Friday, May 6, 2016

"The Ultimate Lawyer" Cleric, Asmodean Advocate; Human


Self-Interested Preface: I'd never made a cleric before this build, but the Asmodean Advocate from the Dirty Tactics Toolbox got me interested enough to put something together and I like this character a ton.  The Asmodean Advocate can use its Profession (Barrister) skill for Diplomacy and Bluff and gets level-based bonuses as well as uses its WIS to determine the modifier.  This build has the human trait of being able to adjust attitudes by three steps, potentially bringing a creature from Hostile to Indifferent with a single high check (see Influence Attitude), and the Signature Skill for professions allows a "Roll twice and take the better result" from level 10 forward FOREVER (see Profession Unchained).  Fool's Privilege, from the Innuendo domain, allows an additional retry on a failure.  This makes this character an incredible party face, but its most effective direct use probably comes from the the channel focus Authoritative Vestments (scroll to underneath the main character build for a full description of it and several other channel foci).

A channel focus is a cheap special item which allows a variation of channeling to be performed through it as a standard action to activate it, allowing it create a special effect.  Authoritative Vestments are 450 GP robes that allow a Diplomacy check to be made against all viewers within 60' as a swift action which, if the Diplomacy [or, in this case, Profession (Barrister)] check exceeds 40 + the creature's CHA modifier, ends combat in regards to the character for that creature.  This character begins with a +12 Profession (Barrister) at level 1, increasing by little jumps to +20 at level 6 and reaching +30 at level 11, all WITHOUT the use of items.  Forcing a creature to indifferent makes it susceptible to requests and uninterested in direct combat, though hostile actions against it or its allies will initiate combat as normal.  Likely more effective than casting Sanctuary, though, and it's a swift action.  It's not specified in the text, but since you're using the ability quickly as a swift action and it's supposed to be a displayed expression of your glory, I'd imagine it supersedes the language dependence of a normal Diplomacy check and instead just works as a visual effect (GM discretion).  The Just Scale works in a similar way, allowing swift-action Diplomacy, but only on a single creature at a time, though up to 1/2 cleric level creatures per use.

Variant Channeling could be a good idea- some of them are very strong.  Unfortunately, Asmodeus' domains are Evil, Fire, Law, Magic, and Trickery, which, in order: does not have a variant, sacrifices half damage to set affected creatures on fire, sacrifices half damage to put creatures in a zone of truth, sacrifices half damage to add a concentration check equal to the channel DC + spell level, and sacrifices half damage to penalize creatures' Perception and Sense Motive.  Of those, the concentration check is the only variant worth getting, and even there it's probably a waste of a standard action.  This character's only built to get four channels a day anyway, and they're better off used on Channel Foci.

Aside from the social stuff, this character is built as a medium-armor caster cleric, with high WIS and standard-action evil-summoning feats.  The character gets Toughness at level 7, the obligatory and amazing Divine Interference feat at level 11 and Diehard at 19 (these can easily be swapped out for more aggressive metamagic feats, but this character's a little squishy without em).  It's one of the only builds I've made or seen where it felt appropriate to get Fast Learner, a human racial feat that lets a character take two favored class bonuses each level, which, of course, stacks with Toughness to make up for the d8 cleric hit die and its 12 CON.

The final character feature worth mentioning is its figment-archetype snake familiar, which upgrades to a figment-archetype Imp Consular familiar at level 8.  It's meant to stay invisible, improved action economy through wand use (which is why this character starts buying ranks in Use Magic Device), and use the evolution points it gains from being a figment to improve its versatility as needed.  The familiar's by-level stats are underneath the build.

Roleplayways I'd probly play this character as a master negotiator who is kind of a dick and requests contracts about everything, using tricks to activate Verify as often as possible.  Stuff like getting enemies to verbally commit to metaphorical and hyperbolic statements pre- or mid- combat would work; it'd be a free-action untyped saving throw decrease for clever people.  It'd be pretty cheap to get armor glamered to be a suit, and the imp would always be sitting on the character's shoulder, invisibly, holding a pen and scroll so the character could snap their fingers to 'summon' it.

Regardless, this character was real fun to make and seems really neat to play.  I've never really been into clerics, but if I wanted to play one, this would absolutely be the one I wanted to play.  It's a "deal with the devil"-style caster summoner cleric who happens to be one of the best party faces possible.

This character tweaked and finalized in November of 2016 (thanks hasipupsi for saying something about Signature Skills and Shatter Resolve and thanks to someone on the forums who asserted that archetypes cannot alter the same class feature regardless of language).



Cleric (Asmodean Advocate), Level 20

Race: Human, +2 WIS (+1 Skill Point/+1 Hit Point/+1 CL to overcome outsider spell resistance)

Racial Traits
Focused Study (bonus Skill Focus feat at 1st, 8th, and 16th level)
Silver-Tongued (+2 Bluff/Diplomacy, can adjust attitudes by up to three steps with Diplomacy checks)

Character Traits/Drawbacks
Drawback: Cruelty (-2 to attack rolls if within 30’ of dying or helpless enemies and not attacking them)
Combat: Reactionary (+2 to Initiative)
Faith: Birthmark (+2 to saving throws against charm/compulsion, birthmark acts as holy symbol for casting)
Magic: Focused Mind (+2 to concentration checks)

Class Skills: Appraise, Bluff, Craft (Any), Diplomacy, Disguise, Heal, Knowledge (Arcana), Knowledge (History), Knowledge (Nobility), Knowledge (Planes), Knowledge (Religion), Linguistics, Profession (Any), Sense Motive, Spellcraft, and Stealth.

Known Languages: Common

1: Cleric (Asmodean Advocate) 1, +1 Skill Point and Hit Point
            BAB: +0
            Base Saves: +3/+1/+6
New Feats: Simple Weapon Proficiency, Light and Medium Armor Proficiencies, Shield Proficiency, Aura(Law, Evil), Channel Energy (Negative), Cleric Spellcasting, Demonic Knowledge, Devil In The Details, Diminished Spellcasting, Domain: Trickery (Innuendo), Pact-Bound, Serpent, Spontaneous Casting (Inflict), [Domain] Fool's Privilege 1/day, [Familiar] Alertness, [Familiar] (Serpent) +2 Bluff, [1st Level Feat] Verify, [Focused Study] Skill Focus: Profession (Barrister), [Anti-Hero] Fast Learner
Skills(4): Knowledge (Planes), Profession (Barrister), Sense Motive, Spellcraft
Base Spells Per Day*: 3 Lvl. 0, 2 Lvl. 1
            *Also, one specific domain spell per spell level above 0.
Channel Energy: 1d6 negative
Familiar: Viper, Figment archetype

