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Things from my setting

Obly99

Hero
When you want to play the summoner for its Eidolon but don't want to swarm the initiative and the game board with too many summons and get killed by your party and the DM

Eidolon Master (summoner and unchained summoner)

This sect of summoners has forgone the study of the simple summon arts in order to focus wholly on improving his eidolon. Eidolon masters are rarely seen outside the company of their eidolons, and will often refuse to go anywhere their eidolon is not welcome.

Lesser Summon
The eidolon master looks only at his eidolon and has no time for other, weaker, summons. The eidolon master does not have conjuration (summoning) spells on his summoner spell list except for spells that go on his eidolon such as summon eidolon. An eidolon master cast one fewer spell per day of each level than normal. If this reduces the number to 0, he can cast spells of that level only if his Charisma score grants his bonus spells of that level. This ability alters the summoner’s spellcasting.

Improved Eidolon (Su)
At 1st level, and again at each level beyond 1st, the eidolon master’s eidolon gains an additional evolution point. In addition the eidolon is not automatically banished if the summoner is unconscious or asleep and it recovers 1 hit point per Hit Dice when it receives at least 8 hours of rest. The eidolon must be summoned in order for this ability to have any effect. An eidolon master can summon his eidolon in a ritual that takes 1 full round to perform and provoke an attack of opportunity. The Eidolon's Hit Dice are equal to the Eidolon Master's class level. The total armor and natural armor bonus possessed by the Eidolon is equal to its Hit Dice. The Strength and Dexterity bonuses are equal to one-half its hit dice. The Eidolon's maximum number of attacks is three at 1st level, increases to four at 4th level, and then increases again every four levels afterwards. The Eidolon has six skill points plus Intelligence modifier for every hit die it has, gains one feat at each odd-numbered hit die, just like a normal Summoner's Eidolon. It gains one ability score increase for every four hit dice. Other abilities, such as share spells, evasion, and multiattack, are gained at the same levels as a normal Summoner's Eidolon would gain them. This alter Eidolon and replace all instances of summon monster and gate.

Bond Senses (Su)
The eidolon master can use the Bond Senses ability for one minute per class level, divided up into one-minute increments.

Empowered Eidolon (Su)
Beginning at 4th level, the eidolon master eidolon gains a +2 enhancement bonus to each of its ability scores, +1 resistance bonus to saving throw and his natural attacks gain +1 enhancement bonus.

Shield Ally (Ex)
The eidolon master shield ally bonus increases to +3.

Maker's Call (Su)
The eidolon master maker's call ability can be used once per day at 6th level, plus once per day for every two levels thereafter.

Aspect (Su)
The eidolon master gains this ability at 7th level. At 11th level, they may acquire up to four points' worth of evolutions, costing two points from the Eidolon's evolution pool for every three points' worth of evolutions gained by the Eidolon Master (rounded up to the nearest whole point). At 15th level, they may acquire up to six points' worth of evolutions, costing one point from the evolution pool for every two points' worth of evolutions gained by the Eidolon Master (rounded up). At 19th level, they may acquire up to eight points' worth of evolutions, costing one point from the evolution pool for every two points of evolutions gained by the Eidolon Master (rounded up).

Toughened Eidolon (Su)
Beginning at 7th level, the eidolon master’s eidolon gains 2 additional Hit Dice. This ability may grant the eidolon additional base attack bonus, base saving throw bonuses, skill points, feats and ability score increases, but doesn’t affect the eidolon’s armor bonus, maximum attacks, evolution points, or Strength or Dexterity adjustment.

Resistant Eidolon (Su)
Beginning at 10th level, the eidolon master’s eidolon cannot be banished back to his home plane by effect with less than four more caster levels than summoner levels of the eidolon master (ex: for banish the eidolon of an eidolon master of 10th the effect must be at lest at caster level 14). The eidolon gains a +4 enhancement bonus to each of its ability scores, +3 resistance bonus to saving throw and his natural attacks gain +3 enhancement bonus. Summoning the eidolon is now a standard action that provoke an attack of opportunity and if the eidolon is sent back to its home plane due to death, it can be summoned again after 1 hour is passed with 1 hit point (If the eidolon is dead due to ability damage or ability drain, the ability score in question is restored to 1. If the eidolon is dead due to negative level, the eidolon return with a number of negative level equal to it’s HD-1).

Greater Shield Ally (Su)
The eidolon master greater shield ally bonus increases to +6 if the creature gaining the bonus is the eidolon master, or +3 if it is not.

Heal Eidolon (Sp)
Beginning at 13th level, the eidolon master gains the ability to heal his eidolon. Three times per day, the eidolon master can use heal as a spell-like ability targeting his eidolon. Unlike other spell-like abilities, this ability only functions when targeting his eidolon.

Greater Resistant Eidolon (Su)
Beginning at 14th level, the eidolon master’s eidolon ignore the effect of antimagic field but only for the part that makes summoned creatures disappear (the Su of the eidolon still do not function within it).

Enhanced Eidolon (Su)
Beginning at 16th level, the eidolon master’s eidolon gains a +6 enhancement bonus to each of its ability scores, +4 armor bonus, +5 resistance bonus to saving throw and his natural attacks gain +5 enhancement bonus. Summoning the eidolon is now a move action that not provoke an attack of opportunity and if the eidolon is sent back to its home plane due to death, it can be summoned again after 1 minute is passed with 1 hit point.
 
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Obly99

Hero
Today i will bring an NPC from my campain. Based on the Pure Drow of dante58701 (Monster Revisions) and my Houndsman, here is Naerinidia Arkenett.
Pure Drow

Racial Traits

Ability Score Modifiers:


Female: +6 Dexterity, –2 Constitution, +2 Intelligence, +2 Wisdom, +4 Charisma

Male: -2 Strength, +6 Dexterity, - 2 Constitution, +4 Intelligence, + 2 Charisma

Type: Humanoid (elf) .

Size: Medium size.

Base Speed: Pure Drow base land speed is 30 feet (40 if female).

