Prologue: After the last waystone shattered, the ebb and flow of time broke down. Space and time fused, a thousand stars and dreams dancing and fusing together, to create one planet: Lumen. The light of a million, billion generations lost. All of the hopes and dreams of all those who have come before, those who are, and those yet to come, fused into one last chance. One last chance for all the races. One last chance for existence...<br/><br/>One last chance that is slowly being disrupted. Rumors of hearsay and corruption, in the eleventh hour of the first space shuttle being launched, fill the streets. A coup is hinted at against the High Council. People are vanishing left and right, seemingly plucked out of thin air. And if that's not enough, wormholes have started to randomly appear. None who have entered have return, yet they have remained stable. The populace keeps up a facade of hope, but slowly, order is falling to chaos...<br/><br/><br/><br/>Welcome to NyttyN's first pathfinder game! Inspired by Irthos' game, I saw it and figured "well, why cant a fellow DM make a game himself?" So, here we are. It's<span style="font-weight: bold">Time Enough</span>for another game of pathfinder. Set in the pesudo-modern setting of Lumen, its something of a experiment for me. The fashions are a fusing of modern, and medieval. Sorcerers have abandoned their robes (most of them, anyways) for the comforts of shirts and slacks, whereas warriors still get stuck with their clunky full-plate. Well, unless you can think of something stylish yet protective. Afterall, Lumen is a very odd place. The laws of physics work only as you<span style="font-style: italic">think</span>they should. Most people don't know that, however.<br/><br/><br/><br/>Details:<div style="padding: 3px; background-color: #FFFFFF; border: 1px solid #d8d8d8; font-size: 1em;"><div style="text-transform: uppercase; border-bottom: 1px solid #CCCCCC; margin-bottom: 3px; font-size: 0.8em; font-weight: bold; display: block;"><span onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') {  this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;hide&lt;/a&gt;'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;show&lt;/a&gt;'; }"><b>Spoiler: </b><a href="#" onclick="return false;">show</a></span></div><div class="quotecontent"><div style="display: none;">Starting level: 8(LA+3 allowed)<br/>Starting Gold: 35,000 gold. VP Conversion allowed.<br/>Epic Fantasy Point Buy<br/>Fast Advancement<br/>Rating: AO<br/>Setting: Pesudo-modern. The internet does, in fact, exist. Adventuring is still thriving, due to much of the world being untamed wilderness -kept so on purpose. Not that it's as secret, as it is well known the financial boons hunting monsters can bring.- For those curious, vore is of course very possible, but is considered another form of assault, with digestion akin to murder, except in self defense. So are many other things. Faith is pretty much the entire threadwork of the contient.<br/>Themes: Faith, Sorrow, Tough Choices, Redemption?<br/><br/>Allowed: ALMOST anything in the SRD, and anything in the VSRD. Time Thieves are renamed Chronomancers. Why? Because I'm anal about it. That's why.<br/><br/><br/>SRD: <!-- m --><a class="postlink" href="http://www.d20pfsrd.com/">http://www.d20pfsrd.com/</a><!-- m --><br/>Rules until they are updated so I may upload them: <!-- l --><a class="postlink-local" href="https://aryion.com/forum/viewtopic.php?f=19&amp;t=25484">viewtopic.php?f=19&amp;t=25484</a><!-- l --> <br/>Open to homebrew material, PM me and I can probably work something out. <br/>Rule of cool is in full effect.<br/><br/>Whee! Custom Prestige Class(es)! See below spoiler</div></div></div><br/><div style="padding: 3px; background-color: #FFFFFF; border: 1px solid #d8d8d8; font-size: 1em;"><div style="text-transform: uppercase; border-bottom: 1px solid #CCCCCC; margin-bottom: 3px; font-size: 0.8em; font-weight: bold; display: block;"><span onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') {  this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;hide&lt;/a&gt;'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;show&lt;/a&gt;'; }"><b>Spoiler: </b><a href="#" onclick="return false;">show</a></span></div><div class="quotecontent"><div style="display: none;">Maternal Guardian<br/>The Maternal Guardian emphasizes a blend of martial prowess with protective ability. Enemies who stumble upon a Guardian are almost always surprised to find themselves facing not one opponent, but two or more. These highly-skilled women selflessly place themselves in harm's way to protect their less durable friends and companions, using their bodies as living shields. A Guardian stores a person in her womb, but this person is by no means inactive; indeed, her magical tempering allows her guest to cast spells out of her womb, making even a single Guardian very dangerous in combat.