2: Cleric (Asmodean Advocate) 2, +1 Skill Point and Hit Point
            BAB: +1
            Base Saves: +4/+1/+7
New Feats: (none)
Skills(4): Knowledge (Religion), Profession (Barrister), Sense Motive, Spellcraft
Base Spells Per Day*: 4 Lvl. 0, 3 Lvl. 1
            *Also, one specific domain spell per spell level above 0.
Channel Energy: 1d6 negative

3: Cleric (Asmodean Advocate) 3, +1 Skill Point and Hit Point
            BAB: +2
            Base Saves: +4/+2/+7
New Feats: [3rd Level Feat] Summon Evil Monster
Skills(4): Knowledge (History), Profession (Barrister), Sense Motive, Spellcraft
Base Spells Per Day*: 4 Lvl. 0, 3 Lvl. 1, 2 Lvl. 2
            *Also, one specific domain spell per spell level above 0.
Channel Energy: 2d6 negative

4: Cleric (Asmodean Advocate) 4, +1 Skill Point and Hit Point
            BAB: +3
            Increased Ability Score: WIS +1 (20)
            Base Saves: +5/+2/+9
New Feats: (none)
Skills(4): Linguistics (Infernal), Profession (Barrister), Sense Motive, Spellcraft
Base Spells Per Day*: 4 Lvl. 0, 5 Lvl. 1, 3 Lvl. 2
            *Also, one specific domain spell per spell level above 0.
Channel Energy: 2d6 negative

5: Cleric (Asmodean Advocate) 5, +1 Skill Point and Hit Point
            BAB: +3
            Base Saves: +5/+2/+9
New Feats: Fool's Privilege 2/day, [5th Level Feat] Sacred Summons
Skills(4): Profession (Barrister), Sense Motive, Spellcraft, Use Magic Device
Base Spells Per Day*: 4 Lvl. 0, 5 Lvl. 1, 3 Lvl. 2, 2 Lvl. 3
            *Also, one specific domain spell per spell level above 0.
Channel Energy: 3d6 negative

6: Cleric (Asmodean Advocate) 6, +1 Skill Point and Hit Point
            BAB: +4
            Base Saves: +6/+3/+10
New Feats: (none)
Skills(4): Profession (Barrister), Sense Motive, Spellcraft, Use Magic Device
Base Spells Per Day*: 4 Lvl. 0, 5 Lvl. 1, 4 Lvl. 2, 3 Lvl. 3
            *Also, one specific domain spell per spell level above 0.
Channel Energy: 3d6 negative

7: Cleric (Asmodean Advocate) 7, +1 Skill Point and Hit Point
            BAB: +5
            Base Saves: +6/+3/+10
New Feats: [7th Level Feat] Toughness
Skills(4): Profession (Barrister), Sense Motive, Spellcraft, Use Magic Device
Base Spells Per Day*: 4 Lvl. 0, 6 Lvl. 1, 4 Lvl. 2, 3 Lvl. 3, 2 Lvl. 4
            *Also, one specific domain spell per spell level above 0.
Channel Energy: 4d6 negative

8: Cleric (Asmodean Advocate) 8, +1 Skill Point and Hit Point
            BAB: +6/+1
            Increased Ability Score: WIS +1 (21)
            Base Saves: +7/+3/+11
New Feats: [Domain] Master's Illusion, [Focused Study] Skill Focus: Sense Motive, Shoulder Devil, Lost: [Familiar] (Serpent) +2 Bluff
Skills(4): Profession (Barrister), Sense Motive, Spellcraft, Use Magic Device
Base Spells Per Day*: 4 Lvl. 0, 6 Lvl. 1, 4 Lvl. 2, 4 Lvl. 3, 3 Lvl. 4
            *Also, one specific domain spell per spell level above 0.
Channel Energy: 4d6 negative
Familiar (Improved): Imp Consular

9: Cleric (Asmodean Advocate) 9, +1 Skill Point and Hit Point
            BAB: +6/+1
            Base Saves: +7/+4/+11
New Feats: Fool's Privilege 3/day, [9th Level Feat] Signature Skill: Profession (Barrister)
Skills(4): Profession (Barrister), Sense Motive, Spellcraft, Use Magic Device
Base Spells Per Day*: 4 Lvl. 0, 6 Lvl. 1, 4 Lvl. 2, 4 Lvl. 3, 3 Lvl. 4, 2 Lvl. 5
            *Also, one specific domain spell per spell level above 0.
Channel Energy: 5d6 negative

10: Cleric (Asmodean Advocate) 10, +1 Skill Point and Hit Point
            BAB: +7/+2
            Base Saves: +8/+4/+12
New Feats: (none), Signature Skill Unlock (10th), [Skill Focus: Profession (Barrister) and Spellcraft bonus increases to +6]
Skills(4): Profession (Barrister), Sense Motive, Spellcraft, Use Magic Device
Base Spells Per Day*: 4 Lvl. 0, 6 Lvl. 1, 5 Lvl. 2, 4 Lvl. 3, 4 Lvl. 4, 3 Lvl. 5
            *Also, one specific domain spell per spell level above 0.
Channel Energy: 5d6 negative

11: Cleric (Asmodean Advocate) 11, +1 Skill Point and Hit Point
            BAB: +8/+3
            Base Saves: +8/+4/+12
New Feats: [11th Level Feat] Divine Interference
Skills(4): Profession (Barrister), Sense Motive, Spellcraft, Use Magic Device
Base Spells Per Day*: 4 Lvl. 0, 6 Lvl. 1, 5 Lvl. 2, 5 Lvl. 3, 4 Lvl. 4, 3 Lvl. 5, 1 Lvl. 6
            *Also, one specific domain spell per spell level above 0.
Channel Energy: 6d6 negative

12: Cleric (Asmodean Advocate) 12, +1 Skill Point and Hit Point
            BAB: +9/+4
Increased Ability Score: WIS +1 (22)
            Base Saves: +9/+5/+14
New Feats: (none)
Skills(4): Profession (Barrister), Sense Motive, Spellcraft, Use Magic Device
Base Spells Per Day*: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 5 Lvl. 3, 4 Lvl. 4, 4 Lvl. 5, 3 Lvl. 6
            *Also, one specific domain spell per spell level above 0.
Channel Energy: 6d6 negative

13: Cleric (Asmodean Advocate) 13, +1 Skill Point and Hit Point
            BAB: +9/+4
            Base Saves: +9/+5/+14
New Feats: Fool's Privilege 4/day, [13th Level Feat] Spell Penetration
Skills(4): Profession (Barrister), Sense Motive, Spellcraft, Use Magic Device
Base Spells Per Day*: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 5 Lvl. 3, 5 Lvl. 4, 4 Lvl. 5, 3 Lvl. 6, 1 Lvl. 7
            *Also, one specific domain spell per spell level above 0.
Channel Energy: 7d6 negative