Weapon Familiarity: Pure Drow are proficient with the hand crossbow, rapier, and shortsword and treat any weapon with the word “elven” in its name as a martial weapon.

Languages: Pure Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Detect Black Blood (Ex):
A pure drow is familiar with black blood-ridden sections of the Darklands, mainly the vault of Orb. It can immediately tell if it is in an area affected by black blood.

Immunities: Pure Drow are immune to sleep effects effects and gain a +2 racial bonus on saving throws against enchantment spells and effects and on Will save against all spells and spell-like abilities. This bonus stack for a total of +4 for enchantment spells that give a Will save.

Spell Resistance: Drow possess spell resistance (SR) equal to 11 plus their total number of class levels.

Keen Senses: Pure Drow gain a +2 racial bonus on Appraise (checks that are related to stone or metal items), Craft (checks that are related to stone or metal), and Perception checks, and a +8 racial bonus on Stealth check (they may also take a 10 on Stealth checks even when rushed or threatened). A pure drow who merely passes within 5 feet of a secret or concealed door is entitled ta Perception check to notice it as if he were actively looking for the door.

Magical Racial Traits
Spell-Like Abilities (Sp):
Pure Drow can cast dancing lights, deeper darkness, faerie fire, feather fall, and levitate each at will, and have detect magic as a constant spell-like ability. A pure drow can also cast clairaudience/clairvoyance, divine favor, discern lies, dispel magic, and suggestion once per day each. A pure drow’s caster level for her spell-like abilities is equal to her character level.

Offense Racial Traits
Poison Use:
Pure Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.

Senses Racial Traits
Stonecunning (Ex):
This ability grants a pure drow a +2 racial bonus on Perception checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A pure drow who merely comes within 10 feet of unusual stonework can make a Perception check as if he were actively searching, and a pure drow can use the Disable Device skill to disable magic stonework traps as if she has trapfinding. A pure drow can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

Superior Darkvision: Pure Drow has darkvision out to 180 feet. A pure drow's darkvision is not limited to black and white, rather, it is a form of thermal vision that allows it to see heat patterns in a wide spectrum of colors. It's thermal vision allows it a +8 racial bonus on Survival checks when tracking endothermic targets. This bonus fades at a rate of +1 per minute that has elapsed since the thermal trail was laid. A drows darkvision also allows it to visually magical radiances, although it does not decipher these radiances for them.

Feats Racial Traits
A Pure Drow with a Dexterity of 15 or higher receives Two-Weapon Fighting as a bonus feat, achieving each additional feat from the Two-Weapon Fighting chain as a bonus feat for every 2 points of Dexterity beyond 15 (Improved Two-Weapon Fighting for 17 Dexterity, Greater Two-Weapon Fighting for 19 Dexterity). All other prerequisites for these bonus feats must be met (the pure drow only gains Improved Two-Weapon Fighting at +6 BaB, even if she has 17 Dexterity at level 1st).

Weakness Racial Traits
Light Blindness:
As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Table: Pure Drow Random Starting Ages
Adulthood
Simple
Moderate
Complex
110 years​
+4d6​
+6d6​
+10d6​

Table: Pure Drow Aging Effects
Middle Age
Old
Venerable
Maximum Age
700 years​
1052 years​
1400 years​
1400+16d% years​

Table: Pure Drow Random Height and Weight
Base Height
Height Modifier
Base Weight
Weight Modifier
5' 7"​
+4d6​
90 lb.​
× 1.5 lb.​


Naerinidia Arkenett
Female Pure Drow houndsman 17

NE Medium humanoid (elf)

Init +18; Senses detect black blood, superior darkvision 180 ft., stillsense (30 ft.), stonecunning; Perception +36 (+38 to notice unusual stonework, +52 against creatures)

DEFENSE

AC 53, touch 39, flat-footed 41 (+8 armor, +5 deflection, +8 Dex, +4 houndsman, +5 natural, +1 shield, +8 Wis) +16 to all form of AC against creatures 69, touch 55, flat-footed 57

Without amulet, bracers, or ring AC 35, touch 20, flat-footed 23 (+8 Dex, +4 dodge, +4 houndsman, +1 shield, +8 Wis) +16 to all form of AC against creatures 51, touch 36, flat-footed 39

hp 289 (17d12+85)

Fort +20, Ref +23, Will +23; +2 against enchantment and +2 to Will against spells/spell-like

Defensive Abilities camouflage, freedom of movement, improved evasion, improved uncanny dodge, uncanny dodge; Immune sleep; SR 28

Weaknesses light blindness

OFFENSE

Speed 40 ft., relentless stride

Melee +4 speed kukri +27/+27/+22/+17/+12 (1d4+12/15-20) and +4 phase locking kukri +27/+22/+17 (1d4+12/15-20)

or against creatures +4 speed kukri +43/+43/+37/+32/+27 (1d4+28/15-20) and +4 phase locking kukri +43/+37/+32 (1d4+28/15-20)

or against creatures with smite +4 speed kukri +51/+51/+46/+41/+36 (1d4+45/15-20) and +4 phase locking kukri +51/+46/+41 (1d4+45/15-20)

Ranged +4 phase locking longbow +29/+24/+19/+14 (1d8+4/x3)

or against creatures +45/+40/+35/+30 (1d8+20/x3)

or against creatures with smite +53/+48/+43/+38 (1d8+37/x3)

Special Attacks favored enemy +16 (Bluff, Knowledge, Perception, Sense Motive, Stealth, and Survival), quarry (+2), smite 6/day (+8 to attack rolls; +17 damage (x2 on first attack against outsider, a dragon, or an undead); +8 deflection bonus to AC), sneak attack +9d6

Spell-Like Abilities (CL 17th, concentration +23)

Constant—detect magic

At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate

1/day—clairaudience/clairvoyance, divine favor, discern lies (DC 19), dispel magic, suggestion (DC 18)

Houndsman Spells Prepared (CL 17th; concentration +26)

