Lesser Coventran

''Tiny scales cover this tall humanoid's body, reflecting light into dazzling rainbows as it gracefully moves into position. Adorning its muscular frame are clothings of silk and animal hide, and beneath its thick hood, the three pupils of its eyes spin lazily. Marble-sized polished stones orbit its head and arms.''

DEFENSE

AC 21, touch 13, flat-footed 20 (+6 armor, +3 Dex, +2 natural); +3 insight bonus vs. attacks of opportunity

hp 75 (10d10+20)

Fort +6, Ref +10, Will +10

Defensive Abilities akashic thesis, *uncanny dodge, vision quest; Immune charm, fear, paralysis, polymorph, sleep; SR 19

OFFENSE

Speed 55 ft.

Melee ioun blade +14/+9 (2d6+3 force)

Ranged riven darts +13 touch (4d4 force; four darts, up to 2/target)

Special Attacks akashic thesis, hag eye (DC 18), ioun blade

Spell-Like Abilities (CL 10th)

Constant – deathwatch, detect magic

2/day - lesser globe of invulnerability

STATISTICS

Str 17, Dex 16, Con 14, Int 18, Wis 16, Cha 16

Base Atk +10; CMB +14; CMD 27

Feats Great Fortitude, Improved Initiative, Magical Aptitude, Weapon Focus (ioun blade), Vital Strike

Skills Acrobatics +18, Bluff +10, Climb +10, Diplomacy +11, Knowledge (arcana) +17, Knowledge (engineering) +11, Knowledge (planes) +12, Perception +20, Sense Motive +14, Spellcraft +21, Stealth +12, Swim +10, Use Magic Device +20

Languages Cortest, Coventran(b), Cyrian, Divine, Masani

SQ coven master, vision quest

Special Abilities
Akashic Thesis

A coventran draws its power from the same roots as its ancestors, but is able to refine them so much that they become as innate as worn clothing. Each of these bonuses and abilities has an obvious, visible appearance on the coventran’s body, which can be suppressed or resumed by the coventran as a free action. Whenever the coventran activates a given ability or benefits from a given bonus, the matching appearance becomes visible.

The coventran gains the following bonuses and abilities: These are all supernatural abilities.
 * Feet - A fluctuating aura of crystalline energy surrounds the coventran’s feet and shins. The coventran increases its base speed by 15 feet. It also gains a +3 insight bonus to its AC against attacks of opportunity, and a +3 insight bonus to Acrobatics checks.
 * Finger - A brilliant sapphire ring on the coventran’s finger. The coventran gains a +6 armor bonus to its AC, and can create a lesser globe of invulnerability twice per day as a spell-like ability.
 * Hands - Sparks of pure force energy dance across the coventran’s fingertips. As a standard action, the coventran can launch up to four force darts. Each dart is a ranged touch attack, deals 4d4 force damage, and has a maximum range of 60 feet with no range increments. The coventran cannot target a creature with more than two darts at a time.
 * Head - An image of a tattered bronze helm partially obscures the coventran’s features. The coventran gains a +4 insight bonus to all Perception and Sense Motive checks. It also cannot be caught flat-footed. This ability functions like the rogue ability of the same name.
 * Wrists - Armbands of orbiting crystal and earth encircle the coventran’s wrists. Every 1d4 rounds, as a full-round action, the coventran can cause the earth to erupt violently. It selects a 10-foot by 10-foot square within 50 feet and causes it to erupt, dealing 3d6 bludgeoning damage to all creatures in the area (Reflex DC 19 half). All terrain in the affected area becomes difficult terrain, and the area is affected as though by a spiked pit spell (CL 8th). Creatures that succeed on their saving throw against the initial effect automatically succeed on their saves against this spiked pit.

Coven Master (Ex)

A coventran counts as a hag for the purpose of joining a hag's coven.

Hag Eye (Su)

As a swift action, a coventran can focus her magical energies into her eyes, gazing upon any single creature within 30 feet. The target must succeed on a DC 18 Will save or be staggered for one round. This is a mind-affecting effect. A creature that successfully saves against this effect is immune to it for 24 hours. The save DC is Charisma-based.

Ioun Blade (Su)

The coventran controls raw magical force, using the channeling power of her ioun stones to forge a blade of force. This blade is a construct of force, and can be formed or dismissed as a free action. If the blade would leave the coventran's hands, it is instead dismissed automatically. Coventran are always proficient in their ioun blade.

The ioun blade is a one-handed magic weapon that deals 2d6 points of force damage. As a force effect, the blade can strike ethereal and incorporeal creatures.

The blade cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. The blade's AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus).

Vision Quest (Su)

The most powerful of the coventran's abilities is the Vision Quest – when she splits her physical form into three, one for each of the coventran Visions. Once per day, as a full-round action, the coventran may create two copies of herself in any two unoccupied squares within 30 feet. These copies are permanent until destroyed or reabsorbed (see below).

These copies cannot take actions except as shown below, act on the coventran’s initiative, and each have hit points equal to half the coventran's maximum hit points, rounded up. These copies share a mind and senses with the coventran and each other, are immune to mind-affecting effects, and can speak telepathically with each other and the coventran at any range (even across planes). Coventran can never have more than two of these copies in existence at a time, and copies cannot create further copies, clones, simulacra, or similar effects. The copies and the coventran share uses of abilities with limited uses, and have the same veils shaped and bound as the original when created. These copies cannot change what veils they have shaped or bound or reallocate essence.

The coventran may freely divide any actions taken between herself and any of her active clones (for example, she may allow one clone to take a standard action, grant her swift action to the other, and take her move action herself), and gains one additional standard action each turn that she has one or more clones active. This standard action cannot be used as part of a full-attack action. The coventran can move her copies as part of her own move action, dividing her movement between herself and her doubles. Copies can take attacks of opportunity and provide flanking as normal, except that any attacks of opportunity they take count against the normal amount allowed to the coventran each round.

Whenever the coventran makes an attack or uses an ability or effect, she may have that attack, ability or effect originate from any of her active copies instead of herself.

If a spell or effect would include both the coventran and at least one of her copies, the coventran may, as an immediate action, have it instead only affect the copy.

While a coventran is within 100 feet of at least one of her copies, she takes half damage from all attacks and effects that deal hit point damage, and may roll an additional time and take the higher result whenever she attempts a saving throw.

A coventran may reabsorb one or more of these copies as a standard action, regardless of distance between them—doing so heals the coventran for an amount of hit points equal to half the total remaining hit points of the absorbed copies. If a copy is reduced to 0 hit points or fewer, it is immediately destroyed, and the coventran is stunned for one round. If the coventran is killed, any copies she created are immediately destroyed.