Elf Nephilim • Sorcerer 6
Spell Attack: +12 • Spell DC: 22
Arc of lightning leaps between 1-2 targets. Each takes 4d4 electricity (Basic Reflex).
Base 2d4, auto-heightened to rank 3.
Orb of biting cold freezes target. Crit Fail: Also gains Weakness 3 to bludgeoning until your next turn.
Base 2d4, auto-heightened to rank 3.
You consume and ingest fire, gaining resistance 15 to fire until end of turn.
Belch Smoke (1 action): Exhale smoke in 5-ft burst within 20 ft. All creatures in smoke are concealed. Lasts 1 minute or until dispersed.
Spell ends if you fall unconscious, inhale, or exhale (including speaking).
Base Resist 5, auto-heightened to rank 3.
+1 AC until next turn. Can use Shield Block reaction (Hardness 10).
After blocking, can't recast for 10 min. Auto-heightened to rank 3 at level 5.
Detect presence and school of magical auras in the area.
Cloud the target's mind and daze it with a mental jolt. Target takes 5 mental damage (Basic Will).
Crit Fail: Also stunned 1.
Base 1d6, auto-heightened to rank 3.
Call upon the Void to harm life force. Target takes 4d4 void damage (Basic Fortitude).
Crit Fail: Also enfeebled 1 until start of your next turn.
Note: Void damage heals undead, harms living.
Base 2d4, auto-heightened to rank 3.
Crit Success: Unaffected
Success: Frightened 1
Failure: Frightened 2
Crit Fail: Frightened 3 + fleeing 1 rd
Creatures with lowest HP fall unconscious first. Incapacitation trait.
Target views you as friendly. Incapacitation trait.
Target invisible. Ends if target uses hostile action. Great for Aisa!
Attempt to counteract one spell effect on target.
1 action: 2d6 fire, 1 target
2 actions: 4d6 fire, 1 target
3 actions: 4d6 fire, up to 3 targets (separate attacks)
MAP applies after all attacks are made.
All allies in range gain +10 ft status bonus to Speed for 8 hours.
Classic AoE. 6d6 fire (avg 21). Signature - heighten freely.
Crit Success: Unaffected
Success: Slowed 1 for 1 round
Failure: Slowed 1 for 1 minute
Crit Fail: Slowed 2 for 1 minute
Slowed = lose that many actions each turn
Target gains extra action (Strike or Stride only). Best on Miyako or Aisa!
Unlock target's inner heroism. Target gains +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks.
Amazing on martial allies like Miyako or Aisa!
Grow dragon claws. Make 2 Strikes with single action, each deals 3d6+4 slashing. Agile, finesse.
Spew energy from your mouth in a devastating blast. All creatures in area take 5d6 force damage (Basic Reflex, DC 22).
Arcane Draconic bloodline = force damage type.
Spells Available:
Daze (1 charge) — Cantrip
◆◆ 2 actions • Range 60 ft • Will save
Target takes 5 mental damage (cantrip scales with level). On critical fail, target is also stunned 1.
Color Spray (2 charges) — Rank 1
◆◆ 2 actions • 15-ft cone • Will save
Crit Success: Unaffected.
Success: Dazzled 1 round.
Failure: Stunned 1, Blinded 1 round, Dazzled 1 minute.
Crit Fail: Stunned 1 round, Blinded 1 minute.
Hypnotic Pattern (3 charges) — Rank 3
◆◆ 2 actions • Range 120 ft • 10-ft burst • Will save
Success: Unaffected.
Failure: Fascinated by the pattern (flat-check DC 5 to use hostile actions, -2 to Perception). Ends if attacked or threatened.
Crit Fail: Fascinated and can't use hostile actions.
White marble staff carved into an abstract knight. Functions as a wooden stake for vampires. +1 circumstance bonus to damage vs undead.
Disrupt Undead (cantrip) — Cantrip
◆◆ 2 actions • Range 30 ft • Basic Fort
Deal 5 vitality damage to undead. Crit Fail: also enfeebled 1 until start of your next turn.
