Fii
2016-01-12, 04:26 PM
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------------------------------------------For The Swallowfeld Children------------------------------------------------------------------------
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------------------------------------------Bunnykin------------------------------------------------------------------------------------------------
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[RP]
Ability
Benefit
[0]
Type(Subtype):
Humanoid(Bunnykin)
[0]
Size:
Medium
[0]
Standard Languages
Common, Rabbish. May Choose: Dwarven, Elven, Sylvan, Halfling, Orc, Gnome, or Tengu
[0]
Speed:
30ft
[0]
Standard Stats
+2 Dex, +2 Wis, -2 Str
[2]
Quick Reactions:
Improved Initiative as a Bonus Feat
[3]
Fast
Base Speed +20 feet
[3]
Fleet Footed
Run as a Bonus Feat, +2 racial bonus to initiative
[2]
Jumper
Always considered to have a running start when making Acrobatics checks to jump.
[1]
Sprinter
Gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.
[2]
Static Bonus Feat
Fleet(which gives +5 base speed).
[2]
Lucky, Lesser
Members of this race gain a +1 racial bonus on all saving throws.
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-----------------------------------Advanced Template------------------------------------------------------------------------------------------
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CR1
+4 All Stats
+2 Natural Armor
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----------------------------------------------- Cleric, Devout Pilgrim Archetype -------------------------------------------------------------
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Luck Domain:
Bit of Luck (Sp)
Touched creature may roll a d20 twice and take the best result for a round.
3+Wis/day, Standard Action
Travel Domain:
+10 feet speed and Agile Feet (Su)
For the next round, ignore all difficult terrain/take no penalties for moving through it.
3+Wis/day, Free action.
Spontaneous Casting:
Can spontaneously cast cure spells.
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Channel Energy:
30-ft radius burst heals/damages either undead or living, centered on you. Will DC 10+.5lv+cha to halve.
All excess healing is lost. Standard action, doesn't provoke an AoO. May choose yo include herself in this effect.
2d6, (5+Cha)/day
Orisons:
May prepare 4 Orisons to use at will each day.
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Bonus Feat
Traded: Aura(Good) and Bonus Languages
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Caravan Bond (Su):
By leading a group prayer for 1 minute, may select clericLv+Wis entities.
May use domain-granted powers on any of them as if they were her.
Replaces Med. Armor/Shield proficiency. Range 30 feet, even if normally touch
Spell Casting
Divine Spells from Cleric List
See the Spells Section
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-----------------------------------------------Fortune-Favored Sworn Scion Archetype, -----------------------------------------
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Bonus Feat:
At 2nd,7th,12th, and 17th level, the mystic gain a bonus combat or item creation feat.
She must still meet any prerequisites for these bonus feats.
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Fortunate Defense (Ex):
+1 luck bonus to her AC and saves vs psi/psi-like powers, spells/spell-like abilities.
This bonus increases by +1 at 6th level, and again at 11th level, 16th level, and 20th level.
Withstand Spell (Su):
Replace Ref/Fort with Will if targeted by a spell/(Sp)/psionic power with a lesser effect for those saves.
If successful, she is unaffected by it. Else, suffers the effect as normal, and adds one point to her pool.
Must be unencumbered/light-or-no armor to use. A helpless mystic does not gain this benefit.
Maneuvers
Martial Maneuvers and Stances
See the Maneuvers Section
GL, MC, RH, VM, BB
Fate-Favored Weapon (Ex)
See it's spoiler.
Wrath of The Fortune-Blessed (Ex)
See it's spoiler
Fortune Flame
See it's spoiler
.....
.....
Lucky Recovery(Ex)
See it's spoiler
.....
.....
Sworn Mastery: Blessing of Martial Grace (Ex)
See it's spoiler
.....
.....
Those Who Chase The Sky (Ex)
See it's spoiler
.....
.....
Run Like Hell (Ex)
See it's spoiler
.....
.....
Sworn Mastery: Blessing of Fallen Sky (Su)
See it's spoiler
.....
.....
Lamentations of The Luckless (Ex)
See it's spoiler
.....
.....
Moving Towards Stillness (Su)
See it's spoiler
.....
.....
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-----------------------------------------------Equipment: 12/81,800g remaining -------------------------------------------------------------
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--------------------------ought, [C]rafted, Price [Mun]dane/3. I have 5% of [Mag]ic trait.-----------------------------------------
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Acquired?
Type?
Cost
Item
Quantity
Notes
B
Mun
7
Aventurine Ring
1
Birthstone
B
Mun
1s
Garlic
1
1w
B
Mun
750
Wand of Endure Elements
1
[50/50]
B
Mun
50
Platinum Rings
2
-
B
Mun
200
Healy Myrrh
4
-
B
Mun
50
Henna Paint
50
-
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Acquired?
Type?
Cost
Item
Quantity
Notes
B
Mun
12c
Fortune Cookie
12
-
B
Mun
750
Wand of Lesser Restoration
1
[50/50], As made by a paladin
B
Mun
2.5k
Ring of Spellcraft
1
+5 competence
B
Mun
2.5k
Ring of Jumping
1
+5 competence
B
Mun
1k
Wayfinder
2
May hold one ioun stone
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Acquired?
Type?
Cost
Item
Quantity
Notes
B
Mun
1,200
Dull Gray Ioun Stone
48
Effects vary.
C
Mun
23.33
Masterwork Surgeon’s Tools
1
5w, Tool
C
Mun
16.66
Heal Kit [10/10]
1
1w, Tool
C
Mun
3,333.33
Grand Master Tools for My Crafts
4
+5 competence, 20w, Tool
C
Mun
300
MW Dwarven ThunderHammers
2
16w, Weapon
C
Mun
2
gunpowder loads
60
Weapon
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Acquired?
Type?
