<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=229541.msg11266755#msg11266755">Quote from: TheGlyphstone on 19-05-2015, 23:30:50</a></div></div><blockquote class="bbc_standard_quote">Lies.<br/><br/><br/>On topic...I've got concepts for three different Avatars, since I have three different 'facets' of my character to emphasize. The 'magician' aspect, the 'darkness/fear' aspect, and the 'illusions' aspect, but I'm drawing a blank as to what my 4th aspect should focus on.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Oh, you can have as many or as few different types of aspects as you want, actually.  Four is simply the limit on how many you can have active all at once.<br/><br/>Edit: And for my character...<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Torahime</div><div class="spoiler_body"><strong>Torahime, the Bloody Blade</strong><br/>Succubus Monster of Legend Prodigy Iaijutsu Master 10 (tanar'ri)<br/><strong>Size/Type:</strong>    Medium Outsider (Chaotic, Extraplanar, Evil)<br/><strong>Hit Dice:</strong>    16d8+176 (304 hp)<br/><strong>Initiative:</strong>    +36<br/><strong>Speed:</strong>    30 ft. (6 squares), fly 50 ft. (average)<br/><strong>Armor Class:</strong>    37 (+13 Dex, +14 natural), touch 28 (+5 canny defense), flat-footed 24 (immune to being caught flat-footed)<br/><strong>Base Attack/Grapple:</strong>    +16/+21<br/><strong>Attack:</strong>    <em>Muramasa</em> +34 melee (1d10+11); <em>whirling blade</em> +36 ranged (1d10+18)<br/><strong>Full Attack:</strong>    <em>Muramasa</em> +34/+29/+24/+19 melee (1d10+11)<br/><strong>Space/Reach:</strong>    5 ft./5 ft.<br/><strong>Special Attacks:</strong>    Energy drain, one strike two cuts, raging blood, shadow pounce, spell-like abilities, strike from the void, strike with no thought, summon demon<br/><strong>Special Qualities:</strong>    Canny defense, damage reduction 20/cold iron, epic and good, darkvision 60 ft., dimension door, enhanced attributes, fast healing 5, immunity to electricity and poison, lightning blade, prodigy, resistance to acid 10, cold 10, and fire 10, spell resistance 29, telepathy 300 ft., tongues, unearthly dodge, vulnerability to keen edges, weapon finesse<br/><strong>Saves:</strong>    Fort +24(+26), Ref +26(+30), Will +19(+23) (+4 vs Dark Speech)<br/><strong>Abilities:</strong>    Str 26, Dex 32(36), Con 32, Int 20, Wis 22, Cha 40<br/><strong>Skills:</strong>    Balance +10(+29), Bluff +19(+34), Concentration +19(+30), Diplomacy +19(+36)(+2 <em>muramasa</em>), Disguise +5(+20)(+2 acting in character), Hide +19(+36), Iaijutsu Focus +19(+40), Intimidate +19(+36)(+2 <em>muramasa</em>), Knowledge (The Planes) +10(+17), Listen +19(+35), Move Silently +19(+36), Sense Motive +19(+25), Sleight of Hand +19(+38), Spot +19(+35), Tumble +8(+25)<br/><strong>Feats:</strong>    Alertness(B), Combat Expertise(B), Darkstalker(B), Improved Initiative(B), Multiattack(B), Whirlwind Attack(B), Exotic Weapon Proficiency (Katana), Quick Draw, Weapon Focus (Katana), Item Familiar, Mindsight, Combat Reflexes, Flick of the Wrist, Dark Speech<br/><strong>Environment:</strong>    A chaotic evil-aligned plane<br/><strong>Organization:</strong>    Solitary<br/><strong>Challenge Rating:</strong>    16<br/><strong>Alignment:</strong>    Lawful evil<br/><strong>Treasure:</strong>    815 gp in assorted gemstones<br/>Vest of Resistance +4 -16,000<br/>Vestment of Many Styles -500<br/>   -Inner pockets as a Handy Haversack -2,000<br/>Greatreach Bracers -2,000<br/>Masterwork Iaijutsu Focus Gloves (+2 Iaijutsu focus) -50<br/>Boots of Dexterity +4 -16,000<br/>Masterwork Wakizashi -310<br/>Little Black Book of Planar References (+2 Knowledge [the planes]) -50<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Muramasa</div><div class="spoiler_body">A cursed katana forged by the brilliant demonic craftsman of the same name, this <em>-1 cursed aptitude bloodfeeding bloodthirsty focus masterslaying metalline acid-washed ornate serrated katana</em>, paired with its companion <em>scabbard of keen edges</em>, is the only weapon Torahime is capable of using.  The soul of a quasit was bound into the weapon during its creation, making the sword an intelligent item with Int 14, Wis 12, Cha 14, the ability to see and hear in a 60 foot radius around itself, the ability to communicate telepathically with its master out to a distance of 120 feet and speak audibly in Common, Abyssal and Infernal, and an ego score of 17.  The sword is Chaotic Evil in alignment, but gets along with its master quite well nonetheless.