GM Rednal's Spherefinder Society (Inactive)

Game Master Rednal



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Discussion Thread, so we don't have to clog up the Discord.


So I have run into an issue.... with minimal opitmization I am already too far ahead on the damage curve.


Before any magic gear outside of my class features (armorist) I have ended up with an average damage per turn between 30-36.


Male Human

Link to a profile page for application submission.


Finally got all (most of) this written down in this bbcode template.

[LINK] to profile page. I should be able to adjust the equipment to fit within the numbers on the spreadsheet. After applying spell effects it's about at the EDV, about in the middle on attack rolls, above on armor and saves so I can just adjust which buff effects are applied to move the numbers up or down.


Mecha Man
Male Undine Armorist (martial/blaster) 5
Chaotic Good Medium Outsider (native, aquatic)
Init +4; Senses Perception +10
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Defense
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AC 23, touch 15, flat-footed 19 [7 armor, 4 dex, 1 natural, 1 deflection.]
hp 44 (5 HD; 5d10+[10])
Fort +7, Ref +6, Will +8
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Offense
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Speed 30 ft.
Ranged Blaster +11 (2dX+1 / 2x) (ghost touch) (includes bab, dex, traits, constant feats, and wild shooter drawback)
Ranged Blaster +11 (2dX+1 / 2x) (ghost touch) (includes bab, dex, traits, constant feats, and wild shooter drawback)
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Magic
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Caster Level 2; MSB 5; MSD 16; Concentration +10
Tradition Galvanized, Skilled Casting (profession; blacksmith), Center of Power, prepared caster b; CAM (WIS)
Spell Points 14
Life - CL 2; DC 16; Duration instantaneous; Range (Touch); Talents Self-Renewal, Fount of life; Drawbacks Regenerate
Destruction - CL 2; DC 16; Duration instantaneous; Range 120 ft; Talents Shrapnel bomb, extended range, Nail Gun; Drawbacks shape focus, energy focus
- Blaster Arm canon; CL 5; DC 17;; Duration instantaneous; Range 150 ft
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Martial
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Unified Tradition Life sphere, Life sphere, Armor training, Magic armor, Dual Wielding, Wellspring of Life
Dual Wielding DC 17; Talents Impossible reload, Synchronous Accuracy
-Dual attack: use main hand and offhand, -2 to both attack rolls if offhand is light weapon (or a one handed ranged weapon); Synchronous Accuracy: as an immediate if the main hand misses, spend martial focus to attack with the off hand, lasts until the beginning of the next turn
Barrage DC 17; Talents suppressing fire, mobile focus; Drawbacks Wildshooter
-Barrage: attack twice with a ranged weapon, taking a -2 to both attacks, spend martial focus with bab of 6+, for each 5 bab make an extra attack at a cumulative -2; mobile focus: move at least 10 ft up to half speed as a move action to regain martial focus; Suppressing fire: make 2 attacks instead of 1, they can be auto missed by the target, if they do they take a -3 penalty to perception and attack rolls (-1 per each for each additonal blitz used in a round); Wild shooter: take a -1 to all ranged attack rolls

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Statistics
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Str 11, Dex 18, Con 14, Int 7, Wis 21, Cha 7
Base Atk +5; CMB +5; CMD 20
Feats Weapon Focus (blaster) Extra combat talent: impossible reload; extra combat talent: mobile focus, Wellspring of life
Skills Profesion (blacksmith) +13, Perception +10
Traits Practiced Aim, Auspicious Tattoo
Languages Common, Aquan

SQ Extra bound Equipment, Ethereal Equipment
Other Gear Agile Breastplate +1 Bolstering, Headband of +2 Wisdom, Natural armor Amulet +1, Cloak of Resistance +1, 3500 GP
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Grand Lodge

Male Human Bard

Are you still open for new players?

I was actually considering Sidhe Invoker (Fey Adept), if such might be acceptable. The archetype is technically not on the SoP Wiki yet, but I have the PDF that I'll be using. With focus more on the Illusion, Mind, and Fallen Fey Spheres. The latter as in the Fey Binder's Handbook. Also, some attention on the Alteration Sphere.


Here is a first pass at my submission. Still might tweak it a little, but needed to get it out there before heading out of town.

Bob the Skull
Male Gathlain Incanter 1 Wraith (Unbodied) 4
Chaotic Neutral Small Fey
Init +2; Senses Perception +10
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Defense
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AC 17, touch 13, flat-footed 15 [+4 Armor, +2 Dex, +1 Size]
hp 24 (5 HD; 1d6+4d8-5)
Fort +2, Ref +7, Will +7
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Offense
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Speed 30 ft, fly 40ft (poor)

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Magic
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Caster Level 4; MSB 5; MSD 16; Concentration +10
Tradition Mental Focus, Rigorous Concentration, Witchmarked CAM Int
Spell Points 11
Telekinesis - CL 7; DC 19; Duration Concentration; Range Medium (170 ft); Talents Dancing Weapon, Divided Mind (8 targets), Greater Speed, Increased Range, Powerful Telekinesis; Drawbacks None
- Bludgeon
- Catch
- Hostile Lift
- Sustained Force
Invisibility - CL 4; DC 17; Duration 4 minutes; Range Close (35 ft); Talents Invisibility; Drawbacks Disappearance
- Invisibility
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Statistics
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Str 7, Dex 14, Con 8, Int 21, Wis 10, Cha 16
Base Atk +3; CMB +0; CMD 14
Feats Extra Magic Talent, Extra Wraith Haunt, Sphere Focus (Telekinesis);
Skills Fly +7, Know(Arcana) +13, Know(Dungeon) +13, Know(Local) +13, Know(Nature) +13, Know(Planes) +13, Know(Religion) +13, Perception +10, Sense Motive +4, Spellcraft +13, Stealth +11;
Traits Kinetic Drain, Resilient
Languages Common, Sylvan, Draconic, Elven, Goblin, Orc, Abyssal
Other Gear Bone Skull, Explorer's Outfit, Handy Haversack, Cloak of Resistance +1, Headband of Vast Intelligence +2, Telekinesis Staff +1, Mithral chain shirt
Haunt Path Path of the Poltergeist
Wraith Haunts Ranged Possession, Object Ride
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Special Abilities
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Easy Focus Maintaining a sphere effect takes a move action instead of a standard action
Illusion: Invisibility (DC 18) You can make creatures or objects vanish from view
Telekinesis: Dancing Weapon Improve your use of lifted objects as weapons
Telekinesis: Divided Mind (8 targets) Lift multiple objects at once
Telekinesis: Greater Speed Move lifted objects more quickly
Telekinesis: Powerful Telekinesis Move larger items with your telekinesis
Telekinesis: Telekinesis (Large, Speed 55 ft, DC 20) You can move objects and creatures with your mind, with several applications
Telekinetic Impediment -1 (3/day) (Sp) Immediate action imposes a penalty on an enemy's attack
Telekinetic Stability +2 (Su) You gain a bonus to Fly, Acrobatics, and CMD
Permanent Wraith (Su) Permanently locked in wraith form, 2NL damage each round not possessing
Possession (Su) Actively or passively possess a creature within reach
Manifest (Su) 12 min/day manifest physical body as a move action, return to wraith form as a free action
Path Possession The poltergeist may actively possess unattended objects, animating them to serve. These objects count as being willing. The object must be of a size the wraith could animate per the Animate Objects talent of the Enhancement sphere, using his class level as his caster level. The object gains the statistics and abilities as an animated object per the Animate Object talent of the Enhancement sphere.
Ranged Possession The wraith may attempt to possess valid targets within close range (25 ft. + 5 ft. per 2 class levels).
Object Ride The wraith may spend a spell point to passively possess an object for up to 1 hour per level. Attended objects receive a Will save. The object can be no smaller than Tiny and no larger than Huge. At level 10, the minimum object size decreases to Diminutive and the maximum increases to Gargantuan. The wraith retains his normal senses while possessing an object. Additionally, the wraith may designate a single object within the normal limits as his refuge. Possessing the refuge does not require a spell point. Designating an object as a refuge requires a 1-hour ritual. Designating a new object causing any previous refuges to cease functioning as a refuge.


I can't say I am very confident in my ability to post regularly enough, but here I am.

Lirya
Female Human Incanter 5
Neutral Good Medium Humanoid (human)
Init +8; Perception +6
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Defense
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AC 21, touch 14, flat-footed 19 [+2 Dex, +4 Armor, +2 Shield, +1 Natural, +2 Deflection]
hp 36/36 (5 HD; 5d6+10)
Fort +4, Ref +4, Will +6
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Offense
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Speed 30 ft.
Melee Touch +1
Ranged Touch +4

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Magic
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Caster Level 5; MSB 5 (7 Light); MSD 16 (18 Light); Concentration +10 (+12 Light)
Drawbacks Focus Casting, Magical Signs, Somatic Casting x2, Verbal Casting; CAM Int
Spell Points 12/15
Divination Sphere
Light Sphere - CL 6; DC 18; Duration Concentration/1 min. per caster level; Range (Medium, 160 ft.);
Talents (Bend Radiance, Dancing Lights, Dual Light, Intensity Control, Irradiance, Revealing Light, Searing Light);
Protection Sphere - CL 5; DC 17; Duration Concentration/1 round per caster level/1 hour per caster level; Range (Close, 35 ft.);
Talents (Armored Magic, Distant Protection, Energy Resistance, Greater Barrier);