Cost
Item
Quantity
Notes
C
Mun
166.66
Platinum Holy Symbol
1
5w, Tool
C
Mun
1.66
Wooden Holy Symbol
5
5w, Tool
C
Mun
266.66
Masterwork Darkwood Portable Altar(40w);
1
40w, Tool, [20/20]
C
Mun
33.33
Harrow Deck
1
Tool
C
Mun
3.8
Modified Cleric’s Kit
1
10w, removed things I don't need
C
Mun
6.7
Hanging Tent
1
15w
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Acquired?
Type?
Cost
Item
Quantity
Notes
C
Mun
7c
Collapsing Pole
1
10w
C
Mag
712.5
Wand of Cure Light Wounds
2
[100/100], 1d8+1
C
Mag
19k
Belt of Physical Might
1
+4 Dex/Con, Leatherwork
C
Mag
1.9k
Gloves of Crafter's Fortune(Leatherwork)
1
+5 Luck bonus, Luckcraft
C
Mag
1.9k
Robe of Divine Favor
1
+1 Luck hit/damage, Luckcraft
C
Mag
4,275
Rabbit Wrap of Mighty Healing
2
[3/10][3/10], Leather
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Acquired?
Type?
Cost
Item
Quantity
Notes
C
Mag
1,187.5
Eyes of the Eagle
1
+5 competence Perception, Tool
C
Mag
9.5k
Cloak of Lucky Saves
1
+4 Luck bonus to all saves, Luckcraft
C
Mag
4,512.5
Boots of Cheetah's Sprint/The Cat
1
Leatherwork
C
Mag
2,375
Jingasa of the Fortunate Soldier
1
3w, Luckcraft
C
Mag
2,850
Amulet of Bullet Protection +2
1
Luckcraft
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Acquired?
Type?
Cost
Item
Quantity
Notes
C
Mag
3.8k
Lucky Charm Braclet
1
Luckcraft, [5/5]Lucky Star
C
Mag
3,657.5
Fortune's Favor
1
Luckcraft
C
Mag
6,080
Dragonbane Divination Sticks:
2
C
Mag
2,693.25
Sustaining Spoon of Good Taste
1
Prestidigitation added
C
Mag
3,233.33
+1 Mithral Dwarven Thunderhammer of Infinite Powder
1
8w, "Song of Mountains"
C
Mag
950g
Handy Haversack
1
-
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Slot
Item
Effect 1
Effect 2
Notes
Weight
Weapon
Dwarven Thunderhammer
+1, Mithral, of Infinite Powder
1d12+1d6(fire)+mods
"Song of Mountains"
4
Belt
Belt of Physical Might
+4 Dexterity/Constitution
--none--
--none--
1
Hand
Gloves of Crafter's Fortune
+5 Luck bonus to Craft(Leatherwork)
--none--
--none--
1
Body
Robe of Divine Favor
+1 Luck bonus to hit and damage
--none--
Worn inside out for good luck
1
Chest
Rabbit Wrap of Mighty Healing[3/10]
+4 competence bonus to heal checks
Each day gains 1d6 charges, but begins with 3
Spend thusly: 1: 2d8 hp, 2: 3d8hp, 3: 4d8 hp
1
Eyes
Eyes of the Eagle
+5 competence bonus to Perception checks
--none--
--none--
0
[B]Shoulders
Cloak of Lucky Saves
+4 Luck bonus to all saves
--none--
--none--
1
Feet
Boots of Cheetah's Sprint/Cat
Run/Charge speed becomes x10
Take minimum fall damage.
That is, receive 1 damage per die rolled.
1
Head
Jingasa of the Fortunate Soldier
+1 Luck AC
1/day as an immediate action negate a critical hit that has been confirmed against you.
This makes it a regular hit.
3
Neck
Amulet of Bullet Protection +2
+2 Luck AC against firearm attacks that target touch AC
--none--
--none--
0
Wrists
Lucky Charm Braclet[5/5]
Lucky Star: +2 Luck on ability checks, attack rolls, saving throws, and skill checks
in a 20ft-radius burst for 1 round.
As Charm Bracelet, but with only Lucky Stars
0
Headband
Headband of Fortune's Favor
+1 Luck saves, Luck durations extended by 1 round
--none--
--none--
1
Ring1
Ring of Spellcraft
Spellcraft +5 competence
--none--
--none--
0
Ring2
Ring of Jumping
Jump+5 competence
--none--
--none--
0
Slotless
x2 Dragonbane Divination Sticks
+3 Luck on a save randomly chosen each day.
--none--
All sticks provide a bonus to the same save
2
Slotless
Sustaining Spoon of Good Taste
Produce enough food daily to feed 4 people
The food tastes good
--none--
0
Slotless
Handy Haversack
As small bags of holding
Sought item always on top
[20/20][65/80][20/20]
5
Slotless
Wayfinder
Shine as Light, +2 circumstance to Survival to not get lost
Has a slot for an ioun stone, which it may empower
Active Stone Effect:
1
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Quantity
Genre (what it affects)
Effect
x3
Saves
+1 Resistance bonus on all saves
x1
Saves
+2 Resistance bonus on all saves
x1
Saves
+2 resistance bonus on Reflex saves.
x1
Saves
+1 resistance bonus on Will saves.
x1
Saves
+4 resistance bonus on saves against disease.
x1
Saves
+1 resistance bonus on Fortitude saves.
x1
Saves/Abilities
+2 enhancement bonus* to Constitution and +4 resistance bonus on saves against curses.
x1
Saves
+2 resistance bonus on saves against disease.
x1
Saves
Immune to magic sleep effects, +2 saving throw bonus vs enchantment spells and effects.
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Quantity
Genre (what it affects)
Effect
x1
Skills
+2 competence bonus on Climb
x1
Skills
+1 competence bonus on Handle Animal and Survival.
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Quantity
Genre (what it affects)
Effect
x1
Abilities
+2 enhancement bonus to Strength.
x1
Abilities
+2 Enhancement Intelligence, Cracked
x1
Abilities
+2 Enhancement Intelligence.
x1
Abilities
+2 Enhancement Constitution.
x1
Abilities/Saves*
+2 enhancement bonus* to Constitution and +4 resistance bonus on saves against curses.
