Mindslaver Mold

Harkell Greenbeard's page

74 posts. Alias of Tenro.


Race

Human

Classes/Levels

Hedgewitch (Entropic Sage) 5

Gender

M

Size

M

Age

34

Special Abilities

SP 11/11; Channel Spirit 9/9; Hero Point 6/6

Strength 10
Dexterity 18
Constitution 14
Intelligence 19
Wisdom 11
Charisma 11

About Harkell Greenbeard

HP: 10
AC: 24 = 10 + 1 ARMOR + 4 DEX + 4 INT + 4 NATURAL + 1 SHIELD
Resist:
Immune:
Init: +4
Speed: 20ft
BAB: +3
CMB: +3 = 3 BAB +0 STR +0 Size
CMD: 21 = 10 + 3 BAB +0 STR +4 INT +0 Size +4 DEX (circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC)
MSB: +4 (+1d20+INT vs SR)(See Skills for Concentration)
MSD: 16
F: 4 =1 BASE + 2 CON + 1 RESIST
R: 6 =1 BASE + 4 DEX + 1 RESIST
W: 5 =4 BASE + 0 WIS + 1 RESIST
Misc Save Boni:

COMBAT
Melee
+1 Unarmed Strike, +8 melee, 1d6+1; critical x2; (B)
Energy Blade, as base weapon, 3d6; critical x2; (B)
Mwk Dragon's Paw, +8 Melee, 1d6; Critical ×2; (S); Finesse, Monk, Shield

Ranged
Mwk Manticore's Tail, +8 ranged, 1d2; Critical 17-20/×2; (P); Range 30ft; Monk, Grapple (on crit)

Other:

Conditional:
Destructive Blast: spend SP to boost damage to 1d6/CL
Adhesive Blast: acid damage, REF or entangled and unable to move 1 round, next round take 1 acid per die of blast
Thorn Blast: piercing damage, target takes 1 bleed damage per die until healed or DC 15 heal check
Admixture: Mix two of Adhesive/Thorn/Destructive energies, total damage is half of each, additional effects (acid, bleed) apply normally

Other spell effects:
Life: Invigorate, Cure, Restore
Alteration: Shapeshift (Blank Form, Agile, Construct) Form + 2 Traits
Time: Improved Haste, Slow
Spiritualism: Call two spirits as a standard, one as a move

Immediate Actions:

Swift Actions:

Move Action Options:
Spiritualism: Call one spirit as a move

Racial Traits:

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. DEX
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Favored Class (Hedgewitch): [x5] +1/6 of a magic talent

Class Abilities:

  • Weapon and Armor Training: An entropic sage is proficient with simple weapons and two weapons chosen from the monk weapons group at first level, but not armor.
    Chosen: Dragon's Paw, Manticore Tail
    This modifies the hedgewitch’s weapon and armor proficiencies.

  • Casting: A hedgewitch may combine spheres and talents to create magical effects. A hedgewitch is considered a Mid-Caster and may use either Intelligence, Wisdom, or Charisma as her casting ability modifier and must make this choice at 1st level. Once made, this choice cannot be changed. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

  • Spell Pool: A hedgewitch gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her class level + her casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

  • Magic Talents:A hedgewitch gains a magic talent every time she gains a caster level, according to Table: Hedgewitch. This does not stack with caster levels gained from other sources.

  • Traditions: Hedgewitches draw power from their traditions, blending magic and hidden knowledge to powerful effect. A hedgewitch chooses two traditions at 1st level, gaining their class skills, tradition benefits, tradition powers, and their tradition masteries at 20th level. In addition, each tradition grants access to a number of secrets the hedgewitch may choose whenever she gains a secret.
    Choosing the Entropic Sage archetype replaces one of the character’s traditions.

