I am mostly using this section to store build information. It may contain some spoilers for the story.
25pt. buy, elephant feat tax, and background skills, with 3pp.
- 1 free (i.e., gestalt) archetype
- 1 Major Drawback
- 3 traits, up to 4 with a drawback
- Gestalt (Or Minor Gestalt)
- Spherecasters with the Casting feature start with the Cantrips feat
- Light Body Technique
- 1 feat per level
- Can trade ability score racial traits for +2/+2/-2
- Allow Custom Martial/Casting Traditions, as well as Advanced/Legendary Talents (case by case)
- Max HP for your HD; double hp at first level (take all adjustments together, and double the final value for level 1)
- Homerule of the Background/Occupations system where you can pick 1 General Feat and 3 skills to either become Class Skill or gain a +1 competence bonus
- Every class raised to at least 4+INT skill ranks
- All sources available
Light Body Technique (optional rule) [Youxia HB]
For wuxia-themed games where every notable warrior has a basic understanding of certain martial arts, the Light Body Technique optional rule gives the ability for any important character to fight unarmed and perform acrobatic stunts without sacrificing any resources. Anyone with class levels (not NPC classes) gains bonus talents and feats as they gain Hit Dice. If the character would gain a sphere or talent they already possess, they may instead gain another talent from the Athletics sphere as a bonus talent.
At 1st level, the character gains the Athletics sphere as a bonus talent, selecting either the (leap) or (run) packages. Additionally, the character gains Improved Unarmed Strike as a bonus feat.
At 3rd level, the character gains the Wall Stunt talent as a bonus talent.
At 5th level, the character gains the Air Stunt legendary talent as a bonus talent.
At 7th level and every two levels after, the character gains a bonus talent from the Athletics sphere
Abilities:
Point buy: 7/7/7/18/13/18
Racial: +2 Int/Cha, -2 Con: 7/7/5/20/13/20
Freelancer: Con -: 7/7/-/20/13/20
Venerable (with Ageless): +3 Int/Wis/Cha: 7/7/-/23/16/23
Stat Mods: -2/-2/0/+6/+3/+6
Base Race: Hume ( https://www.finalfantasyd20.com/races/core-races/hume/ )
humanoid (Hume)
Medium
Bonus Feat (any)
Curiosity (+4 Diplomacy to gather info; Kn(History/Local) class
Integrated (+1 Racial Bluff, Disguise, Kn(Local))
Skilled: +1 skill rank/level
Sociable: Can retry diplomacy checks within 24 hours
Ability Scores: Overwritten by campaign.
Mv 30
Languages: Common + any
Freelancer (Monsterkin free archetype)
Note: Spending all Favored Class Bonuses on a racial one:
"Add +1 JP to the freelancer’s JP pool. This has no effect unless the freelancer has selected this reward ten times."
This produces a new ability at 10th and 20th, but has no effect until those levels.
Limit Break:
Last Bastion (Su): Swift: all allies in 30-ft.-radius take half damage for 1 round + 1/4 levels after first.
From https://www.finalfantasyd20.com/classes/base-classes/holy-knight/
1st: 90 points (60 base, +30 feats):
30: Undead type benefits/drawbacks (Freelancer Monsterkin specific).
d8 HD
3/4 BAB
Good Will
4+Int/level skills
Class skills: Climb, Disguise, Fly, Intimidate, Knowledge (arcane), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth
No Con, use Cha for Fort saves and HP
Darkvision-60
Immune:
Mind affecting
Death effects
Disease
Paralysis
Poison
Sleep effects
Stunning
Nonlethal Damage
Ability Drain
Energy Drain
Ability damage to physical scores
Exhaustion/Fatigue
Fort save effects that don't affect objects (or are harmless)
Death by massive damage
Negative Energy heals
Not affected by raise dead/reincarnate; (True) Resurrection turn back into living (but it's a class feature, so....)
Natural / Simple weapon proficiency
Do not breathe, eat, or sleep.
20: UA Spellcaster casting: Arcane, Charisma
http://www.d20srd.org/srd/variant/classes/genericClasses.htm#spellcaster
10: Rejuvenation (Su): Revive where I fell, 2d4 days later, fully healed.
From Degenerate Poltergeist, CR 1:
poltergeist (CR 2): https://www.d20pfsrd.com/bestiary/monster-listings/undead/poltergeist/
With the Degenerate template (CR -1): https://www.d20pfsrd.com/bestiary/monster-listings/templates/degenerate-creature-cr-1/
10: Telepathic Caster (Ex): Spells are cast as spell-like abilities
From Formian Worker (CR 1/2): https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/formian/formian-worker/
Formian Traits: https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Formian_Traits_Ex_or_Su
10: Ageless: Don't visibly age, no death by old age, can't be forcibly aged, don't suffer from old age (but gain bonuses)
Copied from Sublime Common Bat (CR 1/6... or maybe 1/4, but still less than 1):
Common Bat (CR 1/8) https://www.d20pfsrd.com/bestiary/monster-listings/animals/bat/bat/
With Sublime Creature (+2 template): https://www.d20pfsrd.com/bestiary/monster-listings/templates/sublime-creature-cr-2/
10: Archmage Arcana (Su): Prepare two Arcane spells of every level I have spell slots from any arcane list.
From https://libraryofmetzofitz.fandom.com/wiki/Medium_Spirits_(Legendary_Medium)
Feats:
Major Drawback: Low Fortitude (-2 Fort): https://www.d20pfsrd.com/traits/3rd-party-drawbacks/rogue-genius-games/major-drawbacks/low-fortitude/
For: Noble Scion(War): +Cha to init instead of Dex, +2 Kn(Nobility), always class
Background: Extra JP (10 extra job points for Freelancer: https://www.finalfantasyd20.com/pdf/FFd20_Feats.pdf )
Human Bonus: Extra JP (10 extra job points for Freelancer: https://www.finalfantasyd20.com/pdf/FFd20_Feats.pdf )
Level 1: Extra JP (10 extra job points for Freelancer: https://www.finalfantasyd20.com/pdf/FFd20_Feats.pdf )
Campaign(light body): Improved Unarmed Strike: Deal lethal damage with unarmed strikes
Campaign(light body): Run (5 times normal speed when running, rather than 4; keep dex to AC while running; +4 on jumps with a running start)
Traits:
Magic: Spark of Creation: +1 Craft checks, 5% off crafting materials
Campaign: Trap Finder: +1 Disable Device, always class, can disable magic traps.