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Quantity
Genre (what it affects)
Effect
x1
Feats/Class/Race Features
Quicken Spell.
x1
Feats/Class/Race Features
Combat Expertise.
x1
Feats/Class/Race Features
Obfuscate Story rogue talent.
x1
Feats/Class/Race Features
Ki Pool rogue talent. (Ki = wis or +.5wis). May gain a +10-foot speed bonus for 1 Ki.
x1
Feats/Class/Race Features
Stonecunning, as a dwarf.
x1
Feats/Class/Race Features
Favored enemy(Orc) (as a Lvl 1 ranger). Stacks with any existing favored enemy bonus.
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Quantity
Genre (what it affects)
Effect
x2
Wayfinder
Wayfinder points toward a secret location (eg: cache of treasure, hidden city, etc.)
x1
Wayfinder
Wayfinder needle points at the nearest aboleth, gillman, mimic, or skum within 100 feet.
x1
Wayfinder
Wayfinder needle points at the nearest tiefling or other part-human outsider within 30ft.
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Quantity
Genre (what it affects)
Effect
x1
Spells
Mirror image (1 image) 1/day.
x1
Spells
Disguise self at will to: Female Goblin Ranger, Male Merfolk Wizard, or Male Dwarf Fighter
x1
Spells
Disguise self at will to: Male Gnoll Monk, Female Gnome Monk, or Female Ratfolk Bard
x1
Spells
Disguise self at will to: Male Gnome Fighter, Female Goblin Monk, or Female Dwarf Druid
x1
Spells
Infernal Healing. Only Arcane Casters may use this.
x1
Spells
Burning Hands. Only Arcane Casters may use.
x1
Spells
Unseen Servant 3/day, Cracked
x2
Spells
Virtue at will (self only).
x1
Spells
Dancing lights at will.
x1
Spells
Misdirection (constant); The bearer registers to detect effects as lawful, as the stone.
x1
Spells
Misdirection (constant); The bearer registers to detect effects as neutral, as the stone.
x1
Spells
Endure elements (constant, self only).
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Quantity
Genre (what it affects)
Effect
x2
Other
May safely fall +10 feet.
x1
Other
5% chance per Reflex save of granting the bearer evasion against that effect.
x1
Other
Bearer may channel energy 1 additional time per day.
x1
Other
Breathe Water 10 minutes/day
x2
Other
Stone burns out, becoming dull gray and powerless.
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[44] Whenever the bearer is polymorphed against his will, he may revert to his natural form as a standard action.
[4] +2 enhancement bonus to Intelligence.
[63] SR equal to bearer's Hit Dice –5.
[11] Bearer gains orc ferocity, as if he were a half-orc. If he is a half-orc, this grants him another daily use of his racial ability.
[49] +1 resistance bonus on all saves.
[36] Misdirection (constant); the bearer detects as if he were the stone(neutral).
[20] Blind-Fight.
[69] Defensive Combat Training.
[8] +2 natural armor bonus to Armor Class.
[18] +5 bonus on Constitution checks made to stabilize.
[56] +2 resistance bonus on Reflex saves.
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-----------------------------------------------------Domain Spells------------------------------------------------------------------------------
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Luck:
1:True Strike || 2:Aid || 3: Prot. vs Energy || 4: Free. of Move. || 5: Break Enchant. || 6: Mislead || 7: Spellturning || 8: Moment of Presc. || 9: Miracle
Travel:
1:Longstrider || 2:Locate Obj. || 3:Fly || 4:Dim. Door || 5:Teleport || 6:Find the Path || 7:Gr. Teleport || 8:Phase Door || 9:Astral Projection
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-----------------------------------------------------------Spells not on PFSRD-----------------------------------------------------------------------------
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[2] Future's Boon (http://tinyurl.com/q23cj8r):
Choose before rolling, roll d20 roll twice, take better. One active at a time.
[1] Lucky Number (http://tinyurl.com/hz8sg5p):
Roll a d20; if target rolls #, before success known, reroll or +2 luck to result. 1 at a time.
[2] Cleromancy (http://tinyurl.com/jygww2f):
Roll 1d4/CL. Group dice by #s, +result of one group to #diced20 rolls.
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-----------------------------------------------------------Disciplines-----------------------------------------------------------------------------
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Golden Lion (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/golden-lion-maneuvers),
Mithral Current (https://docs.google.com/document/d/1dKCPPIpRoR9CZv0A35gLDnXl5itgRufjWTq83BIsMfs/edit),
Riven Hourglass (https://docs.google.com/document/d/1rmHuI_JcLiDJ2_g0jyrP0lQ1a8wyXh-yL4-3njLpnZk/edit),
Veiled Moon (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/veiled-moon-maneuvers),
Broken Blade (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/broken-blade-maneuvers)
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-----------------------------------------------------------Maneuvers-----------------------------------------------------------------------------
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Flying Rabbit Technique =[constant]Broken Blade Stance+[Swift]Momentum Crash+[Part of a Charge] Diving Charge+[Strike]Steel Flurry Strike+[Part of an attack] Power Attack + [Attack] One regular attack
It goes like this: If I have BBS up, I decided to charge. I use my swift action to activate the Momentum Crash boost. When I charge, I may leap 20 feet in the air and activate Diving Charge, which by a class ability of mine, gives me x4 damage. Thanks to Martial charge, I may make a strike instead of an attack at the end of my charge, so I use Steel Flurry Strike- which gives me 3 attacks at -2 that deal +3d6 each. My stance gives me +level to acrobatics checks to avoid AoOs, which is useful, but primarily useful for giving me an extra regular attack at the end of my charge. I attack, as regular, and power attack applies to all of it.. as does Diving Charge.
Normal= 1d12+1d6(fire)+DmgN.
1.5*dex mod= 13.
DmgN:+19=13+2Weapon Specialization+2Luck+2 Enhancement
With Maneuvers, Discipline Weapons =+ 2, and
DmgM: 21= DmgN+2.