14: Cleric (Asmodean Advocate) 14, +1 Skill Point and Hit Point
            BAB: +10/+5
            Base Saves: +10/+5/+15
New Feats: (none)
Skills(4): Profession (Barrister), Sense Motive, Spellcraft, +1 other
Base Spells Per Day*: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 5 Lvl. 3, 5 Lvl. 4, 4 Lvl. 5, 4 Lvl. 6, 2 Lvl. 7
            *Also, one specific domain spell per spell level above 0.
Channel Energy: 7d6 negative

15: Cleric (Asmodean Advocate) 15, +1 Skill Point and Hit Point
            BAB: +11/+6/+1
            Base Saves: +10/+6/+15
New Feats: Signature Skill Unlock (15th), [15th Level Feat] Greater Spell Penetration
Skills(4): Profession (Barrister), Sense Motive, Spellcraft, +1 other
Base Spells Per Day*: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 5 Lvl. 3, 5 Lvl. 4, 5 Lvl. 5, 4 Lvl. 6, 2 Lvl. 7, 1 Lvl. 8
            *Also, one specific domain spell per spell level above 0.
Channel Energy: 8d6 negative

16: Cleric (Asmodean Advocate) 16, +1 Skill Point and Hit Point
            BAB: +12/+7/+2
Increased Ability Score: WIS +1 (23)
            Base Saves: +11/+6/+16
New Feats: [Focused Study] Skill Focus: Spellcraft
Skills(4): Profession (Barrister), Sense Motive, Spellcraft, +1 other
Base Spells Per Day*: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 5 Lvl. 3, 5 Lvl. 4, 5 Lvl. 5, 4 Lvl. 6, 3 Lvl. 7, 2 Lvl. 8
            *Also, one specific domain spell per spell level above 0.
Channel Energy: 8d6 negative

17: Cleric (Asmodean Advocate) 17, +1 Skill Point and Hit Point
            BAB: +12/+7/+2
            Base Saves: +11/+6/+16
New Feats: Fool's Privilege 5/day, [17th Level Feat] Endurance
Skills(4): Profession (Barrister), Sense Motive, Spellcraft, +1 other
Base Spells Per Day*: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 5 Lvl. 3, 5 Lvl. 4, 5 Lvl. 5, 5 Lvl. 6, 3 Lvl. 7, 2 Lvl. 8, 1 Lvl. 9
            *Also, one specific domain spell per spell level above 0.
Channel Energy: 9d6 negative

18: Cleric (Asmodean Advocate) 18, +1 Skill Point and Hit Point
            BAB: +13/+8/+3
            Base Saves: +12/+7/+17
New Feats: (none)
Skills(4): Profession (Barrister), Sense Motive, Spellcraft, +1 other
Base Spells Per Day*: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 5 Lvl. 3, 5 Lvl. 4, 5 Lvl. 5, 5 Lvl. 6, 3 Lvl. 7, 3 Lvl. 8, 2 Lvl. 9
            *Also, one specific domain spell per spell level above 0.
Channel Energy: 9d6 negative

19: Cleric (Asmodean Advocate) 19, +1 Skill Point and Hit Point
            BAB: +14/+9/+4
            Base Saves: +12/+7/+17
New Feats: [19th Level Feat] Diehard
Skills(4): Profession (Barrister), Sense Motive, Spellcraft, +1 other
Base Spells Per Day*: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 5 Lvl. 3, 5 Lvl. 4, 5 Lvl. 5, 5 Lvl. 6, 4 Lvl. 7, 3 Lvl. 8, 3 Lvl. 9
            *Also, one specific domain spell per spell level above 0.
Channel Energy: 10d6 negative

20: Cleric (Asmodean Advocate) 20, +1 Skill Point and Hit Point
            BAB: +15/+10/+5
Increased Ability Score: WIS +1 (24)
            Base Saves: +13/+7/+19
New Feats: Signature Skill Unlock (20th)
Skills(4): Profession (Barrister), Sense Motive, Spellcraft, +1 other
Base Spells Per Day*: 4 Lvl. 0, 6 Lvl. 1, 6 Lvl. 2, 6 Lvl. 3, 5 Lvl. 4, 5 Lvl. 5, 5 Lvl. 6, 5 Lvl. 7, 4 Lvl. 8, 4 Lvl. 9
            *Also, one specific domain spell per spell level above 0.
Channel Energy: 10d6 negative

Domain Spells (Trickery, Innuendo)
Level 1- 1st:     Sow Thought
Level 3- 2nd:    Invisibility
Level 5- 3rd:     Suggestion
Level 7- 4th:     Confusion
Level 9- 5th:     False Vision
Level 11- 6th:   Mass Suggestion
Level 13- 7th:   Screen
Level 15- 8th:   Mass Invisibility
Level 17- 9th:   Time Stop
 


Notable Channel Foci

Activating a focus is identical to channeling energy, but instead of directing the power outward, the cleric (or other appropriate character) directs it into the focus, expending one use of channel energy. This triggers the item’s ability; the channel does not have any of its normal effects (for example, a cleric channeling positive energy through her focus would not heal living creatures or harm undead in the area). The cleric must wear or hold the focus, as appropriate. She can still use channel energy in the normal way, even while wearing or holding a channel focus. An activated channel focus radiates faint conjuration (positive energy) or necromancy magic (negative energy). An unactivated focus is completely nonmagical — it is a channel for the magical positive or negative energy, but has no magic of its own.

Because a focus includes the holy symbol of a specific religion, in most cases a cleric cannot activate the focus of another faith (though your GM may rule that a member of an allied church can activate another religion’s focus). A cleric whose deity allows positive or negative channeling may use either type to activate a focus, though some foci may have different effects depending on what kind of energy activates them. The cleric can use the focus as a holy symbol (whether activated or not), though if it is a worn item rather than a held item she must touch the item with a free hand.

Authoritative Vestments (450 GP)
Typically worn by senior members of a faith, these cumbersome but splendidly ornate garments create an aura of dignity and gravitas that few dare to challenge. When activated, the garments make you seem more impressive and worthy of respect to all viewers within 60 feet of you; you may make a single Diplomacy check to change the attitudes of these viewers as a swift action. You can only use this ability on a particular viewer once per day (additional attempts have no effect, though you can still persuade viewers normally without the help of the focus).