4th—dimension door, greater invisibility, locate creatures

3rd—deep slumber, false life x2, misdirection

2nd—barkskin, poison (DC 20), protection from energy, spider climb, undetectable alignment

1st—disguise self, feather fall, resist energy x2, obscuring mist, sleep (DC 19)

STATISTICS

Str 14, Dex 26, Con 20, Int 20, Wis 26, Cha 20

Base Atk +17; CMB +19 (+35 against creatures); CMD 51 (67 against creatures)

Feats Combat Expertise, Double SliceB, Double Strike, Greater Two-Weapon FightingB, Improved Critical (kukri), Improved Initiative, Improved Two-Weapon Feint, Improved Two-Weapon FightingB, Improved Weapon Finess, Quick DrawB, Power Attack, Two-Weapon DefenseB, Two-Weapon Feint, Two-Weapon FightingB, Two-Weapon RendB, Weapon Finess

Skills Acrobatics +28, Bluff +22 (+38 against creatures), Climb +22, Diplomacy +22 (+30 to influence creatures of wildspeak), Intimidate +25, Perception +36 (+38 to notice unusual stonework, +52 against creatures), Spellcraft +25, Stealth +42 (+58 against creatures), Survival +34 (+58 to follow tracks of creatures), Swim +22, Use Magic Device +22; Racial Modifiers +2 racial bonus on Perception checks to notice unusual stonework, +2 racial bonus on Appraise (checks that are related to stone or metal items), Craft (checks that are related to stone or metal), and Perception checks, +8 racial bonus on Stealth check, +16 to Bluff, Knowledge, Perception, Sense Motive, Stealth, and Survival check against creatures, +8 to follow tracks, +8 to Diplomacy to influence creatures of wildspeak, +6 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival

Languages Abyssal, Common, Draconic, Drow Sign Language, Dwarven, Elven, Undercommon;

SQ adaptive learning, camouflage, combat style feat (two-weapon combat), drow weapons familiarity, hide in plain sight, hunter’s bond (14 HD, 28 skill ranks, 7 bonus feats, +10 natural armor bonus, +5 Str/Dex, +10 competence bonus to attack roll, +9 competence bonus to Fortitude and Reflex and +4 to Will), hunting ground (+6), keen senses, poison use, swift strike, track, wildspeak (animal, elementals, fey, magical beast, monstrous humanoid, ooze, plant, vermin, earth itself [30 ft. x 30 ft. area])

Gears amulet of natural armor +5, belt of physical perfection +6, boots of fly, bracers of armor +8, cloak of resistance +5, headband of mental perfection +6 (diplomacy, swim, use magic device), ring of freedom of movement, ring of protection +5, +4 speed kukri, +4 phase locking kukri, +4 phase locking longbow
 

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Today i will bring an NPC from my campain. Based on the Pure Drow of dante58701 (Monster Revisions) and my Houndsman, here is
Naerinidia Arkenett.
Pure Drow

Racial Traits

Ability Score Modifiers:


Female: +6 Dexterity, –2 Constitution, +2 Intelligence, +2 Wisdom, +4 Charisma

Male: -2 Strength, +6 Dexterity, - 2 Constitution, +4 Intelligence, + 2 Charisma

Type: Humanoid (elf) .

Size: Medium size.

Base Speed: Pure Drow base land speed is 30 feet (40 if female).

Weapon Familiarity: Pure Drow are proficient with the hand crossbow, rapier, and shortsword and treat any weapon with the word “elven” in its name as a martial weapon.

Languages: Pure Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Detect Black Blood (Ex):
A pure drow is familiar with black blood-ridden sections of the Darklands, mainly the vault of Orb. It can immediately tell if it is in an area affected by black blood.

Immunities: Pure Drow are immune to sleep effects effects and gain a +2 racial bonus on saving throws against enchantment spells and effects and on Will save against all spells and spell-like abilities. This bonus stack for a total of +4 for enchantment spells that give a Will save.

Spell Resistance: Drow possess spell resistance (SR) equal to 11 plus their total number of class levels.

Keen Senses: Pure Drow gain a +2 racial bonus on Appraise (checks that are related to stone or metal items), Craft (checks that are related to stone or metal), and Perception checks, and a +8 racial bonus on Stealth check (they may also take a 10 on Stealth checks even when rushed or threatened). A pure drow who merely passes within 5 feet of a secret or concealed door is entitled ta Perception check to notice it as if he were actively looking for the door.

Magical Racial Traits
Spell-Like Abilities (Sp):
Pure Drow can cast dancing lights, deeper darkness, faerie fire, feather fall, and levitate each at will, and have detect magic as a constant spell-like ability. A pure drow can also cast clairaudience/clairvoyance, divine favor, discern lies, dispel magic, and suggestion once per day each. A pure drow’s caster level for her spell-like abilities is equal to her character level.

Offense Racial Traits
Poison Use:
Pure Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.

Senses Racial Traits
Stonecunning (Ex):
This ability grants a pure drow a +2 racial bonus on Perception checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A pure drow who merely comes within 10 feet of unusual stonework can make a Perception check as if he were actively searching, and a pure drow can use the Disable Device skill to disable magic stonework traps as if she has trapfinding. A pure drow can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

Superior Darkvision: Pure Drow has darkvision out to 180 feet. A pure drow's darkvision is not limited to black and white, rather, it is a form of thermal vision that allows it to see heat patterns in a wide spectrum of colors. It's thermal vision allows it a +8 racial bonus on Survival checks when tracking endothermic targets. This bonus fades at a rate of +1 per minute that has elapsed since the thermal trail was laid. A drows darkvision also allows it to visually magical radiances, although it does not decipher these radiances for them.

Feats Racial Traits
A Pure Drow with a Dexterity of 15 or higher receives Two-Weapon Fighting as a bonus feat, achieving each additional feat from the Two-Weapon Fighting chain as a bonus feat for every 2 points of Dexterity beyond 15 (Improved Two-Weapon Fighting for 17 Dexterity, Greater Two-Weapon Fighting for 19 Dexterity). All other prerequisites for these bonus feats must be met (the pure drow only gains Improved Two-Weapon Fighting at +6 BaB, even if she has 17 Dexterity at level 1st).