Social: Seeker: +1 Perception, always class
Skills: 4+Int(+6)+HB/Level + automatic skills = 11/level + Acrobatics
Class(Freelancer): Climb, Disguise, Fly, Intimidate, Knowledge (arcane), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth
Class(Hume): Knowledge(History), Knowledge(Local)
Hume: +1 Racial Bluff, Disguise, Kn(Local)
Campaign Bonus: Acrobatics, Bluff, Use Magic Device
Trait: Disable Device
Feat: Knowledge(Nobility)
Purchased Skills:
Acrobatics(Dex): +1 Rank, +3 Class, -2 Dex = +2
Bluff(Cha): +1 rank, +3 class, +6 Cha = +10
Climb(Str)
Disable Device(Dex): +1 rank, +3 class, -2 Dex, +1 Trap Finder trait = +3
Disguise(Cha): +1 rank, +3 class, +6 Cha = +10
Fly(Dex)
Intimidate(Cha)
Knowledge:
Arcana(Int): +1 rank, +3 class, +6 Int=+10
Religion(Int): +1 rank, +3 class, +6 Int=+10
History(Int)
Local(Int)
Perception(Wis): +1 rank, +3 class, +3 Wis, +1 Seeker trait =+8
Sense Motive(Wis): +1 rank, +3 class, +3 Wis=+7
Spellcraft(Int): +1 rank, +3 class, +6 Int=+10
Stealth(Dex): +1 rank, +3 class, -2 dex=+2
Use Magic Device(Cha): +1 rank, +3 class, +6 Cha = +10
Spells: Freelancer (Generic Spellcaster)-1:
Per day:
Base : 2/-/-/-/-/-/-/-/-
Bonus: 2/2/1/1/1/1/-/-/-
Total: 4/-/-/-/-/-/-/-/-
Known:
0:4:Detect Magic, Read Magic, Acid Splash, Prestidigitation
1:2:Infernal Healing, Charm Person
Archmage Arcana (Su): Prepare two Arcane spells of every level I have spell slots from any arcane list.
0: Sift, Mending
1: Sleep, Comprehend Languages
Saves:
Fort: +0 (base, 1 poor), +6 (Cha, undead traits), -2 (Low Fortitude)=+4
Ref: +0 (base, 1 poor), -2 (Dex)=-2
Will: +2 (base, 1 good), +3 (Wis)=+5
HP: d8 +Cha
1st: (8+6)*2
=28/28
AC 8 (Touch 8, Flat-footed 8)
10 (base)
-2 (Dex)
Attack:
Ranged: Acid Splash, -2 Ranged touch for 1d3 acid
Melee: Unarmed Strike -2 for 1d4-2
Oaths:
Forbidden Knowledge (lesser madness, 2 oath points): http://spheresofpower.wikidot.com/oaths#toc2
Permanet Perpeptual Discomfort (no armor / heavy clothing): http://spheresofpower.wikidot.com/madness#toc13
Oath of Honor (2 Oath Points): http://spheresofpower.wikidot.com/oaths#toc12
Maintain a code of honor, honor score 3*level or better.
"When you first swear this Oath or when you level up, your honor score is increased to 3 x your character level if it is lower."
Tribal: https://www.d20pfsrd.com/gamemastering/other-rules/honor/#Tribal_Code
Boons:
Bonus Feats: 4 spent: http://spheresofpower.wikidot.com/oaths#toc25
Bonus feats at: 2nd, 6th, 10th, 14th, and 18th levels
Abilities:
Point buy: 7/7/7/18/13/18
Racial: +2 Int/Cha, -2 Con: 7/7/5/20/13/20
Freelancer: Con -: 7/7/-/20/13/20
Venerable (with Ageless): +3 Int/Wis/Cha: 7/7/-/23/16/23
Mythic: +8 Charisma: 7/7/-/23/16/31
Eidolon Sets Str/Dex/Con: 17/13/13/23/16/31
Stat Mods: +3/+1/+1/+6/+3/+10
Base Race: Hume ( https://www.finalfantasyd20.com/races/core-races/hume/ )
humanoid (Hume)
Medium
Bonus Feat (any)
Curiosity (+4 Diplomacy to gather info; Kn(History/Local) class
Integrated (+1 Racial Bluff, Disguise, Kn(Local))
Skilled: +1 skill rank/level
Sociable: Can retry diplomacy checks within 24 hours
Ability Scores: Overwritten by campaign.
Mv 30
Languages: Common + any
New class features chosen at 2nd level:
2nd:
10: Powers of Faith (Su): Gain Powers of Faith as a Tier-10 Mythic. Complex, see entry.
From Young Degenerate Walking God Mythic Skeleton (CR 2)
Mythic Skeleton (CR 1): https://www.d20pfsrd.com/alternative-rule-systems/mythic/mythic-monsters/mythic-skeleton/
Young (CR -1 template): https://www.d20pfsrd.com/bestiary/monster-listings/templates/simple-template-young-cr-1/
Degenerate (CR -1 template): https://www.d20pfsrd.com/bestiary/monster-listings/templates/degenerate-creature-cr-1/
Walking God (CR +3 template): http://spheresofpower.wikidot.com/sphere-templates#toc36
10: Unearthly Grace (Su) Cha mod as Deflection to AC, Racial to saves
Fron Young Drunk Degenerate Wyrgrove Nymph (CR 2)
Wyrgrove Nymph (CR 5): http://spheresofpower.wikidot.com/sphere-bestiary#toc50
Young (CR -1 template): https://www.d20pfsrd.com/bestiary/monster-listings/templates/simple-template-young-cr-1/
Degenerate (CR -1 template): https://www.d20pfsrd.com/bestiary/monster-listings/templates/degenerate-creature-cr-1/
Drunk (CR -1 template): https://www.d20pfsrd.com/bestiary/monster-listings/templates/drunk-cr-1/
10: Metal(Adamantine)(Ex): Hardness 20: Takes 20 damage off of nearly all attacks.
From a Tiny, Brittle, Clunky, Haunted animated object made of Adamantine (with bonus CP: +1 CR per 2 CP) (CR 2)
https://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object/
Mythic (I deonte myself as my high priest, see Powers of Faith)
Hierophant-9 (dual path, Archmage):
Mythic Tradition: http://spheresofpower.wikidot.com/mythic-spheres
Drawbacks:
Cursed: Legalistic: Sickened for 24 hours (or until meet word) when breaking sworn word
Qualities: When All Seems Lost (Ex): Three rounds of tireless
and basically invulnerable, then unconscious for 8 hours
Boons:
Expertise: Get a class feature at my level (Synthesist Summoner Eidolon):
Base form: Humanoid: Medium, 30 ft speed, +2 Natural
Armor, 2 claws (1d4), base scores 16/12/13, two arms, two legs, two
claws for free.