Just Scale (50 GP)
This set of small gold-plated scales is inscribed with words from a holy text. When activated, its presence aids in negotiations, making attempts to change the attitude of another person by one step a swift action instead of requiring 1 minute. The user must touch the scales and speak to the intended target as part of the skill check. The item remains activated for 1 hour, or until it has been used to influence a number of creatures equal to 1/2 the effective cleric level of the person who activated it.

Sanctified Rings (5 GP per pair)
A single tiny religious symbol adorns each ring in this matched pair. If two people each wear one of the rings and clasp hands, a cleric may activate both rings with one use of channel energy. If the person wearing one of these rings dies or removes it, the other ring instantly cracks; the wearer of the broken ring knows if it cracked because the other wearer died or the ring was removed.

Sanctified Shield (+100 GP to base shield cost)
A sanctified shield may be any type of shield (including bucklers, tower shields, and even magical shields). When activated, a sacred shield adds a +1 sacred (if positive energy) or profane (if negative energy) bonus to the wearer’s Armor Class. This bonus lasts for 24 hours or until the wearer is struck in combat, whichever comes first. Creatures other than the cleric are able to use the charged shield and this ability.

Sundered Mask (250 GP)
This mask is a representation of a god of knowledge. Activating the mask charges it with healing power. If a member of the faith associated with the mask wears the mask when it is activated, the first time the wearer takes damage, the mask releases the stored energy into the wearer, healing a number of hit points equal to the number of dice of the activating cleric's channel energy ability. The mask heals its wearer regardless of the type of channeled energy used and whether the target is living or undead. This healing does not prevent the wearer from dying because of hit point damage, and is mainly used to provide instant healing when a cleric is occupied or can only channel a harmful kind of energy. The mask remains charged until it heals someone or 24 hours pass.

Winged Fetish (50 GP)
This amulet is made of a dulled dagger wrapped with feathers. When activated, it protects the wearer against undead creatures. The first time the wearer is subject to an attack from an undead creature that requires a saving throw (such as disease, paralysis, or energy drain), the amulet gives the wearer a sacred (if activated with positive energy) or profane (if activated with negative energy) bonus on her saving throw against that attack. This bonus is equal to the number of dice of the activating cleric's channel energy ability. The amulet remains charged until its magic is used or 1 hour has passed.

Familiar Progression


1: Snake, Viper (+2 to master's Bluff checks); Figment archetype
HD: 1
HP: 1/4 master's HP
BAB: +0
Ability Scores: STR 4; DEX 17; CON 8; INT 6; WIS 13; CHA 2
Attack(s): Bite +5 (1d2-2) with DC 9 injury poison: 1d2 CON (duration 1/round for 6 rounds)
Size: Tiny (0 ft. reach)
Speed: 20’ Land, 20' Climb, 20' Swim
Base Saves: +1/+5/+3
Base AC: 17 (10 + 2 natural + 3 DEX + 2 size)
Current Feats and Abilities: Low-Light Vision, Weapon Finesse, Alertness, Share Spells, Empathic Link, Serpent (speaks Common), Recurring Dream
Skills: Climb 11, Knowledge (Planes) -1, Perception 9, Profession (Barrister) 2, Sense Motive 2, Spellcraft -1, Stealth 15, Swim 11

2: Snake, Viper (+2 to master's Bluff checks); Figment archetype
HD: 2
HP: 1/4 master's HP
BAB: +1
Ability Scores: STR 4; DEX 17; CON 8; INT 6; WIS 13; CHA 2
Attack(s): Bite +6 (1d2-2) with DC 9 injury poison: 1d2 CON (duration 1/round for 6 rounds)
Size: Tiny (0 ft. reach)
Speed: 20’ Land, 20' Climb, 20' Swim
Base Saves: +2/+6/+4
Base AC: 17 (10 + 2 natural + 3 DEX + 2 size)
Current Feats and Abilities: Low-Light Vision, Weapon Finesse, Alertness, Share Spells, Empathic Link, Serpent (speaks Common), Recurring Dream
Skills: Climb 11, Knowledge (Planes) -1, Knowledge (Religion) -1, Perception 9, Profession (Barrister) 3, Sense Motive 3, Spellcraft 0, Stealth 15, Swim 11

3: Snake, Viper (+2 to master's Bluff checks); Figment archetype
HD: 3
HP: 1/4 master's HP
BAB: +2
Ability Scores: STR 4; DEX 17; CON 8; INT 7; WIS 13; CHA 2
Attack(s): Bite +7 (1d2-2) with DC 9 injury poison: 1d2 CON (duration 1/round for 6 rounds)
Size: Tiny (0 ft. reach)
Speed: 20’ Land, 20' Climb, 20' Swim
Base Saves: +2/+6/+4
Base AC: 18 (10 + 3 natural + 3 DEX + 2 size)
Current Feats and Abilities: Low-Light Vision, Weapon Finesse, Alertness, Share Spells, Empathic Link, Serpent (speaks Common), Recurring Dream, Manifest Dreams 1
Skills: Climb 11, Knowledge (Planes) -1, Knowledge (Religion) -1, Perception 9, Profession (Barrister) 4, Sense Motive 4, Spellcraft 1, Stealth 15, Swim 11
Evolutions(1): (1)Skilled: Use Magic Device

4: Snake, Viper (+2 to master's Bluff checks); Figment archetype
HD: 4
HP: 1/4 master's HP
BAB: +3
Ability Scores: STR 4; DEX 17; CON 8; INT 7; WIS 13; CHA 2
Attack(s): Bite +8 (1d2-2) with DC 9 injury poison: 1d2 CON (duration 1/round for 6 rounds)
Size: Tiny (0 ft. reach)
Speed: 20’ Land, 20' Climb, 20' Swim
Base Saves: +3/+7/+5
Base AC: 18 (10 + 3 natural + 3 DEX + 2 size)
Current Feats and Abilities: Low-Light Vision, Weapon Finesse, Alertness, Share Spells, Empathic Link, Serpent (speaks Common), Recurring Dream, Manifest Dreams 1
Skills: Climb 11, Knowledge (Planes) -1, Knowledge (Religion) -1, Linguistics -1, Perception 9, Profession (Barrister) 5, Sense Motive 5, Spellcraft 2, Stealth 15, Swim 11
Evolutions(1): (as desired regarding campaign/current situation, altered each morning)