Weakness Racial Traits
Light Blindness:
As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Table: Pure Drow Random Starting Ages
Adulthood
Simple
Moderate
Complex
110 years​
+4d6​
+6d6​
+10d6​

Table: Pure Drow Aging Effects
Middle Age
Old
Venerable
Maximum Age
700 years​
1052 years​
1400 years​
1400+16d% years​

Table: Pure Drow Random Height and Weight
Base Height
Height Modifier
Base Weight
Weight Modifier
5' 7"​
+4d6​
90 lb.​
× 1.5 lb.​


Naerinidia Arkenett
Female Pure Drow houndsman 17

NE Medium humanoid (elf)

Init +18; Senses detect black blood, superior darkvision 180 ft., stillsense (30 ft.), stonecunning; Perception +36 (+38 to notice unusual stonework, +52 against creatures)

DEFENSE

AC 53, touch 39, flat-footed 41 (+8 armor, +5 deflection, +8 Dex, +4 houndsman, +5 natural, +1 shield, +8 Wis) +16 to all form of AC against creatures 69, touch 55, flat-footed 57

Without amulet, bracers, or ring AC 35, touch 20, flat-footed 23 (+8 Dex, +4 dodge, +4 houndsman, +1 shield, +8 Wis) +16 to all form of AC against creatures 51, touch 36, flat-footed 39

hp 289 (17d12+85)

Fort +20, Ref +23, Will +23; +2 against enchantment and +2 to Will against spells/spell-like

Defensive Abilities camouflage, freedom of movement, improved evasion, improved uncanny dodge, uncanny dodge; Immune sleep; SR 28

Weaknesses light blindness

OFFENSE

Speed 40 ft., relentless stride

Melee +4 speed kukri +27/+27/+22/+17/+12 (1d4+12/15-20) and +4 phase locking kukri +27/+22/+17 (1d4+12/15-20)

or against creatures +4 speed kukri +43/+43/+37/+32/+27 (1d4+28/15-20) and +4 phase locking kukri +43/+37/+32 (1d4+28/15-20)

or against creatures with smite +4 speed kukri +51/+51/+46/+41/+36 (1d4+45/15-20) and +4 phase locking kukri +51/+46/+41 (1d4+45/15-20)

Ranged +4 phase locking longbow +29/+24/+19/+14 (1d8+4/x3)

or against creatures +45/+40/+35/+30 (1d8+20/x3)

or against creatures with smite +53/+48/+43/+38 (1d8+37/x3)

Special Attacks favored enemy +16 (Bluff, Knowledge, Perception, Sense Motive, Stealth, and Survival), quarry (+2), smite 6/day (+8 to attack rolls; +17 damage (x2 on first attack against outsider, a dragon, or an undead); +8 deflection bonus to AC), sneak attack +9d6

Spell-Like Abilities (CL 17th, concentration +23)

Constant—detect magic

At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate

1/day—clairaudience/clairvoyance, divine favor, discern lies (DC 19), dispel magic, suggestion (DC 18)

Houndsman Spells Prepared (CL 17th; concentration +26)

4th—dimension door, greater invisibility, locate creatures

3rd—deep slumber, false life x2, misdirection

2nd—barkskin, poison (DC 20), protection from energy, spider climb, undetectable alignment

1st—disguise self, feather fall, resist energy x2, obscuring mist, sleep (DC 19)

STATISTICS

Str 14, Dex 26, Con 20, Int 20, Wis 26, Cha 20

Base Atk +17; CMB +19 (+35 against creatures); CMD 51 (67 against creatures)

Feats Combat Expertise, Double SliceB, Double Strike, Greater Two-Weapon FightingB, Improved Critical (kukri), Improved Initiative, Improved Two-Weapon Feint, Improved Two-Weapon FightingB, Improved Weapon Finess, Quick DrawB, Power Attack, Two-Weapon DefenseB, Two-Weapon Feint, Two-Weapon FightingB, Two-Weapon RendB, Weapon Finess

Skills Acrobatics +28, Bluff +22 (+38 against creatures), Climb +22, Diplomacy +22 (+30 to influence creatures of wildspeak), Intimidate +25, Perception +36 (+38 to notice unusual stonework, +52 against creatures), Spellcraft +25, Stealth +42 (+58 against creatures), Survival +34 (+58 to follow tracks of creatures), Swim +22, Use Magic Device +22; Racial Modifiers +2 racial bonus on Perception checks to notice unusual stonework, +2 racial bonus on Appraise (checks that are related to stone or metal items), Craft (checks that are related to stone or metal), and Perception checks, +8 racial bonus on Stealth check, +16 to Bluff, Knowledge, Perception, Sense Motive, Stealth, and Survival check against creatures, +8 to follow tracks, +8 to Diplomacy to influence creatures of wildspeak, +6 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival

Languages Abyssal, Common, Draconic, Drow Sign Language, Dwarven, Elven, Undercommon;

SQ adaptive learning, camouflage, combat style feat (two-weapon combat), drow weapons familiarity, hide in plain sight, hunter’s bond (14 HD, 28 skill ranks, 7 bonus feats, +10 natural armor bonus, +5 Str/Dex, +10 competence bonus to attack roll, +9 competence bonus to Fortitude and Reflex and +4 to Will), hunting ground (+6), keen senses, poison use, swift strike, track, wildspeak (animal, elementals, fey, magical beast, monstrous humanoid, ooze, plant, vermin, earth itself [30 ft. x 30 ft. area])

Gears amulet of natural armor +5, belt of physical perfection +6, boots of fly, bracers of armor +8, cloak of resistance +5, headband of mental perfection +6 (diplomacy, swim, use magic device), ring of freedom of movement, ring of protection +5, +4 speed kukri, +4 phase locking kukri, +4 phase locking longbow
Nice that's rad. This kind of reminds me of a Drow Eladrin.