Table:
Darkvision
Link
Share Spells
Evasion
2 HD
BAB 2
+2 Armor (so +4 with Biped form)
+1 Str/Dex (so 17/13/13)
4 evolution points
Skilled*4: +8 Racial to the named skill
Spellcraft
Perception
Stealth
Sense Motive
3 max attacks
HP: 2d10+2 (maxed per house rules)=22
4*9=36 bonus HP
General Abilities:
4 ability score increases: +8 Charisma
5 mythic feats
Hard to Kill (auto-stabilize below 0, death's door now double con score)
Mythic Power 21/day
Surge +1d10
Amazing Initiative (+Tier init, spend Mythic to take a non-casting standard)
Recuperation: Full healing with 8 hours rest, spend mythic to
gain half full HP with one hour rest and regain class abilities
Mythic Saves: Evasion and Mettle vs. non-mythic
Force of Will: Imm: Spend Mythic to re-roll a d20
Unstoppable: Spend Mythic to end status effects (big list)
Immortal: Return to life 24 hours after getting killed, some limits.
1: Dual Path: Gain a second path + it's ascention, can select from it for Path abilities
2: Mythic Paragon: Treated as +2 mythic higher whenever it matters, but not for access, power amount, or surge die
3: Potent Surge: +1 to surge die result
4: Lucky Surge: Roll surge die one extra time, take higher
5: Extra JP (10 extra job points for Freelancer: https://www.finalfantasyd20.com/pdf/FFd20_Feats.pdf )
6: Extra JP (10 extra job points for Freelancer: https://www.finalfantasyd20.com/pdf/FFd20_Feats.pdf )
7: Extra JP (10 extra job points for Freelancer: https://www.finalfantasyd20.com/pdf/FFd20_Feats.pdf )
8: Extra JP (10 extra job points for Freelancer: https://www.finalfantasyd20.com/pdf/FFd20_Feats.pdf )
9: Extra JP (10 extra job points for Freelancer: https://www.finalfantasyd20.com/pdf/FFd20_Feats.pdf )
Fused Link (Su): Sacrifice HP to prevent damage to eidolon when it would be damaged below 1
https://www.d20pfsrd.com/classes/base-classes/summoner/archetypes/paizo-summoner-archetypes/synthesist/
Unassailable Power (Ex): Ignore AMF, dead magic zones, and similar for self and equipment
From Degenerate Young Walking God Mythic Human Skeleton (CR 2):
Mythic Skeleton: CR 1: https://www.d20pfsrd.com/alternative-rule-systems/mythic/mythic-monsters/mythic-skeleton/
Walking God: CR +3: http://spheresofpower.wikidot.com/sphere-templates#toc36
Degenerate: CR -1: https://www.d20pfsrd.com/bestiary/monster-listings/templates/degenerate-creature-cr-1/
Young: CR -1: https://www.d20pfsrd.com/bestiary/monster-listings/templates/simple-template-young-cr-1/
Domain Mastery (Su): Can grant spells, get domains; 3 domains, +1 per 4 ranks (so 5); plus a subdomain per domain
Gain three bonus magic talents per domain (which can be the base sphere)
Advanced Magic Training as a bonus feat if no spherecasting
Reduce point cost of domain spheres by 1/2 Mythic rank (min 0) (so -4 spell point costs)
- Trickery(+Deception):Illusion
- Base Sphere
- Illusionary Touch (sensory, touch): Illusions also affect touch
- Illusionary Sound (sensory, sound): Illusions also affect hearing
- Travel(+Trade): Warp
- Base Sphere
- Distant Teleport: Spending the spell point now goes Long instead of Medium
- Emergency Teleport: 1 pt: Teleport as an immediate action, 5 ft/2 CL, grants Evasion and 1/2 CL bonus to AC/Ref
- Charm(+Lust): Mind
- Base Sphere
- Powerful Charm: spend 2 points to use the Powerful version
- Subtlety: Those who beat the save must save again to realize they did
- Protection(+Defense): Protection
- Base Sphere
- Friendship: Allies don't have to worry about friendly-fire area effects
- Obscurity: No tracks or signs of passage, those not specifically looking for subject must will save to notice them
- Rune(+Wards): Enhancement
- Base Sphere
- Animate Object (enhance): 1 sp: Object gains animation, follows simple orders. Max 2*CL HD of animated things
- Bestow Intelligence (enhance): 1 sp: Grant temp intelligence (Int/Wis/Cha of 6+1/2 CL or base score, whichever better)
- Inherit my alignment
- One language I speak, +1 per point of Int bonus
- Normal 60 foot senses if it didn't already have them
- Friendly if no disposition, otherwise retains prior
- Does not remove pre-existing control clauses
- Grants no skills or feats
From Degenerate Young Walking God Mythic Human Skeleton (CR 2):
Divine Providence (Ex): 1/round/tier (so 11/round): Treat a die roll as twice tier, max the die's max result
- Not treated as a nat-20 for hits/saves/similar
- Doesn't work on d% rolls
From Degenerate Young Walking God Mythic Human Skeleton (CR 2):
Mythic Outpouring (Ex): Infinite mythic power
From Degenerate Young Walking God Mythic Human Skeleton (CR 2):
Path Abilities:
Boon: Legendary Gear: Legendary Item (Ex)*3: Legendary item is a major artifact, Up to 10 abilities (max tier)
1: Crafting Mastery (Ex): Craft any magic item as though I have the feat
2: Display of Charisma (Su): Free: Spend Mythic for +20 to a Cha-based skill or ability check
3: Mirror Dodge (Su): When hit, Imm: Teleport 30 feet, leave behind an illusion which takes the hit instead.
4: Legendary Item (Ex): Gain a legendary Item, it has up to three abilities (max=tier)
5: Legendary Item (Ex): Legendary Item now has up to six abilities (max=tier), and is a minor artifact.
6: Legendary Item (Ex): Legendary Item now has up to 10 abilities (max=tier), and is a major artifact.