5: Snake, Viper (+2 to master's Bluff checks); Figment archetype
HD: 5
HP: 1/4 master's HP
BAB: +3
Ability Scores: STR 4; DEX 17; CON 8; INT 8; WIS 13; CHA 2
Attack(s): Bite +8 (1d2-2) with DC 9 injury poison: 1d2 CON (duration 1/round for 6 rounds)
Size: Tiny (0 ft. reach)
Speed: 20’ Land, 20' Climb, 20' Swim
Base Saves: +3/+7/+5
Base AC: 19 (10 + 4 natural + 3 DEX + 2 size)
Current Feats and Abilities: Low-Light Vision, Weapon Finesse, Alertness, Share Spells, Empathic Link, Serpent (speaks Common), Recurring Dream, Manifest Dreams 1, Extra Item Slot: Hands
Skills: Climb 11, Knowledge (Planes) 0, Knowledge (Religion) 0, Linguistics 0, Perception 9, Profession (Barrister) 6, Sense Motive 6, Spellcraft 4, Stealth 15, Swim 11, Use Magic Device 5
Evolutions(1): (as desired regarding campaign/current situation, altered each morning)

6: Snake, Viper (+2 to master's Bluff checks); Figment archetype
HD: 6
HP: 1/4 master's HP
BAB: +4
Ability Scores: STR 4; DEX 17; CON 8; INT 8; WIS 13; CHA 2
Attack(s): Bite +9 (1d2-2) with DC 9 injury poison: 1d2 CON (duration 1/round for 6 rounds)
Size: Tiny (0 ft. reach)
Speed: 20’ Land, 20' Climb, 20' Swim
Base Saves: +4/+8/+6
Base AC: 19 (10 + 4 natural + 3 DEX + 2 size)
Current Feats and Abilities: Low-Light Vision, Weapon Finesse, Alertness, Share Spells, Empathic Link, Serpent (speaks Common), Recurring Dream, Manifest Dreams 1, Extra Item Slot: Hands
Skills: Climb 11, Knowledge (Planes) 0, Knowledge (Religion) 0, Linguistics 0, Perception 9, Profession (Barrister) 7, Sense Motive 7, Spellcraft 5, Stealth 15, Swim 11, Use Magic Device 6
Evolutions(1): (1)Skilled: Use Magic Device

7: Snake, Viper (+2 to master's Bluff checks); Figment archetype
HD: 7
HP: 1/4 master's HP
BAB: +5
Ability Scores: STR 4; DEX 17; CON 8; INT 9; WIS 13; CHA 2
Attack(s): Bite +10 (1d2-2) with DC 9 injury poison: 1d2 CON (duration 1/round for 6 rounds)
Size: Tiny (0 ft. reach)
Speed: 20’ Land, 20' Climb, 20' Swim
Base Saves: +4/+8/+6
Base AC: 20 (10 + 5 natural + 3 DEX + 2 size)
Current Feats and Abilities: Low-Light Vision, Weapon Finesse, Alertness, Share Spells, Empathic Link, Serpent (speaks Common), Recurring Dream, Manifest Dreams 2, Extra Item Slot: Hands
Skills: Climb 11, Knowledge (Planes) 0, Knowledge (Religion) 0, Linguistics 0, Perception 9, Profession (Barrister) 8, Sense Motive 8, Spellcraft 6, Stealth 15, Swim 11, Use Magic Device 7
Evolutions(2): (1)Skilled: Use Magic Device, (as desired regarding campaign/current situation, altered each morning)

8: Imp, Consular; Figment archetype
HD: 8
HP: 1/4 master's HP
BAB: +6
Ability Scores: STR 10; DEX 17; CON 10; INT 9; WIS 12; CHA 14
Attack(s): Sting +11 (1d4) with DC 13 injury poison: 1d2 DEX (duration 1/round for 6 rounds)
Size: Tiny (0 ft. reach)
Speed: 20’ Land, 50' Fly (perfect)
Base Saves: +6/+9/+7
Base AC: 20 (10 + 5 natural + 3 DEX + 2 size)
Resistances: DR 5/good or silver, Immune fire/poison, Resist acid/cold 10
Current Feats and Abilities: Darkvision 60', See In Darkness, constant Detect Good, constant Detect Magic, Fast Healing 2, Telepathy 50', Dodge, Weapon Finesse, Alertness, Share Spells, Empathic Link, Recurring Dream, Manifest Dreams 2, Extra Item Slot: Hands, [Languages] Common and Infernal
Spell-Like Abilities (CL 6): Invisibility(self) at will, Beast Shape II at will, Augury DC 15 1/day, Suggestion DC 15 1/day, Commune (CL 12th, 6 questions) 1/week
Skills: Acrobatics 9, Bluff 8, Fly 21, Knowledge (Arcana) 6, Knowledge (Planes) 6, Knowledge (Religion) 0, Linguistics 0, Perception 9, Profession (Barrister) 9, Sense Motive 9, Spellcraft 7, Use Magic Device 14
Evolutions(2): (1)Skilled: Use Magic Device, (as desired regarding campaign/current situation, altered each morning)


9: Imp, Consular; Figment archetype
HD: 9
HP: 1/4 master's HP
BAB: +6
Ability Scores: STR 10; DEX 17; CON 10; INT 10; WIS 12; CHA 14
Attack(s): Sting +11 (1d4) with DC 13 injury poison: 1d2 DEX (duration 1/round for 6 rounds)
Size: Tiny (0 ft. reach)
Speed: 20’ Land, 50' Fly (perfect)
Base Saves: +6/+9/+7
Base AC: 21 (10 + 6 natural + 3 DEX + 2 size)
Resistances: DR 5/good or silver, Immune fire/poison, Resist acid/cold 10
Current Feats and Abilities: Darkvision 60', See In Darkness, constant Detect Good, constant Detect Magic, Fast Healing 2, Telepathy 50', Dodge, Weapon Finesse, Alertness, Share Spells, Empathic Link, Recurring Dream, Manifest Dreams 2, Extra Item Slot: Hands, [Languages] Common and Infernal
Spell-Like Abilities (CL 6): Invisibility(self) at will, Beast Shape II at will, Augury DC 15 1/day, Suggestion DC 15 1/day, Commune (CL 12th, 6 questions) 1/week
Skills: Acrobatics 9, Bluff 8, Fly 21, Knowledge (Arcana) 7, Knowledge (Planes) 7, Knowledge (Religion) 1, Linguistics 1, Perception 9, Profession (Barrister) 10, Sense Motive 10, Spellcraft 9, Use Magic Device 15
Evolutions(2): (1)Skilled: Use Magic Device, (as desired regarding campaign/current situation, altered each morning)