The houndsman you adapted from my houndsman class first posted on Ozma's stat block right? I don't think I actually posted the class fully yet have I?
 

Obly99

Hero
Nice that's rad. This kind of reminds me of a Drow Eladrin.

The houndsman you adapted from my houndsman class first posted on Ozma's stat block right? I don't think I actually posted the class fully yet have I?
Yes, this is my version of the Houndsman. You only posted idea and concept of your Houndsman.
 




Bootlebat

Explorer
Today i will bring an NPC from my campain. Based on the Pure Drow of dante58701 (Monster Revisions) and my Houndsman, here is Naerinidia Arkenett.
Pure Drow

Racial Traits

Ability Score Modifiers:


Female: +6 Dexterity, –2 Constitution, +2 Intelligence, +2 Wisdom, +4 Charisma

Male: -2 Strength, +6 Dexterity, - 2 Constitution, +4 Intelligence, + 2 Charisma

Type: Humanoid (elf) .

Size: Medium size.

Base Speed: Pure Drow base land speed is 30 feet (40 if female).

Weapon Familiarity: Pure Drow are proficient with the hand crossbow, rapier, and shortsword and treat any weapon with the word “elven” in its name as a martial weapon.

Languages: Pure Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Detect Black Blood (Ex):
A pure drow is familiar with black blood-ridden sections of the Darklands, mainly the vault of Orb. It can immediately tell if it is in an area affected by black blood.

Immunities: Pure Drow are immune to sleep effects effects and gain a +2 racial bonus on saving throws against enchantment spells and effects and on Will save against all spells and spell-like abilities. This bonus stack for a total of +4 for enchantment spells that give a Will save.

Spell Resistance: Drow possess spell resistance (SR) equal to 11 plus their total number of class levels.

Keen Senses: Pure Drow gain a +2 racial bonus on Appraise (checks that are related to stone or metal items), Craft (checks that are related to stone or metal), and Perception checks, and a +8 racial bonus on Stealth check (they may also take a 10 on Stealth checks even when rushed or threatened). A pure drow who merely passes within 5 feet of a secret or concealed door is entitled ta Perception check to notice it as if he were actively looking for the door.

Magical Racial Traits
Spell-Like Abilities (Sp):
Pure Drow can cast dancing lights, deeper darkness, faerie fire, feather fall, and levitate each at will, and have detect magic as a constant spell-like ability. A pure drow can also cast clairaudience/clairvoyance, divine favor, discern lies, dispel magic, and suggestion once per day each. A pure drow’s caster level for her spell-like abilities is equal to her character level.

Offense Racial Traits
Poison Use:
Pure Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.

Senses Racial Traits
Stonecunning (Ex):
This ability grants a pure drow a +2 racial bonus on Perception checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A pure drow who merely comes within 10 feet of unusual stonework can make a Perception check as if he were actively searching, and a pure drow can use the Disable Device skill to disable magic stonework traps as if she has trapfinding. A pure drow can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

Superior Darkvision: Pure Drow has darkvision out to 180 feet. A pure drow's darkvision is not limited to black and white, rather, it is a form of thermal vision that allows it to see heat patterns in a wide spectrum of colors. It's thermal vision allows it a +8 racial bonus on Survival checks when tracking endothermic targets. This bonus fades at a rate of +1 per minute that has elapsed since the thermal trail was laid. A drows darkvision also allows it to visually magical radiances, although it does not decipher these radiances for them.

Feats Racial Traits
A Pure Drow with a Dexterity of 15 or higher receives Two-Weapon Fighting as a bonus feat, achieving each additional feat from the Two-Weapon Fighting chain as a bonus feat for every 2 points of Dexterity beyond 15 (Improved Two-Weapon Fighting for 17 Dexterity, Greater Two-Weapon Fighting for 19 Dexterity). All other prerequisites for these bonus feats must be met (the pure drow only gains Improved Two-Weapon Fighting at +6 BaB, even if she has 17 Dexterity at level 1st).

Weakness Racial Traits
Light Blindness:
As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Table: Pure Drow Random Starting Ages
Adulthood
Simple
Moderate
Complex
110 years​
+4d6​
+6d6​
+10d6​

Table: Pure Drow Aging Effects
Middle Age
Old
Venerable
Maximum Age
700 years​
1052 years​
1400 years​
1400+16d% years​

Table: Pure Drow Random Height and Weight
Base Height
Height Modifier
Base Weight
Weight Modifier
5' 7"​
+4d6​
90 lb.​
× 1.5 lb.​


Naerinidia Arkenett
Female Pure Drow houndsman 17

NE Medium humanoid (elf)

Init +18; Senses detect black blood, superior darkvision 180 ft., stillsense (30 ft.), stonecunning; Perception +36 (+38 to notice unusual stonework, +52 against creatures)

DEFENSE

AC 53, touch 39, flat-footed 41 (+8 armor, +5 deflection, +8 Dex, +4 houndsman, +5 natural, +1 shield, +8 Wis) +16 to all form of AC against creatures 69, touch 55, flat-footed 57

Without amulet, bracers, or ring AC 35, touch 20, flat-footed 23 (+8 Dex, +4 dodge, +4 houndsman, +1 shield, +8 Wis) +16 to all form of AC against creatures 51, touch 36, flat-footed 39

hp 289 (17d12+85)

Fort +20, Ref +23, Will +23; +2 against enchantment and +2 to Will against spells/spell-like

Defensive Abilities camouflage, freedom of movement, improved evasion, improved uncanny dodge, uncanny dodge; Immune sleep; SR 28

Weaknesses light blindness

OFFENSE

Speed 40 ft., relentless stride

Melee +4 speed kukri +27/+27/+22/+17/+12 (1d4+12/15-20) and +4 phase locking kukri +27/+22/+17 (1d4+12/15-20)

or against creatures +4 speed kukri +43/+43/+37/+32/+27 (1d4+28/15-20) and +4 phase locking kukri +43/+37/+32 (1d4+28/15-20)

or against creatures with smite +4 speed kukri +51/+51/+46/+41/+36 (1d4+45/15-20) and +4 phase locking kukri +51/+46/+41 (1d4+45/15-20)