<br/><br/>Guardians come from all walks of life and many professions, but they share the bonds of sisterhood and a rigorous training lifestyle to realize their potential as women. Their personal reasons for donning the Guardian's mantle are as varied as the women themselves. Some are paladins and clerics who seek to selflessly aid others. Some are fighters and barbarians in need of spellpower to augment their formidable combat skills. Still others are rogues and infiltrators who use the Guardian's abilities to better kidnap and imprison their victims.<br/><br/>Prestige Class Requirements<br/>- Female. Shapechangers and effects that temporarily induce gender change do not qualify, but permanent changes do.<br/>- No alignment restriction.<br/>- Base attack bonus 6 or higher.<br/>- Required Feats: Mother's Womb<br/><br/>Progression: 10 levels maximum<br/>Hit Dice: 1d10<br/>Base Attack Bonus progression: See FIghter<br/>Saves: Fortitude high, Reflex/Will low<br/>Class Skills: Acrobatics, Craft, Diplomacy, Escape Artist, Heal, Knowledge(Nobility), Linguistics, Perception, Profession, Spellcraft, Use Magic Device<br/>Skill Points: 3 + INT modifier/level<br/>Proficiencies: All simple and martial weapons, all armors, all shields. These are included as part of her standard training.<br/>Guardian Feats:<br/>Mother’s Womb<br/>Pre-req: Special<br/>By focusing, an adept female of a race which possesses a womb may bring someone who is of no larger than one size class larger into that womb. Unbirthing someone takes 5 full rounds (1 less round with each 4 guardian levels), and can be interrupted by any attacks unless a dc20 will save is made. While inside the womb, the occupant’s natural regeneration is increased by 100%. If the guardian chooses to implant a umbilical cord, which takes 2 rounds of uninterrupted concentration, this increases to 200%, as well as +2 to all stats. However, re-birthing after an umbilical cord has been inserted takes 1d4 hours, and can only take place after 1 day has passed. While an umbilical cord is attached, the guardian must eat for both herself and her occupant, resulting in twice as much food consumption. If this feat is used by a evil guardian, then the bonuses to stats as well as regeneration are incurred by the unbirther instead of the unbirthee. Requires a DC10 con save unless the target is willing, or the unbirther is a guardian of 5th level or higher. Only one person may be an occupant of a womb at a time.<br/>Spacious Womb<br/>Pre-Req: Mother’s Womb, level 6<br/>A female’s womb grows in size, becoming capable of taking in up to (3+guardin level+str bonus) more creatures of the same size inside, or 2 times that many creatures of a smaller size class, ½ times as many creatures of a larger size class, 1/4th times as many creatures of a size class two classes larger, and 1/10th as many creatures as a size class three classes larger. In addition, her midsection only swells as much as if she pregnant with one who is of the same size class as her, no matter how many occupy her womb.<br/>Gigantic Womb<br/>Pre-Req: Spacious Womb, level 13<br/>A female’s womb swells in size once more. It can now take at least one creature of any size, or up to (6+guardin level*str bonus) creatures. In addition, her midsection swells much less, taking on the appearance of a potbelly while pregnant.<br/>Unending Womb<br/>Pre-req: Gigantic Womb, level 17<br/>A females womb becomes nearly infinite in size. It can take in a unlimited number of creatures, and for all intents and purposes counts as its own plane of existence. In addition, her midsection no longer swells.<br/>Nourishing Womb<br/>Pre-Req: Motherly Womb<br/>A female’s womb adapts to nourish its charge. The female no longer has to eat twice as much. In addition, all occupants obtain 1d3 per guardian level HP every round.<br/>Impenetrable Womb<br/>Pre-req: Nourishing Womb<br/>A female’s womb becomes impenetrable. Any and all attempts to pierce it with any form of magic fail, with the sole exception of Shared Wombs. In addition, it gains a hardness of 20 so long as the female is alive, all of the occupants gain DR5, and they can no longer leave her womb by any means except birth and Shared Wombs. <br/><br/>GOOD AND EVIL GUARDIANS <br/>As with all forms of knowledge, there exist people who use it selfishly and people who use it selflessly.