Fall Damage (for Diving Charge):
Fall=2d6.
x(steel flurry strike)=21=DmgM and y(regular attack)=29=DmgN+MC
FRT= 1d12+1d6(f)+4y+fall+x3(1d12+1d6(f)+3d6+4x)
allHit:4d12+4d6(f)+11d6+368
Level
Disc.
Type/Action
Name
Effect
Notes
1
GL
Stance/Swift
Pride Leader's Stance
The initiator and all allies within 20-ft. of his position gain a +4 morale bonus to saves vs fear/demoralization effects.
The radius of this effect increases by 10-ft. per five initiator levels starting at initiator level 6.
1
RH
Stance/Swift
Distorted Clock(Su)
Applies Extend Spell to a beneficial spell/ability on you. +2 circ. on saves vs. non-instant. harmful effects.
Extend another effect at 6th,10th,14th, 18th. May reroll the save to end the effect each round.
3
BB
Stance/Swift
Broken Blade Stance
+Level comp. to Acro. checks to avoid AoOs, and may make an additional attack when making a full attack action.
The attack(s) uses the initiator's full BAB, plus any modifiers.
1
BB
Strike/Stand.
Flurry Strike
May make two attacks against a single target.
This is at full BAB + mods.
1
GL
Strike/Stand.
Hunting Party
When this strike is initiated, a successful melee attack may grant one adjacent ally who is attacking the same target an AoO against that target.
???
1
RH
Boost/Swift
Minute Hand(Su)
-2 Hit, +2 Damage for one round.
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1
RH
Strike/Stand.
Strike the Hourglass(Su)
Struck foe loses next move action.
Foe only takes a move or standard action on his next turn.
1
MC
Strike/Stand.
Tidal Blade
Attack 2 adjacent opponents.
If you draw your weapon as part of this attack you get +2 to hit.
1
VM
Boost/Swift
Ghost Hunting Blow(Su)
Effects of Ghost Touch Property for 1 round.
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1
GL
Boost/Swift
Pride Movement
May grant a move action to an adjacent ally. They may immediately to move up to their base speed.
This is as if it were a free action taken on the initiator's turn.
1
GL
Strike/Stand.
Tactical Strike
Attack a foe in melee; if successful, any chosen ally within 10-ft. of his position may make an immediate free 10-ft. movement without provoking AoOs.
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2
RH
Strike/Stand.
Rapid Strike(Su)
2 attacks at -2 hit, dealing +1d6 dmg vs same target.
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2
PF
Boost/Swift
Momentum Crash
+10 damage to a successful charge attack.
This is Readied.
2
VM
Strike/Stand.
Fading Strike(Su)
Teleport up to base speed before or after attacking a foe.
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3
BB
Strike/Stand.
Steel Flurry Strike
Make three attacks against his foe at full BAB-2. Hits do +3d6 damage per hit.
This is Readied.
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--------------------------------------------Feats--------------------------------------------------------------------------------------------------
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Type
Name
A description of its effect.
Free
Improved Unarmed Strike
Always armed, provoke no AoOs when attacking unarmed. Choice of (non)Lethal damage.
Free
Weapon Finesse
+Dex to hit with applicable weapons.
Free
Power Attack
-1 to hit, +3 damage 2-H.
Free
Deadly Aim
-1 to hit, +2 damage ranged.
Racial
Run
x5 Speed, keep Dex to AC, and +4 Jump while running.
Racial
Fleet
Base Speed +5 feet.
Racial
Improved Initiative
Initiative +4.
1
Tribal Scars(Raptor Scale)
+6HP, +2 Acro, +5 Speed.
3
Selective Channeling
When channeling, may exclude Cha mod targets.
5
Bunnykin Exemplar (Fast Sprinter)
Improve Fast Sprinter by +10.
Martial Tradition
Martial Charge
You may initiate a strike instead of an attack at the end of a charge.
Bonus 1
Too Fast to Fight
No AoO for leaving threatened squares while running 60+. AoO for moving through foe's square.
Trade for Cleric Weapon Proficiencies
Extra Traits
Receive 2 extra traits.
Trade for Cleric Light Armor Proficiency
Skill Focus
+3 Spellcraft
For M.Drawback
Advanced Study
Knows (2)Momentum Crash.
Fortune-Sworn Scion Archetype
Weapon Finesse(Hammer)
Allows weapon to be finesse-able.
Trade for All Mystic Profs.
Weapon Proficiency (Exotic)
Proficient with Dwarven Thunderhammers.
Trade for All Mystic Profs.
Weapon Focus(DTH)
+1 Hit with DTHs.
Trade for All Mystic Profs.
Weapon Specialization(DTH)
+2 Damage with DTHs.
Trade for All Mystic Profs.
Discipline Weapon(DTH)
DTH is a Discipline weapon.
Trade for Cleric Aura/Languages
Extra Channeling
Channel +2 times a day
Trade for Solar Wind Discipline
Fast Movement
+10 Speed
Taking at 7th
Too Fast to Dodge
TFtF on Charge, No AC penalty, and +4 to hit. Same conditions as TFtF.
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-----------------------------------------------------Traits/Drawbacks---------------------------------------------------------------------------
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Type
Name
Description of effect.
Religion Trait
Second Chance
1/day reroll a failed save.
Magic Trait
Spark of Creation
+1 all crafts, 5% off cost to create magic items.
Faith Trait
Fate's Favored
Any luck bonus that applies to you is improved by +1.
Social Trait
Rich Parents
+900g
Regional Trait
Chosen Child
+900g
Major Drawback
Spell Vulnerability(Divination)
-2 saves vs Divination Magic
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------------------------------------------For The Swallowfeld Children------------------------------------------------------------------------
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------------------------------------------Bunnykin------------------------------------------------------------------------------------------------
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[RP]
Ability
Benefit
[0]
Type(Subtype):
Humanoid(Bunnykin)
[0]
Size:
Medium
[0]
Standard Languages
Common, Rabbish. May Choose: Dwarven, Elven, Sylvan, Halfling, Orc, Gnome, or Tengu
[0]
Speed:
30ft
[0]
Standard Stats
+2 Dex, +2 Wis, -2 Str
[2]
Quick Reactions:
Improved Initiative as a Bonus Feat
[3]
Fast
Base Speed +20 feet
[3]
Fleet Footed
Run as a Bonus Feat, +2 racial bonus to initiative
[2]
Jumper
Always considered to have a running start when making Acrobatics checks to jump.