Ranged +4 phase locking longbow +29/+24/+19/+14 (1d8+4/x3)

or against creatures +45/+40/+35/+30 (1d8+20/x3)

or against creatures with smite +53/+48/+43/+38 (1d8+37/x3)

Special Attacks favored enemy +16 (Bluff, Knowledge, Perception, Sense Motive, Stealth, and Survival), quarry (+2), smite 6/day (+8 to attack rolls; +17 damage (x2 on first attack against outsider, a dragon, or an undead); +8 deflection bonus to AC), sneak attack +9d6

Spell-Like Abilities (CL 17th, concentration +23)

Constant—detect magic

At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate

1/day—clairaudience/clairvoyance, divine favor, discern lies (DC 19), dispel magic, suggestion (DC 18)

Houndsman Spells Prepared (CL 17th; concentration +26)

4th—dimension door, greater invisibility, locate creatures

3rd—deep slumber, false life x2, misdirection

2nd—barkskin, poison (DC 20), protection from energy, spider climb, undetectable alignment

1st—disguise self, feather fall, resist energy x2, obscuring mist, sleep (DC 19)

STATISTICS

Str 14, Dex 26, Con 20, Int 20, Wis 26, Cha 20

Base Atk +17; CMB +19 (+35 against creatures); CMD 51 (67 against creatures)

Feats Combat Expertise, Double SliceB, Double Strike, Greater Two-Weapon FightingB, Improved Critical (kukri), Improved Initiative, Improved Two-Weapon Feint, Improved Two-Weapon FightingB, Improved Weapon Finess, Quick DrawB, Power Attack, Two-Weapon DefenseB, Two-Weapon Feint, Two-Weapon FightingB, Two-Weapon RendB, Weapon Finess

Skills Acrobatics +28, Bluff +22 (+38 against creatures), Climb +22, Diplomacy +22 (+30 to influence creatures of wildspeak), Intimidate +25, Perception +36 (+38 to notice unusual stonework, +52 against creatures), Spellcraft +25, Stealth +42 (+58 against creatures), Survival +34 (+58 to follow tracks of creatures), Swim +22, Use Magic Device +22; Racial Modifiers +2 racial bonus on Perception checks to notice unusual stonework, +2 racial bonus on Appraise (checks that are related to stone or metal items), Craft (checks that are related to stone or metal), and Perception checks, +8 racial bonus on Stealth check, +16 to Bluff, Knowledge, Perception, Sense Motive, Stealth, and Survival check against creatures, +8 to follow tracks, +8 to Diplomacy to influence creatures of wildspeak, +6 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival

Languages Abyssal, Common, Draconic, Drow Sign Language, Dwarven, Elven, Undercommon;

SQ adaptive learning, camouflage, combat style feat (two-weapon combat), drow weapons familiarity, hide in plain sight, hunter’s bond (14 HD, 28 skill ranks, 7 bonus feats, +10 natural armor bonus, +5 Str/Dex, +10 competence bonus to attack roll, +9 competence bonus to Fortitude and Reflex and +4 to Will), hunting ground (+6), keen senses, poison use, swift strike, track, wildspeak (animal, elementals, fey, magical beast, monstrous humanoid, ooze, plant, vermin, earth itself [30 ft. x 30 ft. area])

Gears amulet of natural armor +5, belt of physical perfection +6, boots of fly, bracers of armor +8, cloak of resistance +5, headband of mental perfection +6 (diplomacy, swim, use magic device), ring of freedom of movement, ring of protection +5, +4 speed kukri, +4 phase locking kukri, +4 phase locking longbow
I like it! 2 questions:
1. How are they any more "pure" than normal drow?
2. Why are they so sexually dimorphic (i.e the males and females get completely different ability modifiers?)
 

Obly99

Hero
I like it! 2 questions:
1. How are they any more "pure" than normal drow?
2. Why are they so sexually dimorphic (i.e the males and females get completely different ability modifiers?)
1) they are the original drow generated by the impulse of Rovagug (Drow - PathfinderWiki) "When Earthfall struck, the Darklands were shaken by tremendous tremors, strong enough to briefly wake Rovagug, the god of destruction who had been imprisoned far below during the Age of Creation. As his wakened mind reached out, it touched the cave where the elves had sequestered themselves, and mixed with the Darklands' strange radiations and the elves' own feelings of betrayal and anger. It transformed them, turning their hair white and skin dark, and replaced the race's natural tendencies towards independence and good with Rovagug's evil; these elves became the first generation of drow."
2) because in the drow society, males and females are profoundly different and separate
 
Last edited:

Obly99

Hero
Cosmic Healer (PC)
originally from this post: A Tournament of Cosmic Propotions! (Immortal's Handbook Rules) I reworked the class
There are some unique individuals in the Cosmos that know firmly and exactly where they stand on almost every side of the opposition of cosmic forces. There are those that will almost always choose Virtue over Sin, Light over Darkness, Charity over Wealth, Community over Travel, Forgiveness over Revenge, Peace over War, Good over Evil and would choose to nurture and enhance the Cosmos as best they can. Regardless of which of the Seven Virtues (Seraphim) a Cosmic Healer may embody the most, they always have faith in their path, and faith in themselves and those around them. Though they come from many walks of life, from the magical, to the sublime, to the mundane, and even rarely the psionic adventurers of life have chosen to over-come the odds and become Cosmic Healers, though their case is often the rarest.

This is the way of the Cosmic Healer, and though they emerge only every few millennia, their presence is felt for ages to come. They have faith that their path is the truest and ultimately leads to a state of being one with the Supreme Being, as best they understand him. Cosmic Healers themselves, whatever form they may take, almost always refer to this pursiut of "Enlightenment" or "Unity with The Supreme Being" as Ascension, and all Cosmic Healers believe the path of Ascension is the true path, that all things follow this path to the best of their ability, whether they realize it on a conscious level or not. Most Immortal scholars who have actually Met a Cosmic Healer or knows anything about them would agree that their faith is well-placed. They often rise to great levels of immortality and influence in a half a centrury or less, but almost always have a tragic and climactic ending to their grand tale of Ascension. Immortal Historians sometimes perceive them as Visionaries, Prophets and Honorable Leaders of ages past.