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Statistics
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Str 8, Dex 14, Con 14, Int 21, Wis 12, Cha 10
Base Atk +2; CMB +1; CMD 15
Feats Improved Initiative, Extra Magic Talent x4, Defiant Radiance, Searing Brilliance
Skills Knowledge (Arcana, Dungeoneering, Planes, Religion)[5] +13, Knowledge (Engineering, History, Local, Nature)[1] +9, Linguistics [1] +9, Perception [5] +6, Spellcraft [5] +13, Stealth [5] +7
Traits : Reactionary, Magebreaker
Languages Common, Celestial, Elvish, Dwarf, Giant, Draconic, Halfling
SQ (Special Qualities, i.e., your various powers and abilities that don't fit elsewhere - just the names)
Other Gear +1 Orb of Light, +1 Cloak of Resistance, +2 Headband of Vast Intelligence,
+1 Amulet of Natural Armor, 1 500 gp
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Special Abilities
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Glow Cause an object, creature, or point in space within medium range (160 ft.) to glow for 1 minute/caster level. If you select a point in space you can move it 60 ft. each round as a free action. The glow produces 20 ft. radius of normal light and increase the light level by one step to a maximum of normal for 20 ft. beyond this.
Create brigt light for concentration or 1 minute/caster level with a spell point. The bright light extends any distance up to 40 ft. + 5 ft./2 caster levels (55 ft.) and you can remove up to three 5-ft. cubes of bright light.
Dual Light Spend 1 spell point to apply two light talents to a single glow. You can place the same light talent twice but you must pay any spell point cost for both talents.
Irradiance When you cause a target to glow, you may choose to make it sickened. By spending a spell point to create bright light, all creatures in the bright light must make a Fort save (DC 18) or be nauseated for 1 round. They must save each round and are still sickened on a successful save.
Revealing Light You may spend a spell point to create bright light that reveals all invisible creatures and objects.
Searing Light All creatures in the brigt light suffers 6 fire & 6 untyped damage each round. Double the damage against Undead, Oozes, and creatures harmed by daylight.
Wards Wards are centered within close range (35 ft.) and can have a radius of up to 35 ft. They have a duration of concentration, or you can spell a spell point to have it last 1 round/caster level. Wards remain in the location they are created.
Barrier Create a wall around your ward perimeter or in a flat plane that must begin within close range (35 ft.) and cannot extend beyond medium range (150 ft.) that consists of five 10-ft. squares.
Either way, the barrier has 9 hit points and a break DC of 17. The hp is renewed each turn as long as you concentrate. You can spend a spell point to increase this to 50 hit points and a break DC of 27, but if you do so the hp cannot replenish.
Energy Resistance Choose fire, cold, electricity, sonic, or acid. Any of that damage type dealt within the ward is reduced by 10 + Cl (15).
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Lirya must an orb as her implement to focus her magical energy properly. When she channels a sphere ability, the orb lights up with symbol of the sphere she is channeling. If she does not have a proper implement, then she has to contend with a DC 20 + 1/2 CL concentration check as she creates a makeshift sphere of light to serve as her focus.


Is there a template for posting characters?


Male Human
CactusAir wrote:
Is there a template for posting characters?

The campaign info states to use the BB code profile template on the wiki, which can be found here.


Will add background later, as well the alternative form stats, but the primary focus is to be a skills and tools guy who can do scouting and sneaking.

Selin "Kit" Derko
Male Human Mountebank 1/Empiricist Psyforensic Investigator 4
Neutral Good Medium Humanoid (Human, Shapechanger)
Init +3; Senses Perception +13 (+4 against creatures with shaken, frightened, or panicked conditions using scent)
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Defense
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AC 23, touch 18, flat-footed 21 (+3 armor, +2 Dex, +1 natural, +1 shield. +6 untyped)
hp 38 (5 HD; 5d8+10)
Fort +3, Ref +8, Will +7 (+2 save vs. illusion and disbelievable effects)
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Offense
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Speed 30 ft.
Melee Cold iron spiked gauntlet +3 (1d4/x2/P)
Melee Cold iron short sword +3 (1d6/19-20/x2/P) (generally kept in bag of holding)
Ranged Destructive blast (Shock Blast) +5 touch (2d6/2x/electricity, Fort to avoid 1 round daze)
Ranged Light crossbow +3 one hand, +5 both hands (1d8/2x/P), 30 bolts (generally kept in bag of holding)
Ranged Sling +5 (1d4/2x/B), 30 stones (generally kept in bag of holding)
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Magic
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Caster Level 3 (Illusion 4); MSB +5; MSD 16; Concentration +10
Tradition None (Coy Caster, Rigerous Concentration); Boon Easy Focus; CAM Int
Spell Points 10
Alteration - CL 3; DC 16; Duration concentration, or 1 minute/CL when spending 1 SP; Range Close (30 ft.); Talents none
- shapeshift
Destruction - CL 3; DC 16; Duration instantaneous; Range Close (30 ft.), touch; Talents None
- destructive blast
Divination - CL 3; DC 16; Duration concentration; Range Medium (130 ft.); Talents None
- divine
Illusion - CL 4; DC 17; Duration Trick: up to 1 minute/CL or dismissed, Illusion: concentration up to 1 minute/CL + 2 rounds after ceasing concentration (costs 1 SP unless using Committed Deception), spend another SP to not require concentration; Range Close (30 ft.); Talents Committed Deception, Illusory Disguise, Invisibility, Lingering Illusions; Drawbacks Personal Illusion
- trick Illusory Disguise, Invisibility
- illusion Committed Deception, Illusory Disguise, Invisibility, Lingering Illusions
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Martial
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Tradition None; PAM Int
Alchemy - DC 17; Duration crafted formulae usable up to 24 hours, effect instantaneous; Range Personal; Talents Panacea, Salve
- Formulae Can create 2 potions in 15 minutes, can keep 4 potions simultaneously active.
Equipment; Talents Balanced Defense
Scout - DC 16; Range Honed Sense 30 ft. base; Talents Active Camuflage, Heightened Awareness, Honed Sense, Lurker; Drawbacks Hidden Eyes
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Statistics
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Str 10, Dex 14, Con 14, Int 19, Wis 12, Cha 8
Base Atk +3; CMB +3; CMD 21
Feats Inspired Surge, Transformation (Avian Transformation) ; Associated Feats Sharp Senses, Smell Fear
Skills Acrobatics +10, Bluff +7, Diplomacy +3, Disable Device +16, Disguise +7, Fly +7, Knowledge (arcana), Knowledge (dungeoneering) +9, Knowledge (local) +13, Knowledge (nature) +9, Perception +13 (+4 against creatures with shaken, frightened, or panicked conditions using scent), Sense Motive +9, Spellcraft +13, Stealth + 10, Survival +6; Associated Skills Craft (alchemy), Stealth; Background Skills Craft (alchemy) +20, Sleight of Hand +10
Traits Artisan (Craft (alchemy)), Trap Finder
Languages Common, Dwarven, Elven, Gnome, Halfling, Sylvan
Magic Gear Amulett of Natural Armor +1, Bag of Holding 1, Headband of Vast Intelligence + 2, Ioun Stone (dusty rose prism, cracked), Ioun Torch, Sleeves of Many Garments, Traveler's Any-tool
Other Gear Leaf Armor, Backpack, masterwork, Bedroll, Bell, Blanket, Candle, Candlestick, Chalk, Charcoal, Crowbar, Cutting board, wooden, Explorer's outfit, Fishhook, Flint and steel, Glass cutter, Glue paper x5, Grappling hook, Ink, black, Knife, cutting, Ladle, Oil, Parchment, Portable alchemist's lab, Pot, Seasonings, local, Sewing needle, Shovel, Silk rope, Skeleton key (+10 to Disable Device checks involving locks), Skewer, Skillet, Sling, Thieves' tools, concealable, Thread (50 ft.), Tinder packet, Tindertwig, Trail rations x5, Tripod, iron
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Special Abilities
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Frequently Referenced:

Alchemy: Panacea:
You create a vial of liquid that can be used as a potion, removing a single negative condition the drinker is currently suffering from. The conditions that a panacea can remove are determined by the Craft DC used for its creation:

• DC 20: Deafened, fatigued, shaken, sickened.
• DC 30: Diseased, exhausted, nauseated, poisoned, staggered.
• DC 40: Frightened, blinded, paralyzed, stunned.

Alchemy: Salve 2d8+5 (Max 7 uses/creature/day):
You create a poultice that can be used as a standard action to heal yourself or a target within your natural reach for 1d8 points of damage per 2 ranks in Craft (alchemy) you possess (minimum 1d8) plus your practitioner modifier. You can only attempt to heal a particular creature with this ability a number of times per day equal to 1/2 the number of ranks you possess in the Craft (alchemy) skill (minimum 1) plus your practitioner modifier.

You can increase the Craft DC for this item in increments of 10; each time you do so you increase the healing granted by the salve by 5.

Alteration: Shapeshifting (1 trait, DC 16):
As a standard action you may shapeshift yourself or a touched creature, changing their form for as long as you concentrate. If the target is unwilling, this costs a spell point, and they are allowed a Fortitude save to negate. You may spend a spell point to allow a shapeshift to remain for 1 minute per caster level without concentration. You may dismiss your shapeshift as a free action.

Shapeshift is a polymorph effect. A target may only be affected by one shapeshift at any one time. If a caster attempts to place a second shapeshift on a target, he must succeed at a magic skill check. If he succeeds, the second shapeshift is successfully placed on the target, dismissing and dispelling the first.
When shapeshifting a target, the caster must choose a form and a series of traits for them. Forms constitute a creature’s basic physical makeup (humanoid, draconic, animalistic, avian, etc.) while traits are special characteristics or alterations (natural attacks, creature size, monster special abilities, etc.). A caster may grant up to 1 trait + 1 per 5 caster levels and cannot grant the same trait more than once unless the trait indicates it may be granted multiple times.

With the exception of Blank Form (detailed below), placing a form on a creature causes that creature’s physical body to change into that of another creature. The target gains the listed number of limbs and loses all others. The target loses any extraordinary or supernatural abilities, natural attacks, and movement types dependent on their original form (darkvision, scent, wings, claws, etc.) and gains the listed benefits in their place.

Alternate sources of physical traits (such as a dragon sorcerer’s ability to grow claws) still function. In addition, the target’s equipment melds into their new form, causing them to lose their armor and shield bonuses and the ability to pull any item from a backpack or belt. They also cannot activate magic items (although constant bonuses from magic items still remain).