7: Teleportation Master (Su): Spend mythic when using a Teleportation spell: See the area (as Clairvoyance/Clairaudience), shuffle destination by up to 100 feet
8: Sanctum (Su): Persistent Magnificient Mansion, 1 minute to summon the door, some caveats, six 20 foot cubes per tier (so 66 20-foot cubes)
9: Transformative Familiar (Ex): Familiar can turn into a masterwork ring - which is enchantable
Feats:
Major Drawback: Low Fortitude (-2 Fort): https://www.d20pfsrd.com/traits/3rd-party-drawbacks/rogue-genius-games/major-drawbacks/low-fortitude/
For: Noble Scion(War): +Cha to init instead of Dex, +2 Kn(Nobility), always class
Background: Extra JP (10 extra job points for Freelancer: https://www.finalfantasyd20.com/pdf/FFd20_Feats.pdf )
Human Bonus: Extra JP (10 extra job points for Freelancer: https://www.finalfantasyd20.com/pdf/FFd20_Feats.pdf )
Level 1: Extra JP (10 extra job points for Freelancer: https://www.finalfantasyd20.com/pdf/FFd20_Feats.pdf )
Campaign(light body): Improved Unarmed Strike: Deal lethal damage with unarmed strikes
Campaign(light body): Run (5 times normal speed when running, rather than 4; keep dex to AC while running; +4 on jumps with a running start)
Oath feat: Versatile Spellcaster: use two spell slots of level N to cast a spell of level N+1
2nd level: Heighten Spell: Raises the effective level of a spell for all purposes, max 9th
Traits:
Magic: Spark of Creation: +1 Craft checks, 5% off crafting materials
Campaign: Trap Finder: +1 Disable Device, always class, can disable magic traps.
Social: Seeker: +1 Perception, always class
Skills: 4+Int(+6)+HB/Level + automatic skills = 11/level + Acrobatics
Class(Freelancer): Climb, Disguise, Fly, Intimidate, Knowledge (arcane), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth
Class(Hume): Knowledge(History), Knowledge(Local)
Hume: +1 Racial Bluff, Disguise, Kn(Local)
Campaign Bonus: Acrobatics, Bluff, Use Magic Device
Trait: Disable Device
Feat: Knowledge(Nobility)
Purchased Skills:
Acrobatics(Dex): +2 Rank, +3 Class, +1 Dex = +6
Bluff(Cha): +2 rank, +3 class, +10 Cha = +15
Climb(Str)
Disable Device(Dex): +2 rank, +3 class, +1 Dex, +1 Trap Finder trait = +7
Disguise(Cha): +2 rank, +3 class, +10 Cha = +15
Fly(Dex)
Intimidate(Cha)
Knowledge:
Arcana(Int): +2 rank, +3 class, +6 Int=+11
Religion(Int): +2 rank, +3 class, +6 Int=+11
History(Int)
Local(Int)
Perception(Wis): +2 rank, +3 class, +3 Wis, +1 Seeker trait =+9
Sense Motive(Wis): +2 rank, +3 class, +3 Wis=+8
Spellcraft(Int): +2 rank, +3 class, +6 Int, +8 Racial (Skilled, Eidolon)=+19
Stealth(Dex): +2 rank, +3 class, +1 dex, +8 Racial (Skilled, Eidolon)=+14
Use Magic Device(Cha): +2 rank, +3 class, +10 Cha = +15
Spells: Freelancer (Generic Spellcaster)-2:
Per day:
Base : 3/-/-/-/-/-/-/-/-
Bonus: 3/3/2/2/2/2/1/1/1
Total: 6/-/-/-/-/-/-/-/-
Known:
0:5:Detect Magic, Read Magic, Acid Splash, Prestidigitation, Dancing Lights
1:2:Infernal Healing, Charm Person
Archmage Arcana (Su): Prepare two Arcane spells of every level I have spell slots from any arcane list.
0: Sift, Mending
1: Life Conduit, Lesser Rejuvinate Eidolon
Saves:
Fort: +0 (base, 2 poor), +10 (Cha, undead traits), -2 (Low Fortitude), +10 Racial (Cha, Unearthly Grace)=+18
Ref: +0 (base, 2 poor), +1 (Dex), +10 Racial (Cha, Unearthly Grace)=+11
Will: +3 (base, 2 good), +3 (Wis), +10 Racial (Cha, Unearthly Grace)=+16
HP: d8 +Cha
1st: (8+10)*2
2nd: (8+10)
+36 Mythic
=80/80
+22 temp (eidolon)
AC 25 (Touch 11, Flat-footed 14)
10 (base)
+1 (Dex)
+4 Natural (Eidolon)
+10 Deflection (Charisma)
Attack:
Ranged: +3 as spell chosen.
+2 BAB
+1 Dex
Melee: 2 Claws +5 (1d4+3)
+2 BAB
+3 Dex
Oaths:
Forbidden Knowledge (lesser madness, 2 oath points): http://spheresofpower.wikidot.com/oaths#toc2
Permanet Perpeptual Discomfort (no armor / heavy clothing): http://spheresofpower.wikidot.com/madness#toc13
Oath of Honor (2 Oath Points): http://spheresofpower.wikidot.com/oaths#toc12
Maintain a code of honor, honor score 3*level or better.
"When you first swear this Oath or when you level up, your honor score is increased to 3 x your character level if it is lower."
Tribal: https://www.d20pfsrd.com/gamemastering/other-rules/honor/#Tribal_Code
Boons:
Bonus Feats: 4 spent: http://spheresofpower.wikidot.com/oaths#toc25
Bonus feats at: 2nd, 6th, 10th, 14th, and 18th levels
Legendary Item (available after crafting): Ring of X-Ray Vision
Legendary Surge: Saves
1: Intelligent (base): 10/10/10, speech, 30-foot senses
2: Intelligent: Spellcasting, +2 all
3: Intelligent: Spellcaster, +2 all
4: Intelligent: Spellcasting, +2 all
5: Intelligent: Spellcasting, +2 all
6: Metamagician: Expend Mythic to add metamagic without casting time or level increase
7: Eternal Bond: Can't be bonded to another.
8: Soul Safe: Revives user 24 hours after death.
9: Undetectable: Can't be detected or scried by any means while invisible and in contact with this item.
10: Flexible Bond: Can be 'lent' to up to Tier folks (11, due to Paragon)
Spells (20 points to spend):
3/day: Wish (2*9=18 points)
3/day: Magic Missile (1*2=2 points)
Final Stats: 18/18/18, 30 foot senses, speech
Languages:
Common, Celestial, Infernal, Draconic, Abyssal, Undercommon
3rd: (30 points)
10: Minor Ascendancy: Attuned Mysticism: Type-specific spells can apply to listed types rather than the normal.