[1]
Sprinter
Gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.
[2]
Static Bonus Feat
Fleet(which gives +5 base speed).
[2]
Lucky, Lesser
Members of this race gain a +1 racial bonus on all saving throws.
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-----------------------------------Advanced Template------------------------------------------------------------------------------------------
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CR1
+4 All Stats
+2 Natural Armor
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----------------------------------------------- Cleric, Devout Pilgrim Archetype -------------------------------------------------------------
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Luck Domain:
Bit of Luck (Sp)
Touched creature may roll a d20 twice and take the best result for a round.
3+Wis/day, Standard Action
Travel Domain:
+10 feet speed and Agile Feet (Su)
For the next round, ignore all difficult terrain/take no penalties for moving through it.
3+Wis/day, Free action.
Spontaneous Casting:
Can spontaneously cast cure spells.
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--------------
Channel Energy:
30-ft radius burst heals/damages either undead or living, centered on you. Will DC 10+.5lv+cha to halve.
All excess healing is lost. Standard action, doesn't provoke an AoO. May choose yo include herself in this effect.
2d6, (5+Cha)/day
Orisons:
May prepare 4 Orisons to use at will each day.
--------------
--------------
Bonus Feat
Traded: Aura(Good) and Bonus Languages
--------------
--------------
Caravan Bond (Su):
By leading a group prayer for 1 minute, may select clericLv+Wis entities.
May use domain-granted powers on any of them as if they were her.
Replaces Med. Armor/Shield proficiency. Range 30 feet, even if normally touch
Spell Casting
Divine Spells from Cleric List
See the Spells Section
--------------
-----------------------------------------------------------------------------------------------------------------------------------------------------
-----------------------------------------------Fortune-Favored Sworn Scion Archetype, -----------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------------------
Bonus Feat:
At 2nd,7th,12th, and 17th level, the mystic gain a bonus combat or item creation feat.
She must still meet any prerequisites for these bonus feats.
--------------
Fortunate Defense (Ex):
+1 luck bonus to her AC and saves vs psi/psi-like powers, spells/spell-like abilities.
This bonus increases by +1 at 6th level, and again at 11th level, 16th level, and 20th level.
Withstand Spell (Su):
Replace Ref/Fort with Will if targeted by a spell/(Sp)/psionic power with a lesser effect for those saves.
If successful, she is unaffected by it. Else, suffers the effect as normal, and adds one point to her pool.
Must be unencumbered/light-or-no armor to use. A helpless mystic does not gain this benefit.
Maneuvers
Martial Maneuvers and Stances
See the Maneuvers Section
GL, MC, RH, VM, BB
Fate-Favored Weapon (Ex)
See it's spoiler.
Wrath of The Fortune-Blessed (Ex)
See it's spoiler
Fortune Flame
See it's spoiler
.....
.....
Lucky Recovery(Ex)
See it's spoiler
.....
.....
Sworn Mastery: Blessing of Martial Grace (Ex)
See it's spoiler
.....
.....
Those Who Chase The Sky (Ex)
See it's spoiler
.....
.....
Run Like Hell (Ex)
See it's spoiler
.....
.....
Sworn Mastery: Blessing of Fallen Sky (Su)
See it's spoiler
.....
.....
Lamentations of The Luckless (Ex)
See it's spoiler
.....
.....
Moving Towards Stillness (Su)
See it's spoiler
.....
.....
-----------------------------------------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------------------
-----------------------------------------------Equipment: 12/81,800g remaining -------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------------------
--------------------------ought, [C]rafted, Price [Mun]dane/3. I have 5% of [Mag]ic trait.-----------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------------------
Acquired?
Type?
Cost
Item
Quantity
Notes
B
Mun
7
Aventurine Ring
1
Birthstone
B
Mun
1s
Garlic
1
1w
B
Mun
750
Wand of Endure Elements
1
[50/50]
B
Mun
50
Platinum Rings
2
-
B
Mun
200
Healy Myrrh
4
-
B
Mun
50
Henna Paint
50
-
-----------------------------------------------------------------------------------------------------------------------------------------------------
Acquired?
Type?
Cost
Item
Quantity
Notes
B
Mun
12c
Fortune Cookie
12
-
B
Mun
750
Wand of Lesser Restoration
1
[50/50], As made by a paladin
B
Mun
2.5k
Ring of Spellcraft
1
+5 competence
B
Mun
2.5k
Ring of Jumping
1
+5 competence
B
Mun
1k
Wayfinder
2
May hold one ioun stone
-----------------------------------------------------------------------------------------------------------------------------------------------------
Acquired?
Type?
Cost
Item
Quantity
Notes
B
Mun
1,200
Dull Gray Ioun Stone
48
Effects vary.
C
Mun
23.33
Masterwork Surgeon’s Tools
1
5w, Tool
C
Mun
16.66
Heal Kit [10/10]
1
1w, Tool
C
Mun
3,333.33
Grand Master Tools for My Crafts
4
+5 competence, 20w, Tool
C
Mun
300
MW Dwarven ThunderHammers
2
16w, Weapon
C
Mun
2
gunpowder loads
60
Weapon
-----------------------------------------------------------------------------------------------------------------------------------------------------
Acquired?
Type?
Cost
Item
Quantity
Notes
C
Mun
166.66
Platinum Holy Symbol
1
5w, Tool
C
Mun
1.66
Wooden Holy Symbol
5
5w, Tool
C
Mun
266.66
Masterwork Darkwood Portable Altar(40w);
1
40w, Tool, [20/20]
C
Mun
33.33
Harrow Deck
1
Tool
C
Mun
3.8
Modified Cleric’s Kit
1
10w, removed things I don't need
C
Mun
6.7
Hanging Tent
1
15w
-----------------------------------------------------------------------------------------------------------------------------------------------------
Acquired?