  • Enlightenment in Oblivion: An entropic sage has contemplated the mysteries of the universe, seeing all creation crumbling to dust and drawing strength from this certainty, channeling the forces of destruction for their own ends. Some seek to hasten the end, hoping to reset a great cosmic cycle; some revel in destruction and seek the nothingness of obliteration; others simply find it a useful tool for their temporary gain. At first level, an entropic sage gains the Destruction sphere and Energy Blade talent as bonus talents, as well as the Focused Shape drawback. This drawback does not grant an additional talent and may be bought off as normal. If the entropic sage already possesses the Destruction sphere, then the Energy Blade talent is gained as a bonus talent with no drawback. If both are already possessed, then he may choose any talent from the Destruction sphere as a bonus talent. The entropic sage may always take a talent from this sphere in place of a secret.
    - At 1st level, the entropic sage gains the Improved Unarmed Strike feat as a bonus feat. Also, when unarmored and unencumbered, the entropic sage adds his casting modifier bonus (if any) to his AC and his CMD. The entropic sage may treat her caster level as equal to her class level when using Energy Blade with her unarmed strikes or weapons from the monk weapon group. This stacks normally with caster levels gained from other sources. Using Energy Blade this way does not provoke attacks of opportunity.
    - At 5th level, the entropic sage’s unarmed strike does damage as a monk of half his level.
    - At 9th level, the entropic sage gains the Improved Energy Blade feat as a bonus feat, even if he does not meet the requirements.
    - At 13th level, the entropic sage may use the Improved Energy Blade feat once per round as a free action. This does not prevent using it as a swift action in the same turn.
    - At 17th level, when the entropic sage reduces a creature to 0 or fewer hit points, its body is destroyed as per the Disintegrate advanced talent.

  • Entropic Sage Secrets: The following secrets are available to the entropic sage:
    Monastic Secret: You gain one ki power from the unchained monk’s ki power list. Your are treated as a monk of your entropic sage level for this ki power and may spend spell points in place of ki. This stacks with levels gained from the monk class for determining your effective monk level for ki powers.
    Style Secret: You gain a style feat for which you qualify. You may treat your entropic sage levels as monk levels (stacking with monk levels) and also use it in place of your BAB for the purpose of qualifying for style feats.

    TRADITION: Spiritualism
    Class Skills: Knowledge (Religion), Knowledge (History), Knowledge (Local).
    Your allies are not from the mortal world, and whisper secrets in your ear.
    Tradition Benefit:
    You may make Knowledge checks untrained. Whenever you make a Knowledge check, roll twice and take the higher result.
    Tradition Power:
    You may channel spirit allies into yourself, temporarily gaining their knowledge and experience. As a standard action, you may grant yourself the benefit of any one magic talent or combat feat you don’t possess. This effect lasts for 1 minute. You must meet all of the feat’s prerequisites, or if gaining a magic talent other than a base sphere, you must possess that talent’s base sphere. You may use this ability a number of times per day equal to 3 + 1/2 your hedgewitch level (minimum 1).
    Multiple uses of this ability do not stack. If you use this ability again before the previous duration has expired, it replaces the previous use. If a feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.
    At 5th level, you may use this ability to gain the benefits of two combat feats or magic talents at the same time. You may select one feat or magic talent as a move action or two feats or magic talents as a standard action. You may use one of these feats or magic talents to meet a prerequisite of the second feat or magic talent; doing so means that you cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat or magic talent selected counts toward your daily uses of this ability.
    At 9th level, you may gain the benefits of two feats or magic talents as a move action or one feat or magic talent as a swift action.
    At 13th level, you may use this ability to gain the benefits of three combat feats or magic talents at the same time. You may select one feat or magic talent as a free action, two feats or magic talents as a swift action, or three feats or magic talents as a move action. You may use one of the feats or magic talents to meet a prerequisite of the second and third feats or magic talents and use the second feat or magic talent to meet a prerequisite of the third feat or magic talent. Each individual feat or magic talent selected counts toward a daily uses of this ability.
    At 17th level, you may gain the benefit of one combat feat or magic talent as an immediate action or three combat feats or magic talents as a swift action. Each individual feat or magic talent selected counts toward your daily uses of this ability.

  • Tradition Secrets: A hedgewitch with the spiritualism tradition adds the following secrets to those she may select:
    Extra Spirit: Increase the number of times you may channel spirit allies in a day by 2. If you cannot channel spirit allies, you may now do so 2 times per day. You may select this secret multiple times. The effects stack.
    Infuse Other: As a standard action, you may touch a willing target and spend 2 uses of the spiritualism tradition power to grant knowledge of a combat feat or magic talent to that ally for 1 minute.
    Spiritualist Defense: Rather than gaining the benefits of a combat feat or magic talent for 1 minute, you may use the spiritualism tradition power to grant yourself a +1 dodge bonus to AC for 1 minute. You may gain a +2 dodge bonus in place of two combat feats or magic talents, and a +3 dodge bonus in place of three combat feats or magic talents.

  • Secret: At 2nd level and every 2 levels thereafter, a hedgewitch learns a secret, gaining further insights into the unseen world. The hedgewitch chooses this secret from the list below, or from the tradition secret list associated with her tradition:
    2nd: Extra Spirit: Increase the number of times you may channel spirit allies in a day by 2. If you cannot channel spirit allies, you may now do so 2 times per day. You may select this secret multiple times. The effects stack.
    4th: Extra Spirit: Increase the number of times you may channel spirit allies in a day by 2. If you cannot channel spirit allies, you may now do so 2 times per day. You may select this secret multiple times. The effects stack.

  • Feats and Traits:

    (H)Transformation [Spheres of Power]: Choose one Alteration sphere talent that grants a form but does not cost a spell point. As a full-round action, you may assume the form of a single creature whose type corresponds to this form talent (see Creature Types and Form Talents on the Alteration page) 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.
    (1)Hybrid Transformation [Spheres of Power]: When changing into the form granted by your transformation feat, you may instead assume a hybrid form, blending your base form and your transformation form. You gain all natural attacks, special abilities, and movement modes from your transformation form. You may choose to retain limbs from your base form if your transformation form lacks them, such as a humanoid keeping arms when assuming a hybrid form based on Serpentine Transformation or Vermin Transformation, adding legs to Aquan Transformation, or a winged creature retaining its wings under Animalistic Transformation.
    If your transformation would grant you additional legs, you may instead gain them as arms, although they do not grant any additional attacks, are not strong enough to gain any natural attacks, and may not assist in wielding weapons, activate magic items, or wield a shield. They may hold items and as a swift action you can use them to draw a sheathed or hidden weapon, ready a shield, retrieve a stored item, load a crossbow, open a door, pick up an unattended item, sheathe or store an item, or take other non-offensive actions involving manipulating objects.
    Special: Traits granted from the Improved Transformation feat apply to both your base transformation form and your hybrid form.
    (B)Improved Unarmed Strike: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
    (3)Weapon Finesse: You may use your Dexterity modifier instead of your Strength modifier on attack rolls. (certain weapons: Light, Finesse, etc.)
    (5)Extra Magical Talent: Time Sphere: Gain an additional sphere or a talent from a sphere you possess. You may take this feat multiple times. The effects stack.

    No Traits (unless you take the feat for two)

    Spheres and Talents:

    Spell Points: 11 =(level + INT + 1 + 1/3lvl)
    CL: 5 (Destruction when using Energy Blade)
    CL: 3 (All other Spheres as mid-caster)
    DC: 13+MOD

    Tradition: Ancestral Magic
    Drawback 1: Focus Casting (Ring): Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. Using magic without your focus requires you to make a concentration check (DC 20 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it. At the GM’s discretion, however, another caster’s focus may be used instead.
    Drawback 1: Somatic Casting (2): You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.
    Drawback 1: Magical Signs: unintelligible murmuring of spirits can be heard within 30ft, tiny motes of faint illumination can be seen at night or in very dark situations (less light than a candle, more like individual lightning bugs), and/or elemental energy around blade
    Boon 1: Overcharge: You may overcharge your magic, giving yourself great power at the cost of your own strength. Whenever you use a sphere ability, you may give yourself a +2 bonus to your caster level for that ability, but you become fatigued afterward. If you are already fatigued, you become exhausted. If you are exhausted, you collapse to the ground unconscious for 1d4 rounds. Creatures immune to fatigue cannot benefit from this boon.
    Net 2 Drawback; Bonus Spell Points: +1, +1 per 3 levels in casting classes

    Total Spheres and Talents: Hedgewitch 3 + Casting 2 + Destruction Sphere (Archetype) + Energy Blade Talent (Archetype)
    +5 from Sphere-Specific Drawbacks; + Construct Transformation Talent (from Transformation Feat) + 1 Extra Talent
    ===

    Spoiler:

    - Destruction Sphere
    - Destruction Sphere: Energy Blade
    - Destruction Sphere: Adhesive Blast
    - Destruction Sphere: Thorn Blast
    - Destruction Sphere: Admixture
    - Alteration Sphere
    - Alteration Sphere: Agile Transformation
    - Alteration Sphere: Construct Transformation (free from feat)
    - Life Sphere
    - Life Sphere: Revitalize
    - Life Sphere: Restore Health
    - Time Sphere
    - Time Sphere: Improved Haste

    Sphere-specific drawbacks:
    Alteration: Lycanthropic: You can only target yourself with your shapeshift ability. You cannot gain the Mass Alteration nor Ranged Alteration talents.
    Life: Regenerate: You may only target yourself with your Life sphere abilities.
    Destruction: Shape Focus (Doesnt grant talent, comes from archetype): You may only make a destructive blast of a single shape. You may not gain any shape type talents, except with the bonus talent gained from this drawback. If your chosen shape is the default blast shape, you may choose any non-shape destruction talent as your bonus talent.
    Destruction: Destructive Touch: You may only make melee touch attacks with your destructive blast. It cannot be used as a ray attack. You may not select the Explosive Orb, Extended Range, or Guided Strike talents. If using the Energy Wall or Energy Sphere talent, the ability must begin in a square that is adjacent to you. If using the Rebuff talent, you can only protect yourself or an adjacent target with that ability.
    Destruction: Energy Focus (Plant): You may only make a destructive blast of a single energy type. You may not gain any blast type talents, except with the bonus talent gained from this drawback.
    Time: Personal Time: You may only target yourself when using alter time abilities that target creatures. You cannot gain the Ranged Time or Group Time talents.

    ===

    Destruction
    ===

    Spoiler:

  • Destructive Blast: 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 ranged destructive blast counts as a ray attack.

    Table: Destructive Blast Damage
    Level - Damage
    1st: 1d6
    3rd: 2d6
    5th: 3d6
    7th: 4d6
    9th: 5d6
    11th: 6d6
    13th: 7d6
    15th: 8d6
    17th: 9d6
    19th: 10d6
    When augmenting a destructive blast with Destruction talents, you may only apply 1 blast type talent and 1 blast shape talent to each individual destructive blast.
    You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum: 2d6).

    Blast Type Groups: Each blast type talent belongs to a blast type group with others of similar theme. Blast types from the same group count as the same blast type for the purposes of the energy focus drawback, an elementalist’s bonus damage, etc.

    Blast Type Group...Blast Types
    Plant ................Adhesive Blast, Bramble Blast, Thorn Blast

    Sphere-Specific Drawbacks
    Destruction: Shape Focus: Energy Blade: You may only make a destructive blast of a single shape. You may not gain any shape type talents, except with the bonus talent gained from this drawback. If your chosen shape is the default blast shape, you may choose any non-shape destruction talent as your bonus talent. (Doesnt give talent, can be bought off, came from archetype)

  • TALENTS:
    Energy Blade: As a standard action, you may make a single weapon attack in conjunction with making a destructive blast. Any creature damaged by the attack is also struck by the destructive blast.
    Adhesive Blast: You transmute your destructive blast into a sticky, acidic sap. Your destructive blast deals acid damage. Any creature damaged by the attack must pass a Reflex save or be entangled and unable to move for 1 round.
    Thorn Blast: Your destructive blast becomes a stream of jagged thorns, dealing piercing damage. Any creature damaged by the attack suffers bleed damage equal to the number of damage die rolled.
    Admixture: You may either increase the casting time of your destructive blast by one step or spend an additional spell point to apply two blast type talents instead of 1. The resultant blast does half of its damage of each type and any additional effects of the blast types are applied normally. If the die size for the two blasts are d8 and d6, use d8; if d8 and d4 use d6; if d6 and d4, use d4. If two blast types have different caster levels, then use the lower caster level for determining the admixtured blast’s caster level.
    Special: You do not increase the casting time or spend an additional spell point when using the admixture talent with two blast types from the same blast type group.

    ===

  • Life
    ===

    Spoiler:

  • Invigorate: As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum: 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour. Temporary hit points, even from different sources, do not stack; only the highest bonus applies.

  • Cure: As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. This is a positive energy effect, and as such may be used to harm undead (Will half).

