
Level 30 Human Computer Technician--Welcome, internet denizens, to...whatever this is. Here you will find very little from me personally, and a lot of pretty pictures, many of which come from various fandoms. Enjoy your stay.
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Arctic Fox By FullofSecrets

Arctic Fox by FullofSecrets
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More Posts from Pocketschampion

Hi! Here’s an Eva redesign I did for the brainstorm’s group challenge. I wanted to go for a medieval fantasy- mech! Webiste Deviantart ArtStation DrawCrowd Prints
Sorry, I gave all the weapons to some kids in Narnia. Here, have a fighting style and some more cantrips.
Santa
Golden Sinister Lantern Technique
Golden Sinister Lantern Technique – Pathfinder Kineticist Feat
You have the ability to instill great fear.

Prerequisite: Aura of Cowardice or Aura of Obedience; Overwhelming Soul; Telekineticist; character level 5th; see Designer’s Note, below
Benefit: You are constantly under the effects of a fly spell. If this effect is dispelled, you may call it forth again as a standard action.
You may expend any number of daily uses of your Touch of Corruption as a swift action to reduce the Burn cost of any wild talent, feat or infusion – if you are not an Elemental Annihilator – that you use in the same round. You reduce the final Burn cost by 1 point for every two daily uses of Touch of Corruption you expend in this way. If you have the Heir to Power Unstable Family Trait, this is treated as negating a point of Burn via the Gather Power class ability for purposes of that Trait (see Special, below).
If you have the Fiendish Boon class ability or the Fiendish Body class ability (see Special, below), all enhancements normally granted to your weapon by use of that ability are instead applied to all kinetic blasts you use, including both kinetic blade and kinetic whip.
You draw energy (but not elemental matter) from a Yellow Power Ring (see Designer’s Note, below) empowered by Parallax, rather than from the Ethereal Plane. You may never gain the Reverse Flow utility wild talent, and this differentiation may impose additional limitations and effects upon your abilities at your GM’s discretion.
You may choose to perform a bewildering show of prowess with your telekinetic gifts as a full-round action. You make a single Intimidate check in an attempt to demoralize all foes within 30 feet who can both see and hear your display.
At your 6th character level, whenever you damage an opponent with a kinetic blast of any kind, you may make an immediate Intimidate check as a swift action to attempt to demoralize your opponent. In addition, any shaken, frightened, or panicked opponent hit by your kinetic blast is flat-footed to your attacks until the end of your next turn.
At your 11th level character level, you may choose to take a –5 penalty on all attack rolls and combat maneuver checks to daze opponents you hit with your kinetic blast for 1 round, in addition to the normal damage dealt by the attack. A successful Fortitude save negates the effect; the DC of this save is 10 + ½ your character level + your Charisma modifier. You must choose to use this ability before making the attack roll, and its effects last until the beginning of your next turn.
At your 16th character level, you may freely choose to stun opponents struck in this way, rather than to daze them.
Special: If you possess the Heir to Power Unstable Trait, you add your Charisma modifier to all of your Combat Maneuver Bonuses for the abilities granted by that Trait, rather than adding your Burn total. If you are a Swift Executioner of Fools, you add your kineticist level to your antipaladin class level for purposes of the Unholy Spirit-Defense and Unarmed Strike class features.
Designer’s Note: This feat may only be taken by a creature specifically chosen by a Yellow Power Ring and empowered by Parallax; the Power Ring must be worn at all times for a character with this feat to use any kineticist class ability. For these reasons, a GM may require that this feat be taken at the same time that the character’s 1st level of kineticist is taken; in addition, at any time the GM may choose to limit the number of creatures within the setting who possess a Power Ring.
In a traditional dungeon-crawl fantasy game, Power Rings may be the product of an ancient, far-off but planetary-based culture: the House of the Emerald Iron-Will Lantern, House of the Azure Compassionate Lantern, ect. Alternatively, it might be assumed that Golarion is simply an isolated world within the greater DC universe, cut off from most other planets by the Dark Tapestry.
This feat is not appropriate for the Wild Star of Fortune antipaladin archetype, but it is intended to work well with the Kohai of Blasphemy, the Iron Warblade of Shattering Chains as even the Ravener of the Burning Hand archetype, especially with the Dark Wings of the Soul feat. In addition, this feat is designed to work in tandem with the Talons of the Rough Beast feat, along with the Form of Scuttling Horror and Scream of the Shattering Mind feats.
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