<br/>   Made from two or more fiendish metals, <em>muramasa</em> has been acid washed in order to bring out the contrast between those metals.  This acid washing has created elaborate and beautiful crimson iridescent patterns on the surface of the weapon, and grants the sword a +4 bonus on saving throws made against rust, acid and disintegration.  Together with the black onyx and golden inlays worked into the fiendish mammoth ivory sheath, the gilded crossguard, and the gold-plated quasit skull set into the pommel, these unique decorations all mark the blade <em>muramasa</em> as the handiwork of the craftsman after whom it is named, granting Torahime a +2 circumstance bonus to both diplomacy and intimidate checks against creatures who recognize the nature of the weapon.  Finally, the blade itself was forged with sharp, serrated edges that deal 1 point of damage each round for 1d4 rounds following a successful critical hit. This repeating damage does not apply to creatures immune to critical hits.<br/>   An adaptable weapon, <em>muramasa</em> allows Torahime to take feats that affect the use of a particular type of weapon, such as Flick of the Wrist, and apply them to the demonic katana instead.  <em>Muramasa</em> grants an additional +1 bonus to attack and damage rolls to wielders who already have feats that are specifically keyed to weapons of its type, such as Torahime's Weapon Focus (Katana) feat.  Additionally, <em>muramasa</em> grants Torahime a +4 insight bonus to her Iaijutsu focus checks while she is carrying the weapon, even if it is sheathed.<br/>   Torahime gains a +2 morale bonus on attack rolls with <em>muramasa</em>, so long as she keeps the weapon's lust for blood sated.  To keep the blade sated, she must use <em>muramasa</em> to kill a creature of at least 4 HD every 24 hours. When this blood price goes unpaid, the bonus on attack rolls is replaced by a -2 penalty. The bonus replaces the penalty again as soon as Torahime has slaked the blade's need to slay.<br/>   As a standard action, Torahime can command <em>muramasa</em> to change its composition, allowing it to strike foes as though it were made of adamantine, alchemical silver, cold iron, or ordinary steel.<br/>   Every time it deals damage to a living creature, <em>muramasa</em> gains 1 'blood point,' which it can store for up to 1 hour.  The weapon can store a maximum of 10 blood points.  This effect is continuous and requires no activation.<br/>   When Torahime deals damage to a creature while wielding <em>muramasa</em>, she can activate the weapon as a free action to spend up to 5 stored blood points.  Each blood point she spends in this way deals an extra 2 points of damage to that creature.  The weapon doesn't gain any blood points from a strike in which she uses this ability.<br/>   Finally, at the standard action command of whomever is wearing the blade's corresponding <em>scabbard of keen edges</em>, <em>muramasa</em> can attack its current wielder with the <em>scabbard</em> wearer's attack bonus, and the wielder will be considered flat-footed against the attack.  If it hits, <em>muramasa</em> deals damage as if it had scored a critical hit, though it cannot also deal any types of bonus damage the <em>scabbard</em> wearer might possess, such as sneak attack, skirmish, or Iaijutsu focus damage.  Torahime often delights in using this ability to catch her foes off guard, leaving the sword itself in some treasure hoard that her enemies are certain to stumble upon and then ambushing them at a later date.</div></div> -92,275<br/><br/>Torahime resembles a tall, slender elven woman of exceptional beauty and charm.  Her eyes are golden in color, her skin is pale and flawless, her head is covered in a long, luxurious mane of wild black hair, and the only things that give away her inhuman nature are the black-feathered raven wings at her back and the fact that she has the tail, ears, and gleaming white teeth of a tiger.  She dresses in eastern-style clothing with the pelt of a fiendish dire tiger she once slew worked into the outfit, and always carries two swords at her waist.<br/><br/><strong>Combat</strong><br/>While succubi are not normally warriors, Torahime is something of a rare exception among her kind.  A competent fighter, she prefers to cast <em>unholy aura</em> and <em>cloud of knives</em> (in that order of priority) before every fight when possible.  She especially prefers to attack from surprise when she can, as at the beginning of each fight, she can use her <em>dimension door</em> and <em>greater teleport</em> abilities in conjunction with her shadow pounce ability and the Iaijutsu focus skill to inflict devastating damage upon foes who have not yet acted in the first round.