This cannot be used to assume the guise of a specific individual creature, but otherwise adds a +10 bonus to Disguise checks made to appear as a different race, gender, or species. The caster may cause the target to cosmetically appear as whatever type of creature he desires, although if the target is not granted the right physical attributes (for example, granting the right size category or number of legs), the disguise may fail completely.

When a caster first gains the Alteration sphere, they may grant creatures the Blank Form and the traits listed below. Additional forms and traits may be gained by taking Alteration talents. Any trait may be granted to any form.

Blank Form [Core]

Unlike other forms, the Blank Form does not change the creature’s basic makeup. They do not gain the +10 bonus to Disguise checks, nor do they lose their abilities, equipment, natural attacks, or any other aspect of their unaltered form. The Blank Form allows a caster to add traits to a creature without fundamentally changing the target first. A caster may grant the following traits to a creature affected by their shapeshift. A target must possess the appropriate limb where listed, and cannot grant a natural attack to a limb that already possesses a natural attack.


  • Darkvision 60 ft
  • Low-light vision
  • 2 claw attacks (Primary attacks, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
  • 1 bite attack (Primary attack, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
  • 1 gore attack (primary, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
  • 2 slam attacks (primary, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
  • 2 pincers (secondary, 1d6, 1d4 small, requires arms). You may grant this trait multiple times.
  • You change the target’s cosmetic appearance. This could include changing the target’s apparent age, making an elf into an orc, disguising a large dog as a small pony, changing a male into a female, or some other such alteration. This grants the target a +10 bonus to Disguise checks. This trait may only be applied to the Blank Form, as such changes are assumed with other forms.

Coy Caster (DC 16):
Your magic is a fickle thing, or perhaps you’re simply possessed of performance anxiety. If you attempt to use magic while you know you’re being observed, you must make a concentration check (DC 15 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If you believe you are hidden or alone, even if you’re not, you may use magic normally.

Destruction: Destructive Blast 2d6:
As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within Close range. A destructive blast deals bludgeoning damage as indicated on the table below. This damage bypasses DR/magic, but being bludgeoning in nature, does not automatically bypass other forms of damage resistance. A destructive blast made as a ranged touch attack counts as a ray attack.

As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within Close range. A destructive blast deals bludgeoning damage as indicated on the table below. This damage bypasses DR/magic, but being bludgeoning in nature, does not automatically bypass other forms of damage resistance. A destructive blast made as a ranged touch attack counts as a ray attack.

Easy Focus:
When maintaining a sphere ability through concentration, you only need to spend a move action to maintain concentration instead of a standard action. This does not decrease the sphere ability’s casting time, only the action used to maintain concentration.

Equipment: Balanced Defense +1:
While wielding a light or one-handed weapon and nothing in any other hand you possess, you gain a +1 shield bonus to AC. For every 4 points of base attack bonus you possess, this bonus increases by +1. Attacking with an off-hand weapon, making more than one natural attack on your turn, or using abilities such as a monk’s flurry of blows or a magus’ spell combat suppresses this bonus until the start of your next turn.

Illusion: Committed Deception:
You may increase the casting time of an illusion by one step to reduce its total spell point cost by one (minimum 0).

Illusion: Illusionary Disguise:
You may attach an illusion directly onto a creature or object, making it appear as something or someone else entirely. This grants a +10 circumstance bonus to Disguise checks. Targets who interact with the disguise receive a Will save to disbelieve, and some actions can simply give the disguise away. (For example, touching a target disguised as a different size category, or seeing a creature disguised as an inanimate object move.)

Illusion: Illusion (DC 16):
As a standard action, you may spend a spell point to create a silent visual illusion within range for as long as you concentrate, to a maximum of 1 minute per caster level. You cannot move further away from the illusion than your illusion range while maintaining it through concentration, and the illusion is limited in size according to Table: Illusion Maximum Size. The image may be anything you may clearly imagine, and behaves according to your desires.

Simply perceiving an illusion isn’t enough to detect it as fake, but any target who interacts with the illusion or carefully studies the area is allowed a Will save to disbelieve the image, recognizing it for what it is. Anyone who finds obvious evidence of trickery (ex: throws a rock through an illusionary wall) automatically disbelieves the illusion.

You may only create visual illusions although certain talents may be taken to add more senses. The more complex an illusion is, the more talents it requires to be convincing, with the chart below serving as a guideline and the GM serving as the final arbiter for what talents are required to create a specific illusion.

If creating an illusionary creature, your illusion has an attack bonus equal to your caster level + your casting ability modifier, and a touch armor class equal to 10 + its size modifier + 1/2 your caster level + your casting ability modifier. An illusionary creature may provide a flanking bonus against targets who fail to disbelieve it. Any creature who strikes an illusion in combat automatically disbelieves it.

Illusion: Invisibility (DC 16):
You may make things disappear. As a trick, you may add 1/2 your caster level to Sleight of Hand checks made to palm a small object or hide a light weapon.

You may also place an illusion on a creature or object that makes it harder to see. Rather than make a Will save to disbelieve, creatures must make Perception checks to detect the hidden creature or object. Objects have a flat Perception DC equal to 10 + their size bonus + your caster level, while creatures gain a bonus to their Stealth checks equal to your caster level. In addition, since they are invisible, creatures may make Stealth checks even while being observed and do not require cover to retain or initiate Stealth. Even when detected by another creature, an invisible creature gains a +2 bonus to attack rolls against sighted targets and ignores their Dexterity bonus to AC. Attacks against the invisible creature have a 50% chance they will simply miss, even if the attack has targeted the correct square.

Making a creature or object invisible also hides its magical aura from such effects as detect magic or the base Divination sphere divine ability.

Illusion: Lingering Illusion:
When you create an illusion, the illusion remains for 2 rounds after you stop concentrating. You may also spend a spell point to allow the illusion to remain for 1 minute per caster level without the need for concentration. When an illusion isn’t maintained through concentration, it performs whatever set of actions it was last commanded to do, and cannot move beyond Medium range of where it was placed. Giving an illusion a new series of programmed activities is a move action.

Inspiration (+1d6, 7/day) (Ex):
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Inspired Surge:
When casting a sphere effect, you may increase the wild magic chance by 100% to add a single talent that you do not possess from one of the effect’s base spheres to the effect. For every 5 wild magic feats you possess, increase the number of talents gained this way by +1. You must still meet any prerequisites that the talents possesses. When gaining multiple talents with this feat, you may use a talent gained this way as a prerequisite for other gained talents.

Rigerous Concentration:
Your magic requires intense amounts of concentration to use. When making a concentration check (such as to cast defensively or while taking damage), the DC increases by +10. You may increase the casting time by one step to take extra time focusing and negate this penalty.

Scout: Active Camouflage:
Whenever you move at least 10 ft. in a round and begin and end your turn in cover or concealment, you gain a competence bonus to Stealth checks equal to 1/2 your ranks in Stealth (minimum 1) for one round. You must end your movement in a different square than the one you started your turn to receive this benefit. If you use the Sniper function of the Stealth skill in a round where you would receive this benefit, the penalty to Stealth checks is reduced by -10 (to a minimum of 0).

Scout: Heightened Awareness:
When actively searching with the Perception skill (a move action), you may detect the presence of ongoing magical auras, such as those left by spells such as alarm or invisibility. If the target does not normally have a Perception DC, the DC is equal to the original spell DC as determined by the spell’s caster (DC 10 + spell level + caster’s casting ability modifier), or DC 25 if the effect does not originate from a source that would make it possible to determine a spell DC. This does not give you any information about the exact nature of magical effects detected in this manner, you are merely aware that a magical effect is active and the general area it is active in.

So long as you have martial focus, you may make a Perception check to notice the presence of traps or ongoing magical effects (as described above) whenever you pass within 10 ft. of them, whether or not you are actively looking.

Studied Strike +1d6:
At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.

If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.

The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Transformation (Avian Transformation) (Su):
Benefit: Choose one Alteration sphere talent that grants a form but does not cost a spell point. As a fullround action, you may assume the form of a single creature whose type corresponds to this form talent (see Creature Types and Form Talents in Section 3) per the shapeshift ability of the Alteration sphere as a supernatural ability. The same creature (wolf, spider, treant, etc.) is mimicked and the appearance of that creature is retained each time. The chosen form may be the same as your base size or else Medium or Small.

When assuming your chosen form, you gain the chosen size. This transformation lasts until you choose to revert to your original form as a full-round action. You gain all the abilities granted by this form (movement modes, natural attacks, special abilities, etc.) but but do not gain any traits from the Alteration sphere as part of this transformation. Treat your HD as your caster level for the purposes of this effect. This is a polymorph effect.

Additionally, you gain the shapechanger subtype.

Special: You may gain traits from the Blank Form option of the shapeshift ability of the Alteration sphere while under the effects of this feat even though it is a polymorph effect. This feat counts as possessing the Alteration sphere and the chosen form-granting talent for the purpose of meeting feat prerequisites. If you possess the Perfect Imitation talent or Shifting Disguise feat, you may make cosmetic changes to your Transformation form per the base Alteration sphere trait.

Unfailing Logic +2 (Ex):
An empiricist's grasp of facts and data teaches him to anchor himself in reality, granting resistance to even the most potent illusions. At 4th level, an empiricist gains a +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition he can spend one point from his inspiration pool as an immediate action to use his Intelligence bonus instead of her Wisdom bonus on all such saves for one round.

At 8th level, the empiricist's insight bonus increases to +4. At 16th level, he gains immunity to all illusion spells and spell-like abilities that allow a save to disbelieve the effects. This ability replaces swift alchemy.

Seldomly Referenced:

Artisan (Craft [alchemy:
)]You spent time working under artisans, or your parents were artisans who were particularly skilled at their trade. You gain a +2 trait bonus on a single Craft skill (your choice).

Ceaseless Observation (Ex):
An empiricist's ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill's typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information. This ability replaces poison lore and poison resistance.