Type?
Cost
Item
Quantity
Notes
C
Mun
7c
Collapsing Pole
1
10w
C
Mag
712.5
Wand of Cure Light Wounds
2
[100/100], 1d8+1
C
Mag
19k
Belt of Physical Might
1
+4 Dex/Con, Leatherwork
C
Mag
1.9k
Gloves of Crafter's Fortune(Leatherwork)
1
+5 Luck bonus, Luckcraft
C
Mag
1.9k
Robe of Divine Favor
1
+1 Luck hit/damage, Luckcraft
C
Mag
4,275
Rabbit Wrap of Mighty Healing
2
[3/10][3/10], Leather
-----------------------------------------------------------------------------------------------------------------------------------------------------
Acquired?
Type?
Cost
Item
Quantity
Notes
C
Mag
1,187.5
Eyes of the Eagle
1
+5 competence Perception, Tool
C
Mag
9.5k
Cloak of Lucky Saves
1
+4 Luck bonus to all saves, Luckcraft
C
Mag
4,512.5
Boots of Cheetah's Sprint/The Cat
1
Leatherwork
C
Mag
2,375
Jingasa of the Fortunate Soldier
1
3w, Luckcraft
C
Mag
2,850
Amulet of Bullet Protection +2
1
Luckcraft
-----------------------------------------------------------------------------------------------------------------------------------------------------
Acquired?
Type?
Cost
Item
Quantity
Notes
C
Mag
3.8k
Lucky Charm Braclet
1
Luckcraft, [5/5]Lucky Star
C
Mag
3,657.5
Fortune's Favor
1
Luckcraft
C
Mag
6,080
Dragonbane Divination Sticks:
2
C
Mag
2,693.25
Sustaining Spoon of Good Taste
1
Prestidigitation added
C
Mag
3,233.33
+1 Mithral Dwarven Thunderhammer of Infinite Powder
1
8w, "Song of Mountains"
C
Mag
950g
Handy Haversack
1
-
-----------------------------------------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------------------
Slot
Item
Effect 1
Effect 2
Notes
Weight
Weapon
Dwarven Thunderhammer
+1, Mithral, of Infinite Powder
1d12+1d6(fire)+mods
"Song of Mountains"
4
Belt
Belt of Physical Might
+4 Dexterity/Constitution
--none--
--none--
1
Hand
Gloves of Crafter's Fortune
+5 Luck bonus to Craft(Leatherwork)
--none--
--none--
1
Body
Robe of Divine Favor
+1 Luck bonus to hit and damage
--none--
Worn inside out for good luck
1
Chest
Rabbit Wrap of Mighty Healing[3/10]
+4 competence bonus to heal checks
Each day gains 1d6 charges, but begins with 3
Spend thusly: 1: 2d8 hp, 2: 3d8hp, 3: 4d8 hp
1
Eyes
Eyes of the Eagle
+5 competence bonus to Perception checks
--none--
--none--
0
[B]Shoulders
Cloak of Lucky Saves
+4 Luck bonus to all saves
--none--
--none--
1
Feet
Boots of Cheetah's Sprint/Cat
Run/Charge speed becomes x10
Take minimum fall damage.
That is, receive 1 damage per die rolled.
1
Head
Jingasa of the Fortunate Soldier
+1 Luck AC
1/day as an immediate action negate a critical hit that has been confirmed against you.
This makes it a regular hit.
3
Neck
Amulet of Bullet Protection +2
+2 Luck AC against firearm attacks that target touch AC
--none--
--none--
0
Wrists
Lucky Charm Braclet[5/5]
Lucky Star: +2 Luck on ability checks, attack rolls, saving throws, and skill checks
in a 20ft-radius burst for 1 round.
As Charm Bracelet, but with only Lucky Stars
0
Headband
Headband of Fortune's Favor
+1 Luck saves, Luck durations extended by 1 round
--none--
--none--
1
Ring1
Ring of Spellcraft
Spellcraft +5 competence
--none--
--none--
0
Ring2
Ring of Jumping
Jump+5 competence
--none--
--none--
0
Slotless
x2 Dragonbane Divination Sticks
+3 Luck on a save randomly chosen each day.
--none--
All sticks provide a bonus to the same save
2
Slotless
Sustaining Spoon of Good Taste
Produce enough food daily to feed 4 people
The food tastes good
--none--
0
Slotless
Handy Haversack
As small bags of holding
Sought item always on top
[20/20][65/80][20/20]
5
Slotless
Wayfinder
Shine as Light, +2 circumstance to Survival to not get lost
Has a slot for an ioun stone, which it may empower
Active Stone Effect:
1
-----------------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------------
Quantity
Genre (what it affects)
Effect
x3
Saves
+1 Resistance bonus on all saves
x1
Saves
+2 Resistance bonus on all saves
x1
Saves
+2 resistance bonus on Reflex saves.
x1
Saves
+1 resistance bonus on Will saves.
x1
Saves
+4 resistance bonus on saves against disease.
x1
Saves
+1 resistance bonus on Fortitude saves.
x1
Saves/Abilities
+2 enhancement bonus* to Constitution and +4 resistance bonus on saves against curses.
x1
Saves
+2 resistance bonus on saves against disease.
x1
Saves
Immune to magic sleep effects, +2 saving throw bonus vs enchantment spells and effects.
-----------------------------------------------------------------------------------------------------------------------------------------------------
Quantity
Genre (what it affects)
Effect
x1
Skills
+2 competence bonus on Climb
x1
Skills
+1 competence bonus on Handle Animal and Survival.
------------------------------------------------------------------------------------------------------------------------------------------------------
Quantity
Genre (what it affects)
Effect
x1
Abilities
+2 enhancement bonus to Strength.
x1
Abilities
+2 Enhancement Intelligence, Cracked
x1
Abilities
+2 Enhancement Intelligence.
x1
Abilities
+2 Enhancement Constitution.
x1
Abilities/Saves*
+2 enhancement bonus* to Constitution and +4 resistance bonus on saves against curses.