<br/>   Once combat has begun in earnest, she uses <em>dimension door</em> and shadow pounce together with the Flick of the Wrist feat to continue dealing Iaijutsu focus damage to her foes once per round, freeing up her standard action to cast other spells, such as setting up <em>unholy aura</em> and <em>cloud of knives</em> if she wasn't able to before combat, throwing out <em>telekinesis</em> or a <em>whirling blade</em>, or debuffing her foes with <em>blasphemy, charm monster, greater dispel magic, or suggestion</em>.  She is willing to flee if she feels that she is unable to achieve victory, using <em>ethereal jaunt, greater teleport</em>, or<em>plane shift</em> as needed to escape.<br/>   Torahime's cursed sword <em>muramasa</em>, the only weapon she is capable of wielding, is treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.<br/><br/><strong>Energy Drain (Su)</strong> Having first come into being as a succubus, Torahime still possesses the ability to drain energy from a mortal she lures into some act of passion, or by simply planting a kiss on her victim.  If the target is not willing to be kissed, Torahime must start a grapple, which provokes an attack of opportunity. Torahime's kiss or embrace bestows one negative level.  The kiss also has the effect of a <em>suggestion</em> spell, asking the victim to accept another kiss from Torahime.  The victim must succeed on a DC 37 Will save to negate the effect of the <em>suggestion</em>. The Fortitude save to remove a negative level is also DC 37. These save DCs are Charisma-based.<br/><br/><strong>One Strike, Two Cuts (Ex)</strong> Torahime can make two attacks with a katana as a standard action.  This means she can strike twice and move in the same round, or attack twice in the strike phase of an iaijutsu duel.<br/><br/><strong>Raging Blood (Su)</strong> Torahime's blood crackles like lightning through her veins.  Each time damage is dealt to Torahime with a piercing or slashing attack, her blood sprays outward in a 5-foot cone, dealing 1d4 points of electrical damage to all within range (no saving throw).  Torahime is not harmed by her own blood.<br/><br/><strong>Shadow Pounce (Ex)</strong> Torahime knows how to attack swiftly from the shadows.  Any time she uses an ability, spell, or effect with the teleportation descriptor (for example, her <em>dimension door</em> and <em>greater teleport</em> abilities), she may execute a full attack upon completion of the teleportation.  Torahime must have line of sight on her intended target from her original location, and the spot to which she teleports must be a place from which she can launch a melee attack at the intended target.<br/><br/><strong>Spell-Like Abilities</strong> Caster level 16th, save DCs are Charisma-based.<br/>At-will - <em>astral projection, blasphemy, charm monster</em> (DC 33)<em>, cloud of knives</em> (PHBII)<em>, desecrate, detect good, detect law, detect thoughts</em> (DC 31)<em>, ethereal jaunt</em> (self plus 50 pounds of objects only)<em>, greater dispel magic, greater teleport, plane shift, polymorph</em> (self only)<em>, suggestion</em> (DC 32)<em>, telekinesis, unhallow, unholy aura</em> (DC 37)<em>, unholy blight</em> (DC 33)<em>, whirling blade</em> (SpC)<br/>3/day - <em>greater magic weapon, phantom battle</em> (DC 33, PHBII)<em>, symbol of stunning</em> (DC 36)<br/>1/day - <em>blade barrier</em> (DC 33)<em>, body outside body</em> (CArc)<br/><br/><strong>Strike from the Void (Ex)</strong> Torahime adds her Charisma modifier to each extra damage die gained from using the Iaijutsu Focus skill.<br/><br/><strong>Strike with No Thought (Ex)</strong> If Torahime begins combat (not an iaijutsu duel) within melee range of an opponent, she gains a free surprise round, even though her opponents are aware of her presence.  The only action Torahime can take in this surprise round is an attack action using a katana.<br/>   This ability reflects Torahime's ability to apply the principles of the iaijutsu duel in normal melee combat.  It does not give Torahime any additional benefit within an iaijutsu duel.<br/><br/><strong><em>Summon Demon (Sp)</em></strong> Once per day, Torahime can automatically summon 1d4 advanced 20 HD caligrostos. This ability is the equivalent of a 9th-level spell.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Advanced 20 HD Caligrosto statblock</div><div class="spoiler_body"><strong>Caligrosto, CR 12</strong><br/><strong>hp</strong> 100 (12 HD);   <strong>Reflective DR</strong> 15/bludgeoning and piercing<br/><hr/>CE Medium outsider (chaotic, evil, extraplanar, incorporeal, loumara)<br/><strong>Init</strong> +9; <strong>Senses</strong> darkvision 60 ft.; Listen +25, Spot +25<br/><strong>Languages</strong> Abyssal, Common; telepathy 100 ft.