10: Imp, Consular; Figment archetype
HD: 10
HP: 1/4 master's HP
BAB: +7
Ability Scores: STR 10; DEX 17; CON 10; INT 10; WIS 12; CHA 14
Attack(s): Sting +12 (1d4) with DC 13 injury poison: 1d2 DEX (duration 1/round for 6 rounds)
Size: Tiny (0 ft. reach)
Speed: 20’ Land, 50' Fly (perfect)
Base Saves: +7/+10/+8
Base AC: 21 (10 + 6 natural + 3 DEX + 2 size)
Resistances: DR 5/good or silver, Immune fire/poison, Resist acid/cold 10
Current Feats and Abilities: Darkvision 60', See In Darkness, constant Detect Good, constant Detect Magic, Fast Healing 2, Telepathy 50', Dodge, Weapon Finesse, Alertness, Share Spells, Empathic Link, Recurring Dream, Manifest Dreams 2, Extra Item Slot: Hands, [Languages] Common and Infernal
Spell-Like Abilities (CL 6): Invisibility(self) at will, Beast Shape II at will, Augury DC 15 1/day, Suggestion DC 15 1/day, Commune (CL 12th, 6 questions) 1/week
Skills: Acrobatics 9, Bluff 8, Fly 21, Knowledge (Arcana) 7, Knowledge (Planes) 7, Knowledge (Religion) 1, Linguistics 1, Perception 9, Profession (Barrister) 11, Sense Motive 11, Spellcraft 10, Use Magic Device 16
Evolutions(2): (1)Skilled: Use Magic Device, (as desired regarding campaign/current situation, altered each morning)

11: Imp, Consular; Figment archetype
HD: 11
HP: 1/4 master's HP
BAB: +8
Ability Scores: STR 10; DEX 17; CON 10; INT 11; WIS 12; CHA 14
Attack(s): Sting +13 (1d4) with DC 13 injury poison: 1d2 DEX (duration 1/round for 6 rounds)
Size: Tiny (0 ft. reach)
Speed: 20’ Land, 50' Fly (perfect)
Base Saves: +7/+10/+8
Base AC: 22 (10 + 7 natural + 3 DEX + 2 size)
Resistances: DR 5/good or silver, Immune fire/poison, Resist acid/cold 10, SR 16
Current Feats and Abilities: Darkvision 60', See In Darkness, constant Detect Good, constant Detect Magic, Fast Healing 2, Telepathy 50', Dodge, Weapon Finesse, Alertness, Share Spells, Empathic Link, Recurring Dream, Manifest Dreams 2, Extra Item Slot: Hands, [Languages] Common and Infernal
Spell-Like Abilities (CL 6): Invisibility(self) at will, Beast Shape II at will, Augury DC 15 1/day, Suggestion DC 15 1/day, Commune (CL 12th, 6 questions) 1/week
Skills: Acrobatics 9, Bluff 8, Fly 21, Knowledge (Arcana) 7, Knowledge (Planes) 7, Knowledge (Religion) 1, Linguistics 1, Perception 9, Profession (Barrister) 12, Sense Motive 12, Spellcraft 11, Use Magic Device 17
Evolutions(2): (1)Skilled: Use Magic Device, (as desired regarding campaign/current situation, altered each morning)

12: Imp, Consular; Figment archetype
HD: 12
HP: 1/4 master's HP
BAB: +9
Ability Scores: STR 10; DEX 17; CON 10; INT 11; WIS 12; CHA 14
Attack(s): Sting +14 (1d4) with DC 13 injury poison: 1d2 DEX (duration 1/round for 6 rounds)
Size: Tiny (0 ft. reach)
Speed: 20’ Land, 50' Fly (perfect)
Base Saves: +8/+11/+9
Base AC: 22 (10 + 7 natural + 3 DEX + 2 size)
Resistances: DR 5/good or silver, Immune fire/poison, Resist acid/cold 10, SR 17
Current Feats and Abilities: Darkvision 60', See In Darkness, constant Detect Good, constant Detect Magic, Fast Healing 2, Telepathy 50', Dodge, Weapon Finesse, Alertness, Share Spells, Empathic Link, Recurring Dream, Manifest Dreams 2, Extra Item Slot: Hands, [Languages] Common and Infernal
Spell-Like Abilities (CL 6): Invisibility(self) at will, Beast Shape II at will, Augury DC 15 1/day, Suggestion DC 15 1/day, Commune (CL 12th, 6 questions) 1/week
Skills: Acrobatics 9, Bluff 8, Fly 21, Knowledge (Arcana) 7, Knowledge (Planes) 7, Knowledge (Religion) 1, Linguistics 1, Perception 9, Profession (Barrister) 13, Sense Motive 13, Spellcraft 12, Use Magic Device 18
Evolutions(2): (1)Skilled: Use Magic Device, (as desired regarding campaign/current situation, altered each morning)

13: Imp, Consular; Figment archetype
HD: 13
HP: 1/4 master's HP
BAB: +9
Ability Scores: STR 10; DEX 17; CON 10; INT 12; WIS 12; CHA 14
Attack(s): Sting +14 (1d4) with DC 13 injury poison: 1d2 DEX (duration 1/round for 6 rounds)
Size: Tiny (0 ft. reach)
Speed: 20’ Land, 50' Fly (perfect)
Base Saves: +8/+11/+9
Base AC: 23 (10 + 8 natural + 3 DEX + 2 size)
Resistances: DR 5/good or silver, Immune fire/poison, Resist acid/cold 10, SR 18
Current Feats and Abilities: Darkvision 60', See In Darkness, constant Detect Good, constant Detect Magic, Fast Healing 2, Telepathy 50', Dodge, Weapon Finesse, Alertness, Share Spells, Empathic Link, Recurring Dream, Manifest Dreams 3, Extra Item Slot: Hands, [Languages] Common and Infernal
Spell-Like Abilities (CL 6): Invisibility(self) at will, Beast Shape II at will, Augury DC 15 1/day, Suggestion DC 15 1/day, Commune (CL 12th, 6 questions) 1/week
Skills: Acrobatics 9, Bluff 8, Fly 21, Knowledge (Arcana) 8, Knowledge (Planes) 8, Knowledge (Religion) 2, Linguistics 2, Perception 9, Profession (Barrister) 14, Sense Motive 14, Spellcraft 14, Use Magic Device 19
Evolutions(3): (1)Skilled: Use Magic Device, (as desired regarding campaign/current situation, altered each morning)