  • Restore: As a standard action, you may touch a target and spend a spell point to restore their physical and mental health.
    This accomplishes all of the following:
    - - Heals 1d4 points of ability damage to one ability score of your choice.
    - - Removes the fatigued condition or lessens exhaustion to fatigued.
    - - Removes the sickened condition or lessens nauseated to sickened.
    - - Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
    - - Removes the staggered condition.
    - - Removes the dazzled condition.
    If the condition targeted is part of an on-going effect, this suppresses the effect for a number of round equal to your caster level. This cannot be used to remove curses or instantaneous effects.

    Sphere-Specific Drawbacks
    Regenerate: You may only target yourself with your Life sphere abilities.

  • TALENTS:
    Restore Health: Your cure ability heals an additional 1d8 hit points. When restoring a target, you may make a magic skill check against the DC of any poison or disease the target is suffering from. On a success, this removes that poison or disease from the target. This does not reverse damage the target may have suffered from the poison or disease (such as ability damage), but it does stop the poison or disease from causing any more.
    Revitalize: When curing a target or targets, you may choose to grant the target Fast Healing instead of directly healing damage. This grants the target Fast Healing 1 for 1 minute per caster level. Increase the amount of Fast Healing granted by the number of times you have taken the Greater Healing talent. (Thus, if you had gained the Greater Healing talent twice, you could grant a target Fast Healing 3.)

    ===

  • Alteration
    ===

    Spoiler:

  • Shapeshift 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: 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.

    Sphere-Specific Drawbacks
    Lycanthropic: You can only target yourself with your shapeshift ability. You cannot gain the Mass Alteration nor Ranged Alteration talents.

  • TALENTS:
    Agile Transformation: You may add the following additional traits to your forms:
    - - Dodge: The target gains a +2 dodge bonus to AC. This stacks with other sources of dodge bonuses.
    - - Evasion: The target gains incredible reflexes. When the target makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. This ability does not function when wearing medium or heavier armor.
    - - Initiative: The target gains quickened reactions, granting a +4 competence bonus to initiative.
    - - Uncanny Dodge: The target gains extraordinary reactions, granting Uncanny Dodge as the rogue ability. The target is no longer flat-footed at the start of combat nor loses Dexterity to AC against invisible attackers. If the target is granted this trait a second time or already has the Uncanny Dodge ability from another source, they instead gain Improved Uncanny Dodge as the rogue ability. The target can no longer be flanked. This defense denies a rogue the ability to sneak attack the target by flanking, unless the attacker has at least four more rogue levels than the target has hit dice.
    Construct Transformation: You may grant the form of a construct with your shapeshift. The form has a head, two arms, two legs, and a 20 ft. move speed. The target gains 2 slam attacks (primary, 1d6 Medium, 1d4 Small), and natural armor equal to 4 + 1 per 5 caster levels.
    At caster level 5th your natural attacks are treated as silver and cold iron for the purpose of bypassing damage reduction. At 10th level this improves to counting as adamantine.
    You may also grant the following traits to your forms:
    - - Construct Plating: The target gains DR 2/adamantine. This improves by 1 per 5 caster levels.
    - - Spell Resistance: The target gains spell resistance equal to 10 + caster level. This trait costs an additional spell point.

    ===

  • Time
    ===

    Spoiler:

  • Alter Time: The base Time sphere grants you two ways to alter time. All alter time effects require a standard action to activate unless otherwise stated and have a range of touch. Effects that target an area are centered on you. Effects maintained through concentration require you to remain within Close range of the target or location after placing the effect.

    Haste: You grant the target the ability to make an extra attack at its highest BAB whenever it makes a full attack action. This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so it cannot be used to cast a second sphere effect or otherwise take an extra action in the round. You must concentrate to maintain this effect, but may spend a spell point as a free action to allow it to remain for 1 round per caster level without concentration.

    Slow: You cause the target to become staggered, allowing it to only take a single move action or standard action on its turn, but not both (Will negates). You must concentrate to maintain this effect, but may spend a spell point as a free action to increase its duration to 1 round per caster level without concentration. If a slow and haste ability are used on the same creature, the second caster must pass a magic skill check. On a failure the target is unaffected. On a success, the effects counter each other, leaving neither in place.

    Some Time talents are marked (time). These talents grant you additional alter time abilities.

    Sphere-Specific Drawbacks
    Personal Time: You may only target yourself when using alter time abilities that target creatures. You cannot gain the Ranged Time or Group Time talents.

  • TALENTS:
    Improved Haste: When you use haste on a target, that target also gains a 30 feet enhancement bonus (to a maximum of twice the subject’s normal speed) to all forms of movement. The target also gains a +1 bonus to attack rolls, as well as a +1 Dodge bonus to AC and Reflex saves.

    ===

  • Skills:
    6 + int 4 + 1 race
    Concentration (Int) +8 = MSB + INT

    Appraise (Int) + 4 = r+0 +4 INT
    Bluff (Cha) + 0 = r+0 +0 CHA
    Craft Weapon (Int) + 12 = 5+3 +4 INT
    Diplomacy (Cha) + 0 = r+0 +0 CHA
    Fly (Int) + 4 = r+0 +4 INT
    Handle Animal (Cha) + 0 = r+0 +0 CHA
    Heal (Wis) + 4 = 1+3 +0 WIS
    Intimidate (Cha) + 0 = r+0 +0 CHA
    Knowledge (Arcana; Int) + 12 = 5+3 +4 INT
    Knowledge (Dungeon; Int) + 5 = 1+CC +4 INT
    Knowledge (Engineer; Int) + 5 = 1+CC +4 INT
    Knowledge (Geography; Int) + 4 = 0+CC +4 INT
    Knowledge (Religion) + 12 = 5+3 +4 INT
    Knowledge (History) + 12 = 5+3 +4 INT
    Knowledge (Local) + 8 = 1+3 +4 INT
    Knowledge (Nature; Int) + 5 = 1+CC +4 INT
    Knowledge (Nobility; Int) + 4 = 0+CC +4 INT
    Knowledge (Planes; Int) + 5 = 1+CC +4 INT
    Linguistics (Int) + 11 = 4+3 +4 INT
    Perception (Wis) + 5 = 5+CC +0 WIS
    Perform (Cha) + 0 = r+0 +0 CHA
    Profession (Wis) + 0 = r+0 +0 WIS
    Sense Motive (Wis) + 8 = 5+3 +0 WIS
    Spellcraft (Int) + 12 = 5+3 +4 INT
    Stealth (Dex) + 12 = 5+3 +4 DEX
    Use Magic Device (Cha) + 8 = 5+3 +0 CHA

    Roll all knowledge skills twice, take the better result.
    All knowledge checks can be made untrained for DCs higher than 10.

    Equipment:

    10,500

    3.1gp Backpack, bedroll, belt pouch
    1,000 gp Bracers of Armor +1
    4,000 gp Amulet of Mighty Fists +1
    1,000 gp Cloak of Resistance +1
    2,000 gp Handy Haversack
    1,000 gp Force Hook
    75 gp Ioun Torch
    250 gp Traveler's Any-Tool
    200 gp Gleam Brush
    338 gp Masterwork Dragon's Paw
    354 gp Masterwork Manticore's Tail

    10,220.1 spent
    279.9 gp left for provisions of first mission

    Backstory:

    Player Notes:

    FEATS WANTED:

    ADDITIONAL TALENTS NEEDED:
    avian
    agile
    animalistic
    subterranean

    Designed Weapons:

    Weapon Creation: Dragon's Paw: 10 DP total
    Exotic: 6DP
    Dmg (M) 1d6; Critical ×2; Type (S); Price 30gp + (1 gp × the weapon's base DP(8)).
    Fighter Weapon Group: Monk
    Hands: 1-handed (+2 DP)
    Qualities: (8 DP before these qualities)
    +2 DP Additional Design Points (0 DP)(+2 DP): Increase the weapon's available Design Points by 1 and its gp price by 15. This quality can be selected twice for one-handed weapons and ranged weapons, or three times for two-handed weapons.
    -3 DP Attached (3 DP): The weapon is attached to the wielder's arm and cannot be disarmed. The wielder can wield or carry items in the hand to which this weapon is attached, but she takes a –2 penalty on all precision-based tasks involving that hand (such as opening locks). This penalty can be removed by increasing this quality's cost to 3 DP.
    -3 DP Finesse (3 DP): The weapon can be used with Weapon Finesse as if it were a light weapon. Only one-handed and exotic melee weapons can have this quality.
    -2 DP Improved Damage (1 DP)(x2): Increase the weapon's damage dice by one step (1d3 to 1d4, 1d4 to 1d6, 1d6 to 1d8 or 2d4, 1d8 to 1d10, or 1d10 to 2d6 or 1d12). This quality can be selected three times for light weapons, four times for one-handed weapons and ranged weapons, and five times for two-handed weapons. Among weapons sized for Medium characters, the maximum damage is 1d6 for light weapons, 1d8 for one-handed weapons (1d10 if exotic), 1d12 or 2d6 for two-handed weapons, and 1d10 for ranged weapons (1d6 if used or thrown one-handed).
    -1 DP Weapon Feature (Varies)(Monk, 1 DP): Choose one of the following weapon special features for the weapon: blocking, brace, deadly, disarm, distracting, grapple, monk, nonlethal, performance, reach, or trip. This quality can be selected twice for martial weapons and three times for exotic weapons. It costs 1 DP the first time it is selected, 3 DP the second time, and 4 DP the third time.
    -1 DP Shield (1 DP): The weapon counts as a light shield made of wood or metal and can have armor spikes (your choice). Add the gp price of the shield and any armor spikes that the weapon gains from this quality to the weapon's gp price. This quality can be added only to one-handed melee weapons.

    The Dragon's Paw is a gauntlet that is strapped to the hand and up the arm, though its fine design allows for full range of motion. It actually resembles armor, in that the upper portion is covered in interlocking plates fashioned of sharpened blades. On the lower portion, blades protrude forth, even more pronounced near the hand, where three blades up to a foot long protrude like the claws of the ancient dragons of lore.

    Weapon Creation: Manticore's Tail, 14 DP total
    Exotic: 6DP
    Dmg (M) 1d2; Critical 17-20/×2; Type (P); Price 45gp +(1 gp × the weapon's base DP (9).)
    Fighter Weapon Group: Monk
    Hands: 2-handed (+3 DP) Thrown (30ft range increment, max 30ft)
    Qualities: (9 DP before these qualities)
    +3 DP Additional Design Points (0 DP)(+3 DP): Increase the weapon's available Design Points by 1 and its gp price by 15. This quality can be selected twice for one-handed weapons and ranged weapons, or three times for two-handed weapons.
    +1 DP Fragile (–1 DP): The weapon gains the fragile special weapon feature.
    +1 DP Lesser Damage (–1 DP): Reduce the weapon's damage by one step (1d3 to 1d2). A weapon cannot have the improved damage quality and this quality simultaneously.
    -10DP Improved Critical Threat Range (Varies): Increase the weapon's critical threat range by 1. This quality can be selected twice. It costs 3 DP the first time it is selected and 7 DP the second.
    -1 DP Weapon Feature (Varies)(Monk, 1 DP): Choose one of the following weapon special features for the weapon: blocking, brace, deadly, disarm, distracting, grapple, monk, nonlethal, performance, reach, or trip. This quality can be selected twice for martial weapons and three times for exotic weapons. It costs 1 DP the first time it is selected, 3 DP the second time, and 4 DP the third time.
    -3 DP Weapon Feature (Varies)(Grapple, 3 DP): Choose one of the following weapon special features for the weapon: blocking, brace, deadly, disarm, distracting, grapple, monk, nonlethal, performance, reach, or trip. This quality can be selected twice for martial weapons and three times for exotic weapons. It costs 1 DP the first time it is selected, 3 DP the second time, and 4 DP the third time.

    The Manticore's Tail is a strange weapon indeed, resembling a thick quarterstaff with a small but wickedly-barbed spike on one end. In the hands of an experienced user, however, it becomes an altogether different weapon. A small trigger can be squeezed to cause the spiked head to detach, and it is connected to 30 feet of rope (though some variants use silk rope or mithral chain). Depressing the trigger at the right time while swinging the weapon will fling the spiked head at an enemy within the 30ft range of the weapon. If the wielder is lucky, the force of the throw will bury the head into the flesh of an enemy while the barbs keep it in place, grappling the enemy.