight, Charm Monster, Clairaudience/Voyance, Deep Slumber, Dispel Magic, Displacement, Euphoric Cloud, Haste, Holographic Image, Nondetection, Reflective Hideaway, Slow, Suggestion, Tongues, Web, Flight, Mind Thrust</p><p></p><p>4 Level Arcane Eye, Confusion, Hold Monster, Holographic Image, Greater Invisibility, Detect Observation, Mind Probe, Nightcloak, Secret Text, Sending, Telepathic Bond, Flight, Mind Thrust</p><p></p><p>5 Level Break Enchantment, Dominate Person, Feeblemind, Greater Dispel Magic, Holographic Image, Holographic Terrain, Mislead, Modify Memory, Passwall, Private Sanctum, Prying Eyes, Freedom of Movement, Flight, Mind Thrust</p><p></p><p>6 Level Ethereal Jaunt, Holographic Image, Mass Invisibility, Shadow Walk, Shadowy Fleet, True Seeing, Veil, Getaway, Plane Shift, Subjective Reality, Mind Thrust[/sblock]</p><p></p><p></p><p>[sblock=Spy]</p><p>You're a skulk, a snoop, someone who makes a living finding out things other people would rather you not know. Maybe you worked for an intelligence agency, or maybe you were more of a freelancer; a secretive information broker or a private detective. Regardless, you know how to do the legwork, who to talk to, and how to cover your tracks. Authorities never feel entirely safe with you around, but your services are entirely too valuable to eliminate you.</p><p></p><p>Theme Knowledge: When making a Diplomacy roll to gather information or a Culture roll to recall information about a person, subtract 5 from the DC. Diplomacy or Culture is a class skill for you, or gain +1 if you already have the chosen skill as a class skill from your 1st level class. Gain +1 to Charisma at character creation.</p><p></p><p>Ear to the Ground (6th level): </p><p>Gathering information with Diplomacy takes half the time, and you reduce the penalty to Stealth for moving at up to normal speed by half.</p><p></p><p>Something on Everyone (12th level): </p><p>If you succeed on a Culture check to recall information, or a Diplomacy check to gather information, about an individual you can use Diplomacy to Bully or Demoralize someone as if it was the Intimidate skill as you put your purloined secrets to good use. This only functions once per individual per day. </p><p></p><p>Master Spy (18th level): </p><p>When you learn something embarrassing or incriminating about someone who's in a position to be of use to you, recover 1 Resolve point. If you can either approach the subject and use that information to successfully extort valuables or service from them, or sell the information for valuables or favors to one of their rivals, recover a second Resolve point.[/sblock]</p><p></p><p>[sblock=Thrak]</p><p><em>Goliath Outlander Soldier 12</em></p><p><strong>Exp</strong>: 56,200</p><p><strong>Hit Points</strong>: 90</p><p><strong>Stamina</strong>: 121</p><p><strong>Initiative</strong>: +2</p><p><strong>Speed</strong>: 30 ft</p><p><strong>EAC</strong>: 29 (10 + 17 armor +2 dex)</p><p><strong>KAC</strong>: 31 (10 + 18 armor +2 dex +1 insight)</p><p></p><p><strong>Saves</strong>: Fort +12, Ref +8, Will +11</p><p><strong>Abilities</strong>: Str 24, Dex 14, Con 18, Int 10, Wis 17, Cha 10</p><p></p><p><strong>Skills</strong>: 48</p><p>Acrobatics (Dex) +13 (8</p><p>Athletics (Str) +20 (10</p><p>Intimidate (Cha) +13 (10</p><p>Medicine (Int) +13 (10</p><p>Survival (Wis) +16 (10</p><p></p><p><strong>Feats</strong>: </p><p>1 Enhanced Resistance: Kinetic (gain DR 12/-)</p><p>3 Bodyguard (give adjacent ally +2 EAC/KAC, lose that amount for self)</p><p>5 Improved Unarmed Strike (always counts as armed, unarmed strikes do increased damage)</p><p>7 Stand Still (attacks of opportunity may force targets to stop moving)</p><p>B In Harm's Way (take damage intended for Bodyguarded ally)</p><p>9 Deflect Projectiles (use weapon attack roll as reaction to stop incoming ranged damage)</p><p>11 Connection Inkling (gain Psychokinetic Hand, Stabilize at will, and can