Of the walks of life most common to this class, most Cosmic Healers come from the ranks of Clerics, Paladins, Druids, and other divine spellcasters. More rarely, they can come from more mundane surroundings like a fighter who fights for peace or some other virtuous cause, but over all causes more Good to come into the World, rather than Evil.

BECOMING A COSMIC HEALER

Hit Die: d20

Requirement

To qualify to become a Cosmic Healer, a character must fulfill all the following criteria.

ENTRY REQUIREMENTS

Adventure: Must undergo an appropriate level adventure equivalent to a portfolio trial of at least two of the following portfolios: Love, Charity, Community, Healing, or Peace.

Alignment: Any Good.

Character Level: 60th.

Divine Rank/Perfection Bonus/Equivalent: At least 8.

Feat: Epic Skill Focus (Heal).

Divine Ability: Divine Skill Focus (Heal).

Portfolio: Double Good.

Special (One of the Following):

–Lay on Hands class feature.

–Ability to spontaneously cast cure spells class feature.

–Channel Positive Energy class feature.

Class Skills

The Cosmic Healer’s class skills (and the key ability modifier for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Level
Base Attack
Bonus
Fort Save
Ref Save
Will Save
Special
Spells per Day
1st​
+0​
+1​
+0​
+1​
Cosmic Healing, Heart of Gold​
+1 level of existing class​
2nd​
+1​
+1​
+1​
+1​
Savior​
+1 level of existing class​
3rd​
+2​
+2​
+1​
+2​
One With Nature​
+1 level of existing class​
4th​
+3​
+2​
+1​
+2​
Cosmic Intervention​
+1 level of existing class​
5th​
+3​
+3​
+2​
+3​
Glittering Radiance​
+1 level of existing class​
6th​
+4​
+3​
+2​
+3​
One With Divinity​
+1 level of existing class​
7th​
+5​
+4​
+2​
+4​
One With Virtue​
+1 level of existing class​
8th​
+6​
+4​
+3​
+4​
Summon Choir​
+1 level of existing class​
9th​
+6​
+5​
+3​
+5​
Mercy of God​
+1 level of existing class​
10th​
+7​
+5​
+3​
+5​
Cosmic Ascension​
+1 level of existing class​

Class Features
All of the following are class features of the Cosmic Healer.

Weapons and Armor Proficiencies
Cosmic Healers do not gain proficiency with any additional weapons or armor.

Spellcasting
At the indicated levels, a Cosmic Healer gains new spells per day as if she had also gained a level in a spellcasting class to which she belonged before taking the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If the character had more than one spellcasting class before becoming a Cosmic Healer, she must decide to which class she adds the new level for the purposes of determining spells per day.

Cosmic Healing (Su)
At 1st level, the Cosmic Healer gains the Lay on Hands ability as a Paladin of ½ her character level. If she already has the Lay on Hands ability, the paladin level used for calculating its power become equal to her character level. Furthermore, a Cosmic Healer, when cure a creature with Lay on Hands, may renounce "hit points" from this cure to cure or remove other statuses or elements.

2 hp - Blinded, Dazed, Dazzled, Deafened, Fatigued, Shaken, Sickened.

3 hp - 1 point of Ability Damage, Confused, Exhausted, Fascinated, Frightened, Nauseated, Paralyzed, Stunned.

5 hp - 1 point of Ability Drain, Cowering, Insanity, 1 negative level, Panicked, Petrified.

She may renounce to multiple “groups” with a single use of Lay on Hands (eg: If she cure 130 hp, she may remove the Confused, Deafened, Insanity, 4 ability drain, 5 negative levels, 6 ability damage and cure 58 hp).

Heart of Gold (Ex)
The Cosmic Healer is an embodiment of the Good alignment and as such gains a bonus equal to her Cosmic Healer on all saving throws vs. effects (abilities, spells, psionic powers, martial maneuvers, etc.) with the "Evil" descriptor. Unless the Cosmic Healer already had they, she gains the angel [second choir, see below] and good subtypes, grow a pair of angelic wings that give her a fly speed equal to double her higher between her land/burrow/swim speed (perfect maneuverability) and the Sacred Lord ability as a bonus Divine Ability.

Angelic Traits (Second Choir):

• Hit Dice change to d20’s. Maximum hit points per die. Total hit points doubled while on the upper planes (do not stack with hp multiplier of Sidereals or Godly Realm).

• Darkvision out to 1 mile and low-light vision.

• Immunities: Ability damage or drain, acid, cold, disease, energy drain, paralysis, petrification, poison, sleep and stunning. They are immune to mind-affecting effects and death from massive damage.

• Resistance to electricity and fire equal to their Hit Dice (rounded down to the nearest multiple of 5).

• Protective Aura (Su): This aura acts as a quadruple strength magic circle against evil (+8 deflection and +8 resistance bonuses) and a globe of invulnerability for anyone within its area of effect. Both effects have a radius of 100 ft. + 10 ft./Hit Dice of the angel (caster level equals angel’s Hit Dice plus divine bonus). This aura can be dispelled, but the angel can recreate it as a free action on its next turn.

• Spell-like Abilities (Sp): At will - greater teleport, tongues.

Savior (Su)
Beginning at 2nd level, the Cosmic Healer can chose to suffer half or all the damage suffered by an ally within her divine aura. If she chose to suffer all the damage, all the effects that accompanying the attack are suffered by her (like poison, death attack, banishment of the smite good of an antipaladin of 20th if she has the extraplanar subtype, etc.)