Casting (CL 3, MSB +5, MSD 16, Concentration +10, DC 16):
You can combine spheres and talents to create magical effects.

Combat Training (DC 16):
You have training in one or more combat spheres.

Consult the Spirits (1/day) (Sp):
Beginning at 3rd level, the psyforensic may once per day spend an hour to enter a trance to gain the benefits of the autopsy ritual. The psyforensic may use consult the spirits an additional time per day every three levels thereafter (6th, 9th, etc). This replaces the trap sense class feature.

Heart of the Fields +2 (Craft [alchemy:
, 1/day)]Humans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces skilled.

Hidden Eyes:
You do not gain the scout ability of the Scout sphere. You cannot take talents which rely on the Scout ability. You must take Active Camouflage as the bonus talent gained from taking this drawback.

Illusion: Alter:
You may make minor changes to objects or creatures up to your Illusion maximum size, such as changing their color, making them appear clean or dirty, making writing appear, or other minor alterations. This counts as having a disguise kit when making Disguise checks (which take the usual time instead of a standard action), but such a disguise still counts as being magical for the purposes of detecting magic or for spells and effects that allow a target to see through magical effects and illusions.

Illusion: Effects:
You may create unconvincing illusions. This is the same as creating an illusion (see Illusion talent) and can include all senses you can affect through Illusion talents, except it is obviously fake (i.e., it is translucent, unrealistic, etc.), requiring no one to make a save to disbelieve. However, the effects can still be used to create distractions, display images, draw a map, or be used for entertainment. This counts as possessing the required tools to make any appropriate Perform check (such as creating a melody with the Illusionary Sound talent).

Scout: Honed Sense:
You gain the scent special ability, with a base distance of 30 feet. You receive a +4 bonus on Perception checks to detect creatures with the shaken, frightened, or panicked conditions using scent. You can substitute your Perception skill for Sense Motive skill checks if the subject has one of the previous conditions or is attempting to cover up their fear in some way. Associated Feat: Sharp Senses, Smell Fear.

Scout: Lurker:
Creatures using unusual forms of sensory perception such as blindsight, greensight, or tremorsense cannot automatically foil your use of Stealth; such creatures must make a Perception check as normal to detect you when you make use of the Stealth skill. Lurker foils divination spells and Divination sphere sense abilities in the manner described above, but has no effect on spell, sphere, spell-like, or supernatural abilities specifically used to uncover information about you rather than enhancing the user’s perception, such as when scrying or using the Divination sphere‘s divine abilities.

Trap Finder:
You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.


Kaness Heasiathem, Soaring Crane
Female Elf Conscript 5
CG Medium Elf
Init +4; Senses Low-Light Vision; Perception +8
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 18 [+7 armor, +4 Dex, +1 deflection, +1 natural]
hp 47 (5 HD; 5d10+13); DR 4/bludgeoning; Delayed Damage Pool (15 hp)
Fort +6, Ref +9, Will +5; +2 vs Fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 elven curved blade +10 (1d10+7/18-20) | Power Attack +10 (1d10+13/18-20)
Ranged mwk composite longbow (+1 str) +10 (1d8+1/x3, 110ft)
Special Attacks Blooded Strike, Debilitating Injuries, Diving Strike
--------------------
Martial
--------------------
Tradition Free Runner; PAM Intelligence
Athletics (climb, jump, run) - DC 15; Talents Air Stunt, Diving Strike, Expanded Training, Knockdown Tumble, Skillful Charge, Wall Stunt
Duelist - DC 15; Talents Debilitating Injuries, Scar Tissue
Equipment Sphere - Talents Armor Training, Elvish Heritage, Finesse Fighting
Guardian Sphere (challenge) - DC 15; Duration 5 rounds; Range Sight
- Delayed Damage Pool
- Challenge
--------------------
Statistics
--------------------
Str 13, Dex 19, Con 12, Int 16, Wis 11, Cha 7
Base Atk +5; CMB +9; CMD 20
Feats Power Attack, Furious Focus, Combat Reflexes
Skills Acrobatics +12, Climb +9, Intimidate +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (geography) +11, Sense Motive +8, Swim +7
Traits Steel Body (combat), Bruising Intellect (social)
Languages Common, Elven, Celestial, Draconic, Sylvan
SQ Armor Training, Elven Ancestral Master, Finesse Training (elven curved blade), Indomitable Will, Memories Beyond Death; Favored Class Bonus (conscript): 5 hp
Other Gear aegis ring +1, amulet of natural armor +1, cape of resistance +1, monk's kit, 20 arrows, 1061gp
--------------------
Special Abilities
--------------------
Resolve (3/day)

Spoiler:
Starting at 1st level, the conscript gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two conscript levels beyond 1st. Whenever the conscript defeats a target, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating a target usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.

Determined: As a standard action, the conscript can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the conscript is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns. The duration of effects suppressed by this ability continues during the hour in which it is suppressed.
Resolute: Whenever the conscript is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.
Unstoppable: When the conscript is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source, unless he spends an additional use of resolve as an immediate action. A conscript reduced to a sufficient number of negative hit points to kill him still dies as normal.

Athletics

Spoiler:
Climb

You retain your Dexterity bonus to AC while climbing and may climb at half your base speed instead of one-quarter and may move at your full speed instead of half speed when taking a -5 penalty. Associated Movement Mode: Climbing. Associated Skill: Climb.

Leap

You may reduce the effective height of any fall by 20 ft. on a successful DC 15 Acrobatics check rather than 10. In addition, the fall is reduced by an additional 10 ft. for every 10 points this check exceeds the target DC. Associated Movement Mode: Jumping. Associated Skill: Acrobatics.

Run

You move five times your normal speed while running if wearing medium, light, or no armor and carrying no more than a medium load, or four times your speed if wearing heavy armor or carrying a heavy load. If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your check. You retain your Dexterity bonus to your Armor Class while running. Associated Movement Mode: Ground. Associated Skill: Acrobatics. Associated Feat: Run.[/b]

Athetics: Air Stunt (leap, run)[spoiler]

Prerequisites: Athletics sphere, Wall Stunt, Acrobatics 5 ranks.

If you possess the (leap) package, you no longer require a solid surface to make your swift action jump with the Wall Stunt talent. While you have martial focus, the DC for Acrobatics checks to determine jump height have their DC reduced to 1 per 1 ft. of height. Additionally, you may reduce the effective height of any fall by an additional 10 ft. on a successful Acrobatics check.

If you possess the (run) package, you may run over the air as if it were ground. You do not fall when moving, though if you are not supported at the end of your turn you fall as normal.

You may ascend or descend up to 45 degrees as part of this movement, though ascending costs 2 squares of movement per 5 ft. of additional elevation. Additionally, you may balance on any solid surface, even those unable to support your weight, such as a taught string, a narrow tree branch, etc.

Athetics: Skillful Charge

Spoiler:

You may make an attack action at the end of a charge in place of the normally granted attack. You may not combine this attack with the pounce ability. Abilities that multiply damage dealt on a charge, such as the Spirited Charge feat or wielding a lance while making a mounted charge, may not be used with this talent.

Additionally, you can use the charge rules to make a thrown weapon attack. All the parameters of a charge apply, except that you must only move closer to the creature, and you must end your movement within 30 ft. of that creature. If you do, you can make an attack action using a thrown weapon attack against that creature, gaining the +2 bonus on the attack roll and taking a –2 penalty to your AC until the start of your next turn. Associated Feat: Charging Hurler.

Athetics: Diving Strike (leap or fly)

Spoiler:

You may charge an enemy by rapidly descending from above them (such as when jumping out of a tree or deliberately entering a fall while flying or gliding). You may fly above the target or use the Acrobatics skill to leap as part of this charge.

If the attack at the end of your charge hits, the attack deals damage as normal and also adds the appropriate amount of falling damage (1d6 points for a 10-ft. fall, 2d6 points for a 20-ft. fall, and so on), to your damage roll, to a maximum of 1d6 per rank in Acrobatics or Fly (whichever is higher) you possess. This falling damage is not multiplied on a critical hit. After the attack is resolved, you land in an unoccupied square of your choosing adjacent to the target, and you take falling damage as if you had fallen 10 fewer ft.

You can attempt an Acrobatics check as normal to treat the fall as being shorter for the purpose of determining the damage you take from the fall, and you treat the first 1d6 points of damage you take from the fall as nonlethal damage. If your attack misses, you land prone in a random square adjacent to the target and automatically take the full amount of falling damage. If you are subject to an ability or effect that negates or reduces falling damage (other than the normal Acrobatics check to reduce fall height), such as the feather fall spell or the boots of the cat, your bonus damage dice from this talent are also negated or reduced in a similar fashion. Associated Feat: Branch Pounce.

Athletics: Knockdown Tumble (motion)

Spoiler:

When you successfully make an Acrobatics check to avoid provoking an attack of opportunity from a opponent when you move through its threatened area or its space, you can expend your martial focus to try to knock them down. The opponent must succeed on a Reflex save or be knocked prone. Associated Feat: Tangle Feet.

Athetics: Wall Stunt (leap or run)

Spoiler:

If you possess the (leap) package, when jumping or falling, you may make an Acrobatics check to jump as a swift action, provided there is a solid surface other than a ceiling (wall, floor, etc.) adjacent to you at that point. You may treat spaces occupied by creatures of your size or larger as containing such an object but your movement provokes attacks of opportunity as normal. Any fall damage that would be incurred is calculated after removing the height of the swift action jump.

If you possess the (run) package, as long as there is a wall adjacent to you, you may run along the wall for all or part of your movement, including vertically. A square of vertical movement costs two squares of movement. You may treat spaces occupied by creatures of your size or larger as containing a wall, but your movement provokes attacks of opportunity as normal. Doing so bypasses any obstacle on the ground. You must end your movement on the ground as normal; if there is no ground present, you fall.

If you also possess the (climb) package, you may attempt to cling to the wall at the end of your movement. If you possess the (leap) package, you may make Acrobatics checks to jump as part of this movement as normal. If you possess the Mobile Striker talent, you can kick off of a wall for the rest of your movement, gaining a +1 circumstance bonus to your damage roll if you make an attack while airborne. For every 5 ranks in Acrobatics you possess, this bonus increases by +1.

Duelist

Spoiler:
Whenever you use the attack action or an attack of opportunity to attack or disarm a creature, you deal an additional 1 point of bleed damage to the target on a successful attempt, +1 for every 4 points of base attack bonus you possess; this stacks with any other bleed damage you are capable of dealing. Practitioners of the Duelist sphere never provoke attacks of opportunity when attempting combat maneuvers against a target currently taking bleed damage.

Bleed: Some talents have the (bleed) descriptor; these talents are triggered when you deal bleed damage to a creature. You may only apply the effects of a single (bleed) talent to a given attack. A target that is immune to bleed damage is also immune to all other effects of talents with this descriptor.

Disarm: Some talents have the (disarm) descriptor; these talents trigger whenever you succeed at a disarm attempt against a creature. You may only apply the effects of a single (disarm) talent to a given disarm attempt. (Disarm) talents cannot be applied to maneuvers performed as a free action.

Duelist: Debilitating Injuries (bleed)

Spoiler:

Whenever you deal bleed damage to a creature, you may cause them to take a penalty on all weapon attack rolls equal to the amount of bonus bleed damage granted to you by blooded strike for as long as the bleed is in effect. Any healing or other ability that ends the bleed also ends this penalty.

Duelist: Scar Tissue

Spoiler:
Your countless Duelist practices have built up thick scar tissue and callouses that provide you protection from bleeding wounds. You gain DR 2 / bludgeoning and reduce all bleed damage you take by 1; bleed damage cannot be reduced below 0 by this ability. For every 5 points of base attack bonus you possess, the damage reduction granted by this ability increases by 2 points and you reduce any bleed damage you take by an additional 1 point.

Guardian

Spoiler:
You gain a delayed damage pool equal to your 3 x your base attack bonus. When you receive damage, as part of taking the damage you may redirect all or part of it to your delayed damage pool. Apply damage reduction and resistance before redirecting the damage. You may not redirect damage that would exceed the maximum capacity of the damage pool. Your delayed damage pool empties at the end of your turn each round, inflicting any damage stored in the pool on you, bypassing any damage reduction or resistance you possess and resetting to 0. Any additional effects of the attack, such as poison, are still incurred immediately even if the entire damage of the attack is redirected to the delayed damage pool. Any healing you receive in excess of your maximum hp automatically reduces the amount of damage in your delayed damage pool.

Guardian: Challenge

Spoiler:
As a move action, you may issue a challenge to a creature you can see. You may expend martial focus to reduce this to a swift action. A creature must be able to perceive your challenge to be affected by it. The creature takes a -2 penalty on attack rolls that do not include you as a target and a +2 bonus on attack rolls targeting only you. Creatures receiving this effect are aware of it, though do not gain insight to its duration. This penalty (but not bonus) increases by 1 for every 4 points of base attack bonus you possess. The challenge lasts for a number of rounds equal to 3 + 1/2 your base attack bonus. When you issue a new challenge, any previous challenge you have active ends. Multiple challenges do not stack; if a creature is affected by challenges from more than one creature, they suffer no penalty against the source of any challenge against them and likewise gain the bonus against the sources of all of the challenges. Creatures with no Intelligence score (Intelligence score of (-)) cannot be targeted by your challenge.


Can't edit my old post anymore, so I repost it with minor corrections and added backstory and eagle form.

Backstory:

Selin was never the guy who liked much attention. He preferred the outdoors to the cramped city who grew up in and was ecstastic when he learned magic which allowed him to go to places he otherwise couldn't. But while Selin was able to cast magic, being watched doing so made him nervous so he had difficulties to make his magic work with consistency. He at first decided to use a blanket to cover himself but being impractical he turned towards to illusions and invisiblity. This provided him with a measure success, only challenged by being able to enter dungeons and other guarded places, where he encountered unforeseen obstacles. To combat this shortcoming, Selin decided to have always a way to deal with the problem, even if it is merely to allow his party members to deal with the problem. With him employing wild magic, this goal came into his reach (even if it sometimes backfires), so he earned the nickname "Kit".

Selin "Kit" Derko
Male Human Mountebank 1/Empiricist Psyforensic Investigator 4
Neutral Good Medium Humanoid (Human, Shapechanger)
Init +3; Senses Perception +13 (+4 against creatures with shaken, frightened, or panicked conditions using scent)
--------------------
Defense
--------------------
AC 23, touch 18, flat-footed 21 (+3 armor, +2 Dex, +1 natural, +1 shield, +6 untyped)
hp 38 (5 HD; 5d8+10)
Fort +3, Ref +8, Will +7 (+2 save vs. illusion and disbelievable effects)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Cold iron spiked gauntlet +3 (1d4/x2/P)
Melee Cold iron short sword +3 (1d6/19-20/x2/P) (generally kept in bag of holding)
Melee Destructive blast +3 touch (2d6/2x/bludgeoning)
Ranged Destructive blast +5 touch (2d6/2x/bludgeoning)
Ranged Light crossbow +3 one hand, +5 both hands (1d8/2x/P), 30 bolts (generally kept in bag of holding)
Ranged Sling +5 (1d4/2x/B), 30 stones (generally kept in bag of holding)
--------------------
Magic
--------------------
Caster Level 3 (Illusion 4); MSB +5; MSD 16; Concentration +10
Tradition None (Coy Caster, Rigerous Concentration); Boon Easy Focus; CAM Int
Spell Points 10
Alteration - CL 3; DC 16; Duration concentration, or 1 minute/CL when spending 1 SP; Range Close (30 ft.); Talents none
- shapeshift
Destruction - CL 3; DC 16; Duration instantaneous; Range Close (30 ft.), touch; Talents None
- destructive blast
Divination - CL 3; DC 16; Duration concentration; Range Medium (130 ft.); Talents None
- divine
Illusion - CL 4; DC 17; Duration Trick: up to 1 minute/CL or dismissed, Illusion: concentration up to 1 minute/CL + 2 rounds after ceasing concentration (costs 1 SP unless using Committed Deception), spend another SP to not require concentration; Range Close (30 ft.); Talents Committed Deception, Illusory Disguise, Invisibility, Lingering Illusions; Drawbacks Personal Illusion
- trick Illusory Disguise, Invisibility
- illusion Committed Deception, Illusory Disguise, Invisibility, Lingering Illusions
--------------------
Martial
--------------------
Tradition None; PAM Int
Alchemy - DC 17; Duration crafted formulae usable up to 24 hours, effect instantaneous; Range Personal; Talents Panacea, Salve
- Formulae Can create 2 potions in 15 minutes, can keep 4 potions simultaneously active.
Equipment; Talents Balanced Defense
Scout - DC 16; Range Honed Sense 30 ft. base; Talents Active Camuflage, Heightened Awareness, Honed Sense, Lurker; Drawbacks Hidden Eyes
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 19, Wis 12, Cha 8
Base Atk +3; CMB +3; CMD 21
Feats Inspired Surge, Transformation (Avian Transformation) ; Associated Feats Sharp Senses, Smell Fear
Skills Acrobatics +10, Bluff +7, Craft (alchemy) +20, Diplomacy +3, Disable Device +16, Disguise +7, Fly +7, Knowledge (arcana), Knowledge (dungeoneering) +9, Knowledge (local) +13, Knowledge (nature) +9, Perception +13 (+4 against creatures with shaken, frightened, or panicked conditions using scent), Sense Motive +9, Sleight of Hand +10, Spellcraft +13, Stealth + 10, Survival +6; Associated Skills Craft (alchemy), StealthTraits Artisan (Craft (alchemy)), Trap Finder
Languages Common, Dwarven, Elven, Gnome, Halfling, Sylvan
Magic Gear Amulett of Natural Armor +1, Bag of Holding 1, Headband of Vast Intelligence + 2, Ioun Stone (dusty rose prism, cracked), Ioun Torch, Sleeves of Many Garments, Traveler's Any-tool
Other Gear Leaf Armor, Backpack, masterwork, Bedroll, Bell, Blanket, Candle, Candlestick, Chalk, Charcoal, Crowbar, Cutting board, wooden, Explorer's outfit, Fishhook, Flint and steel, Glass cutter, Glue paper x5, Grappling hook, Ink, black, Knife, cutting, Ladle, Oil, Parchment, Portable alchemist's lab, Pot, Seasonings, local, Sewing needle, Shovel, Silk rope, Skeleton key (+10 to Disable Device checks involving locks), Skewer, Skillet, Sling, Thieves' tools, concealable, Thread (50 ft.), Tinder packet, Tindertwig, Trail rations x5, Tripod, iron
--------------------
Eagle Form (abbreviated)
--------------------
Init +4; Senses low-light vision, Perception +13 (+4 against creatures with shaken, frightened, or panicked conditions using scent)
--------------------
Defense
--------------------
AC 24, touch 20, flat-footed 21 (+3 Dex, +4 natural, +6 untyped)
hp 38 (5 HD; 5d8+10)
Fort +3, Ref +9, Will +7 (+2 save vs. illusion and disbelievable effects)
--------------------
Offense
--------------------
Speed 30 ft., flight 30 ft. (poor)
Melee 2 talons, +3/+3 1d3-1
Ranged Destructive blast +7 touch (2d6/2x/bludgeoning)
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 14, Int 19, Wis 12, Cha 8
Base Atk +3; CMB +1; CMD 20
Skills Acrobatics +11, Bluff +7, Craft (alchemy) +18, Diplomacy +3, Disable Device +14, Disguise +7, Fly +10, Knowledge (arcana), Knowledge (dungeoneering) +9, Knowledge (local) +13, Knowledge (nature) +9, Perception +13 (+4 against creatures with shaken, frightened, or panicked conditions using scent), Sense Motive +9, Sleight of Hand +11, Spellcraft +13, Stealth + 15, Survival +6; Associated Skills Craft (alchemy), Stealth
Traits Artisan (Craft (alchemy)), Trap Finder
Languages Common, Dwarven, Elven, Gnome, Halfling, Sylvan
Magic Gear Amulett of Natural Armor +1, Headband of Vast Intelligence + 2, Ioun Stone (dusty rose prism, cracked), Ioun Torch, Sleeves of Many Garments
--------------------
Special Abilities
--------------------
Frequently Used:

Alchemy: Panacea:
You create a vial of liquid that can be used as a potion, removing a single negative condition the drinker is currently suffering from. The conditions that a panacea can remove are determined by the Craft DC used for its creation:

• DC 20: Deafened, fatigued, shaken, sickened.
• DC 30: Diseased, exhausted, nauseated, poisoned, staggered.
• DC 40: Frightened, blinded, paralyzed, stunned.

Alchemy: Salve 2d8+5 (Max 7 uses/creature/day):
You create a poultice that can be used as a standard action to heal yourself or a target within your natural reach for 1d8 points of damage per 2 ranks in Craft (alchemy) you possess (minimum 1d8) plus your practitioner modifier. You can only attempt to heal a particular creature with this ability a number of times per day equal to 1/2 the number of ranks you possess in the Craft (alchemy) skill (minimum 1) plus your practitioner modifier.

You can increase the Craft DC for this item in increments of 10; each time you do so you increase the healing granted by the salve by 5.

Alteration: Shapeshifting (1 trait, DC 16):
As a standard action you may shapeshift yourself or a touched creature, changing their form for as long as you concentrate. If the target is unwilling, this costs a spell point, and they are allowed a Fortitude save to negate. You may spend a spell point to allow a shapeshift to remain for 1 minute per caster level without concentration. You may dismiss your shapeshift as a free action.

Shapeshift is a polymorph effect. A target may only be affected by one shapeshift at any one time. If a caster attempts to place a second shapeshift on a target, he must succeed at a magic skill check. If he succeeds, the second shapeshift is successfully placed on the target, dismissing and dispelling the first.
When shapeshifting a target, the caster must choose a form and a series of traits for them. Forms constitute a creature’s basic physical makeup (humanoid, draconic, animalistic, avian, etc.) while traits are special characteristics or alterations (natural attacks, creature size, monster special abilities, etc.). A caster may grant up to 1 trait + 1 per 5 caster levels and cannot grant the same trait more than once unless the trait indicates it may be granted multiple times.

With the exception of Blank Form (detailed below), placing a form on a creature causes that creature’s physical body to change into that of another creature. The target gains the listed number of limbs and loses all others. The target loses any extraordinary or supernatural abilities, natural attacks, and movement types dependent on their original form (darkvision, scent, wings, claws, etc.) and gains the listed benefits in their place.

Alternate sources of physical traits (such as a dragon sorcerer’s ability to grow claws) still function. In addition, the target’s equipment melds into their new form, causing them to lose their armor and shield bonuses and the ability to pull any item from a backpack or belt. They also cannot activate magic items (although constant bonuses from magic items still remain).

This cannot be used to assume the guise of a specific individual creature, but otherwise adds a +10 bonus to Disguise checks made to appear as a different race, gender, or species. The caster may cause the target to cosmetically appear as whatever type of creature he desires, although if the target is not granted the right physical attributes (for example, granting the right size category or number of legs), the disguise may fail completely.

When a caster first gains the Alteration sphere, they may grant creatures the Blank Form and the traits listed below. Additional forms and traits may be gained by taking Alteration talents. Any trait may be granted to any form.

Blank Form [Core]

Unlike other forms, the Blank Form does not change the creature’s basic makeup. They do not gain the +10 bonus to Disguise checks, nor do they lose their abilities, equipment, natural attacks, or any other aspect of their unaltered form. The Blank Form allows a caster to add traits to a creature without fundamentally changing the target first. A caster may grant the following traits to a creature affected by their shapeshift. A target must possess the appropriate limb where listed, and cannot grant a natural attack to a limb that already possesses a natural attack.


  • Darkvision 60 ft
  • Low-light vision
  • 2 claw attacks (Primary attacks, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
  • 1 bite attack (Primary attack, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
  • 1 gore attack (primary, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
  • 2 slam attacks (primary, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
  • 2 pincers (secondary, 1d6, 1d4 small, requires arms). You may grant this trait multiple times.
  • You change the target’s cosmetic appearance. This could include changing the target’s apparent age, making an elf into an orc, disguising a large dog as a small pony, changing a male into a female, or some other such alteration. This grants the target a +10 bonus to Disguise checks. This trait may only be applied to the Blank Form, as such changes are assumed with other forms.

Coy Caster (DC 16):
Your magic is a fickle thing, or perhaps you’re simply possessed of performance anxiety. If you attempt to use magic while you know you’re being observed, you must make a concentration check (DC 15 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If you believe you are hidden or alone, even if you’re not, you may use magic normally.

Destruction: Destructive Blast 2d6:
As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within Close range. A destructive blast deals bludgeoning damage as indicated on the table below. This damage bypasses DR/magic, but being bludgeoning in nature, does not automatically bypass other forms of damage resistance. A destructive blast made as a ranged touch attack counts as a ray attack.

As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within Close range. A destructive blast deals bludgeoning damage as indicated on the table below. This damage bypasses DR/magic, but being bludgeoning in nature, does not automatically bypass other forms of damage resistance. A destructive blast made as a ranged touch attack counts as a ray attack.

Easy Focus:
When maintaining a sphere ability through concentration, you only need to spend a move action to maintain concentration instead of a standard action. This does not decrease the sphere ability’s casting time, only the action used to maintain concentration.

Equipment: Balanced Defense +1:
While wielding a light or one-handed weapon and nothing in any other hand you possess, you gain a +1 shield bonus to AC. For every 4 points of base attack bonus you possess, this bonus increases by +1. Attacking with an off-hand weapon, making more than one natural attack on your turn, or using abilities such as a monk’s flurry of blows or a magus’ spell combat suppresses this bonus until the start of your next turn.

Illusion: Committed Deception:
You may increase the casting time of an illusion by one step to reduce its total spell point cost by one (minimum 0).

Illusion: Illusionary Disguise:
You may attach an illusion directly onto a creature or object, making it appear as something or someone else entirely. This grants a +10 circumstance bonus to Disguise checks. Targets who interact with the disguise receive a Will save to disbelieve, and some actions can simply give the disguise away. (For example, touching a target disguised as a different size category, or seeing a creature disguised as an inanimate object move.)

Illusion: Illusion (DC 16):
As a standard action, you may spend a spell point to create a silent visual illusion within range for as long as you concentrate, to a maximum of 1 minute per caster level. You cannot move further away from the illusion than your illusion range while maintaining it through concentration, and the illusion is limited in size according to Table: Illusion Maximum Size. The image may be anything you may clearly imagine, and behaves according to your desires.

Simply perceiving an illusion isn’t enough to detect it as fake, but any target who interacts with the illusion or carefully studies the area is allowed a Will save to disbelieve the image, recognizing it for what it is. Anyone who finds obvious evidence of trickery (ex: throws a rock through an illusionary wall) automatically disbelieves the illusion.

You may only create visual illusions although certain talents may be taken to add more senses. The more complex an illusion is, the more talents it requires to be convincing, with the chart below serving as a guideline and the GM serving as the final arbiter for what talents are required to create a specific illusion.

If creating an illusionary creature, your illusion has an attack bonus equal to your caster level + your casting ability modifier, and a touch armor class equal to 10 + its size modifier + 1/2 your caster level + your casting ability modifier. An illusionary creature may provide a flanking bonus against targets who fail to disbelieve it. Any creature who strikes an illusion in combat automatically disbelieves it.

Illusion: Invisibility (DC 16):
You may make things disappear. As a trick, you may add 1/2 your caster level to Sleight of Hand checks made to palm a small object or hide a light weapon.

You may also place an illusion on a creature or object that makes it harder to see. Rather than make a Will save to disbelieve, creatures must make Perception checks to detect the hidden creature or object. Objects have a flat Perception DC equal to 10 + their size bonus + your caster level, while creatures gain a bonus to their Stealth checks equal to your caster level. In addition, since they are invisible, creatures may make Stealth checks even while being observed and do not require cover to retain or initiate Stealth. Even when detected by another creature, an invisible creature gains a +2 bonus to attack rolls against sighted targets and ignores their Dexterity bonus to AC. Attacks against the invisible creature have a 50% chance they will simply miss, even if the attack has targeted the correct square.

Making a creature or object invisible also hides its magical aura from such effects as detect magic or the base Divination sphere divine ability.

Illusion: Lingering Illusion:
When you create an illusion, the illusion remains for 2 rounds after you stop concentrating. You may also spend a spell point to allow the illusion to remain for 1 minute per caster level without the need for concentration. When an illusion isn’t maintained through concentration, it performs whatever set of actions it was last commanded to do, and cannot move beyond Medium range of where it was placed. Giving an illusion a new series of programmed activities is a move action.

Inspiration (+1d6, 7/day) (Ex):
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Inspired Surge:
When casting a sphere effect, you may increase the wild magic chance by 100% to add a single talent that you do not possess from one of the effect’s base spheres to the effect. For every 5 wild magic feats you possess, increase the number of talents gained this way by +1. You must still meet any prerequisites that the talents possesses. When gaining multiple talents with this feat, you may use a talent gained this way as a prerequisite for other gained talents.

Rigerous Concentration:
Your magic requires intense amounts of concentration to use. When making a concentration check (such as to cast defensively or while taking damage), the DC increases by +10. You may increase the casting time by one step to take extra time focusing and negate this penalty.

Scout: Active Camouflage:
Whenever you move at least 10 ft. in a round and begin and end your turn in cover or concealment, you gain a competence bonus to Stealth checks equal to 1/2 your ranks in Stealth (minimum 1) for one round. You must end your movement in a different square than the one you started your turn to receive this benefit. If you use the Sniper function of the Stealth skill in a round where you would receive this benefit, the penalty to Stealth checks is reduced by -10 (to a minimum of 0).

Scout: Heightened Awareness:
When actively searching with the Perception skill (a move action), you may detect the presence of ongoing magical auras, such as those left by spells such as alarm or invisibility. If the target does not normally have a Perception DC, the DC is equal to the original spell DC as determined by the spell’s caster (DC 10 + spell level + caster’s casting ability modifier), or DC 25 if the effect does not originate from a source that would make it possible to determine a spell DC. This does not give you any information about the exact nature of magical effects detected in this manner, you are merely aware that a magical effect is active and the general area it is active in.

So long as you have martial focus, you may make a Perception check to notice the presence of traps or ongoing magical effects (as described above) whenever you pass within 10 ft. of them, whether or not you are actively looking.

Studied Strike +1d6:
At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.

If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.

The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Transformation (Avian Transformation) (Su):
Benefit: Choose one Alteration sphere talent that grants a form but does not cost a spell point. As a fullround action, you may assume the form of a single creature whose type corresponds to this form talent (see Creature Types and Form Talents in Section 3) per the shapeshift ability of the Alteration sphere as a supernatural ability. The same creature (wolf, spider, treant, etc.) is mimicked and the appearance of that creature is retained each time. The chosen form may be the same as your base size or else Medium or Small.

When assuming your chosen form, you gain the chosen size. This transformation lasts until you choose to revert to your original form as a full-round action. You gain all the abilities granted by this form (movement modes, natural attacks, special abilities, etc.) but but do not gain any traits from the Alteration sphere as part of this transformation. Treat your HD as your caster level for the purposes of this effect. This is a polymorph effect.

Additionally, you gain the shapechanger subtype.

Special: You may gain traits from the Blank Form option of the shapeshift ability of the Alteration sphere while under the effects of this feat even though it is a polymorph effect. This feat counts as possessing the Alteration sphere and the chosen form-granting talent for the purpose of meeting feat prerequisites. If you possess the Perfect Imitation talent or Shifting Disguise feat, you may make cosmetic changes to your Transformation form per the base Alteration sphere trait.

Unfailing Logic +2 (Ex):
An empiricist's grasp of facts and data teaches him to anchor himself in reality, granting resistance to even the most potent illusions. At 4th level, an empiricist gains a +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition he can spend one point from his inspiration pool as an immediate action to use his Intelligence bonus instead of her Wisdom bonus on all such saves for one round.

At 8th level, the empiricist's insight bonus increases to +4. At 16th level, he gains immunity to all illusion spells and spell-like abilities that allow a save to disbelieve the effects. This ability replaces swift alchemy.

Seldomly Used:

Artisan (Craft [alchemy:
)]You spent time working under artisans, or your parents were artisans who were particularly skilled at their trade. You gain a +2 trait bonus on a single Craft skill (your choice).

Ceaseless Observation (Ex):
An empiricist's ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill's typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information. This ability replaces poison lore and poison resistance.

Casting (CL 3, MSB +5, MSD 16, Concentration +10, DC 16):
You can combine spheres and talents to create magical effects.

Combat Training (DC 16):
You have training in one or more combat spheres.

Consult the Spirits (1/day) (Sp):
Beginning at 3rd level, the psyforensic may once per day spend an hour to enter a trance to gain the benefits of the autopsy ritual. The psyforensic may use consult the spirits an additional time per day every three levels thereafter (6th, 9th, etc). This replaces the trap sense class feature.

Heart of the Fields +2 (Craft [alchemy:
, 1/day)]Humans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces skilled.

Hidden Eyes:
You do not gain the scout ability of the Scout sphere. You cannot take talents which rely on the Scout ability. You must take Active Camouflage as the bonus talent gained from taking this drawback.

Illusion: Alter:
You may make minor changes to objects or creatures up to your Illusion maximum size, such as changing their color, making them appear clean or dirty, making writing appear, or other minor alterations. This counts as having a disguise kit when making Disguise checks (which take the usual time instead of a standard action), but such a disguise still counts as being magical for the purposes of detecting magic or for spells and effects that allow a target to see through magical effects and illusions.

Illusion: Effects:
You may create unconvincing illusions. This is the same as creating an illusion (see Illusion talent) and can include all senses you can affect through Illusion talents, except it is obviously fake (i.e., it is translucent, unrealistic, etc.), requiring no one to make a save to disbelieve. However, the effects can still be used to create distractions, display images, draw a map, or be used for entertainment. This counts as possessing the required tools to make any appropriate Perform check (such as creating a melody with the Illusionary Sound talent).

Scout: Honed Sense:
You gain the scent special ability, with a base distance of 30 feet. You receive a +4 bonus on Perception checks to detect creatures with the shaken, frightened, or panicked conditions using scent. You can substitute your Perception skill for Sense Motive skill checks if the subject has one of the previous conditions or is attempting to cover up their fear in some way. Associated Feat: Sharp Senses, Smell Fear.

Scout: Lurker:
Creatures using unusual forms of sensory perception such as blindsight, greensight, or tremorsense cannot automatically foil your use of Stealth; such creatures must make a Perception check as normal to detect you when you make use of the Stealth skill. Lurker foils divination spells and Divination sphere sense abilities in the manner described above, but has no effect on spell, sphere, spell-like, or supernatural abilities specifically used to uncover information about you rather than enhancing the user’s perception, such as when scrying or using the Divination sphere‘s divine abilities.

Trap Finder:
You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.


Thank you all for your patience! I know some people interested in applying haven't actually had much experience building Spheres characters before, so I wanted to give plenty of time to tinker with things and eyeball them to make sure they're right. The following characters should post in the gameplay thread with the alias used for the character (for those new to Paizo's boards, this adds you to the campaign - post as your character, not as your normal user profile!).

Before we begin, however, I have a little exercise for all of you. I want each of you to review the profile after yours on the list of chosen players (the bottom loops back to the top). Check out the numbers and make sure everything's good. My objective here is for each of you to get a little more experience looking in-depth at a spheres profile above Level 1 and seeing how other people build to their concepts. This game doesn't just encourage occasionally switching characters, it may well require it, so I'd like to help everyone get a little more experience. Post the results here in discussion, and don't be afraid to ask the other player if something seems off to you - some of the builds are quite tricky, and someone may have overlooked something on accident. ^^

-----

The characters chosen are:

Bob the Skull

Kaness Heasiathem

Mecha Man

Nax Branson

Selin "Kit" Derko


I don't know what the 2dX in Mecha Man's damage section means, but other than that everything seems to check out.

Also could you instruct me on how to make an alias? I'm new to the forums.


Male Human
Talore wrote:

I don't know what the 2dX in Mecha Man's damage section means, but other than that everything seems to check out.

Also could you instruct me on how to make an alias? I'm new to the forums.

The 2dx is referring to the fact that their blast does 2 dice, and the dice size depends on the blast type (d6 normally, but d4 for shrapnel blast).

As for creating an alias, go to your profile page, the second post on this thread should be of help.


To Nax Branson: I noticed, I actually missed to update my Intelligence score in the template. So Selin "Kit" Derko has Int 21 due to 16 PB, +2 racial, +1 leveling, +2 headband. Luckily, the other stuff includes the correct values already.

Since my char is last in the list, I'll go through the first entry, namely Bob the Skull. I noticed his race being Gathlain. Considering that this character uses the unbodied archetype, I don't know what the benefit of using this race in the first place is.

In particular, some other stuff in regards to that is not adjusted/reflected in a separate stat block:

  • In wraith form, armor bonus no longer works, but Bob wears a mithral chain shirt.
  • The fly speed references Gathlain entry, but wraith form has its own fly speed (actually, there is an alternative rule, not sure which one should be used).
  • While the listed armor bonus is wrong, the deflection bonus of +3 (while incorporeal) is missing.
  • The skull hasn't been listed as refuge object
  • The haunt Path enhancement option hasn't been detailed in the stat block
  • Telekinesis attacks should be added in the stat block, since it is the primary mode of attack
  • Considering the skull (is it diminutive or fine) is the primary form, there should be a stat block where this is factored in (like size).

Telekinesis:


  • The incanter sphere specialization isn't explicitly listed, but due to referencing its abilities I assume it was taken.
  • CL 7 ok
  • Greater Speed is listed as 55 ft., should be 30 ft. + 5 ft./2 CL = 45 ft.
  • DC 20 seems wrong. I get 10 + CL 7/2 + 5 Int + 1 SF = 19.
  • Maximum size seems wrong: CL 7 => small. Powerful Telekinesis = > medium, not large

Skills:


  • All in all, I count 47 SP spent, but from class levels only 43 are provided. I assume the difference is the FCB for Wraith levels (which would fit exactly).
  • I assume that all mentioned skills are the ones, where skill ranks have been allocated.
  • Fly should have +10 due it being a class skill
  • Perception is listed as +10, but I only manage +8. I can't see any option I missed. (Obviously. :P)
  • Stealth should be +14 because it is a class skill.