14: Imp, Consular; Figment archetype
HD: 14
HP: 1/4 master's HP
BAB: +10
Ability Scores: STR 10; DEX 17; CON 10; INT 12; WIS 12; CHA 14
Attack(s): Sting +15 (1d4) with DC 13 injury poison: 1d2 DEX (duration 1/round for 6 rounds)
Size: Tiny (0 ft. reach)
Speed: 20’ Land, 50' Fly (perfect)
Base Saves: +9/+12/+10
Base AC: 23 (10 + 8 natural + 3 DEX + 2 size)
Resistances: DR 5/good or silver, Immune fire/poison, Resist acid/cold 10, SR 19
Current Feats and Abilities: Darkvision 60', See In Darkness, constant Detect Good, constant Detect Magic, Fast Healing 2, Telepathy 50', Dodge, Weapon Finesse, Alertness, Share Spells, Empathic Link, Recurring Dream, Manifest Dreams 3, Extra Item Slot: Hands, [Languages] Common and Infernal
Spell-Like Abilities (CL 6): Invisibility(self) at will, Beast Shape II at will, Augury DC 15 1/day, Suggestion DC 15 1/day, Commune (CL 12th, 6 questions) 1/week
Skills: Acrobatics 9, Bluff 8, Fly 21, Knowledge (Arcana) 8, Knowledge (Planes) 8, Knowledge (Religion) 2, Linguistics 2, Perception 9, Profession (Barrister) 15, Sense Motive 15, Spellcraft 15, Use Magic Device 19
Evolutions(3): (1)Skilled: Use Magic Device, (as desired regarding campaign/current situation, altered each morning)

15: Imp, Consular; Figment archetype
HD: 15
HP: 1/4 master's HP
BAB: +11
Ability Scores: STR 10; DEX 17; CON 10; INT 13; WIS 12; CHA 14
Attack(s): Sting +16 (1d4) with DC 13 injury poison: 1d2 DEX (duration 1/round for 6 rounds)
Size: Tiny (0 ft. reach)
Speed: 20’ Land, 50' Fly (perfect)
Base Saves: +9/+12/+10
Base AC: 24 (10 + 9 natural + 3 DEX + 2 size)
Resistances: DR 5/good or silver, Immune fire/poison, Resist acid/cold 10, SR 20
Current Feats and Abilities: Darkvision 60', See In Darkness, constant Detect Good, constant Detect Magic, Fast Healing 2, Telepathy 50', Dodge, Weapon Finesse, Alertness, Share Spells, Empathic Link, Recurring Dream, Manifest Dreams 3, Extra Item Slot: Hands, [Languages] Common and Infernal
Spell-Like Abilities (CL 6): Invisibility(self) at will, Beast Shape II at will, Augury DC 15 1/day, Suggestion DC 15 1/day, Commune (CL 12th, 6 questions) 1/week
Skills: Acrobatics 9, Bluff 8, Fly 21, Knowledge (Arcana) 8, Knowledge (Planes) 8, Knowledge (Religion) 2, Linguistics 2, Perception 9, Profession (Barrister) 16, Sense Motive 16, Spellcraft 16, Use Magic Device 19
Evolutions(3): (1)Skilled: Use Magic Device, (as desired regarding campaign/current situation, altered each morning)

16: Imp, Consular; Figment archetype
HD: 16
HP: 1/4 master's HP
BAB: +12
Ability Scores: STR 10; DEX 17; CON 10; INT 13; WIS 12; CHA 14
Attack(s): Sting +17 (1d4) with DC 13 injury poison: 1d2 DEX (duration 1/round for 6 rounds)
Size: Tiny (0 ft. reach)
Speed: 20’ Land, 50' Fly (perfect)
Base Saves: +10/+13/+11
Base AC: 24 (10 + 9 natural + 3 DEX + 2 size)
Resistances: DR 5/good or silver, Immune fire/poison, Resist acid/cold 10, SR 21
Current Feats and Abilities: Darkvision 60', See In Darkness, constant Detect Good, constant Detect Magic, Fast Healing 2, Telepathy 50', Dodge, Weapon Finesse, Alertness, Share Spells, Empathic Link, Recurring Dream, Manifest Dreams 3, Extra Item Slot: Hands, [Languages] Common and Infernal
Spell-Like Abilities (CL 6): Invisibility(self) at will, Beast Shape II at will, Augury DC 15 1/day, Suggestion DC 15 1/day, Commune (CL 12th, 6 questions) 1/week
Skills: Acrobatics 9, Bluff 8, Fly 21, Knowledge (Arcana) 8, Knowledge (Planes) 8, Knowledge (Religion) 2, Linguistics 2, Perception 9, Profession (Barrister) 17, Sense Motive 17, Spellcraft 17, Use Magic Device 19
Evolutions(3): (1)Skilled: Use Magic Device, (as desired regarding campaign/current situation, altered each morning)

17: Imp, Consular; Figment archetype
HD: 17
HP: 1/4 master's HP
BAB: +12
Ability Scores: STR 10; DEX 17; CON 10; INT 14; WIS 12; CHA 14
Attack(s): Sting +17 (1d4) with DC 13 injury poison: 1d2 DEX (duration 1/round for 6 rounds)
Size: Tiny (0 ft. reach)
Speed: 20’ Land, 50' Fly (perfect)
Base Saves: +10/+13/+11
Base AC: 25 (10 + 10 natural + 3 DEX + 2 size)
Resistances: DR 5/good or silver, Immune fire/poison, Resist acid/cold 10, SR 22
Current Feats and Abilities: Darkvision 60', See In Darkness, constant Detect Good, constant Detect Magic, Fast Healing 2, Telepathy 50', Dodge, Weapon Finesse, Alertness, Share Spells, Empathic Link, Recurring Dream, Manifest Dreams 3, Extra Item Slot: Hands, [Languages] Common and Infernal
Spell-Like Abilities (CL 6): Invisibility(self) at will, Beast Shape II at will, Augury DC 15 1/day, Suggestion DC 15 1/day, Commune (CL 12th, 6 questions) 1/week
Skills: Acrobatics 9, Bluff 8, Fly 21, Knowledge (Arcana) 9, Knowledge (Planes) 9, Knowledge (Religion) 3, Linguistics 3, Perception 9, Profession (Barrister) 18, Sense Motive 18, Spellcraft 19, Use Magic Device 19
Evolutions(3): (1)Skilled: Use Magic Device, (as desired regarding campaign/current situation, altered each morning)