Heal (1-2 charges) — Rank 1-2
◆-◆◆◆ 1-3 actions • Touch/30 ft
1 action (1 charge): Heal 1d8 HP (touch).
2 actions (1 charge): Heal 1d8+8 HP (30 ft).
2 charges: Rank 2 — Heal 2d8+16 HP.
Disrupting Weapons (1 charge) — Rank 1
◆◆ 2 actions • 2 willing creatures
Touched weapons deal extra 1d4 vitality damage against undead for 1 minute.
Gentle Repose (2 charges) — Rank 2
◆◆ 2 actions • Touch • Duration 24 hours
Preserve a corpse from decay and prevent it from becoming undead.
Traits: Finesse (use DEX), Agile (-4/-8 MAP), Thrown 10 ft, Versatile S (can deal Slashing).
Usage: 1 action to Strike, 2 actions to Reload.
+1 Potency Rune: Grants +1 item bonus to attack rolls.
Contents:
• Bedroll (L bulk)
• Rations ×2 (L bulk each)
• Rope 50 ft (L bulk)
• Torches ×5 (L bulk each)
• Waterskin (L bulk)
• Chalk ×10
• Flint and Steel
Size: Tiny • Speed: 25 ft • Senses: Low-light vision
Saves: Fort +11, Ref +11, Will +10 (uses yours)
Choose 2 abilities daily:
Accompanist
Your familiar helps you perform. Whenever you attempt a Performance check, if your familiar is nearby and can act, it accompanies you with chirps, claps, or its own miniature instrument. Grants +1 circumstance bonus to Performance (+2 if master).
Alchemical Gut
Your familiar can act as a bomb coagulant alembic by swallowing the bomb to be affected (2 Interact actions from it, 1 from you). It regurgitates the concentrated item 1 minute later.
Traits: Elf
You've studied in traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice.
You gain the Additional Lore general feat for Elf Lore.
Traits: Elf, Fortune
Frequency: Once per day
Trigger: You fail a skill check you're at least trained in.
Elves don't give up easily on their pursuits. Instead of the result you received for the triggering skill check, you receive a result of 12 + your proficiency bonus (don't apply any other bonuses, penalties, or modifiers).
Traits: Magus, Sorcerer, Thaumaturge, Wizard
You make a pact with a creature that serves you and assists your spellcasting. You gain a familiar (see Familiars for more information).
Prerequisites: Bloodline spell
Traits: Sorcerer
You gain the advanced bloodline spell associated with your bloodline. Increase the number of focus points in your focus pool by 1.
Draconic Bloodline: Grants Dragon Breath focus spell (5d6 force, 30-ft cone, Basic Reflex).
Traits: Bard, Cleric, Magus, Oracle, Psychic, Sorcerer, Witch, Wizard
A greater understanding of your magic broadens your range of simple spells.
Effect (Spontaneous Casters): Add two additional cantrips from your spell list to your repertoire.
Prerequisites: Trained in Deception
Traits: General, Skill
Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target's attitude toward you improves by one step, as though you'd succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature's attitude to improve.
You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can't achieve.
Prerequisites: Trained in Diplomacy
Traits: Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill
Action: 1 action
You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against that target's Will DC.
Critical Success: The target takes a –3 status penalty to Perception and Will saves for 1 minute. The target can end this effect early by using a single action, which has the concentrate trait, to attempt a DC 15 flat check. On a success, the effect ends.
Success: As critical success, but the penalty is –2.
Critical Failure: Your quip backfires. You take the same penalty you would have imposed on the target for 1 minute.
Prerequisites: Expert in Diplomacy
Traits: General, Skill
When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of two targets instead of one. It's possible to get a different degree of success for each target.
The number of targets increases to 4 if you're an expert, 10 if master, 25 if legendary.
Currently Expert in Diplomacy = 4 targets.