1 type, +1 per 5 CL (2@5,3@15,4@20)
1: Humanoid
https://www.d20pfsrd.com/classes/3rd-party-classes/rogue-genius-games/adept-godling/#Minor_Ascendancies
10: Scion Talent: Force of Personality (Su): Use Cha instead of base stat for saves, instead of normal attribute for three skills (Stealth, Perception, Disable Device)
https://www.d20pfsrd.com/classes/3rd-party-classes/rogue-genius-games/clever-godling/#Scion_Talents
10: Benefit of Wisdom (Ex): Use Wis (-> Cha due to route) instead of Int on all Intelligence-based skill checks
From an Oracle: https://www.d20pfsrd.com/classes/base-classes/oracle/
With the Spirit Guide Archetype: https://www.d20pfsrd.com/classes/base-classes/oracle/archetypes/paizo-oracle-archetypes/spirit-guide
Using the Lore Spirit: https://www.d20pfsrd.com/classes/hybrid-classes/shaman/spirits/lore/
New Feat: 3rd level: Obtain Familiar: Spend cash to gain a familiar
Skills: 4+Int(+6)+HB/Level + automatic skills = 11/level + Acrobatics
Class(Freelancer): Climb, Disguise, Fly, Intimidate, Knowledge (arcane), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth
Class(Hume): Knowledge(History), Knowledge(Local)
Hume: +1 Racial Bluff, Disguise, Kn(Local)
Campaign Bonus: Acrobatics, Bluff, Use Magic Device
Trait: Disable Device
Feat: Knowledge(Nobility)
Purchased Skills:
Acrobatics(Dex): +3 Rank, +3 Class, +1 Dex = +7
Bluff(Cha): +3 rank, +3 class, +10 Cha, +8 Skilled (Eidolon) = +24
Climb(Str)
Disable Device(Dex->Cha, Force of Personality): +3 rank, +3 class, +10 Dex, +1 Trap Finder trait = +17
Disguise(Cha): +3 rank, +3 class, +10 Cha = +16
Fly(Dex)
Intimidate(Cha)
Knowledge:
Arcana(Int->Cha, Benefits of Wisdom): +3 rank, +3 class, +10 Cha=+16
Religion(Int->Cha, Benefits of Wisdom): +3 rank, +3 class, +10 Cha=+16
History(Int)
Local(Int)
Perception(Wis->Cha, Force of Personality): +3 rank, +3 class, +10 Wis, +1 Seeker trait =+17
Sense Motive(Wis): +3 rank, +3 class, +3 Wis=+9
Spellcraft(Int->Cha, Benefits of Wisdom): +3 rank, +3 class, +10 Cha, +8 Racial (Skilled, Eidolon)=+24
Stealth(Dex->Cha, Force of Personality): +3 rank, +3 class, +10 Cha, +8 Racial (Skilled, Eidolon)=+24
Use Magic Device(Cha): +3 rank, +3 class, +10 Cha = +16
Spells: Freelancer (Generic Spellcaster)-3:
Per day:
Base : 4/-/-/-/-/-/-/-/-
Bonus: 3/3/2/2/2/2/1/1/1
Total: 7/-/-/-/-/-/-/-/-
Known:
0:5:Detect Magic, Read Magic, Acid Splash, Prestidigitation, Dancing Lights
1:3:Infernal Healing, Charm Person, Sleep
Archmage Arcana (Su): Prepare two Arcane spells of every level I have spell slots from any arcane list.
0: Sift, Mending
1: Life Conduit, Lesser Rejuvinate Eidolon
Saves:
Fort: +1 (base, 3 poor), +10 (Cha, Force of Personality), +10 Racial (Cha, Unearthly Grace), -2 (Low Fortitude)=+19
Ref: +1 (base, 3 poor), +10 (Cha, Force of Personality), +10 Racial (Cha, Unearthly Grace)=+21
Will: +3 (base, 3 good), +10 (Cha, Force of Personality), +10 Racial (Cha, Unearthly Grace)=+23
HP: d8 +Cha
1st: (8+10)*2
2nd-3rd: 2*(8+10)
+36 Mythic
=98/98
+33 temp (eidolon)
AC: 25 (Touch 21, Flat-footed 24):
10 (base)
+1 (Dex)
+4 Natural (Eidolon)
+10 Deflection (Unearthly Grace)
Attack:
Ranged: +4 as spell chosen.
+3 BAB
+1 Dex
Melee: 2 Claws +6 (1d4+3)
+3 BAB
+3 Dex
Abilities:
Point buy: 7/7/7/18/13/18
Racial: +2 Int/Cha, -2 Con: 7/7/5/20/13/20
Freelancer: Con -: 7/7/-/20/13/20
Venerable (with Ageless): +3 Int/Wis/Cha: 7/7/-/23/16/23
Mythic: +8 Charisma: 7/7/-/23/16/31
Level up (4th): +1 Cha: 7/7/-/23/16/32
Eidolon Sets Str/Dex/Con: 17/13/13/23/16/32
Eidolon Ability Increase (Cha): +2 Cha: 17/13/13/23/16/34
Stat Mods: +3/+1/+1/+6/+3/+12
4th: (30 points):
10: Continue Spellcasting: 2nd level spells (native)
10: Technological Wonders: All abilities are nonmagical and permanent.
From a CR 4 "Prototype" Terraformer Robot
Terraformer (CR 7 robot): https://www.d20pfsrd.com/bestiary/monster-listings/constructs/robot/robot-terraformer/
Young (smaller creature variant) (CR -1 template): https://www.d20pfsrd.com/bestiary/monster-listings/templates/simple-template-young-cr-1/
Degenerate (CR -1 template): https://www.d20pfsrd.com/bestiary/monster-listings/templates/degenerate-creature-cr-1/
Recycled Construct (CR -1 template): https://www.d20pfsrd.com/bestiary/monster-listings/templates/recycled-construct-cr-1/
10: Font of Power: Unlimited spell points, casting mod per round (Charisma mod)
From a CR 4 Primarcane Faun
Faun: CR 1: https://www.d20pfsrd.com/bestiary/monster-listings/fey/faun
Primarcane (CR +3 template): http://spheresofpower.wikidot.com/sphere-templates#toc25
Feat: 4th level: Fleeting Spell (+0 mm): Spell has a lower duration (but technological wonders makes it infinite anyway) can be dismissed as a Swift action
Skills: 4+Int(+6)+HB/Level + automatic skills = 11/level + Acrobatics
Class(Freelancer): Climb, Disguise, Fly, Intimidate, Knowledge (arcane), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth
Class(Hume): Knowledge(History), Knowledge(Local)
Hume: +1 Racial Bluff, Disguise, Kn(Local)
Campaign Bonus: Acrobatics, Bluff, Use Magic Device
Trait: Disable Device
Feat: Knowledge(Nobility)
Purchased Skills:
Acrobatics(Dex): +4 Rank, +3 Class, +1 Dex = +10
Bluff(Cha): +4 rank, +3 class, +12 Cha, +8 Skilled (Eidolon) = +27
Climb(Str)
Disable Device(Dex->Cha, Force of Personality): +4 rank, +3 class, +12 Cha, +1 Trap Finder trait = +20
Disguise(Cha): +3 rank, +3 class, +12 Cha = +19
Fly(Dex)
Intimidate(Cha)
Knowledge:
Arcana(Int->Cha, Benefits of Wisdom): +4 rank, +3 class, +12 Cha=+19
Religion(Int->Cha, Benefits of Wisdom): +4 rank, +3 class, +12 Cha=+19
History(Int)
Local(Int)
Perception(Wis->Cha, Force of Personality): +4 rank, +3 class, +12 Cha, +1 Seeker trait, +8 Racial (Skilled, Eidolon) =+28
Sense Motive(Wis): +4 rank, +3 class, +3 Wis, +8 Racial (Skilled, Eidolon)=+18
Spellcraft(Int->Cha, Benefits of Wisdom): +4 rank, +3 class, +12 Cha, +8 Racial (Skilled, Eidolon)=+27
Stealth(Dex->Cha, Force of Personality): +4 rank, +3 class, +12 Cha, +8 Racial (Skilled, Eidolon)=+27
Use Magic Device(Cha): +4 rank, +3 class, +12 Cha = +19
Spells: Freelancer (Generic Spellcaster)-4:
Per day: irrelevant. Versatile Spellcaster + Font of Power + Spheres of Power Vancian feat adaptation rules = unlimited
Known: All Sorcerer, Wizard, Cleric, and Druid spells (Attuned Mysticism Enable Function + Expanded Arcana to add all spells on my class list to my known list)
Archmage Arcana (Su): Prepare two Arcane spells of every level I have spell slots from any arcane list.
0: Sift, Mending
1: Life Conduit, Lesser Rejuvinate Eidolon
2: Lesser Evolution Surge, Summon Eidolon
Saves:
Fort: +1 (base, 4 poor), +12 (Cha, Force of Personality), +12 Racial (Cha, Unearthly Grace), -2 (Low Fortitude)=+23
Ref: +1 (base, 4 poor), +12 (Cha, Force of Personality), +12 Racial (Cha, Unearthly Grace)=+25
Will: +4 (base, 4 good), +12 (Cha, Force of Personality), +12 Racial (Cha, Unearthly Grace)=+28
HP: d8 +Cha
1st: (8+12)*2
2nd-4th: 2*(8+12)
+36 Mythic
=136/136
+33 temp (eidolon)
AC: 27 (Touch 23, Flat-footed 26):
10 (base)
+1 (Dex)
+4 Natural (Eidolon)
+12 Deflection (Unearthly Grace)
Attack:
Ranged: +4 as spell chosen.
+3 BAB
+1 Dex
Melee: 2 Claws +6 (1d4+3)
+3 BAB
+3 Str
Sprite Familiar (From https://www.finalfantasyd20.com/bestiary/fey/fairy-family/sprite/)
CN Diminutive Fey
Init +3
Senses: Detect evil, detect good, low-light vision; Perception +4
DEFENSE
AC 18, touch 17, flat-footed 15 (+3 Dex, +4 size, +1 Natural (Familiar boost at 3rd))
hp 68 (1/2 master's, HD as masters)
mp 5 (at 3rd: tied to hit dice, and hit dice as master)
(See https://www.finalfantasyd20.com/bestiary/final-fantasy-universal-monster-rules/#monster-mp-chart )
Saves:
Fort +1 (+1 base as master's), +0 Con)
Ref +5 (+3 Dex, +2 base)
Will +4 (+4 base as master, +0 Wis)
DR 5/cold iron; Resist Holy 10
Weakness Shadow
OFFENSE
Speed 15 ft., Fly 60 ft. (perfect)
Melee Shortsword +10 (1d2-3/19-20)
+3 BAB, +3 Dex, +4 Size
Range Shortbow +10 (1d2-3/x3)
+3 BAB, +3 Dex, +4 Size
Space 2.5 ft.; Reach 0 ft.
Spells Known (FC CL 4th, Concentration +4): All.
(Share spells allows Attuned Mysticism (Humanoid) to work on familiar for Enable Function + Expanded Arcana to add them).
STATISTICS
Str 5, Dex 17, Con 11, Int 9, Wis 11, Cha 11
Base Atk +3 (masters); CMB -4; CMD 9
Feats Weapon Finesse
Skills
Escape Artist +7 (1 rank, +3 class, +3 Dex)
Fly +21 (1 rank, +3 class, +3 Dex, +8 Manueverability, +6 size)
Perception +4 (1 ranks, +3 class)
Sense Motive +4 (1 rank, +3 class)
Stealth +19 (1 rank, +3 class, +3 Dex, +12 Size)
Knowledge(other): +0 (+1/2 master's level (+1 at 3rd), -1 Int, usable untrained)
Knowledge(Nature): +8 (+4 Ranks (sage at 3rd), +3 class, -1 Int, +1/2 master's level (+1 at 3rd))
Knowledge(The Planes): +8 (+4 Ranks (sage at 3rd), +3 class, -1 Int, +1/2 master's level (+1 at 3rd))
Language Common, Sylvan
SQ Luminous (Ex): Shed light as a torch, can control color and intensity (from none to torch) as a Swift
Familiar Bonuses (Sage Archetype):
+1 bonus to master's light spell save DC's
Improved Evasion: Reflex partial becomes reflex negates, take the partial on a failed save
Share Spells: Master can cast personal spells on familiar
Empathic Link: Communicate empathically with master at up to 1 mile
Deliver Touch spells: Can designate the familiar as the toucher for touch-range spells
Dazzling Intellect:
Int 5+Master's Level
Natural Armor of familiar at 1/2 speed, so:
+1 natural Armor: Boosts natural armor by this amount (Treated as half level for the table due to Sage)
Sage's Knowledge: Does not share ranks, instead gains 2 ranks per level, treats all knowledge skills as class skills
Enchantments for Familiar:
As a magic ring:
Soultether Ring (For the CL 17; if worn on death, prevents time spent worn as counting against the delay of death-reversing spells): 8k market
As an intelligent item:
Normal Powers:
120 foot senses: 1k market
Darkvision: 500 gp
Blindsense: 5k
Read Languages: 1k
Read Magic: 2k
Fly 30 (as the spell): 10k
Purpose: Defend the servants and interests of a specific deity (me!)