<br/><br/>The Good branch of the Guardians, traditionally known as the Maternal Guardians, protects the guest in the womb, accelerates regeneration in utero, emphasizes defense and martial prowess, and leads to the forging of the Soul Bond. Good Guardians tend to draw their following from clerics, fighters, and paladins, and are shining beacons of hope on the battlefield, often clad in massive plate armor and capable of holding entire armies at bay while spellcasters wreck havoc from within their wombs. A Guardian who follows this path to the end epitomizes the feminine ideal of motherly care and selfless sacrifice, gaining the ability to Soul Bind. Guardians may also bind to longtime adventuring companions with whom they have a deep friendship, especially Guardians with spellcasters.<br/><br/>The Evil branch uses the Guardian's unique abilities to kidnap, intimidate, torture, emphasizes stealth and subtlety, and leads to the acquisition of Soul Displacement. Traditional Guardians refuse to honor these women with the title of "Guardian" at all, instead often referring to them as Maternal Dominators. Evil Guardians favor surprise attacks and stealing targets away in their wombs to interrogate or torture at their leisure, or relying upon deceit and seduction to lure an unsuspecting person into her womb where she can then exercise almost total control over him. Some of the most feared assassin guilds are comprised exclusively of female Guardians, whose victims vanish suddenly and are never heard of again. These Guardians cultivate cunning and deceit, favoring rogue, assassin, and ranger classes. To them, unbirthing is a way of expressing feminine power and domination rather than care and nurturing. In spite of her pregnancy, an Evil Guardian tends to be surprisingly quiet, stealthy, and subtle. When she holds a prisoner she can also be frustratingly resilient in combat. Rumors abound that many evil headmistresses of Guardian schools, thought to have been overthrown and executed, live on as helpless captives in the wombs of their former students.<br/>Evil Guardian (Dominator) Class Features:<br/>Soul Casting (Level 1): The foundational ability of Dominators, which permits spellcasters to cast spells out of the Dominator's womb. Spellcasters may only cast spells which require a standard action or less, and may only cast spells of the Dominator's level in Maternal Dominator or lower. Epic spells require a 10th level Dominator. At level 1 of Dominator, the caster may cast "You" and "Touch" spells on her. Spells with a burst or spread emanation are cast as if the Dominator were casting them. At level 3, the caster may cast "Target" spells as if the Dominator were casting them. At level 5, the caster may cast "Ray" spells as if the Dominator were casting them. At level 7, the caster may cast Cone and Emanation spells as if the Dominator were casting them, and is now permitted to cast spells requiring more than a standard action. At level 9, the caster may deliver a "Touch" spell through the Dominator to a target, but the Dominator is responsible for making the contact. The dominator at will may force the caster to cast any spells that they can.<br/>Provide Components (Level 1): An unbirthed caster is treated as having the Eschew Material Components feat. A material component not included in this feat need only be in the Dominator's reach.<br/>Sacrificial Lamb (Level 1):  Twice per encounter, when she would take damage, the Dominator may instead force any creatures she is pregnant with to incur the damage instead. <br/>Focus Conduit (Level 2): The Dominator acts as a conduit for one of her passenger's spells. If the caster is channeling a spell, the Dominator may take over the upkeep of that spell. The Dominator is required to maintain the channeling and concentration of the spell. This does not change the spell's properties.<br/>Communing Bond (Level 2): The Dominator and her ward can sense each other's emotions as long as the Dominaor is pregnant with that person.<br/>Deceitful Womb (Level 2): A Dominator who is pregnant may suppress the swelling of her midsection at will, appearing as if she were no longer pregnant.<br/>Enabled Casting (Level 3): A Dominator grants all creatures she is pregnant with the effects of the feats Still Spell and Silent Spell, without increase in spell level. She also gains these effects.<br/>Place of Capture (Level 3): Because a Maternal Dominator’s womb is an organ which serves to absorb and imprison, any spells cast on or by a creature that she is pregnant with that use negative energy suffer a +4 penalty to their saving throw DCs. However, any spell cast by or on a creature that she is pregnant with that uses positive energy damages an extra 1d8 HP (or deals 1d8 less damage to undead) for all creatures affected, even if the spell would not normally heal HP (or damage undead). The Maternal Dominator gains +2 to all saves as a result of this callous disregard for her charge’s well-being.<br/>Maternal Boon (Level 4): Due to the fact that she abuses the life-link that sustains both her and those she is pregnant with, a Maternal Dominator gains +3 to AC as well as a additional +2 to all saves. This can be raised to a +4 AC bonus, at the cost of her occupant receiving -4 to all rolls that they make.<br/>Healthy Nature (Level 4): While pregnant, a Maternal Dominator of fourth level or higher gains a vitality bonus to her Fortitude save equal to half her Maternal Dominator level (round down).<br/>Devouring Womb (Level 4): While pregnant and umbilically linked, a Maternal Dominator may start to absorb the essence of the occupant of her womb. She gains +1 to all of her stats for 2 hours per level trained, as well as 5 hit points (5 temp if it rises above max, lasts 1 hour per level drained) per level drained. If she chooses to fully absorb her target, the occupant of her womb dies, and can only be resurrected by Wish or a similar effect. She gains +2 to all of her stats for one week, as well as 30 temporary max hit points –or 50 immediate hit points- if she chooses to do such a action. These hit points fade within 36 hours if unspent–the immediate hit points do not fade-. Level draining requires 1 full round per level, while absorbtion takes ten minutes, but is fatal after the first three. These bonuses do not stack if she absorbs more than one occupant during the duration of the effects, but instead the duration(s) are refreshed.  <br/>Forceful Bond(Level 5): The Maternal Dominator may forcibly worm her way into her occupant’s mind(s), allowing her access to their memories as well as their bonus for all int-based skills. Such intrusions are free actions like speech, and cannot be blocked in any way, as they are based on the concrete, biological link that knits the two into one being.<br/>Maternal Glow (Level 5): While pregnant, a Maternal Dominator gains a +2 morale bonus on all Charisma checks and all Charisma based skill rolls, as well as DR 2/-. She is so pleased by the entrapment and helplessness of those she takes in that doing so makes her immensely happy, and able to withstand greater hardship. Conversely, when not pregnant, she feels empty, suffering a -2 penalty to all Will saves and to all Charisma based skill rolls.<br/>Last Resort (Level 6): If she would be reduced to dying or worse, a Maternal Dominator may immediately absorb all of her charges as a last-ditch survival effort. Doing so requires successfully making a will save of DC15. If she succeeds, she immediately regresses her charges into vital nutrients for her body, restoring 3d10 HP for each charge absorbed in this matter and rendering them resurrect-able by only Wish or a similar effect. At level 10, she may absorb their souls as well, gaining a additional 3d10 HP for each charge absorbed, permanently devouring their essence and rendering them unresurrectable by any means. Such a death causes the creature to be essentially erased from existence.<br/>Abusive Bond (Level 7): A Maternal Guardian of seventh level or higher is much more used to carrying and using another within their womb. As such, so long as the Maternal Dominator eats and drinks enough and does not specifically endanger her pregnancy, she is considered to be under care and immune to natural disease and poison.