<br/><hr/><strong>AC</strong> 21, touch 21, flat-footed 16<br/>   (+5 Dex, +6 deflection)<br/><strong>Immune</strong> acid, electricity, fire, incorporeal traits<br/><strong>Resist</strong> cold 10; <strong>SR</strong> 17<br/><strong>Fort</strong> +10, <strong>Ref</strong> +11, <strong>Will</strong> +8<br/><hr/><strong>Speed</strong> 30 ft (18 squares), fly 60 ft. (perfect)<br/><strong>Melee</strong> <em>+1 keen wounding vorpal greatsword</em> +28/+23/+18/+13 (2d6+14/17-20) or touch +25 (1d6 Str damage)<br/><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.<br/><strong>Base Atk</strong> +8; <strong>Grp</strong> +8<br/><strong>Atk Options</strong> Combat Expertise, Improved Disarm<br/><strong>Special Actions</strong> possess blade<br/><hr/><strong>Abilities</strong> Str --, Dex 20, Con 18, Int 13, Wis 15, Cha 22<br/><strong>SQ</strong> fiendish shade, infuse weapon, invisibility, martial prowess<br/><strong>Feats</strong> Combat Expertise, Improved Disarm, Improved Initiative, Dodge, Mobility, Spring Attack, Whirlwind Attack, Weapon Focus (greatsword)(B), Weapon Specialization (greatsword)(B), Greater Weapon Focus (greatsword)(B), Greater Weapon Specialization (greatsword)(B)<br/><strong>Skills</strong> Bluff +29, Intimidate +31, Knowledge (local) +24, Knowledge (the planes) +24, Listen +25, Search +24, Sense Motive +25, Spot +25, Tumble +28<br/><strong>Possessions</strong> <em>+1 keen wounding vorpal greatsword</em><br/><hr/><strong>Possess Blade (Su)</strong> Unlike most loumaras, caligrostos cannot possess living creatures.  Their ability to possess is limited to slashing weapons.  A caligrosto may attempt to possess any unattended slashing weapon by taking a full-round action (this provokes an attack of opportunity).  Against nonmagic weapons, a caligrosts is automatically successful.  A magic weapon can make a DC 26 Will save (this save DC is Charisma-based) to resist the possession--if the object succeeds, the caligrosto may never again attempt to possess that particular bladed weapon.  Once a caligrosto possesses a weapon, it may come and go as it pleases, taking a move action to enter and leave the blade.<br/>   While possessing a sword, the caligrosto is immobile and cannot take attack actions, nor can it be detected by most effects that detect creatures (such as <em>see invisibility</em> or <em>locate creature</em>).  <em>Detect chaos</em> and <em>detect evil</em> reveal that the possessed weapon has that alignment, but not that a demon lurks inside.  <em>True seeing</em> reveals the weapon to be seething with coils of what appears to be mist flecked with lightning.  The caligrosto can still observe the world around it, but its ability to interact with the world is limited to telepathy.<br/>   A creature can wield a caligrosto-possessed weapon as if it were a normal weapon.  Often, the caligrosto infuses the weapon (see below) to make it more appealing and more likely that it will be used in combat.  It may even use telepathy to try to convince a creature that it is an intelligent weapon--in this case, the caligrosto tries to encourage its new "owner" to attack creatures capable of wielding weapons.<br/>   Once a caligrosto-possessed weapon strikes and creature that is capable of wielding it (regardless of the creature's size), the caligrosto can attempt to wrench free from its wielder's grasp and create a fiendish shade of that creature.  A caligrosto often tries to convince its wielder telepathically that this is merely a short-lived but potent variant of the dancing quality, hoping to let its wielder allow the effect to occur without resisting.  The wielder can attempt a DC 26 Will save to prevent a wielded caligrosto from flying out of her hands to utilize its fiendish shade ability.  This save DC is Charisma-based.<br/>   Once a caligrosto gets free of its wielder and assumes a fiendish shade, it can remain in that mode eternally.  Typically, a caligrosto helps its previous owner defeat the creature before turning on her in hopes of creating a fiendish shade of her, but sometimes a caligrosto can't wait for treachery and attacks its previous wielder as soon as it escapes.<br/>   A caligrosto can be forced out of a weapon it is possessing by <em>banishment, dismissal, dispel chaos,</em> or <em>dispel evil</em>.  When a caligrosto is driven out in this manner, the weapon it was possessing drops to the ground.  The caligrosto can attempt to re-possess the weapon on its next action (although if the weapon is magical, it gains a new Will save to resist this new possession attempt as if the demon had never before attempted to possess it).  If a caligrosto-possessed weapon is destroyed, the caligrosto is forced out of the weapon and must make a DC 20 Fortitude save to avoid being stunned for 1d3 rounds.<br/><strong>Strength Drain (Su)</strong> A caligrosto deals 1d6 points of Strength damage with its touch attack.  Whenever it deals Strength damage to a target, a caligrosto heals 5 points of damage; if the demon is healthy, it instead gains this healing as temporary hit points.<br/><strong>Fiendish Shade (Su)</strong> As long as a caligrosto is wielding a weapon, it creates a phantom image of the last creature it damage, although this incorporeal image is of a fiendish incarnation of the creature duplicated.  A caligrosto can only duplicate the image of a creature capable of wielding a slashing weapon, and it remains Medium size no matter what size the original creature was.  Once a caligrosto has taken on the shade of an enemy in this manner, it gains a +2 insight bonus on attack rolls and weapon damage rolls made against that target.<br/><strong>Infuse Weapon (Su)</strong> A caligrosto can infuse a magic weapon it has possessed with the keen weapon quality.  More powerful caligrostos can infuse additional weapon qualities into their blades.  A caligrosto with at least 14 Hit Dice can infuse its weapon with the keen and wounding special qualities.  The most powerful caligrostos (those with 20 or more Hit Dice) can infuse a possessed weapon with keen, wounding, and vorpal qualities.  Infused weapon qualities stack with any existing weapon qualities a weapon may have, but not with weapon qualities of the same name.  Thus, a 20-HD caligrosto that possesses a <em>+3 unholy speed longsword</em> would be able to infuse it into a <em>+3 unholy speed keen wounding vorpal longsword</em>.<br/><strong>Invisibility (Su)</strong> A caligrosto is invisible in its natural (nonshade) form when it isn't possessing a blade.  This ability is constant, allowing the caligrosto to remain invisible even when attacking.  This ability is inherent and not subject to the invisibility purge spell.<br/><strong>Martial Prowess (Ex)</strong> A caligrosto is uncannily adept at wielding bladed weapons.  Once it has possessed a blade, it is treated as if proficient with that weapon, and as if it had Weapon Focus and Weapon Specialization with that weapon type.  More powerful caligrostos gain additional bonus feats--a caligrosto with at least 12 Hit Dice also gains Greater Weapon Focus with its currently possessed weapon as a bonus feat.  Finally, a caligrosto with at least 18 Hit Dice gains Greater Weapon Specialization with its currently possessed weapon as a bonus feat.  Although caligrostos have no Strength score, they use their Dexterity modifier to modify their attack rolls with their possessed weapon, and modify damage with the weapon using their Charisma modifier (in the same manner that Strength adjusts damage with weapons).<br/><strong>Reflective Damage Reduction (Su)</strong> As long as a caligrosto's fiendish shade ability is in effect, it gains DR 15/bludgeoning and piercing.  Slashing damage negated by this damage reduction is applied to the creature whose shape is currently being mocked by the loumara's fiendish shade ability.  For example, if a caligrosto's fiendish shade is imitating Lidda, and Krusk strikes the demon with his <em>+3 greataxe</em> and causes 25 points of damage, 15 points of that damage are negated and applied to Lidda instead, while the caligrosto takes the 10 points of damage not negated by the damage reduction.  Nonmagic weapons cannot harm the caligrosto (due to its incorporeal traits) and thus are not affected by this unusual defensive ability.<br/></div></div><br/><strong>Canny Defense (Ex)</strong> When not wearing armor, Torahime adds her Intelligence bonus to her Dexterity bonus to modify touch AC while wielding a katana.  As with normal Dexterity AC modifications, positive modifiers are lost when Torahime is caught flat-footed.<br/><br/><strong>Change Shape (Su)</strong> Torahime can assume the form of any Small or Medium humanoid.<br/><br/><strong>Dimension Door (Su)</strong> Torahime can teleport, as <em>dimension door</em> (caster level 16th), once per round as a free action. The ability affects only Torahime, who never appears within a solid object and can act immediately after teleporting.