Dedicated Powers:
Item can use a 7th-level spell at will (Limited Wish): 182k
=204,500 gp market (97,137.5 crafting)
Sprite Familiar (From https://www.finalfantasyd20.com/bestiary/fey/fairy-family/sprite/)
CN Diminutive Fey
Init +3
Senses: Detect evil, detect good, low-light vision; Perception +4
DEFENSE
AC 18, touch 17, flat-footed 15 (+3 Dex, +4 size, +1 Natural (Familiar boost at 3rd))
hp 87 (1/2 master's, HD as masters)
mp 8 (at 5th: tied to hit dice, and hit dice as master)
(See https://www.finalfantasyd20.com/bestiary/final-fantasy-universal-monster-rules/#monster-mp-chart )
Saves:
Fort +1 (+1 base as master's), +0 Con)
Ref +5 (+3 Dex, +2 base)
Will +4 (+4 base as master, +0 Wis)
DR 5/cold iron; Resist Holy 10
Weakness Shadow
OFFENSE
Speed 15 ft., Fly 60 ft. (perfect)
Melee Shortsword +11 (1d2-3/19-20)
+4 BAB, +3 Dex, +4 Size
Range Shortbow +11 (1d2-3/x3)
+4 BAB, +3 Dex, +4 Size
Space 2.5 ft.; Reach 0 ft.
Spells Known (FC CL 5th, Concentration +5): All.
(Share spells allows Attuned Mysticism (Humanoid) to work on familiar for Enable Function + Expanded Arcana to add them).
STATISTICS
Str 5, Dex 17, Con 11, Int 10, Wis 11, Cha 11
Base Atk +3 (masters); CMB -4; CMD 9
Feats Weapon Finesse
Skills
Escape Artist +7 (1 rank, +3 class, +3 Dex)
Fly +21 (1 rank, +3 class, +3 Dex, +8 Manueverability, +6 size)
Perception +4 (1 ranks, +3 class)
Sense Motive +4 (1 rank, +3 class)
Stealth +19 (1 rank, +3 class, +3 Dex, +12 Size)
Knowledge(other): +2 (+1/2 master's level (+2 at 3rd), +0 Int, usable untrained)
Knowledge(Nature): +11 (+5 Ranks (Sage), +3 class, +0 Int, +1/2 master's level (+2 at 5th))
Knowledge(The Planes): +11 (+5 Ranks (Sage), +3 class, +0 Int, +1/2 master's level (+2 at 5th))
Language Common, Sylvan
SQ Luminous (Ex): Shed light as a torch, can control color and intensity (from none to torch) as a Swift
Familiar Bonuses (Sage Archetype):
+1 bonus to master's light spell save DC's
Improved Evasion: Reflex partial becomes reflex negates, take the partial on a failed save
Share Spells: Master can cast personal spells on familiar
Empathic Link: Communicate empathically with master at up to 1 mile
Deliver Touch spells: Can designate the familiar as the toucher for touch-range spells
Dazzling Intellect:
Int 5+Master's Level
Natural Armor of familiar at 1/2 speed, so:
+1 natural Armor: Boosts natural armor by this amount (Treated as half level for the table due to Sage)
Sage's Knowledge: Does not share ranks, instead gains 2 ranks per level, treats all knowledge skills as class skills
Speak with Master: Custom language just for us!
Enchantments for Familiar:
As a magic ring:
Soultether Ring (For the CL 17; if worn on death, prevents time spent worn as counting against the delay of death-reversing spells): 8k market
As an intelligent item:
Normal Powers:
120 foot senses: 1k market
Darkvision: 500 gp
Blindsense: 5k
Read Languages: 1k
Read Magic: 2k
Fly 30 (as the spell): 10k
Purpose: Defend the servants and interests of a specific deity (me!)
Dedicated Powers:
Item can use a 7th-level spell at will (Limited Wish): 182k
=204,500 gp market (97,137.5 crafting)
Abilities:
Point buy: 7/7/7/18/13/18
Racial: +2 Int/Cha, -2 Con: 7/7/5/20/13/20
Freelancer: Con -: 7/7/-/20/13/20
Venerable (with Ageless): +3 Int/Wis/Cha: 7/7/-/23/16/23
Mythic: +8 Charisma: 7/7/-/23/16/31
Level up (4th): +1 Cha: 7/7/-/23/16/32
Eidolon Sets Str/Dex/Con: 18/14/13/23/16/32
Eidolon Ability Increase (Cha): +2 Cha: 18/14/13/23/16/34
Monsterkin Ability Increase (Cha): +2 Cha: 18/14/14/23/16/36
2nd level Animal Attribute spells: +4 Enh all: 22/18/18/27/20/40
Stat Mods: +6/+4/+4/+8/+5/+15
5th: (30 points)
10: Ability Increase (Ex) (Cha): +2 Charisma
(monsterkin direct)
10: Amorphous (Ex): Immune Precision damage, sneak attack, critical hits; can move through 1/4 size area without squeezing, 1/8th with "squeezing"
Executioner's Hood: CR 2: https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/lurking-ray/executioner-s-hood/
(in Lurking Ray main entry: https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/lurking-ray/)
10: Nature's Whispers: Use Cha instead of Dex for AC and CMD; anything triggering loss of dex to AC does loss of Cha to AC
https://www.d20pfsrd.com/classes/base-classes/oracle/mysteries/paizo-oracle-mysteries/nature/
Attuned Mysticism: +Construct
Feat: 5th level: Invisible Spell (+1 mm): Visual effects of the spell are invisible.
Traits:
Magic: Spark of Creation: +1 Craft checks, 5% off crafting materials
Campaign: Trap Finder: +1 Disable Device, always class, can disable magic traps.