Traits: General
You move more quickly on foot. Your Speed increases by 5 feet.
Prerequisites: Trained in Diplomacy
Traits: Archetype, Dedication
You are a consummate student of dignity, etiquette, and fashion. You become trained in Deception and Society; if you were already trained in either, you become an expert in it instead. You gain the Influence Rumor downtime activity, which allows you to manipulate rumors over at least one day by succeeding at a Diplomacy check (DC varies by community size: 15 for village, 20 for town, 30 for city, 40 for metropolis).
Special: You cannot select another dedication feat until you have gained two other feats from the Dandy archetype.
Prerequisites: Dandy Dedication
Traits: Archetype
You've mastered the art of gossip and conversation. You become trained in Gossip Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you fail a check to Recall Knowledge with Gossip Lore, you get the effects of the Dubious Knowledge skill feat.
If you have legendary proficiency in Society, you gain expert proficiency in Gossip Lore, but you can't increase your proficiency rank in Gossip Lore by any other means.
Prerequisites: Dandy Dedication
Traits: Uncommon, Archetype, Emotion, Fear, Mental, Press
Action: Free action
Trigger: You hit a creature with a melee attack roll.
Rather than dealing damage with your triggering Strike, you can attempt an Intimidation check with a +2 circumstance bonus to Demoralize all enemies within 30 feet who can see you.
Critical Success vs Strike target: Their attitude toward you improves by one step while they also become frightened 2.
Traits: Divine, Mythic, Revelation, Detection
Note: This is a homebrew/campaign-specific feat.
Your divine nature grants you supernatural insight into the words of others. You gain an innate sense for deception that transcends mundane perception.
Effect: You automatically know when a creature within 30 feet speaks a deliberate falsehood. This doesn't reveal what the truth is, only that they're lying. This ability works even if you don't share a language with the speaker, as you sense the spiritual discord of untruth.
This ability doesn't detect omissions, exaggerations, or misleading statements that are technically true. Creatures with immunity to divination effects or similar protections can block this ability.
Special: This is a constant effect that doesn't require an action or concentration.
Traits: Fire, Healing, Mythic
Frequency: Once per day
Trigger: You would be reduced to 0 Hit Points but not immediately killed.
Cost: 1 Mythic Point
Note: This is a homebrew/campaign-specific feat.
When death reaches for you, your draconic bloodline ignites in a spectacular burst of flame, revitalizing you while scorching your enemies.
Effect: Instead of being reduced to 0 HP, you're healed to half your maximum Hit Points (rounded down). Simultaneously, you unleash a 10-foot burst of draconic fire centered on you.
Each creature in the area takes fire damage equal to twice your level (basic Reflex save against your spell DC). You're immune to this damage. The flames are clearly supernatural, appearing as the color associated with your draconic bloodline.
Special: After using this ability, you gain temporary immunity to fire damage equal to your level for 1 minute.
Traits: Uncommon, Misfortune, Mythic
Source: War of Immortals pg. 82
Action: Reaction
Trigger: An enemy critically succeeds at an attack roll or saving throw.
Cost: 1 Mythic Point
You know the story of your journey well and can correct it when your enemy tells it incorrectly. The enemy must reroll the triggering attack roll or saving throw and take the new result.
Traits: Lineage, Nephilim
You descend from celestials, fiends, or monitors, which imbues you with supernatural abilities. Choose a lineage: angelkin, lawbringer, musetouched (celestial); grimspawn, hellspawn, pitborn (fiendish); or other planar heritage.
You gain the nephilim trait in addition to your ancestry traits. You gain low-light vision, or darkvision if your ancestry already has low-light vision. You can choose from nephilim feats and feats from your ancestry whenever you gain an ancestry feat.
Prerequisites: Trained in Society
Traits: General, Skill
You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.
Special: You can select this feat multiple times. Each time, you learn additional languages.
Traits: General, Skill
Your knowledge has expanded to encompass a new field. Choose a Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.
Special: You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels.