Spending Ultra Points

starting at level 7 with 70 Ultra Points

-1 for 2 RP = improved cold resistance to 10
-2 for 4 RP = greater luck, +2 to all saves
-5 for abilities via RP
-2 for more abilities
-2 for both bad save to good saves for witch class
-8 for class skills = gaining 8 class skills and 8 skill points per level of witch
-4 to increase BAB from half to full
-6 to increase HD from d6 to d12
-1 for light armor proficiency
-1 for medium armor proficiency
-1 for bastard sword proficiency
-1 for improved familiar feat
-1 for Improved Familiar (Mythic) feat
-1 for feat Familiar Spell
-1 for feat Critical Conduit
-1 for two RP: water sense and low light vision
-1 for two RP: land speed and swim speed upped
-2 for rouge class feature, evasion
-2 for feat Evolved Familiar x2
-2 for class feature from Rouge, +4 to perception (canny observer rouge talent)
25 left
-1 for feat Precise Shot
-1 for feat rapid shot
-1 for martial weapon proficiency
-1 for feat focused shot
-1 for feat many shot
-2 for fighter class feature, feat weapon specialization
-1 for feat Point Blank Mastery
17 left
-1 for feat far shot
-1 for feat combat reflexes
-1 for mythic feat many shot
-1 for mythic feat precise shot
-1 for mythic feat rapid shot
-1 for feat witch knife
-1 for mythic feat witch knife
10 left
-2 for cleric class feature, spontaneous casting for healing spells
-2 for rouge skill Finess Training
-2 for ranger class feature Woodland Stride
-1 for 2 RP to get Nat Armor +1
-2 for 4 RP (Improved Nat Armor twice for additional +2, arcane focus)
-1 for monster feat

level 8, +10

-2 for Paladin class feature “divine grace”
-2 for Paladin class feature “divine health”
-6 for cleric channel energy class feature (gives me 3d6)

level 9, +10

-1 for mythic feat Arcane Armor Training
-1 for feat Arcane Armor Mastery
-4 for two steps of cleric channel energy, 5d6
-2 for monk improved evasion

level 10, +10



Fast Healing (6 RP) 3 UP

Prerequisites: None.
Benefit: Members of this race regain 1 hit point each round. Except for where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until a member of this race dies, at which point the effects of fast healing immediately end.
Special: This trait can be taken multiple times. Each time fast healing is taken, its cost increases by 1 RP.

Spending Ultra Points

Dragon Soul GMJJ