Social: Seeker: +1 Perception, always class
Skills: 4+Int(+6)+HB/Level + automatic skills = 11/level + Acrobatics
Class(Freelancer): Climb, Disguise, Fly, Intimidate, Knowledge (arcane), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth
Class(Hume): Knowledge(History), Knowledge(Local)
Hume: +1 Racial Bluff, Disguise, Kn(Local)
Campaign Bonus: Acrobatics, Bluff, Use Magic Device
Trait: Disable Device
Feat: Knowledge(Nobility)
Purchased Skills:
Acrobatics(Dex): +5 Rank, +3 Class, +4 Dex, +1 Luck (Prayer), +2 Morale (Heroism) = +15
Bluff(Cha): +5 rank, +3 class, +15 Cha, +8 Skilled (Eidolon), +3 Insight (bestow insight), +5 untyped (Visualization), +1 Luck (Prayer), +2 Morale (Heroism) = +42
Disable Device(Dex->Cha, Force of Personality): +5 rank, +3 class, +15 Cha, +1 Trap Finder trait, +3 Insight (bestow insight), +5 untyped (Visualization), +1 Luck (Prayer), +2 Morale (Heroism), +4 Competence (Greater Animal Aspect: Racoon) = +39
Disguise(Cha): +5 rank, +3 class, +15 Cha, +8 Skilled, +3 Insight (bestow insight), +5 untyped (Visualization), +1 Luck (Prayer), +2 Morale (Heroism) = +42
Knowledge:
Arcana(Int->Cha, Benefits of Wisdom): +5 rank, +3 class, +15 Cha, +3 Insight (bestow insight), +5 untyped (Visualization), +1 Luck (Prayer), +2 Comp. (Heightened Awareness), +2 Morale (Heroism)=+36
Religion(Int->Cha, Benefits of Wisdom): +5 rank, +3 class, +15 Cha, +3 Insight (bestow insight), +5 untyped (Visualization), +1 Luck (Prayer), +2 Comp. (Heightened Awareness), +2 Morale (Heroism)=+36
Perception(Wis->Cha, Force of Personality): +5 rank, +3 class, +15 Cha, +1 Seeker trait, +8 Racial (Skilled, Eidolon), +3 Insight (bestow insight), +5 untyped (Visualization), +1 Luck (Prayer), +3 Comp (Aspect of the Falcon), +2 Morale (Heroism) =+56
Sense Motive(Wis): +5 rank, +3 class, +5 Wis, +8 Racial (Skilled, Eidolon), +5 untyped (Visualization), +3 Insight (bestow insight), +1 Luck (Prayer), +2 Morale (Heroism)=+32
Spellcraft(Int->Cha, Benefits of Wisdom): +5 rank, +3 class, +15 Cha, +8 Racial (Skilled, Eidolon), +3 Insight (bestow insight), +5 untyped (Visualization), +1 Luck (Prayer), +2 Morale (Heroism)=+42
Stealth(Dex->Cha, Force of Personality): +5 rank, +3 class, +15 Cha, +8 Racial (Skilled, Eidolon), +3 Insight (bestow insight), +5 untyped (Visualization), +4 Competence (Greater Animal Aspect: Racoon), +1 Luck (Prayer), +2 Morale (Heroism)=+46
Use Magic Device(Cha): +5 rank, +3 class, +15 Cha, +3 Insight (bestow insight), +5 untyped (Visualization), +1 Luck (Prayer), +2 Morale (Heroism) = +34
Note: All skills not purchased are still held at max ranks, and considered class, thanks to buffs.
Those at: +3 Insight (Bestow Insight), +5 untyped (Visualization of the Body/Mind - unless Strength-based, in which case it's +5 Luck from Deadly Juggernaught), +1 Luck (Prayer), +2 Morale (Heroism).
Knowledges at +2 Comp. (Heightened Awareness) in addition to the above.
Survival at +4 Sacred (Deadeye's Lore) in addition to the above
Slight of hand at +4 Competence (Greater Animal Aspect: Racoon)
Spells: Freelancer (Generic Spellcaster)-5:
Per day: irrelevant. Versatile Spellcaster + Font of Power + spheres of power vancian feat adaptation rules = unlimited
Known: All Sorcerer, Wizard, Cleric, and Druid spells (Attuned Mysticism Enable Function + Expanded Arcana to add all spells on my class list to my known list)
Archmage Arcana (Su): Prepare two Arcane spells of every level I have spell slots from any arcane list.
0: Sift, Mending
1: Life Conduit, Lesser Rejuvinate Eidolon
2: Lesser Evolution Surge, Summon Eidolon
Saves:
Fort: +1 (base, 5 poor), +15 (Cha, Force of Personality), +15 Racial (Cha, Unearthly Grace), -2 (Low Fortitude), +1 Resistance (Resistance spell), +1 Luck (Prayer), +2 Morale (Heroism)=+33
Ref: +1 (base, 5 poor), +15 (Cha, Force of Personality), +15 Racial (Cha, Unearthly Grace), +1 Resistance (Resistance spell), +1 Luck (Prayer), +2 Morale (Heroism), +1 Haste=+36
Will: +4 (base, 5 good), +15 (Cha, Force of Personality), +15 Racial (Cha, Unearthly Grace), +1 Resistance (Resistance spell), +1 Luck (Prayer), +2 Morale (Heroism)=+38
HP: d8 +Cha
1st: (8+15)*2
2nd-5th: 4*(8+15)
+36 Mythic
=174/174
+56 temp (eidolon)
+15 temp (aid spell)
AC: 60 (Touch 42, Flat-footed 44):
10 (base)
+15 (Dex->Cha, Nature's Whispers)
+6 Natural (Eidolon)
+2 Enhancement (Barkskin)
+15 Deflection (Unearthly Grace)
+4 Shield (Shield spell, force)
+6 Armor (Improved Mage Armor spell, Force)
+1 Insight (Perfect Placement; +3 vs. AoO's)
+1 Dodge (Haste)
Attack:
Ranged: +14 as spell chosen.
Attack:
+4 BAB
+4 Dex
+2 Morale (Heroism)
+2 Luck (Divine Favor)
+1 Haste
+1 Comp (Aspect of the Falcon)
Melee: 2 Claws +18 (1d4+11 Luck)
Attack:
+4 BAB
+6 Str
+2 Morale (Heroism)
+5 Luck (Deadly Juggernaught)
+1 Haste
Damage:
+6 Str
+5 Luck (Deadly Juggernaught)