------------------------------------------------------------------------------------------------------------------------------------------------------
Quantity
Genre (what it affects)
Effect
x1
Feats/Class/Race Features
Quicken Spell.
x1
Feats/Class/Race Features
Combat Expertise.
x1
Feats/Class/Race Features
Obfuscate Story rogue talent.
x1
Feats/Class/Race Features
Ki Pool rogue talent. (Ki = wis or +.5wis). May gain a +10-foot speed bonus for 1 Ki.
x1
Feats/Class/Race Features
Stonecunning, as a dwarf.
x1
Feats/Class/Race Features
Favored enemy(Orc) (as a Lvl 1 ranger). Stacks with any existing favored enemy bonus.
------------------------------------------------------------------------------------------------------------------------------------------------------
Quantity
Genre (what it affects)
Effect
x2
Wayfinder
Wayfinder points toward a secret location (eg: cache of treasure, hidden city, etc.)
x1
Wayfinder
Wayfinder needle points at the nearest aboleth, gillman, mimic, or skum within 100 feet.
x1
Wayfinder
Wayfinder needle points at the nearest tiefling or other part-human outsider within 30ft.
------------------------------------------------------------------------------------------------------------------------------------------------------
Quantity
Genre (what it affects)
Effect
x1
Spells
Mirror image (1 image) 1/day.
x1
Spells
Disguise self at will to: Female Goblin Ranger, Male Merfolk Wizard, or Male Dwarf Fighter
x1
Spells
Disguise self at will to: Male Gnoll Monk, Female Gnome Monk, or Female Ratfolk Bard
x1
Spells
Disguise self at will to: Male Gnome Fighter, Female Goblin Monk, or Female Dwarf Druid
x1
Spells
Infernal Healing. Only Arcane Casters may use this.
x1
Spells
Burning Hands. Only Arcane Casters may use.
x1
Spells
Unseen Servant 3/day, Cracked
x2
Spells
Virtue at will (self only).
x1
Spells
Dancing lights at will.
x1
Spells
Misdirection (constant); The bearer registers to detect effects as lawful, as the stone.
x1
Spells
Misdirection (constant); The bearer registers to detect effects as neutral, as the stone.
x1
Spells
Endure elements (constant, self only).
------------------------------------------------------------------------------------------------------------------------------------------------------
Quantity
Genre (what it affects)
Effect
x2
Other
May safely fall +10 feet.
x1
Other
5% chance per Reflex save of granting the bearer evasion against that effect.
x1
Other
Bearer may channel energy 1 additional time per day.
x1
Other
Breathe Water 10 minutes/day
x2
Other
Stone burns out, becoming dull gray and powerless.
------------------------------------------------------------------------------------------------------------------------------------------------------
[44] Whenever the bearer is polymorphed against his will, he may revert to his natural form as a standard action.
[4] +2 enhancement bonus to Intelligence.
[63] SR equal to bearer's Hit Dice –5.
[11] Bearer gains orc ferocity, as if he were a half-orc. If he is a half-orc, this grants him another daily use of his racial ability.
[49] +1 resistance bonus on all saves.
[36] Misdirection (constant); the bearer detects as if he were the stone(neutral).
[20] Blind-Fight.
[69] Defensive Combat Training.
[8] +2 natural armor bonus to Armor Class.
[18] +5 bonus on Constitution checks made to stabilize.
[56] +2 resistance bonus on Reflex saves.
-----------------------------------------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------Domain Spells------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------------------
Luck:
1:True Strike || 2:Aid || 3: Prot. vs Energy || 4: Free. of Move. || 5: Break Enchant. || 6: Mislead || 7: Spellturning || 8: Moment of Presc. || 9: Miracle
Travel:
1:Longstrider || 2:Locate Obj. || 3:Fly || 4:Dim. Door || 5:Teleport || 6:Find the Path || 7:Gr. Teleport || 8:Phase Door || 9:Astral Projection
-----------------------------------------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------Spells not on PFSRD-----------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------------------
[2] Future's Boon (http://tinyurl.com/q23cj8r):
Choose before rolling, roll d20 roll twice, take better. One active at a time.
[1] Lucky Number (http://tinyurl.com/hz8sg5p):
Roll a d20; if target rolls #, before success known, reroll or +2 luck to result. 1 at a time.
[2] Cleromancy (http://tinyurl.com/jygww2f):
Roll 1d4/CL. Group dice by #s, +result of one group to #diced20 rolls.
-----------------------------------------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------Disciplines-----------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------------------
Golden Lion (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/golden-lion-maneuvers),
Mithral Current (https://docs.google.com/document/d/1dKCPPIpRoR9CZv0A35gLDnXl5itgRufjWTq83BIsMfs/edit),
Riven Hourglass (https://docs.google.com/document/d/1rmHuI_JcLiDJ2_g0jyrP0lQ1a8wyXh-yL4-3njLpnZk/edit),
Veiled Moon (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/veiled-moon-maneuvers),
Broken Blade (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/broken-blade-maneuvers)
-----------------------------------------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------Maneuvers-----------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------------------
Flying Rabbit Technique =[constant]Broken Blade Stance+[Swift]Momentum Crash+[Part of a Charge] Diving Charge+[Strike]Steel Flurry Strike+[Part of an attack] Power Attack + [Attack] One regular attack
It goes like this: If I have BBS up, I decided to charge. I use my swift action to activate the Momentum Crash boost. When I charge, I may leap 20 feet in the air and activate Diving Charge, which by a class ability of mine, gives me x4 damage. Thanks to Martial charge, I may make a strike instead of an attack at the end of my charge, so I use Steel Flurry Strike- which gives me 3 attacks at -2 that deal +3d6 each. My stance gives me +level to acrobatics checks to avoid AoOs, which is useful, but primarily useful for giving me an extra regular attack at the end of my charge. I attack, as regular, and power attack applies to all of it.. as does Diving Charge.
Normal= 1d12+1d6(fire)+DmgN.
1.5*dex mod= 13.