18: Imp, Consular; Figment archetype
HD: 18
HP: 1/4 master's HP
BAB: +13
Ability Scores: STR 10; DEX 17; CON 10; INT 14; WIS 12; CHA 14
Attack(s): Sting +18 (1d4) with DC 13 injury poison: 1d2 DEX (duration 1/round for 6 rounds)
Size: Tiny (0 ft. reach)
Speed: 20’ Land, 50' Fly (perfect)
Base Saves: +11/+14/+12
Base AC: 25 (10 + 10 natural + 3 DEX + 2 size)
Resistances: DR 5/good or silver, Immune fire/poison, Resist acid/cold 10, SR 23
Current Feats and Abilities: Darkvision 60', See In Darkness, constant Detect Good, constant Detect Magic, Fast Healing 2, Telepathy 50', Dodge, Weapon Finesse, Alertness, Share Spells, Empathic Link, Recurring Dream, Manifest Dreams 3, Extra Item Slot: Hands, [Languages] Common and Infernal
Spell-Like Abilities (CL 6): Invisibility(self) at will, Beast Shape II at will, Augury DC 15 1/day, Suggestion DC 15 1/day, Commune (CL 12th, 6 questions) 1/week
Skills: Acrobatics 9, Bluff 8, Fly 21, Knowledge (Arcana) 9, Knowledge (Planes) 9, Knowledge (Religion) 3, Linguistics 3, Perception 9, Profession (Barrister) 19, Sense Motive 19, Spellcraft 20, Use Magic Device 19
Evolutions(3): (1)Skilled: Use Magic Device, (as desired regarding campaign/current situation, altered each morning)

19: Imp, Consular; Figment archetype
HD: 19
HP: 1/4 master's HP
BAB: +14
Ability Scores: STR 10; DEX 17; CON 10; INT 15; WIS 12; CHA 14
Attack(s): Sting +19 (1d4) with DC 13 injury poison: 1d2 DEX (duration 1/round for 6 rounds)
Size: Tiny (0 ft. reach)
Speed: 20’ Land, 50' Fly (perfect)
Base Saves: +11/+14/+12
Base AC: 26 (10 + 11 natural + 3 DEX + 2 size)
Resistances: DR 5/good or silver, Immune fire/poison, Resist acid/cold 10, SR 24
Current Feats and Abilities: Darkvision 60', See In Darkness, constant Detect Good, constant Detect Magic, Fast Healing 2, Telepathy 50', Dodge, Weapon Finesse, Alertness, Share Spells, Empathic Link, Recurring Dream, Manifest Dreams 3, Extra Item Slot: Hands, [Languages] Common and Infernal
Spell-Like Abilities (CL 6): Invisibility(self) at will, Beast Shape II at will, Augury DC 15 1/day, Suggestion DC 15 1/day, Commune (CL 12th, 6 questions) 1/week
Skills: Acrobatics 9, Bluff 8, Fly 21, Knowledge (Arcana) 9, Knowledge (Planes) 9, Knowledge (Religion) 3, Linguistics 3, Perception 9, Profession (Barrister) 20, Sense Motive 20, Spellcraft 21, Use Magic Device 19
Evolutions(3): (1)Skilled: Use Magic Device, (as desired regarding campaign/current situation, altered each morning)

20: Imp, Consular; Figment archetype
HD: 20
HP: 1/4 master's HP
BAB: +15
Ability Scores: STR 10; DEX 17; CON 10; INT 15; WIS 12; CHA 14
Attack(s): Sting +20 (1d4) with DC 13 injury poison: 1d2 DEX (duration 1/round for 6 rounds)
Size: Tiny (0 ft. reach)
Speed: 20’ Land, 50' Fly (perfect)
Base Saves: +12/+15/+13
Base AC: 26 (10 + 11 natural + 3 DEX + 2 size)
Resistances: DR 5/good or silver, Immune fire/poison, Resist acid/cold 10, SR 25
Current Feats and Abilities: Darkvision 60', See In Darkness, constant Detect Good, constant Detect Magic, Fast Healing 2, Telepathy 50', Dodge, Weapon Finesse, Alertness, Share Spells, Empathic Link, Recurring Dream, Manifest Dreams 3, Extra Item Slot: Hands, [Languages] Common and Infernal
Spell-Like Abilities (CL 6): Invisibility(self) at will, Beast Shape II at will, Augury DC 15 1/day, Suggestion DC 15 1/day, Commune (CL 12th, 6 questions) 1/week
Skills: Acrobatics 9, Bluff 8, Fly 21, Knowledge (Arcana) 9, Knowledge (Planes) 9, Knowledge (Religion) 3, Linguistics 3, Perception 9, Profession (Barrister) 21, Sense Motive 21, Spellcraft 22, Use Magic Device 19
Evolutions(3): (1)Skilled: Use Magic Device, (as desired regarding campaign/current situation, altered each morning)
 


11 comments:

  1. you can take signature skill only once

    ReplyDelete
  2. Let me first say i love the concept! It's brilliant ♥
    A minor however:
    1. Shatter Resolve
    Prerequisites : Channel negative energy class feature, worshiper of Urgathoa. (It says evil god in the d20pfsrd.com for copyright reasons i assume) technically you have to worship Asmodeus .

    2. Ever considered Heart of the Fields?
    Heart of the Fields : Humans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted . This racial trait replaces skilled.
    It would pump your Profession Barrista Check to ever more ridiculous levels and even faster...

    ReplyDelete
    Replies
    1. whoa hey thank you! ♥
      I'll correct the Shatter Resolve thing right now, you're right; it's what I get for using the d20pfsrd so much.

      and Heart of the Fields would be fucking amazing but for the necessity of Silver-Tongued in combination with the Authoritative Vestments (without adjusting disposition by three steps, Hostile creatures would become Indifferent at best instead of Friendly). it's a great suggestion if the character doesn't intend to use that trick, though.

      Delete
    2. okay, after makin that adjustment I remembered the Fast Learned racial feat that lets a human get +1 skill point and +1 hit point per favored class level, so I took it instead of Toughness and popped Toughness in at level 7, giving it an extra net +1 hit point per level, which bumped the Spell Penetrations to level 13 and 15, and now it gets Diehard at 19 (I'm not sure what I was thinking, trying to get it so early on this non-martial non-half-orc character).

      so hey, thanks x2 for making me think about my build!

      Delete
  3. How are you getting Fast Learner and Verify at 1st?

    ReplyDelete
    Replies
    1. one feat at first level, an extra feat for being an Anti-Hero. all my builds presuppose the GM using the Hero Points rules and subverting them as an Anti-Hero:

      (Paizo)
      "A PC can elect not to use the hero point system, instead relying more on his skills and abilities. Such characters do not receive hero points, regardless of the source, and can never benefit from their use. In exchange, such characters receive a bonus feat at 1st level. The option to allow such antiheroes in the game is subject to GM discretion."

      Delete


    2. Thanks for the response. Figured it was something like that, but I don't use hero points.

      Another question: how is the viper using extra item slot (hands) since it doesn't have hands? Does that have something to do with evolution points?

      Delete
  4. This comment has been removed by the author.

    ReplyDelete
  5. What is Demonic Knowledge (Feat at level 1)?

    ReplyDelete
    Replies
    1. archetype-granted by-level knowledge skill bonus from a different archetype that used to be in this build (but was illegal)
      it doesn't belong. thanks!

      Delete