<br/>Bright Maternal Glow (Level <img alt="8)" src="./images/smilies/icon_cool.gif" title="Cool"/>: Upon reaching eighth level, a Maternal Dominator increases the save bonuses from her Maternal Glow ability to +4, increases the DR granted by that ability to 5/-(6/-), and gains a +2 vitality bonus to Constitution while pregnant. However, her depression penalty is increased to -6. <br/>Dominating Bond (Level 9): A Maternal Dominator is always aware of the exact location and state of health of any creature within 200' of herself that she has been pregnant with for at least one month total time in the last year of game time. She can fully take over the actions of said creature at any time, acting as an unbreakable mind control. As this as a result of the Dominator twisting the mind of her charge to suit her own ends, it cannot be suppressed by anything other than the Dominator’s death. <br/>Brilliant Maternal Glow (Level 10): While pregnant, a Maternal Dominator of tenth level gains a +4 morale bonus on all Charisma checks and Charisma based skill rolls. She also gains DR 6/-(8/-) while pregnant, a +4 vitality bonus to Constitution while pregnant, a +4 to all saves, and may apply her Combat Expertise feat by reducing her DR instead of or as well as taking a penalty on her attack rolls, at a benefit of +3 armor class per point of DR sacrificed in this way. However, she becomes morose and depressed when not pregnant, suffering a -6 morale penalty to Will saves and Charisma based skill checks, a -2 morale penalty to attack rolls and AC, and a -2 listlessness penalty to all physical stats. As a result of her dedication to furthering herself, the Maternal Dominator does not age while pregnant. <br/>Soul Displacement (Level 10): The dominator’s womb has reached its full potential. As a result, her womb becomes an inescapable prison, becoming immune to all spells and effects except those which heal the occupants. A perpetual spell-like anti-magic field effect fills her womb, the only spells capable of being casted being those through Soul Casting. At will, she may fully absorb the occupant of her womb, soul and all. This effect prolongs her life, setting back up to ten years worth of aging, restores 30 HP, boosts her total HD permanently by 1 point if it was a person of great power/importance (over 10th level), and gives her +4 to all stats for 1 month(this effect cannot stack). This permanently destroys the creature, rendering them unresurrectable. This is a full-round action.<br/><br/><br/>Good Guardian Class Features:<br/>Soul Casting (Level 1): The foundational ability of Guardians, which permits spellcasters to cast spells out of the Guardian's womb. Spellcasters may only cast spells which require a standard action or less, and may only cast spells of the Guardian's level in Maternal Guardian or lower. Epic spells require a 10th level Guardian. At level 1 of Guardian, the caster may cast "You" and "Touch" spells on her. Spells with a burst or spread emanation are cast as if the Guardian were casting them. At level 3, the caster may cast "Target" spells as if the Guardian were casting them. At level 5, the caster may cast "Ray" spells as if the Guardian were casting them. At level 7, the caster may cast Cone and Emanation spells as if the Guardian were casting them, and is now permitted to cast spells requiring more than a standard action. At level 9, the caster may deliver a "Touch" spell through the Guardian to a target, but the Guardian is responsible for making the contact.<br/>Provide Components (Level 1): An unbirthed caster is treated as having the Eschew Material Components feat. A material compenent not included in this feat need only be in the Guardian's reach.<br/>Mama Tiger (Level 1): Once per encounter, when her ward would take damage, the Guardian may prevent twice her level in Guardian of that damage. She takes half of it (rounded-up) on herself. This damage is non-lethal, or half lethal and half non-lethal if the incoming damage was partly lethal. <br/>Shared Wombs (Level 1): Thanks to the sense of connectedness that all Maternal Guardians have, they can freely teleport their charges between one-another. It is not uncommon for a Guardian to write in to a base of operations complaining of an empty womb, only to have a willing charge suddenly appear within her days later. More mischievous Guardians have been known to send ‘guests’ to their friends, or indeed, even use it as a way to visit their friends. All charges transferred this way must be umbilicaly connected, and stay umbilicaly connected within their destination womb. <br/>Focus Conduit (Level 2): The Guardian acts as a conduit for one of her passenger's spells. If the caster is channeling a spell, the Guardian may take over the upkeep of that spell. The Guardian is required to maintain the channeling and concentration of the spell. This does not change the spell's properties.<br/>Communing Bond (Level 2): The Guardian and her ward can sense each other's emotions as long as the Guardian is pregnant with that person.<br/>Enabled Casting (Level 3): A Guardian grants all creatures she is pregnant with the effects of the feats Still Spell and Silent Spell, without increase in spell level.<br/>Share Senses (Level 3): A Guardian and any creature she is pregnant with can elect to share their senses with each other, in whole or in part. This action requires voluntary entry from both parties and may be severed at any time, but counts as a free action.<br/>Place of Life (Level 3): Because a Maternal Guardian’s womb is a font of life and sustainment, any spells cast on or by a creature that she is pregnant with that use negative energy suffer a -4 penalty to their saving throw DCs. However, any spell cast by or on a creature that she is pregnant with that uses positive energy heals an extra 1d8 HP (or deals an extra 1d8 damage to undead) for all creatures affected, even if the spell would not normally heal HP (or damage undead).<br/>Maternal Duty (Level 3): A Maternal Guardian regards her duty with gravest seriousness. She considers every guest in her womb to have the right to her love and care as a mother. Because she is so devoted to their care, a Maternal Guardian of third level or higher gains a +1 morale bonus to AC while pregnant, and a +2 morale bonus to Will saves while pregnant. However, should a creature she is pregnant with die, or should a creature she has been pregnant with die within 24 hours of her starting to birth it, she suffers a -2 morale penalty to all skill and attack rolls, a -1 morale penalty to AC, and a -4 morale penalty to Will saves until she has successfully become pregnant with a creature through use of her Mother’s Womb feat and it has not died for seventy-two hours starting from her initial unbirthing of it.<br/>Live for Two (Level 4): Whenever a pregnant Maternal Guardian is subject to an effect that heals her HP and/or ability damage, she may choose to ‘pass’ any amount of that healing, distributing it however she chooses between all creatures she is pregnant with. This does not change which, if any, ability the healing affects, and this ability cannot cause such an effect to heal more damage of any type than it would have normally.<br/>Healthy Nature (Level 4): While pregnant, a Maternal Guardian of fourth level or higher gains a vitality bonus to her Fortitude save equal to half her Maternal Guardian level (round down). Additionally, whenever a condition arises that would cause one or more of her charge(s) to make a Fortitude roll, she may make the roll instead, using her own Fortitude save with modifiers. This is a free action, and the creature she substitutes her roll for must take her result, even if it is bad.<br/>Maternal Fortitude (Level 4): A Maternal Guardian of fourth level adds one to the result of every hit die she has rolled and every hit die she rolls thereafter. This bonus increases by one while pregnant, but is lost while not.<br/>Communing Bond (Level 5): A Maternal Guardian can communicate telepathically with any creatures she is pregnant with, and they with her. Such communications are free actions like speech, and cannot be blocked in any way, as they are based on the concrete, biological link that knits the two into one being.<br/>Maternal Glow (Level 5): While pregnant, a Maternal Guardian gains a +2 morale bonus on all Charisma checks and all Charisma based skill rolls, as well as DR 2/-. She is so devoted to loving and caring for those she takes in that doing so makes her immensely happy, and able to withstand greater hardship. Conversely, when not pregnant, she feels empty and lonely, suffering a -2 penalty to all Will saves and to all Charisma based skill rolls.<br/>Resting Mother (Level 6): A Maternal Guardian of level 6 or higher treats her pregnancy as though it were the previous step on the scale for purposes of how rest affects her.<br/>Dying Wish (Level 6): A Maternal Guardian of at least sixth level can make a last-ditch attempt to save her guest(s) by birthing him- even if the Guardian herself is unconscious. While doing so, any bleed damage is suspended on both her and any of her guests, and she must succeed a Fortitude save with a DC of 25 minus her Maternal Guardian level. If she succeeds, she proceeds to give birth over the next three rounds, becoming incapacitated for that duration if she is not already. At the end of the birthing process (or when she attempts to initiate it, if she fails the Fortitude save), the Maternal Guardian becomes incapacitated and begins bleeding to death as normal for a character under 0 hit points. If she is already incapacitated, she becomes unconscious and begins bleeding to death as normal for a character under 0 hit points. If she is already incapacitated and unconscious, she dies immediately with no save. If the Maternal Guardian succeeds the Fortitude save, at the beginning of her third action after initiating Dying Wish, her passenger(s) become(s) active, present in her square or as close to it as possible, and treated as having the same initiative as her. This ability can only be used once per day, and does not inflict nonlethal damage on the Guardian or her charge(s) as birthing normally would.<br/>Nurturing Bond (Level 7): A Maternal Guardian of seventh level or higher is much more used to carrying and providing for another within their womb. As such, so long as the Maternal guardian eats and drinks enough and does not specifically endanger her pregnancy, all creatures she is pregnant with are considered to be under care and immune to natural disease and poison.<br/>Bright Maternal Glow (Level <img alt="8)" src="./images/smilies/icon_cool.gif" title="Cool"/>: Upon reaching eighth level, a Maternal Guardian increases the Morale bonuses from her Maternal Glow ability to +3, increases the DR granted by that ability to 4/-, and gains a +2 vitality bonus to Constitution while pregnant. However, her depression penalty is increased to -6.<br/>Close Bond (Level 9): A Maternal Guardian is always aware of the exact location and state of health of any creature within 200' of herself that she has been pregnant with for at least one month total time in the last year of game time. She and any such creature within 100' of her can sense one another’s emotions, and while acting in a way that benefits such a creature or a creature she is pregnant with, the Maternal Guardian gains a +2 circumstance bonus on all d20 rolls.<br/>Safe Place (Level 9): Maternal Guardians of ninth level or higher reduce the damage to creatures they are pregnant with suffer by half(round resulting damage down).<br/>Brilliant Maternal Glow (Level 10): While pregnant, a Maternal Guardian of tenth level gains a +4 morale bonus on all Charisma checks and Charisma based skill rolls. She also gains DR 6/- while pregnant, a +4 vitality bonus to Constitution while pregnant, and may apply her Combat Expertise feat by reducing her DR instead of or as well as taking a penalty on her attack rolls, at a benefit of +3 armor class per point of DR sacrificed in this way. However, she becomes morose and depressed when not pregnant, suffering a -6 morale penalty to Will saves and Charisma based skill checks, a -2 morale penalty to attack rolls and AC, and a -2 listlessness penalty to all physical stats. As a result of her dedication to staying pregnant, she as well as any creatures that she is pregnant with age 50% slower. <br/>Soul Bond (Level 10): At its greatest extent yet, the bond between a great Maternal Guardian and her charge is so close as to render the two indistinguishable. While she is pregnant with a creature, that creature is indistinguishable from the Maternal Guardian herself- no effect can touch one without touching the other. Any effect that affects the Maternal Guardian or a creature with which she is pregnant also affects her and every creature she is pregnant with. She and any creatures she is pregnant with all roll only one save against each effect for Fortitude and Reflex, using her save bonuses. Each creature (including the Maternal Guardian) rolls individually against Will saves, but so long as at least one of them or the Maternal Guardian herself passes, all of them pass. Scrying spells will fail to detect creatures she is pregnant with as if they were unreachable, and any effect that attempts to locate them while she is pregnant with them will simply fail outright. Effects that attempt to target such creatures and not the Guardian that would remove them from her (such as teleportation effects) fail. Effects that would render the Maternal Guardian unable to safely carry creatures that she is pregnant with through a means other than killing her fail (such as Polymorph Other, Flesh to Stone, etc.). Beneficial effects that target one ally target all creatures the Maternal Guardian is pregnant with, including herself.</div></div></div><br/><br/>Applications end 12/1/11. I reserve the right to change this date if I must, but I will not move it up earlier then to 11/17/11.<br/><br/>Feel free to ask as many questions as you wish. Also feel free to apply, even if you haven't played pathfinder before. the SRD will have all the details you need, and I'm welcome to questions.