Otherwise I checked the following things:


  • ability scores: ok
  • wraith haunts: number ok
  • feats: number ok
  • Languages: Can you ignore the restrictions on the race entry for learning languages, when increasing the intelligence via item? If not, then Abyssal neds to be replaced with Halfling.
  • Magic talents: Incanter gives 4, sphere specialization gives 1, wraith gives 3, extra magic talent 1, illusion drawback gives 1 => 10 talents. But I count only 8 talents allocated.
  • Drawbacks: 3 - 2 (boon) = 1. Grants currently one SP.
  • SP: 5 + 5 Int + 1 drawback = 11. Ok.
  • Illusion: ok.
  • Equipment: 10100 gp without the skull and free outfit.
  • General magic stats: ok
  • AC, CMB, CMD, saves: Would be ok if not in the wraith form

Pretty sure I checked everything now. But for checking my checks, I also created a charsheet for my analysis: https://docs.google.com/spreadsheets/d/13lCbXhGbx27iIRnAxqZMS9ig1ZNSQo-Ab67 iHIP1x8s/edit#gid=665550463


[edit] goddamnit I keep typing Mountebank as Mounteblank [/edit]

Sorry for the late reply. I didn't see that this had been updated until Monday morning and have been a bit distracted since then. This will be my first time looking at Mountebank, so let me review that briefly and then I'll dive in here to what I see in the profile:

Selin "Kit" Derko

Basics:

CAM of Int or Cha from Mounteblank, or Int from Psyforensic
5d8 hp, 5x (6+Int) skill points, 3.75 bab, 3 CL (+1 in illusion), tons of class skills, base saves of +1/+6/+6
1 blended talent from Mountebank (required to spend in Scoundrel), + Illusion sphere unlock, + Divination sphere unlock, +3 magic talents from caster level increase, +2 magic talents from first level in a spherecasting class (1 martial, 7 magic)
2 casting tradition drawbacks (coy, rigorous concentration), 1 boon (easy focus) = no bonus SP
---> no martial tradition (I don't think this is written correctly on that sheet, so I'll have to count out your talents)
MSB (+5) and MSD (16) and Concentration (+10) check out
Stats of 10 (0), 14 (5), 14 (5), 16 (10)+2+1+2, 12 (2), 8 (-2) = 20 point buy
Feats: 3+1(human); Inspired Surge, Transformation, [Sharp Senses], [Smell Fear]
Racial Traits: Heart of the Fields (+2 craft alchemy, 1/day remove fatigue)
Traits: Artisan, Trap Finder
Skills: 55+10 points
Languages: Common + 5

Casting Spheres: Alteration (no talents), Destruction (no talents), Divination (no talents), Illusion (drawback: personal illusion, talents: committed deception, illusory disguise, invisibility, lingering illusions) (7 talents total)

Martial Spheres: Alchemy (talents: panacea, salve), Equipment (talents: balanced defense), Scout (drawback: hidden eyes, talents: active camouflage, heightened awareness, honed sense, lurker) (7 talents total)

Class features:
- Thief's Mark: (+1 circumstance to atk and dmg for 1 min against "marked target" from Scoundrel CAM times per day)
- Inspiration (ex): (1/2 level + int = 7 points/day) add 1d6 to d20 rolls (Kn, Linguistics, or Spellcraft free)
- Ceaseless Observation (ex): Use Int for: (dd, perception, sm, umd) and diplomacy checks to gather information
- Consult the Spirits (sp): 1/day spend an hour to gain the benefits of the Autopsy Ritual
- Keen Recollection: All Kn checks untrained
- Unfailing Logic (ex): +2 insight on will vs illusions and saves to disbelieve; spend 1 inspiration to immediate action to use int instead of wis for 1 round on will saves
- 1 investigator talent
- Studied Combat: Move action to add 1/2 level (2) as insight on melee atk and dmg rolls for int rounds
- Studied Strike: +1d6 precision damage once per study

---------------

Okay I think I've got everything you have written down, and a few things I referenced from the class pages. Let's go through it all (assuming just the listed items and no buff spells):

HP: 8+(4x5)+10 = 38 CHECKS OUT
Initiative: +3 (+2 dex, +1 competence) CHECKS OUT
Total Saves: +3 Fort, +8 Ref, +7 Will (+2 class bonus on disbelieve) CHECKS OUT

AC: 23 [10 + 2 (dex) + 1 (natural armor) + 3 (leaf armor) + 1 (shield from talent) + 6 (untyped)] DOES NOT CHECK OUT
-- You don't have an item, feat, class ability, or talent that gives you an untyped bonus to AC.

Base stats: CHECKS OUT (with the +2 headband you mentioned)
Casting Talents: (7 talents) CHECKS OUT

Listed attacks: ALL CHECK OUT

Martial Talents: (7 talents) DOES NOT CHECK OUT
-- You don't have a martial tradition listed but you qualify for one. A martial tradition generally consists of 4 talents, so let's assume your martial tradition is 2 alchemy talents, an equipment talent, and the scout sphere with drawback. Then assume you spent 2 feats on scout talents for Heightened Awareness and Honed Sense (because you don't qualify to take sharp senses or smell fear as feats). You also have Lurker, but you don't have a martial talent progression and you haven't indicated anywhere that you're doing the feats-for-progression trade, so this isn't a talent you got from anywhere. Additionally, you're required to have the Scoundrel sphere from your level in Mounteblank but you don't have that. You must have spent your required Scoundrel talent on the Scout sphere instead. IN THE ALTERNATIVE, you can trade 2 feats for Adept progression on your 4 levels of Investigator to gain 3 talents, which would square up everything here (as it would give you 1 additional talent, so you can keep everything you have and also take the required Scoundrel sphere).

Feats: (4) 2 plus Extra Combat Talent twice. CHECKS OUT

Traits: Trap Finder, Artisan. DOES NOT CHECK OUT
-- Trap Finder is a campaign trait for Mummy's Mask. The general rule for campaign traits is that you aren't allowed to take them unless you are playing that campaign, so this would require GM approval.

Skills: Acrobatics +10 (5 ranks), Bluff +7 (5 ranks), Diplomacy +3 (1 rank), D.D. +16 (5 ranks, uses int, NO GOOD), Disguise (5 ranks), Fly (5 ranks), Kn Arcana/Dungeon/Nature +9 (1 rank each), Kn Local +13 (5 ranks), Perception +13 (5 ranks, uses int), S.M. +9 (1 rank, uses int), Spellcraft +13 (5 ranks), Stealth +10 (5 ranks), Survival +6 (5 ranks, not class skill) / Craft alchemy +20 (5 ranks, NO GOOD), Sleight of Hand +10 (5 ranks) = 5+5+1+5+5+5+1+1+1+5+5+1+5+5+5+5+5 = 65 ranks NO GOOD

-- Okay you've got improper skill points and 2 skills with the wrong calculations:
1. You have 11 skill points per level + 2 background skill points per level so you should have 65 skill points to spend.
2. You have 3 alchemy sphere talents, which gives you 15 ranks in alchemy (you don't have to spend your background skill points on this).
3. You have 5 scout sphere talents, which gives you 25 ranks in stealth (you don't have to spend your skill points on this).
4. You are required to have the scoundrel sphere as a 1st level Mounteblank, which gives you 5 ranks in sleight of hand (you don't have to spend your background skill points on this).
5. THEREFORE you should have 15 more skill points to spend.
6. ADDITIONALLY you can't technically have the Trap Finder campaign trait (no +1 trait to disable device, though you could get this from another trait), otherwise the +16 checks out with mwk tools (concealable counts as mwk).
7. ADDITIONALLY your craft alchemy score should be 5 ranks + 3 class skill + 5 int + 2 trait + 2 (half your level from race) + 2 circumstance (from your any-tool as a masterwork tool, which is larger than the +1 circumstance bonus from the portable alchemist's lab; circumstance bonuses do not stack if they "arise from essentially the same source" and this source is "good tools" so you should get this approved by the GM) = +19 rather than +20. I don't see any other feats, traits, or class features that are giving you a bonus to this.

Additional:
1. I don't see favored class bonus assigned anywhere.
2. You also need to pick an investigator talent. Your archetypes don't trade those away and you got one at level 3. Based on your AC value it looks like you may have intended to take Rogue Talent and then Prescient Dodger from the list of sphere rogue talents, but this actually isn't allowed because the Rogue Talent Investigator Talent requires you to pick off a specific list and naturally it wouldn't be on that list (plus it doesn't work while wearing armor, even leaf armor).

OKAY SO. Everything as noted. I don't think I need to go through all your various spell effects since the sphere save DCs on those are correct and the destructive blast is correct. I'm also not going to count out the value of your equipment unless you want me to because it looks about right. Key things on review:

1. You have a +6 untyped bonus to AC (and CMD) you aren't getting from anywhere.
2. You have 15 more skill points to spend.
3. You haven't applied favored class bonus.
4. You have 1 extra martial talent, and are missing a required martial talent.
5. You can pick an investigator talent.
6. You should get one of your traits and a tool bonus approved by GM.


Okay, it looks like the ability to edit a post is time-based, because I can't edit yesterday's post anymore.

Because I was informed that Selin "Kit" Derko had another archetype I have to revise it in the following ways:

- Natural Scoundrel replaced with Scoundrel's Touch (replace the mandatory talent in Scoundrel sphere with a mandatory talent in Scout).
- Thief's Mark replaced with Analytical Gaze (CAM times per day per creature add +2 to damage for 1 minute against a scouted creature)

1. Martial Talents: SHOULD BE OKAY NOW. I had this one as having 1 too many Scout talents and no Scoundrel talent, so this evens out. I see that you traded feats for Proficient progression (1 and 5 feats traded out so far, 2 talents gained) so this evens out.

2. Skill Points: Without the Scoundrel talent there should only be 10 additional skill points to spend.

3. Investigator Talent and AC: It appears you were trying to pick up the CAM to AC rogue talent with this but that isn't an option so a choice needs to be made here.

4. Favored Class Bonus: Still not seeing what you're doing with these. I imagine it's used for the 4 levels in alchemist rather than the 1 level in Mountebank.

5. GM Approval: (1) One of your traits is a campaign trait from the Mummy's Mask campaign/adventure path, which generally aren't allowed outside of those campaigns. (2) I see 3 tools in your item list that can give circumstance bonuses to your alchemy skill check. As circumstance bonuses from the same type of source don't stack (generally speaking) and all 3 of these are bonuses from tools (+1 from portable alchemy lab, +2 from traveler's any-tool, +5 from cauldron of brewing [which you have on your gdoc sheet but not written in your post in this thread]) so I would recommend getting an okay on "good tools" combining the bonuses rather than just using the best bonus.

Otherwise it looks solid.


We still need everyone to get through this review part before we begin. o wo/ -Nudge nudge-


Nax looks good to me, sorry I missed the huge block on this one.

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