cast Life Bubble 4/day, Wis-based DC)</p><p></p><p><strong>Theme</strong>: </p><p>Ability Bonus: +1 Strength</p><p></p><p><strong>Theme Knowledge</strong> (1st)</p><p>Without access to high level technology, you've grown more accustomed to enduring harsh environments and relying on your own physical prowess than most. The DC of Survival checks used to endure weather, live off the land, and orient yourself is reduced by 5 when you are not assisted by technological devices. Athletics is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Athletics checks. In addition you gain an ability adjustment of +1 to Strength at character creation.</p><p></p><p>Archaic Proficiency (6th)</p><p>While fancy chain swords or death lasers work for some, you’ve found that simple hardened steel or a taunt strung bow can do just as well when used properly. When using Archaic weapons, you bypass the damage reduction normally provided against such weapons by advanced armor. Additionally you can use the Improved Unarmed Strike feat table for damage when using an Archaic weapon if that damage would be higher.</p><p></p><p>Self Reliant (12th)</p><p>While others might scoff at you for your backwards ways, you’ve learned to thrive in situations where technology is limited or unavailable. You receive a +1 to any strength, dexterity, or wisdom based skill check that is unassisted by any kind of technological device.</p><p></p><p>Spartan Aptitude (18th)</p><p>Overcoming great challenges without relying on advanced machines or technology fills you with a sense of accomplishment. Once per day after participating in combat against a significant foe without using any kind of technological item you recover 1 Resolve Point. Additionally once per day after overcoming a skill challenge that benefits you or your group without the use of any kind of technological assistance you also recover 1 Resolve Point.</p><p></p><p><strong>Race features</strong></p><p>Goliath</p><p>Ability Adjustments: +4 Str, –2 Int</p><p>Hit Points: 6</p><p></p><p>Size and Type</p><p><em>Goliath are Large monstrous humanoids with space and reach of 10 feet.</em></p><p></p><p>Low Light Vision</p><p><em>Goliath have low light vision.</em></p><p></p><p>Mountain Climbers</p><p><em>Goliath possess a Climb speed of 20'.</em></p><p></p><p>Hard to Bring Down</p><p><em>Once per day, a Goliath brought to 0 Hit Points but not killed can fight on for 1 more round. The Goliath drops to 0 HP and is dying (following the normal rules) but can act normally until the end of her next turn, when she becomes unconscious as normal. If she would lose additional Hit Points before this, she ceases to be able to act and falls unconscious.</em></p><p></p><p>Peak Leapers</p><p><em>Goliath gain +10 on an Acrobatics or Athletics check to jump or leap.</em></p><p></p><p>Weathered</p><p><em>Goliath have cold resistance 5, which stacks with up to one other source of cold resistance.</em> </p><p></p><p><strong>Class Features </strong></p><p>Primary Fighting Style: Arcane Assailant</p><p>Techniques</p><p><em>- Rune of the EK (10 min to imbue weapon to be 'magic')</em></p><p><em>- Secret of the Magi (imbued weapon can gain Etherael, Flaming, Frost, Merciful or Shock fusion, if not already had)</em></p><p><em>- Power of Legend (1 resolve as move action while wielding magic weapon to remove Bleeding, Burning, Confused, Exhausted, Fatigued, Flat-footed, Off-target, Shaken or Sickened conditions, or reduce Cowering to Frightened, or Frightened to Shaken</em></p><p>Secondary Fighting Style (at lvl -8): Guard</p><p>Techniques</p><p><em>- Armor Training (Reduce ACP of worn armor by 1, increase Max-Dex by 1</em></p><p>Gear Boosts</p><p><em>- Melee Striker (+1/2 Str bonus to melee damage)</em></p><p><em>- Armored Advantage (+1 insight KAC when wearing armor)</em></p><p><em>- Anchoring Arcana (full attack to make single atk with magic weapon that can immobilize a foe; Will DC 