<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">The Avatar of the Cave Mother</div><div class="spoiler_body"><div class="floatright">(https://elliquiy.com/elluiki/images/d/d4/Ogre_Girl.jpeg)</div><strong>Razura, Avatar of the Cave Mother</strong><br/>Magic-Blooded Unseelie Fey Grey Orc<br/>Healer 4/Cave Mother Servant 10//Chaos Monk 4/Binder 2/Sacred Prostitute 5/Metaphysical Spellshaper 3<br/><strong>Size/Type:</strong>    Medium Fey (Orc)<br/><strong>Hit Dice:</strong>    6d8+5d6+3d4+0 (0 hp)<br/><strong>Initiative:</strong>    +0<br/><strong>Speed:</strong>    50 ft. (10 squares)<br/><strong>Armor Class:</strong>    25 (+5 Dex, +10 Monk), touch 25, flat-footed 20<br/><strong>Base Attack/Grapple:</strong>    +7/+6<br/><strong>Attack:</strong>    Unarmed strike +16 melee (1d10+9-1)<br/><strong>Full Attack:</strong>    Unarmed strike +16/+11 melee (1d10+9-1)<br/><strong>Space/Reach:</strong>    5 ft./5 ft.<br/><strong>Special Attacks:</strong>    Claws, flailing strike -2, insightful strike, ki strike, smite 1/day, spell-like abilities, spells, unarmed strike<br/><strong>Special Qualities:</strong>    AC bonus, aura of sexual ease, cleanse maladies, cleric spell access, damage reduction 10/cold iron, evasion, extra domain (earth, family, orc), fast movement, grace +1, healing hands, iron vulnerability, light sensitivity, low-light vision, metamagic manipulation, metamagic mastery, orc blood, pact augmentation, restorative sex, scent, sexual communion, sexual healing, slow fall 20 ft., soul binding, still mind, summer caress, suppress sign<br/><strong>Saves:</strong>    Fort +12(+17), Ref +12(+17), Will +15(+20); +2 vs Enchantment effects<br/><strong>Abilities:</strong>    Str 8, Dex 14(20), Con 15(19), Int 14, Wis 12, Cha 23(29)<br/><strong>Skills:</strong>    Bluff +14(+23), Concentration +16(+20), Craft (Weaving) +3(+5), Diplomacy +17(+30), Heal +2(+3), Knowledge (Arcana) +5(+9), Perform (Sexual Techniques) +14(+23), Profession (Prostitute) +8(+9), Sense Motive +14(+15), Spellcraft +8(+14)<br/>      +5 to all Bluff and Diplomacy checks with a sexual component.<br/>      +4 racial and +2 synergy to Intimidate checks.<br/><strong>Feats:</strong>    Divine Gesture (Flaw), Improved Unarmed Strike (B), Sexy Kung Fu (B), Stunning Fist (B), Weapon Finesse (B), Versatile Spellcaster, Combat Reflexes (B), Skill Focus (Heal)(B), Southern Magician, Sexually Open Society, Leadership, Extend Spell, Persist Spell, Reach Spell, Chain Spell (B)<br/><strong>Languages:</strong>    Common, Orc, Giant, Goblin<br/><strong>Alignment:</strong>    Chaotic evil<br/><strong>Treasure:</strong>    480 gp<br/><br/>Psychic Reformation (crafting feats) -280<br/>Psychic Reformation (back to normal feats) -280<br/><br/>+1 Eager Warning Ethereal Reaver Necklace of Natural Weapons -36,600<br/>+6 Circlet of Charisma -18,000<br/>Gauntlets of Heartfelt Blows and Dexterity +6 -24,000<br/>Monk's Belt of Constitution +6 -24,500<br/>+5 Vest of Resistance -12,500<br/>Ring of Freedom of Movement -20,000<br/>Strand of Prayer Beads (Karma) -10,000<br/><br/>Handy Haversack -1,000<br/>Personal Oasis -2,300<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Racial Features</div><div class="spoiler_body"><strong>Iron Vulnerability (Ex)</strong> The mere touch of iron (including steel) deals additional damage to Razura. A hit with an iron or steel weapon deals an additional +1d6 points of damage (added in before calculating damage reduction).<br/><strong>Light Sensitivity (Ex)</strong> Gray orcs suffer a -1 penalty on attack rolls in bright sunlight or within the radius of a <em>daylight</em> spell.<br/><strong>Low-Light Vision</strong> Razura loses her ancestral race's special visual capabilities and gains low-light vision that allows her to see twice as far as a human in low-light conditions.<br/><strong>Orc Blood</strong> For all special abilities and effects, a gray orc is considered an orc. Gray orcs, for example, can use or create orc weapons and magic items with racially specific orc powers as if they were orcs.<br/><strong>Scent (Ex)</strong> A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.<br/>   The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.<br/><strong>Summer Caress (Su)</strong>  Surrounded as if by the warm, verdant air of summer, an unseelie fey with summer's caress is protected by a magic circle of nature.<br/>   All creatures within a 10 ft. radius of Razura gain a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks from all creatures except those of the Animal, Fey and Magical Beast creature types.<br/>   The aura blocks any attempt to possess the warded creature (by a <em>magic jar</em> attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as <em>dominate person</em>).  The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect while the creature is within the aura's range.  If the creature moves out of the aura's range before the effect granting mental control ends, the would-be controller would then be able to mentally command the controlled creature.  Likewise, the aura keeps out a possessing life force but does not expel one if it is in place before the creature moves within range.  This second effect works regardless of creature type.<br/>   Third, no summoned creatures may enter the aura's area. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching a creature within the aura.  Summoned creatures of the Animal, Fey, or Magical Beast creature types are immune to this effect.  The protection against contact by summoned creatures ends on a creature within the aura if it makes an attack against or tries to force the barrier against the blocked creature.  Spell resistance can allow a creature to overcome this protection and touch the warded creature.<br/>   The aura functions at a caster level equal to Razura's hit dice for the purposes of interacting with spell resistance.<br/><strong>Spell-Like Abilities:</strong> (Caster Level 14)<br/>At-will--<em>detect good, detect poison, detect thoughts</em> (DC 21)<br/>1/day--<em>detect magic, Nystul's magical aura, Nystul's undetectable aura, read magic</em><br/><br/><strong>Skills:</strong> Razura gains a +2 racial bonus on Knowledge (Arcana) and Spellcraft checks, and a +4 racial bonus on Intimidate checks.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Healer Class Features</div><div class="spoiler_body"><strong>Cleanse Maladies (Su)</strong> A healer deals with certain kinds of maladies so often that eventually she can cure them without resorting to a spell.  At 3rd level, she gains the ability to cleanse paralysis once per day, as if casting a <em>remove paralysis</em> spell.<br/>   At 4th level, she gains the ability to cleanse disease once per day, as if casting a <em>remove disease</em> spell.<br/><strong>Healing Hands (Ex)</strong> Whenever a healer casts a spell that cures hit point damage, she adds her Charisma modifier (+9) to the amount of damage healed.  This bonus applies only to her Healer spells, not to spellcasting provided by other classes.<br/><strong>Earth Domain (Su)</strong> A number of times per day equal to 12 mod, Razura may turn or destroy air creatures as a good cleric turns undead, or rebuke, command, or bolster earth creatures as an evil cleric rebukes undead.  Her effective Cleric level for the purpose of these abilities is 10.<br/><strong>Family Domain (Su)</strong> Once per day as a free action, Razura can protect up to 9 creatures (including herself) with a +4 dodge bonus to AC.  This ability lasts 10 rounds.  An affected creature loses this protection it it moves more than 10 feet from her.<br/><strong>Orc Domain (Su)</strong> Razura gains the smite power, the ability to make a single melee attack with a +10 bonus on the damage roll (if she hits).  She must declare the smite before making the attack.  It is usable once per day.  If used against a dwarf or an elf, she gets a +4 bonus on the smite attack roll.<br/><br/><strong>Spells per Day</strong> (Caster level 14, DC 19+spell level)<br/>0th-6/day<br/>1st-9/day; (<em>bless, cause fear, magic stone</em>)<br/>2nd-8/day; (<em>produce flame, shield other, soften earth and stone</em>)<br/>3rd-8/day; (<em>helping hand, prayer, stone shape</em>)<br/>4th-7/day; (<em>divine power, imbue with spell ability, spike stones</em>)<br/>5th-7/day; (<em>prying eyes, Rary's telepathic bond, wall of stone</em>)<br/>6th-5/day; (<em>eyebite, heroes' feast, stoneskin</em>)<br/>7th-5/day; (<em>blasphemy, earthquake, refuge</em>)<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Cave Mother Servant Class Features</div><div class="spoiler_body"><strong>Claws</strong> Razura gains claws that deal 1d6 damage.<br/><strong>Cleric Spell Access</strong> A 10th-level cave mother servant can learn and cast spells from the cleric list, even if they don't appear on the lists of any spellcasting class she has.  This class feature grants access to the spells, but not extra spells per day.  The 10th-level cave mother servant can likewise read scrolls with cleric spells on them and use wands and staffs that contain cleric spells.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Chaos Monk Class Features</div><div class="spoiler_body"><strong>AC Bonus (Ex)</strong> When unarmored and unencumbered, the monk adds her Charisma bonus (if any) to her AC.<br/><strong>Evasion (Ex)</strong> At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.<br/><strong>Fast Movement (Ex)</strong> At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.<br/><strong>Grace (Ex)</strong> A monk gains a +1 competence bonus on Reflex saves at 2nd level.  She loses this bonus when wearing armor or when carrying a medium or heavy load.<br/><strong>Insightful Strike (Ex)</strong> At 3rd level, a monk becomes able to place her finesse attacks where they deal greater damage.  She applies her Charisma bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse.  Targets immune to sneak attacks or critical hits are immune to the monk's insightful strike.  A monk cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.<br/><strong>Ki Strike (Su)</strong> At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.<br/><strong>Still Mind (Ex)</strong> A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.<br/><strong>Stunning Fist (Ex)</strong> You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 26), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack 7 times per day, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.<br/><strong>Unarmed Strike</strong> At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.<br/>   Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.<br/>   A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.<br/><strong>Weapon Finesse (Ex)</strong> A monk gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Binder Class Features</div><div class="spoiler_body"><strong>Soul Binding (Su)</strong> One minute to draw seal, full-round action to summon vestige, 1d20+11 vs DC 15 to bind Naberius.<br/><strong>Suppress Sign (Ex)</strong> At 2nd level, when Razura makes a good pact, she can choose not to exhibit the physical sign that normally accompanies a pact with a vestige.  She can suppress or reveal the sign at will as a swift action.  With a poor pact, she gains the powers of the vestige, but she cannot suppress its sign.  She shows it for the duration and is influenced by it as normal.<br/><strong>Pact Augmentation (Su)</strong> Beginning at 2nd level, Razura can draw additional power from the vestige she binds.  As long as she is bound to at least one vestige, she can choose one ability from the following list.<br/>   +1 insight bonus on saving throws.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Sacred Prostitute Class Features</div><div class="spoiler_body"><strong>Aura of Sexual Ease (Ex)</strong> At 1st level, a sacred prostitute radiates an aura that makes others feel more comfortable, especially in regards to sexual matters. The sacred prostitute adds a +5 bonus to all Bluff and Diplomacy checks that have a sexual component to them, including seductions, flirtation, and using sexuality to get her way.<br/><strong>Restorative Sex (Su)</strong> At 4th level, once per day, the sacred prostitute may engage in sex with a spellcaster, restoring any spell slots that he may have used for that day.  The sacred prostitute must make a Perform (sexual techniques) check against a DC equal to 10 + the spellcaster's caster level.  On a success, the spellcaster's spells are restored as if he had prepared spells or meditated as normal.  The spellcaster must engage in sex for at least 20 minutes, and failure indicates that the restorative sex did not work and the spellcaster maintains the same number of spells available for that day as before the sex act.  A sacred prostitute may use this ability with another sacred prostitute, though only one may regain spells.<br/><strong>Sexual Communion (Su)</strong> The primary role of a sacred prostitute is to act as a liaison between worshipers and their deity.  While engaging in ritual sex with a person, a sacred prostitute can act as a conduit with their deity, granting bits of wisdom to the person they couple with.  To use this ability, the sacred prostitute must engage in sex for at least 20 minutes, after which time she may cast <em>divination</em>, with the maximum chance of success (90%), eschewing material components.  However, the <em>divination</em> must deal directly with the person that she is engaging in sex with and the question must be asked before the act of sex occurs.  A sacred prostitute may not use this ability to determine her own future, although she may engage in sex with another sacred prostitute to glean information.<br/><strong>Sexual Healing (Su)</strong> Starting at 2nd level, a sacred prostitute's sexual acts have beneficial effects on their partners.  The subject must ungage in sex for at least 20 minutes.  The sacred prostitute must make a Perform (sexual techniques) check at DC 15 after the act.  If successful, the subject is cured of any and all of the following adverse conditions: <em>confused</em>, dazed, dazzled, exhausted, fatigued, <em>feebleminded</em>, nauseated, sickened, and stunned.  In addition, the sacred prostitute's partner is healed a number of ability damage equal to the sacred prostitute's Charisma modifier (9).  This healing occurs to only one ability score at a time  A separate Perform (sexual techniques) check must be made for a second Ability score.<br/>   At 4th level, a sacred prostitute's healing ability becomes more powerful.  In addition to the effects listed above, the act also dispels curses as if by <em>remove curse</em>.  Sexual Healing also cures wounds as if by <em>cure serious wounds</em>, with the caster level equal to the sacred prostitute's total level.<br/>   A sacred prostitute may use this ability with another sacred prostitute, though only one may gain the benefits of this effect.<br/><br/><strong>Spells per Day</strong> (Caster level 6, DC 19+spell level)<br/>1st-4/day<br/>2nd-3/day<br/>3rd-2/day<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Metaphysical Spellshaper Class Features</div><div class="spoiler_body"><strong>Metamagic Manipulation (Su)</strong> At 1st level, a metaphysical spellshaper gains the ability to cast metamagic spells spontaneously by taking ability damage instead of increasing the level of the spell.<br/>   The metaphysical spellshaper takes one point of ability damage for each spell level by which she is increasing the spell through metamagic.  She chooses which of her ability scores to damage.  All damage from a casting of a spell must go to the same ability.<br/>   In this manner, the metamagic manipulation can increase a spell's level beyond the caster's normal capabilities.  The caster must still have a sufficient ability score to cast a spell of the level to which metamagic enhanced it.<br/>   Ability damage taken from metamagic manipulation is resistant to magical restoratives.  A character attempting to cast a spell that restores ability damage (such as <em>lesser restoration</em>) lost by metamagic manipulation must succeed on a DC 20 caster level check, or the spell has no effect on the injured metaphysical spellshaper.  Ability damage returns at the normal rate with rest and time.<br/>   A spell cast in this manner requires more time.  If the spell's normal casting time is 1 action, casting a metamagically manipulated spell is a full-round action.  For a spell with a longer casting time, it takes an extra full-round action to cast the spell.<br/><strong>Metamagic Mastery</strong> At 3rd level, the metaphysical spellshaper reduces the final spell-level slot required by metamagic feats by one (to a minimum of one).  This ability is not cumulative when multiple metamagic feats are applied to a spell, and benefits both traditional 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