One With Nature (Ex)
At 3rd level, a Cosmic Healer recognizes that her place in the natural order of things is to restore balance to the eternal war between Good & Evil. A Cosmic Healer is at peace with herself, with others, and with the world around her. She gains the "Adaptation" ability as an Hyperborean of her HD + 40. Only the purest forces of evil from the lower planes can truly cause her harm, therefore the Cosmic Healer loses access to this ability if she enters a realm in one of the lower planes ruled by a Divine being with a higher divine bonus than her. Furthermore, Elementals, Animals & Immortals with the Nature Portfolio automatically have their starting attitude towards the Cosmic Healer movet to one step better (see the Diplomacy skill).

Cosmic Intervention (Su)
At 4th level the Cosmic Healer automatically turns away the first spell (including epic spells) non-harmless or hostile attack directed at her during a given round of combat, even those she is not aware of or has not noticed. No action is required for use of this ability. The second and subsequent spells cast at her that same round are not turned away. She gains one additional use of this ability per round at 14th level (second spell/attack) and every 10 levels thereafter (third, fourth, etc.).

Glittering Radiance (Su)
At 5th level the Cosmic Healer's aura becomes saturated with a visible, even to mortal eyes, spectrum of Holiness and Light. Anyone attempting to directly attack the Cosmic Healer, even with a targeted spell, must make a Will save DC 10 + ½ Cosmic Healer's character level + Cosmic Healer Charisma modifier or be unable to attack her for 1 round per Cosmic Healer character level, like she is under a sanctuary effect with caster level equal to her character level. If a creature succeed the save, he must repeat it every time he try to attack the Cosmic Healer.

One With Divinity (Va.)
At 6th level, and every ten levels thereafter, the Cosmic Healer gains one of the following Divine Abilities for which she meets the pre-requisites:

Adjuration, Holy [Effect], Convergent Effect, Disheartening Dodge, Divine Champion, Divine Toughness, Iatric [Effect], Improved Damage Reduction (Evil), Perfect Damage Reduction, Rapid Rejuvenation, Regeneration, Sacred Body, Sacred Mind, Sacred Soul, Sacred Spirit, Saviour, Spiritual Ancestry (Archon (if she is LG), Agathion (if she is NG), Azata (if she is CG)), Superior Damage Reduction, Superior Smiting, Vanguard Fortitude, Vanguard Reflexes, Vanguard Will

The Cosmic Healer need not have any of the prerequisites normally required for Vanguard Fortitude/Reflex/Will to select them.

One With Virtue (Su)
The Seven Heavenly Virtues are each embodied by a Seraphim of Heaven. At 7th level the Cosmic Healer's connection with the upper planes is so strong than when she prays for divine intervention, the Seraphim* themselves will answer her call. Once per day as a full round action that provoke attack of opportunity the Cosmic Healer may drop to her knees and pray. If the Cosmic Healer is killer or made unconscious with the attack of opportunity, this ability fail and the daily use is lost. Until the end of this round, a Seraphim is called into combat and may act as it sees fit. It is under no special compulsion to obey the Cosmic Healer, but will vanquish or deal with any evil it sees in the immediate area. The summoned Seraphim acts on the Cosmic Healers' initiative and disappears as soon as that round of combat is over. When called in this way the Seraphim Splendrous Visage ability do not affect a number of creatures equal to the higher mental ability score modifier of the Cosmic Healer (Cosmic Healer choice). At 17th level, and every 10 levels thereafter the Cosmic Healer gains one additional use of this ability per day. This is a conjuration (calling) effect.

*If in the game cosmology the Seraphim are binded in the fabric of reality with the other Sidereals, this ability call a Cherubin. If even they are binded, this ability call 1d4+1 Malakim, 1d3 Kyriotates, or 1 Ophanim (Cosmic Healer choice every time this ability is used) and they remain for 1 minute instead of depart at the end of the round.

Summon Choir (Sp)
Once per day as a standard action the Cosmic Healer may whisper a Prayer and summon an Angel or other outsider with the good subtype whose total Hit Dice is no greater than twice the Cosmic Healer character level. No creature may have a Challenge Rating greater than ½ the Cosmic Healer character level plus her Divine Rank/Perfection Bonus/Equivalent. The summoned creature will obey any command given by the Cosmic Healer, so long as it is not evil in nature, for 1 minute per class level of the Cosmic Healer. The Cosmic Healer gains one additional use of this ability per day every 10 levels after 8th. This is a conjuration (summon) and has an effective spell level equal to ½ the Cosmic Healer character level.

Mercy of God (Va.)
Upon reaching 9th levelm the Cosmic Healer has a beautiful Epiphany and realizes that her very existance is proof of the Good of the Supreme Being. She gains a Cosmic [Effect], except that the divine damage dealt is treated as non-lethal, even to creatures which would normally be immune to non-lethal damage. She also has the option of healing creatures instead of dealing nonlethal damage with the Cosmic [Effect], and the healing done does not use positive energy, rather it uses raw universal power. Therefore, it can be used to "heal" creatures which would normally not be healed by cure spells and the like, such as Undead and Constructs. This ability cannot be used to deal Lethal damage under any circumstances, and other Cosmic [Effect]s that are gained from other sources (i.e. Cosmic Ascension, Inspired Cosmic Abilities, etc.) may stack with this ability, but are met with the same restrictions in that they cannot be used to deal lethal damage.

Cosmic Ascension (Va.)
Upon reaching 10th level, and every 30 levels thereafter, the Cosmic Healer may gain a Cosmic Ability for which he meets the pre-requisites from the following list:
Abrogate, Good Messiah, Authority, Cogency, Cosmic [Effect] (may Stack With Mercy of God), Cosmic Serpent (any Good only), Cosmic String, Cosmic Toughness, Cursed Body, Cursed Mind, Cursed Soul, Daunting Body, Daunting Mind, Daunting Soul, Divine Inspiration, Divine Nescience, Divine Presence, Dominance, Exclusivity, Great Breath, Inner Eye, Innocence, Legion, Nebulous, Nullification, Numinous, Perfect Smiting, Quixotic, Specular, Spirited Away, Uncanny Smiting
 

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