16+strmod)</em></p><p>Weapon Specialization </p><p>Combat Feats</p><p>Soldier's Onslaught (may get 3rd attack for -6 to all when full attacking)</p><p></p><p><strong>Archetype</strong>: Phrenic Adept</p><p>- Phrenic Awakening: Gain Limited Telepathy, 2 telepathy-only languages, Charisma prereqs waived for psychic power feats</p><p>- Phrenic Defense: 1 Resolve to reroll save vs fear/mind-effecting or pain descriptors; reduced effect if still fail</p><p>- Phrenic Senses: 1 resolve to gain Arcane Sight that only detects Fear, Mind-effecting or pain descriptor powers and abilities; Also gain Blindsense (Emotion) within 30'</p><p>- Lesser Power: Cast one of Charm Monster, Clairvoyance/audience, or Psychokinetic Strangulation 1/day; DC 10+spell lvl+Strmod</p><p>- Phrenic Power: Cast one of Confusion, Mind Probe, Telepathic Bond 1/day</p><p></p><p><strong>Cash</strong>: 2565</p><p><strong>Armor</strong>: </p><p>Superior Iridishell, EAC +17, KAC +18, Max Dex +4, ACP 0, Upg 4, Bulk 2 42250</p><p><em>- Haste, 9250</em></p><p><em>- Darkvision 60', 200</em></p><p><em>- Electrostatic Field Mk2, 13000</em></p><p><em>- Filtered Rebreather, 4600</em></p><p></p><p><strong>Weapon</strong>: </p><p>Adamantine Ruin Devastation Blade, +19 atk, 5d8+19, Bulk 1, analog 43900+2500</p><p>Sintered Starknife, +19 atk, 4d4+13, Bulk L, analog, thrown 50', 9810</p><p><em>- Returning, 2300</em></p><p>Unarmed, +19 atk, 3d6+19</p><p></p><p><strong>Gear</strong></p><p>Personal Upgrades (1: Wisdom and 2: Strength) 7900</p><p>Ring of Resistance 2, 4200</p><p>Ring of Sustenance, 2925</p><p>Glove of Storing, 4600[/sblock]</p></blockquote><p></p>
[QUOTE="Shayuri, post: 7336195, member: 4936"] Alright. Here's what I have so far for both Silhouette and Thrak. I bought their weapons and armor using the Starfinder rules, but their gear is entirely magical, even where in core Starfinder some of those features would be technological. That also means things like armor augments aren't swappable...they represent permanent enchantments, not modular upgrades. [sblock=Silhouette] [B]Race[/B]: Fetchling [B]Class/Level[/B]: Beguiler 14 [B]Gender[/B]: Female [B]Exp[/B]: [B]Strength [/B](STR) 10 (0) [B]Dexterity [/B](DEX) 22 (2) +2 racial, +2 lvl, +2 lvl, +4 personal enhancement [B]Constitution [/B](CON) 14 (0) +2 lvl, +2 lvl [B]Intelligence [/B](INT) 16 (2) +2 lvl, +2 lvl [B]Wisdom [/B](WIS) 12 (2) -2 racial, +2 personal enhancement [B]Charisma [/B](CHA) 25 (4) +2 racial, +1 theme, +1 lvl, +1 lvl, +6 personal enhancement [B]Alignment[/B]: Neutral [B]EAC[/B]: 33 (10 + 17 + 6) [B]KAC[/B]: 34 (10 + 18 + 6) [B]Hit Points[/B]: 88 [B]Stamina[/B]: 112 [B]Resolve[/B]: 14 [B]Movement[/B]: 30' [B]Init[/B]: +6 [B]Base Attack Bonus[/B]: +10/+5 [B]Fort[/B]: +9 [B]Reflex[/B]: +15 [B]Will[/B]: +12 [B]Race Abilities[/B] Fetchling +2 Dex, +2 Cha, -2 Wis 4 HP Low-Light Vision Darkvision 60' Skilled: +2 Stealth, and (the original material gives Knowledge: Planes, but I'm thinking Bluff might work better here?) Shadow Blending: Concealment from dim light gives 50% miss chance instead of 20% Light Blindness [B]Theme Abilities[/B]: Spy Theme Knowledge: When making a Diplomacy roll to gather information or a Culture roll to recall information about a person, subtract 5 from the DC. Diplomacy or Culture is a class skill for you, or gain +1 if you already have the chosen skill as a class skill from your 1st level class. Gain +1 to Charisma at character creation. Ear to the Ground (6th level): Gathering information with Diplomacy takes half the time, and you reduce the penalty to Stealth for moving at up to normal speed by half. Something on Everyone (12th level): If you succeed on a Culture check to recall information, or a Diplomacy check to gather information, about an individual you can use Diplomacy to Bully or Demoralize someone as if it was the Intimidate skill as you put your purloined secrets to good use. This only functions once per individual per day. [B]Class Abilities[/B]: Cloaked Casting (+2 spell DC, +2 caster lvl vs spell resistance when target is flat-footed) Improved Feint Mystic Skullduggery +4 Beguiler Tricks F - Stygian Step (Gain 50% miss chance as part of a mv action with 1 resolve; at 10th lvl spend 2 resolve to become incorporeal instead) 5 - Hidden Signs (Bluff roll vs Perception of onlookers to conceal spellcasting as normal activity) 8 - Wraith Strike (When attacking a flat-footed opponent, do 1d4 extra damage in melee or within 40', add 1d4 each 3 levels gained beyond 8) F - Subtle Spell (1 resolve to cast spell without making any noise, or without needing to make gestures; at 10th lvl 2 resolve for both) Bonus Feats 14 - Incorporeal Anatomy (spend 1 resolve as reaction when critically hit, or hit by Trick Attack; extra dmg from these is negated) F - Dauntless Deception (gain Will save against True Seeing when it is used to attempt to see through your illusion effects) [B]Archetype[/B]: Shadowdancer 2 - Shadowed Sneak (1/day adv w/Sleight of Hand, +30' to darkvision range) 6 - Hide in Shadows (when within 10' of dim light, Hide from normal vision even if no other cover/concealment) 9 - Shadow Jump (Move between areas of Dim Light as if by Dimension Door, up to total of 960' in increments of 40'; gain Dimensional Agility as bonus feat) Skills: (6+3 x 14) 126 Acrobatics (Dex) +19 (10 + 6 +3) Bluff (Cha) +30 (14 + 7 + 3 + 4 + 2) Culture (Int) +16 (10 + 3 + 3) Diplomacy (Cha) +20 (10 +7 +3) Disguise (Cha) +20 (10 + 7 + 3) Mysticism (Wis) +22 (14 + 1 + 3 + 4) Perception (Wis) +18 (14 + 1 + 3) Profession: Servant (Cha) +15 (5 + 7 + 3) Sense Motive (Wis) +17 (13 + 1 + 3) Sleight of Hand (Dex) +19 (10 + 6 + 3) Stealth (Dex) +21 (10 +6 +3 +2) [B]Feats[/B] 1 Mystic Strike (weapon attacks always count as magic) 3 Expanded Beguiler Training (gain a Beguiler Trick) 5 Iron Will 7 Shadow Weave Magic (+1 spell DC for enchantment/illusion, -1 for evocation and transmutation) B Spell Focus (+2 spell DC) 9 Spell Penetration (+2 vs SR) B Dimensional Agility ( B Expanded Beguiler Training 11 Mobility (+4 AC vs opportunity attacks from movement out of threatened spaces) 13 Greater Feint (feints last until end of following turn) B Expanded Beguiler Training [B]Languages [/B]- Common, Mulhorandi, Thayan, Elven, Draconic, Celestial, Infernal, Abyssal, Sylvan, ?, ?, ?, ?, ? [B]Spells [/B](caster level 14 (16 vs SR), Base DC 19+spl lvl) Slots 1 - 7, 2 - 7, 3 - 6, 4 - 5, 5 - 3 [B]Known[/B] 0 - Dancing Lights, Detect magic, Ghost Sound, Telepathic Message, Token Spell, Mending 1 - Charm Person, Comprehend Languages, Detect Thoughts, Disguise Self, Expeditiousness, Identify 2 - Darkness, Invisibility, Knock, Mirror Image, See Invisible, Spider Climb 3 - Arcane Sight, Haste, Nondetection, Suggestion, Tongues 4 - Hold Monster, Holographic Image, Mind Thrust, Flight 5 - Greater Dispel Magic, Mislead Money - 19706 [B]Weapons [/B]- Adamantine Zero-edge Dagger, +16 atk, 6d4+13 dmg, analog, operative, 66,900 [I]- Fusion: Called, 11,700 - Fusion: Glamered, 11,700[/I] Bow, +16, 1d6+13 P dmg, 60', quick reload [B]Armour [/B]- Freebooter IV, +17/+18, Max dex +6, ACP 0, 4 upg, 60,600 [I]- Electrostatic Field Mk2, 1 slot, 13,000 (Resist Electricity 10, 2d6 electric damage when touched/hit in melee) - Thermal Capacitor Mk2, 1 slot, 36,250 (Resist Fire/Cold 10, expanded habitable temp range) - Deflective Reinforcement, 1 slot, 7500 (DR 5/-) - Filtered Rebreather, 1 slot, 4600 (Resist Acid 5, +2 vs poison/disease)[/I] [B]Gear [/B]- Ring of Resistance 3, 18,100 Ability Crystals (+2, +4, +6), 82,900 Clothing - Cold Environment, Travel; 40 - Everyday; 1 Hygiene Kit, 3[/sblock] [sblock=Beguiler] Key Ability: Charisma 6 + Int modifier; Acrobatics (Dex), Bluff (Cha), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Mysticism (Wis), Perception (Wis), Profession (Cha, Int, or Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex) Proficiencies: Light Armor, Basic Melee (analog only), Bows 1 0 Cloaked Casting 2 1 Beguiler Trick 3 2 Improved Feint, Mystic Skullduggery +1, Weapon Specialization 4 3 Bonus Feat 5 3 Beguiler Trick 6 4 Mystic Skullduggery +2 7 5 Bonus Feat 8 6 Beguiler Trick 9 6 Mystic Skullduggery +3 10 7 Bonus Feat 11 8 Beguiler Trick 12 9 Mystic Skullduggery +4 13 9 Bonus Feat 14 10 Beguiler Trick 15 11 Mystic Skullduggery +5 16 12 Bonus Feat 17 12 Beguiler Trick 18 13 Mystic Skullduggery +6 19 14 Bonus Feat 20 15 Fuse Spells, Beguiler Trick Cloaked Casting: A Beguiler casting a spell against an unwitting target (who is being denied Dex bonus to KAC and EAC) has +1 to the spell's save DC. At 8th level the spell gains +2 versus spell resistance. At 14th level the bonus to save DC becomes +2. Improved Feint: Gain as a bonus feat Mystic Skullduggery: Insight bonus to Bluff or Stealth, and Mysticism. Bonus Feats can be chosen from: Spell Focus, Greater Feint, Artful Misdirection, Expanded Beguiler Training, Mass Enchantment, or any of the Technology Feats ([url]http://paizo.com/pathfinderRPG/prd/technologyGuide/feats.html[/url]) Fuse Spells: As Technomancer Beguiler Tricks 2nd level Stygian Step (Gain 50% miss chance as part of a move action with 1 resolve; at 10th level spend 2 resolve to become incorporeal instead) Quick Disguise (as Operative) Takes One To Know One (gain +2 to save vs Enchantment and Illusion; increases to +4 at 10th lvl) Hidden Signs (Bluff roll vs Perception of onlookers to conceal spellcasting as normal activity) 5th level Subtle Spell (1 resolve to cast spell without making any noise, or without needing to make gestures; at 10th lvl 2 resolve for both) Surefooted (as operative) Alter Aura (Contest Bluff vs Caster level of spells attempting to determine alignment) 8th level Mentalist's Bane (as operative) Holographic Distraction (as operative) Master of Disguise (as Operative) Wraith Strike (When attacking a flat-footed opponent, do 1d4 extra damage in melee or within 40', add 1d4 each 3 levels gained beyond 8) 11th level Glimpse the Truth (as operative) Baleful Touch (spend 2 resolve to Stygian Step through foe, doing Wraith Strike dmg with d8s. Requires Stygian Step and Wraith Strike) Dusk Aura (spend 1 resolve to lower light level 1 step in own space, lasts lvl/3 rounds) Hide in Plain Sight (use Stealth to hide even if observed as long as shadows are within 10') 14th level Quickened Spell (2 resolve to cast 0 lvl spell, 4 to cast 1st level spell, 6 to cast 2nd level spell as a move action) Swift Feint (Roll Bluff to feint as a swift action) Incorporeal Anatomy (spend 1 resolve as reaction when critically hit, or hit by Trick Attack; extra dmg from these is negated) Dauntless Deception (gain Will save against True Seeing when it is used to attempt to see through your illusion effects)[/sblock] [sblock=Beguiler Spell List] 0 Level Dancing Lights, Daze, Detect magic, Ghost Sound, Telepathic Message, Token Spell, Mending 1 Level Alarm, Charm Person, Comprehend Languages, Detect Thoughts, Disguise Self, Expeditiousness, Holographic Image, Identify, Lesser Confusion, Ventriloquism, Keen Senses, Flight, Mind Thrust 2 Level Daze Monster, Hold Person, Holographic Image, Invisibility, Knock, Mirror Image, See Invisible, Spider Climb, Fog Cloud, Darkvision, Darkness, Flight, Mind Thrust 3 Level Arcane Sight, Charm Monster, Clairaudience/Voyance, Deep Slumber, Dispel Magic, Displacement, Euphoric Cloud, Haste, Holographic Image, Nondetection, Reflective Hideaway, Slow, Suggestion, Tongues, Web, Flight, Mind Thrust 4 Level Arcane Eye, Confusion, Hold Monster, Holographic Image, Greater Invisibility, Detect Observation, Mind Probe, Nightcloak, Secret Text, Sending, Telepathic Bond, Flight, Mind Thrust 5 Level Break Enchantment, Dominate Person, Feeblemind, Greater Dispel Magic, Holographic Image, Holographic Terrain, Mislead, Modify Memory, Passwall, Private Sanctum, Prying Eyes, Freedom of Movement, Flight, Mind Thrust 6 Level Ethereal Jaunt, Holographic Image, Mass Invisibility, Shadow Walk, Shadowy Fleet, True Seeing, Veil, Getaway, Plane Shift, Subjective Reality, Mind Thrust[/sblock] [sblock=Spy] You're a skulk, a snoop, someone who makes a living finding out things other people would rather you not know. Maybe you worked for an intelligence agency, or maybe you were more of a freelancer; a secretive information broker or a private detective. Regardless, you know how to do the legwork, who to talk to, and how to cover your tracks. Authorities never feel entirely safe with you around, but your services are entirely too valuable to eliminate you. Theme Knowledge: When making a Diplomacy roll to gather information or a Culture roll to recall information about a person, subtract 5 from the DC. Diplomacy or Culture is a class skill for you, or gain +1 if you already have the chosen skill as a class skill from your 1st level class. Gain +1 to Charisma at character creation. Ear to the Ground (6th level): Gathering information with Diplomacy takes half the time, and you reduce the penalty to Stealth for moving at up to normal speed by half. Something on Everyone (12th level): If you succeed on a Culture check to recall information, or a Diplomacy check to gather information, about an individual you can use Diplomacy to Bully or Demoralize someone as if it was the Intimidate skill as you put your purloined secrets to good use. This only functions once per individual per day. Master Spy (18th level): When you learn something embarrassing or incriminating about someone who's in a position to be of use to you, recover 1 Resolve point. If you can either approach the subject and use that information to successfully extort valuables or service from them, or sell the information for valuables or favors to one of their rivals, recover a second Resolve point.[/sblock] [sblock=Thrak] [I]Goliath Outlander Soldier 12[/I] [B]Exp[/B]: 56,200 [B]Hit Points[/B]: 90 [B]Stamina[/B]: 121 [B]Initiative[/B]: +2 [B]Speed[/B]: 30 ft [B]EAC[/B]: 29 (10 + 17 armor +2 dex) [B]KAC[/B]: 31 (10 + 18 armor +2 dex +1 insight) [B]Saves[/B]: Fort +12, Ref +8, Will +11 [B]Abilities[/B]: Str 24, Dex 14, Con 18, Int 10, Wis 17, Cha 10 [B]Skills[/B]: 48 Acrobatics (Dex) +13 (8 Athletics (Str) +20 (10 Intimidate (Cha) +13 (10 Medicine (Int) +13 (10 Survival (Wis) +16 (10 [B]Feats[/B]: 1 Enhanced Resistance: Kinetic (gain DR 12/-) 3 Bodyguard (give adjacent ally +2 EAC/KAC, lose that amount for self) 5 Improved Unarmed Strike (always counts as armed, unarmed strikes do increased damage) 7 Stand Still (attacks of opportunity may force targets to stop moving) B In Harm's Way (take damage intended for Bodyguarded ally) 9 Deflect Projectiles (use weapon attack roll as reaction to stop incoming ranged damage) 11 Connection Inkling (gain Psychokinetic Hand, Stabilize at will, and can cast Life Bubble 4/day, Wis-based DC) [B]Theme[/B]: Ability Bonus: +1 Strength [B]Theme Knowledge[/B] (1st) Without access to high level technology, you've grown more accustomed to enduring harsh environments and relying on your own physical prowess than most. The DC of Survival checks used to endure weather, live off the land, and orient yourself is reduced by 5 when you are not assisted by technological devices. Athletics is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Athletics checks. In addition you gain an ability adjustment of +1 to Strength at character creation. Archaic Proficiency (6th) While fancy chain swords or death lasers work for some, you’ve found that simple hardened steel or a taunt strung bow can do just as well when used properly. When using Archaic weapons, you bypass the damage reduction normally provided against such weapons by advanced armor. Additionally you can use the Improved Unarmed Strike feat table for damage when using an Archaic weapon if that damage would be higher. Self Reliant (12th) While others might scoff at you for your backwards ways, you’ve learned to thrive in situations where technology is limited or unavailable. You receive a +1 to any strength, dexterity, or wisdom based skill check that is unassisted by any kind of technological device. Spartan Aptitude (18th) Overcoming great challenges without relying on advanced machines or technology fills you with a sense of accomplishment. Once per day after participating in combat against a significant foe without using any kind of technological item you recover 1 Resolve Point. Additionally once per day after overcoming a skill challenge that benefits you or your group without the use of any kind of technological assistance you also recover 1 Resolve Point. [B]Race features[/B] Goliath Ability Adjustments: +4 Str, –2 Int Hit Points: 6 Size and Type [I]Goliath are Large monstrous humanoids with space and reach of 10 feet.[/I] Low Light Vision [I]Goliath have low light vision.[/I] Mountain Climbers [I]Goliath possess a Climb speed of 20'.[/I] Hard to Bring Down [I]Once per day, a Goliath brought to 0 Hit Points but not killed can fight on for 1 more round. The Goliath drops to 0 HP and is dying (following the normal rules) but can act normally until the end of her next turn, when she becomes unconscious as normal. If she would lose additional Hit Points before this, she ceases to be able to act and falls unconscious.[/I] Peak Leapers [I]Goliath gain +10 on an Acrobatics or Athletics check to jump or leap.[/I] Weathered [I]Goliath have cold resistance 5, which stacks with up to one other source of cold resistance.[/I] [B]Class Features [/B] Primary Fighting Style: Arcane Assailant Techniques [I]- Rune of the EK (10 min to imbue weapon to be 'magic') - Secret of the Magi (imbued weapon can gain Etherael, Flaming, Frost, Merciful or Shock fusion, if not already had) - Power of Legend (1 resolve as move action while wielding magic weapon to remove Bleeding, Burning, Confused, Exhausted, Fatigued, Flat-footed, Off-target, Shaken or Sickened conditions, or reduce Cowering to Frightened, or Frightened to Shaken[/i] Secondary Fighting Style (at lvl -8): Guard Techniques [I]- Armor Training (Reduce ACP of worn armor by 1, increase Max-Dex by 1[/I] Gear Boosts [I]- Melee Striker (+1/2 Str bonus to melee damage) - Armored Advantage (+1 insight KAC when wearing armor) - Anchoring Arcana (full attack to make single atk with magic weapon that can immobilize a foe; Will DC 16+strmod)[/I] Weapon Specialization Combat Feats Soldier's Onslaught (may get 3rd attack for -6 to all when full attacking) [B]Archetype[/B]: Phrenic Adept - Phrenic Awakening: Gain Limited Telepathy, 2 telepathy-only languages, Charisma prereqs waived for psychic power feats - Phrenic Defense: 1 Resolve to reroll save vs fear/mind-effecting or pain descriptors; reduced effect if still fail - Phrenic Senses: 1 resolve to gain Arcane Sight that only detects Fear, Mind-effecting or pain descriptor powers and abilities; Also gain Blindsense (Emotion) within 30' - Lesser Power: Cast one of Charm Monster, Clairvoyance/audience, or Psychokinetic Strangulation 1/day; DC 10+spell lvl+Strmod - Phrenic Power: Cast one of Confusion, Mind Probe, Telepathic Bond 1/day [B]Cash[/B]: 2565 [B]Armor[/B]: Superior Iridishell, EAC +17, KAC +18, Max Dex +4, ACP 0, Upg 4, Bulk 2 42250 [I]- Haste, 9250 - Darkvision 60', 200 - Electrostatic Field Mk2, 13000 - Filtered Rebreather, 4600[/I] [B]Weapon[/B]: Adamantine Ruin Devastation Blade, +19 atk, 5d8+19, Bulk 1, analog 43900+2500 Sintered Starknife, +19 atk, 4d4+13, Bulk L, analog, thrown 50', 9810 [I]- Returning, 2300[/I] Unarmed, +19 atk, 3d6+19 [B]Gear[/B] Personal Upgrades (1: Wisdom and 2: Strength) 7900 Ring of Resistance 2, 4200 Ring of Sustenance, 2925 Glove of Storing, 4600[/sblock] [/QUOTE]
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