DmgN:+19=13+2Weapon Specialization+2Luck+2 Enhancement
With Maneuvers, Discipline Weapons =+ 2, and
DmgM: 21= DmgN+2.
Fall Damage (for Diving Charge):
Fall=2d6.
x(steel flurry strike)=21=DmgM and y(regular attack)=29=DmgN+MC
FRT= 1d12+1d6(f)+4y+fall+x3(1d12+1d6(f)+3d6+4x)
allHit:4d12+4d6(f)+11d6+368
Level
Disc.
Type/Action
Name
Effect
Notes
1
GL
Stance/Swift
Pride Leader's Stance
The initiator and all allies within 20-ft. of his position gain a +4 morale bonus to saves vs fear/demoralization effects.
The radius of this effect increases by 10-ft. per five initiator levels starting at initiator level 6.
1
RH
Stance/Swift
Distorted Clock(Su)
Applies Extend Spell to a beneficial spell/ability on you. +2 circ. on saves vs. non-instant. harmful effects.
Extend another effect at 6th,10th,14th, 18th. May reroll the save to end the effect each round.
3
BB
Stance/Swift
Broken Blade Stance
+Level comp. to Acro. checks to avoid AoOs, and may make an additional attack when making a full attack action.
The attack(s) uses the initiator's full BAB, plus any modifiers.
1
BB
Strike/Stand.
Flurry Strike
May make two attacks against a single target.
This is at full BAB + mods.
1
GL
Strike/Stand.
Hunting Party
When this strike is initiated, a successful melee attack may grant one adjacent ally who is attacking the same target an AoO against that target.
???
1
RH
Boost/Swift
Minute Hand(Su)
-2 Hit, +2 Damage for one round.
----------------------------------------------------------------------------------------------------------------
1
RH
Strike/Stand.
Strike the Hourglass(Su)
Struck foe loses next move action.
Foe only takes a move or standard action on his next turn.
1
MC
Strike/Stand.
Tidal Blade
Attack 2 adjacent opponents.
If you draw your weapon as part of this attack you get +2 to hit.
1
VM
Boost/Swift
Ghost Hunting Blow(Su)
Effects of Ghost Touch Property for 1 round.
----------------------------------------------------------------------------------------------------------------
1
GL
Boost/Swift
Pride Movement
May grant a move action to an adjacent ally. They may immediately to move up to their base speed.
This is as if it were a free action taken on the initiator's turn.
1
GL
Strike/Stand.
Tactical Strike
Attack a foe in melee; if successful, any chosen ally within 10-ft. of his position may make an immediate free 10-ft. movement without provoking AoOs.
----------------------------------------------------------------------------------------------------------------
2
RH
Strike/Stand.
Rapid Strike(Su)
2 attacks at -2 hit, dealing +1d6 dmg vs same target.
----------------------------------------------------------------------------------------------------------------
2
PF
Boost/Swift
Momentum Crash
+10 damage to a successful charge attack.
This is Readied.
2
VM
Strike/Stand.
Fading Strike(Su)
Teleport up to base speed before or after attacking a foe.
----------------------------------------------------------------------------------------------------------------
3
BB
Strike/Stand.
Steel Flurry Strike
Make three attacks against his foe at full BAB-2. Hits do +3d6 damage per hit.
This is Readied.
-----------------------------------------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------------------
--------------------------------------------Feats--------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------------------
Type
Name
A description of its effect.
Free
Improved Unarmed Strike
Always armed, provoke no AoOs when attacking unarmed. Choice of (non)Lethal damage.
Free
Weapon Finesse
+Dex to hit with applicable weapons.
Free
Power Attack
-1 to hit, +3 damage 2-H.
Free
Deadly Aim
-1 to hit, +2 damage ranged.
Racial
Run
x5 Speed, keep Dex to AC, and +4 Jump while running.
Racial
Fleet
Base Speed +5 feet.
Racial
Improved Initiative
Initiative +4.
1
Tribal Scars(Raptor Scale)
+6HP, +2 Acro, +5 Speed.
3
Selective Channeling
When channeling, may exclude Cha mod targets.
5
Bunnykin Exemplar (Fast Sprinter)
Improve Fast Sprinter by +10.
Martial Tradition
Martial Charge
You may initiate a strike instead of an attack at the end of a charge.
Bonus 1
Too Fast to Fight
No AoO for leaving threatened squares while running 60+. AoO for moving through foe's square.
Trade for Cleric Weapon Proficiencies
Extra Traits
Receive 2 extra traits.
Trade for Cleric Light Armor Proficiency
Skill Focus
+3 Spellcraft
For M.Drawback
Advanced Study
Knows (2)Momentum Crash.
Fortune-Sworn Scion Archetype
Weapon Finesse(Hammer)
Allows weapon to be finesse-able.
Trade for All Mystic Profs.
Weapon Proficiency (Exotic)
Proficient with Dwarven Thunderhammers.
Trade for All Mystic Profs.
Weapon Focus(DTH)
+1 Hit with DTHs.
Trade for All Mystic Profs.
Weapon Specialization(DTH)
+2 Damage with DTHs.
Trade for All Mystic Profs.
Discipline Weapon(DTH)
DTH is a Discipline weapon.
Trade for Cleric Aura/Languages
Extra Channeling
Channel +2 times a day
Trade for Solar Wind Discipline
Fast Movement
+10 Speed
Taking at 7th
Too Fast to Dodge
TFtF on Charge, No AC penalty, and +4 to hit. Same conditions as TFtF.
-----------------------------------------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------Traits/Drawbacks---------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------------------------------------
Type
Name
Description of effect.
Religion Trait
Second Chance
1/day reroll a failed save.
Magic Trait
Spark of Creation
+1 all crafts, 5% off cost to create magic items.
Faith Trait
Fate's Favored
Any luck bonus that applies to you is improved by +1.
Social Trait
Rich Parents
+900g
Regional Trait
Chosen Child
+900g
Major Drawback
Spell Vulnerability(Divination)
-2 saves vs Divination Magic
-----------------------------------------------------------------------------------------------------------------------------------------------------