<br/><br/><strong>Enhanced Attributes (Ex)</strong> The save DC for each of Torahime's special attacks, spells, and spell-like abilities is increased by +4.<br/><br/><strong>Fast Healing (Ex)</strong> Torahime regains lost hit points at the rate of 5 per round.  Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow Torahime to regrow or reattach lost body parts.<br/><br/><strong>Lightning Blade (Ex)</strong> Torahime adds her Charisma modifier to her initiative checks, as well as her Dexterity modifier.<br/><br/><strong>Prodigy (Ex)</strong> Torahime is amazingly dexterous.  She gains a +2 bonus to her Dexterity score and an additional +4 bonus on any of her check modifiers that are based on that ability (including ability checks and skill checks), improving those modifiers by a total of 5.<br/><br/><strong>Tongues (Su)</strong> Torahime has a permanent <em>tongues</em> ability (as the spell, caster level 12th).  She usually uses verbal communication with mortals.<br/><br/><strong>Unearthly Dodge (Ex)</strong> Torahime cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so.  She retains her Dexterity bonus to AC even if blinded or struck by an invisible attacker.  However, she still loses her Dexterity bonus to AC if immobilized.<br/>   Additionally, Torahime can no longer be flanked.  This defense denies a rogue the ability to sneak attack Torahime by flanking her, unless the attacker has at least four more rogue levels than Torahime's hit dice.<br/><br/><strong>Vulnerability to Keen Edges (Ex)</strong> Weapons with the <em>keen</em> property, as well as weapons that count as having the <em>keen</em> property for any reason (such as having been drawn from a <em>scabbard of keen edges</em>), automatically bypass Torahime's damage reduction.<br/><br/><strong>Weapon Finesse (Ex)</strong> Torahime may use her Dexterity modifier instead of her Strength modifier on attack rolls with her katana.  This works like the Weapon Finesse feat, except that it applies to the katana, a weapon to which the feat cannot normally be applied.<br/><br/><strong>Skills</strong><br/>Torahime has a +8 racial bonus on Listen and Spot checks.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Aspect of Torahime</div><div class="spoiler_body"><strong>Aspect of Torahime</strong><br/><strong>Size/Type:</strong>    Medium Outsider (Chaotic, Extraplanar, Evil)<br/><strong>Hit Dice:</strong>    8d8+40 (104 hp)<br/><strong>Initiative:</strong>    +10<br/><strong>Speed:</strong>    30 ft. (6 squares), fly 50 ft. (average)<br/><strong>Armor Class:</strong>    24 (+8 Dex, +6 natural), touch 18, flat-footed 16<br/><strong>Base Attack/Grapple:</strong>    +8/+10<br/><strong>Attack:</strong>    wakizashi +16 melee (1d6+4)<br/><strong>Full Attack:</strong>    wakizashi +16/+11 melee (1d6+4)<br/><strong>Space/Reach:</strong>    5 ft./5 ft.<br/><strong>Special Attacks:</strong>    One strike two cuts, summon demon<br/><strong>Special Qualities:</strong>    Damage reduction 10/cold iron and good, darkvision 60 ft., dimension door, fast healing 5, immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, telepathy 100 ft., vulnerability to keen edges<br/><strong>Saves:</strong>    Fort +13(+14), Ref +14(+15), Will +9(+10)<br/><strong>Abilities:</strong>    Str 20, Dex 24(26), Con 24, Int 15, Wis 17, Cha 30<br/><strong>Skills:</strong>    Balance +5(+15), Bluff +10(+20), Diplomacy +10(+22), Hide +10(+18), Iaijutsu Focus +10(+22), Intimidate +10(+22), Listen +11(+14), Move Silently +10(+18), Sense Motive +10(+13), Sleight of Hand +5(+15), Spot +11(+14), Tumble +8(+16)<br/><strong>Feats:</strong>    Improved Initiative(B), Weapon Finesse, Quick Draw, Mindsight, Flick of the Wrist<br/><strong>Environment:</strong>    A chaotic evil-aligned plane<br/><strong>Organization:</strong>    Solitary<br/><strong>Challenge Rating:</strong>    7<br/><strong>Alignment:</strong>    Lawful evil<br/><strong>Treasure:</strong>    40 gp in assorted gemstones<br/>-1 cursed wakizashi -3,500<br/>Quick-draw sheath (masterwork Iaijutsu focus item) -50<br/>Masterwork wakizashi -310<br/>Vest of Resistance +1 -1,000<br/>Vestment of Many Styles -500<br/>Boots of Dexterity +2 -4,000<br/><br/><strong>Combat</strong><br/><br/><strong>One Strike, Two Cuts (Ex)</strong> The Aspect of Torahime can make two attacks with a weapon as a standard action.  This means she can strike twice and move in the same round, or attack twice in the strike phase of an iaijutsu duel.<br/><br/><strong><em>Summon Demon (Sp)</em></strong> Once per day, the Aspect of Torahime can attempt to summon 1d4 caligrostos with a 50% chance of success. This ability is the equivalent of a 4th-level spell.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Caligrosto statblock</div><div class="spoiler_body"><strong>Caligrosto, CR 6</strong><br/><strong>hp</strong> 68 (8 HD);   <strong>Reflective DR</strong> 15/bludgeoning and piercing<br/><hr/>CE Medium outsider (chaotic, evil, extraplanar, incorporeal, loumara)<br/><strong>Init</strong> +9; <strong>Senses</strong> darkvision 60 ft.; Listen +13, Spot +13<br/><strong>Languages</strong> Abyssal, Common; telepathy 100 ft.<br/><hr/><strong>AC</strong> 21, touch 21, flat-footed 16<br/>   (+5 Dex, +6 deflection)<br/><strong>Immune</strong> acid, electricity, fire, incorporeal traits<br/><strong>Resist</strong> cold 10; <strong>SR</strong> 17<br/><strong>Fort</strong> +10, <strong>Ref</strong> +11, <strong>Will</strong> +8<br/><hr/><strong>Speed</strong> 30 ft (18 squares), fly 60 ft. (perfect)<br/><strong>Melee</strong> <em>+1 keen greatsword</em> +15/+10 (2d6+12/17-20) or touch +13 (1d6 Str damage)<br/><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.<br/><strong>Base Atk</strong> +8; <strong>Grp</strong> +8<br/><strong>Atk Options</strong> Combat Expertise, Improved Disarm<br/><strong>Special Actions</strong> possess blade<br/><hr/><strong>Abilities</strong> Str --, Dex 20, Con 18, Int 13, Wis 15, Cha 22<br/><strong>SQ</strong> fiendish shade, infuse weapon, invisibility, martial prowess<br/><strong>Feats</strong> Combat Expertise, Improved Disarm, Improved Initiative,Weapon Focus (greatsword)(B), Weapon Specialization (greatsword)(B)<br/><strong>Skills</strong> Bluff +17, Intimidate +19, Knowledge (local) +12, Knowledge (the planes) +12, Listen +13, Search +12, Sense Motive +13, Spot +13, Tumble +16<br/><strong>Possessions</strong> <em>+1 keen greatsword</em><br/><hr/><strong>Possess Blade (Su)</strong> Unlike most loumaras, caligrostos cannot possess living creatures.  Their ability to possess is limited to slashing weapons.  A caligrosto may attempt to possess any unattended slashing weapon by taking a full-round action (this provokes an attack of opportunity).  Against nonmagic weapons, a caligrosts is automatically successful.  A magic weapon can make a DC 20 Will save (this save DC is Charisma-based) to resist the possession--if the object succeeds, the caligrosto may never again attempt to possess that particular bladed weapon.  Once a caligrosto possesses a weapon, it may come and go as it pleases, taking a move action to enter and leave the blade.<br/>   While possessing a sword, the caligrosto is immobile and cannot take attack actions, nor can it be detected by most effects that detect creatures (such as <em>see invisibility</em> or <em>locate creature</em>).  <em>Detect chaos</em> and <em>detect evil</em> reveal that the possessed weapon has that alignment, but not that a demon lurks inside.  <em>True seeing</em> reveals the weapon to be seething with coils of what appears to be mist flecked with lightning.  The caligrosto can still observe the world around it, but its ability to interact with the world is limited to telepathy.<br/>   A creature can wield a caligrosto-possessed weapon as if it were a normal weapon.  Often, the caligrosto infuses the weapon (see below) to make it more appealing and more likely that it will be used in combat.  It may even use telepathy to try to convince a creature that it is an intelligent weapon--in this case, the caligrosto tries to encourage its new "owner" to attack creatures capable of wielding weapons.<br/>   Once a caligrosto-possessed weapon strikes and creature that is capable of wielding it (regardless of the creature's size), the caligrosto can attempt to wrench free from its wielder's grasp and create a fiendish shade of that creature.  A caligrosto often tries to convince its wielder telepathically that this is merely a short-lived but potent variant of the dancing quality, hoping to let its wielder allow the effect to occur without resisting.  The wielder can attempt a DC 20 Will save to prevent a wielded caligrosto from flying out of her hands to utilize its fiendish shade ability.  This save DC is Charisma-based.<br/>   Once a caligrosto gets free of its wielder and assumes a fiendish shade, it can remain in that mode eternally.  Typically, a caligrosto helps its previous owner defeat the creature before turning on her in hopes of creating a fiendish shade of her, but sometimes a caligrosto can't wait for treachery and attacks its previous wielder as soon as it escapes.<br/>   A caligrosto can be forced out of a weapon it is possessing by <em>banishment, dismissal, dispel chaos,</em> or <em>dispel evil</em>.  When a caligrosto is driven out in this manner, the weapon it was possessing drops to the ground.  The caligrosto can attempt to re-possess the weapon on its next action (although if the weapon is magical, it gains a new Will save to resist this new possession attempt as if the demon had never before attempted to possess it).  If a caligrosto-possessed weapon is destroyed, the caligrosto is forced out of the weapon and must make a DC 20 Fortitude save to avoid being stunned for 1d3 rounds.<br/><strong>Strength Drain (Su)</strong> A caligrosto deals 1d6 points of Strength damage with its touch attack.  Whenever it deals Strength damage to a target, a caligrosto heals 5 points of damage; if the demon is healthy, it instead gains this healing as temporary hit points.<br/><strong>Fiendish Shade (Su)</strong> As long as a caligrosto is wielding a weapon, it creates a phantom image of the last creature it damage, although this incorporeal image is of a fiendish incarnation of the creature duplicated.  A caligrosto can only duplicate the image of a creature capable of wielding a slashing weapon, and it remains Medium size no matter what size the original creature was.  Once a caligrosto has taken on the shade of an enemy in this manner, it gains a +2 insight bonus on attack rolls and weapon damage rolls made against that target.<br/><strong>Infuse Weapon (Su)</strong> A caligrosto can infuse a magic weapon it has possessed with the keen weapon quality.  More powerful caligrostos can infuse additional weapon qualities into their blades.  A caligrosto with at least 14 Hit Dice can infuse its weapon with the keen and wounding special qualities.  The most powerful caligrostos (those with 20 or more Hit Dice) can infuse a possessed weapon with keen, wounding, and vorpal qualities.  Infused weapon qualities stack with any existing weapon qualities a weapon may have, but not with weapon qualities of the same name.  Thus, a 20-HD caligrosto that possesses a <em>+3 unholy speed longsword</em> would be able to infuse it into a <em>+3 unholy speed keen wounding vorpal longsword</em>.<br/><strong>Invisibility (Su)</strong> A caligrosto is invisible in its natural (nonshade) form when it isn't possessing a blade.  This ability is constant, allowing the caligrosto to remain invisible even when attacking.  This ability is inherent and not subject to the invisibility purge spell.<br/><strong>Martial Prowess (Ex)</strong> A caligrosto is uncannily adept at wielding bladed weapons.  Once it has possessed a blade, it is treated as if proficient with that weapon, and as if it had Weapon Focus and Weapon Specialization with that weapon type.  More powerful caligrostos gain additional bonus feats--a caligrosto with at least 12 Hit Dice also gains Greater Weapon Focus with its currently possessed weapon as a bonus feat.  Finally, a caligrosto with at least 18 Hit Dice gains Greater Weapon Specialization with its currently possessed weapon as a bonus feat.  Although caligrostos have no Strength score, they use their Dexterity modifier to modify their attack rolls with their possessed weapon, and modify damage with the weapon using their Charisma modifier (in the same manner that Strength adjusts damage with weapons).<br/><strong>Reflective Damage Reduction (Su)</strong> As long as a caligrosto's fiendish shade ability is in effect, it gains DR 15/bludgeoning and piercing.  Slashing damage negated by this damage reduction is applied to the creature whose shape is currently being mocked by the loumara's fiendish shade ability.  For example, if a caligrosto's fiendish shade is imitating Lidda, and Krusk strikes the demon with his <em>+3 greataxe</em> and causes 25 points of damage, 15 points of that damage are negated and applied to Lidda instead, while the caligrosto takes the 10 points of damage not negated by the damage reduction.  Nonmagic weapons cannot harm the caligrosto (due to its incorporeal traits) and thus are not affected by this unusual defensive ability.<br/></div></div><br/><strong>Dimension Door (Su)</strong> The Aspect of Torahime can teleport, as <em>dimension door</em> (caster level 8th), once per round as a move action. The ability affects only the Aspect, who never appears within a solid object and can act immediately after teleporting.<br/><br/><strong>Vulnerability to Keen Edges (Ex)</strong> Weapons with the <em>keen</em> property, as well as weapons that count as having the <em>keen</em> property for any reason (such as having been drawn from a <em>scabbard of keen edges</em>), automatically bypass the Aspect of Torahime's damage reduction.</div></div>