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About KaillumName: Kaillum
Background:
Kaillum’s home had no name that Kaillum knew. It was simply the village in the swamp where she was born and raised. Since she was young, Kaillum’s dreams of the village were especially vivid and gave her premonitions of things to come. The village elders encouraged her to share her dreams and she gained a certain status as a dreaming prophet among her people. This was fine. Until it wasn’t. Shortly after her Fifteenth year, the black vines began to appear in her dreams. They were a curiosity at first and seemed harmless enough, but each night they seemed to grow. At first they appeared on the trees, then they moved to the buildings, and before Kaillum knew they were starting to appear on the heads and bodies of the villagers. Although they presented no obvious threat, they felt wrong. When she shared these visions with the elders none knew what to make of them. Fortunately, they were just dreams. Until they weren’t. Kaillum remembers very vividly the first day that she saw one while awake. It was on a Cypress tree in the middle of the village. When she tried to point it out to her friends they all denied seeing it. No matter how Kaillum brought it into the light it was as though it was invisible to everyone else. Once first spotted it quickly started to spread, first along the trees, then the buildings, and then, one horrifying morning, it appeared on the heads of her parents. When it did, her parents changed. They were … cold? distant? alien? Kaillum couldn’t find the right words, but they were wrong somehow, and they weren’t alone. The entire village had begun to sprout the unnatural growths on their arms, torsos and faces. Old friends now seemed sinister and Kaillum felt isolated among the only people she had ever known. In a panic, Kaillum fled into the swamp to escape what she could only describe as a creeping doom that had overcome her home. It was in the swamp, cowering and alone, not knowing what to do next or how she would find the strength to do it, that Sal found her. In her state of terror and confusion she paid no attention to the common house centipede until it had crawled onto her arm where it sat still and stared directly into her eyes. There was no obvious source of communication, no words she could hear, but knowledge flooded into her head nonetheless. Sal was an emissary of something in the swamp, something that saw what was happening to her village, and something that would help her stop it. There was a source. Something spreading corruption from far away, from a tower or spire covered in the black vines and thrusting up, uninvited, towards the heavens. Something Sal shared his knowledge of in visions that Kaillum could apparently now have while awake. Sal offered help. Sal offered an alliance. Sal offered power. If Kaillum would journey to the tower and put an end to it’s dark influence then the entity from the swamp would lend Kaillum it’s strength for the task. The task would not be easy and Sal seemed not to know exactly what the task would entail, but Kaillum had no choice. She set out to find the tower and cut off the corruption it’s roots. It’s been three months since then. The swamp is long left behind and Kaillum has made her way through lands that she had no idea existed back in her days in the village. Sal and his patron have kept their word and Kaillum can feel her powers growing. Now she finds herself at the base of the spire that she knows from her waking visions. She can see the black tendrils that cover it, and now so can others. She finds herself working with strange allies, ready to make an assault on this … thing that she knows is *wrong*.
Daily Resources:
Door Sight: 6/7 uses Martial Focus: Active Spell Pool: 6/6 points Telekinetic Impediment: 7/7 uses Defense:
AC 18: 10 + 4 Dex +3 Armor +1 Size = 18 TAC 15 FF 14 HP 24: 10x2 class + 2x2 Con = 24 Fort +5 Ref +7 Will +7 Special Defenses: +2 (dodge) to AC vs Large or larger animals or magical beasts Offense:
Melee Dagger (S) +7 (1d3/18-20 x2) To Hit Modifiers: +2 BAB +4 Dex, +1 Size Damage Modifiers: None Ranged
To Hit Modifiers: +2 BAB +4 Dex, +1 Size, -2 Barrage
Statistics:
STR 10 (+0); 12 -2 R DEX 18 (+4); 16 +2 R CON 14 (+2); 14 INT 14 (+2); 14 WIS 18 (+4); 16 +2 R CHA 8 (-1); 8 BAB +2 CMB +1 CMD 17 Move 50 feet land, 20 feet climb, 30 feet swim (with check), 20 feet fly (with telekinesis) Senses: Darkvision 60 feet Powers and Abilities:
Athletics Sphere Climb Package: Retain dex to AC while climbing Athletics Sphere Run Package: Run at 5 times normal speed maintaining dex to AC Athletics Sphere Swim Package: Standard and attack actions don’t reduce rounds to hold breath Barrage: special attack action to make 2 ranged attacks at -2 to hit Barrage Sphere: +1 to hit and damage with ranged attacks at 30 feet or less Bludgeon: When using telekinesis on an object, can attack with it. +6 to hit, 1d4 damage unless it is a weapon, in which case, weapon damage. Catch: Can use telekinesis on projectile or thrown object to prevent damage. Attacker’s will save negates. Control object after it is caught. Deadly Shot: Special attack action to make a ranged attack with a snipe talent, can expect martial focus to add 1d10 damage Door Sight (Su): See through doors and surfaces Dual Attack: Attack actions with melee allow an offhand attack, both receive -1 to hit Easy Focus: Move action to maintain focus on Spheres of Power talents Fatal Thrust: +1d6 precision damage for attacks within 30 feet (sneak attack restrictions) Huntsman Training: Range increments just give -1 penalty Invisibility Illusion: 1 spell point to use standard action to become invisible as greater invisibility, but only +2 to stealth for concentration +2 duration. Can spend 1 additional spell point to increase duration to 2 minutes. Invisibility Trick: Standard action to add +1 to Sleight of Hand checks made to palm a small object or hide a light weapon for 2 minutes. Jumper: Always considered to have a running start for acrobatics checks to jump Muffel Illusion: 1 spell point to use standard action to grant +12 circumstance bonus to stealth while sniping or +5 circumstance bonus to stealth in general. Duration Concentration +2 rounds. Can spend 1 additional spell point to increase duration to 2 minutes. Muffle Trick: Standard action to grant +2 circumstance bonus to stealth for 1 minute. Scout: Swift action to identify creatures weakness with knowledge skill or perception -5 Sniper Sphere: No -4 penalty for ranged attacks against targets in melee Telekinesis: Standard Action to move small or smaller unattended object or willing creature within 30 feet with a speed of 20 feet for duration concentration. Free action to spend 1 spell point to increase duration to 3 minutes, 1 spell point to move unwilling creature (will save negates.) Telekinetic Impediment: As an immediate action give an attack within 30 feet -1 to hit. Teleport: Standard action to teleport within 30 feet. Need Line of sight. Teleport Beacon: Can designate up to two objects, creatures or locations as beacons. When teleporting, can spend 1 spell point to teleport to a beacon on the same plane. Feats:
Extra Combat Talent (Expanded Training) Level One Bonus (1) Extra Combat Talent (Swift Movement) Level One (1) Extra Combat Talent (Fencing Sphere) Level Two (2) Associated Feats from Spheres
Traits:
Dangerously Curious Magic: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. Benefits: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you. Slippery Combat: You have escaped from so many dangerous situations in your life that you’ve gotten quite good at not getting caught. Benefit: You gain a +1 trait bonus on Stealth checks and Stealth is a class skill for you. Survivor Regional: Years of living in violent squalor have sharpened your senses and given you an ardent distrust of humanity. Benefit: You gain a +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you. Trap Finder Campaign: Forgotten dungeons and ancient tombs have always held an appeal for you, and you’ve never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you’ve nonetheless become skilled at spotting and disabling hidden traps. The tombs of of the necropolis, just opened for exploration, seem like the perfect place to put your skills to the test. Benefit(s): 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. Skills:
12 ranks +4 Background +2 FCB = 18
*Acrobatics +11 (+19 to jump): +4 Dex +2 Ranks (2/15) +3 Class +2 Tel. Spec. (+4 speed +4 run package to jump) *Appraise +2 : +2 Int *Bluff +4 : -1 Cha +2 Ranks (2/5) +3 Class *Climb +0: +0 Str *Craft +2: +2 Int Diplomacy -1: -1 Cha *Disable Device +10: +4 Dex +2 Ranks +3 Class +1 Trait (2) Disguise -1 : -1 Cha Escape Artist +4: +4 Dex *Fly +11: +4 Dex +2 Tel. Spec. +2 Ranks (2/15) +3 Class *Handle Animal NA Heal +4: +4 Wis Intimidate -1: -1 Cha *Knowledge (Arcana) +6: +2 Int +1 Rank +3 Class (1) *Knowledge (Dungeoneering) +6: +2 Int +1 Rank +3 Class (1) *Knowledge (Engineering) +6: +2 Int +1 Rank +3 Class (1) *Knowledge (Geography) NA *Knowledge (History) +6: +2 Int +1 Rank +3 Class (1) *Knowledge (Local) NA *Knowledge (Nature) +6: +2 Int +1 Rank +3 Class (1) *Knowledge (Nobility) NA *Knowledge (Planes) +6: +2 Int +1 Rank +3 Class (1) *Knowledge (Religion) +6: +2 Int +1 Rank +3 Class (1) *Linguistics NA *Perception : +10: +4 Wis +2 Ranks (2/5) + 3 Class +1 Domain Perform -1: -1 Cha *Profession NA Ride +4: +4 Dex *Sense Motive +10: +4 Wis +2 Ranks +3 Class +1 Trait (2) *Sleight of Hand +9 (+11 to conceal weapons on my person): +4 Dex +2 Rank + 3 Class (2) *Spellcraft +6: +2 Int +1 Rank +3 Class (1) *Stealth +17: +4 Dex +2 Ranks (2/10) +3 Class +4 Size +1 Trait +3 Familiar *Survival +9: +4 Wis +2 Ranks +3 Class (2) *Swim +5: +0 Str + 2 Ranks (2/15) +3 Class *Use Magic Device +5: -1 Cha +2 Ranks +3 Class +1 Trait (2) Languages:
Common, Goblin, Grippli, Sylvan Racial Traits:
Size: Gripplis are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. Jumper: Gripplis with this trait are always considered to have a running start when making Acrobatics checks to jump. This racial trait replaces camouflage. Defensive Training: Gripplis often live in close proximity to very large animals and dangerous creatures they must learn to avoid in order to survive. They gain a +2 dodge bonus to AC against Large or larger animals and magical beasts. This racial trait replaces swamp stride and weapon familiarity. Darkvision: Gripplis can see in the dark up to 60 feet.
Conscript Class Features:
Proficiencies: Conscripts are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice. Martial Tradition (Canny Hunter): Canny hunters are skilled marksmen and trackers, capable of spotting a creature’s weaknesses and felling them with a single well placed shot. Bonus Talents: Equipment Sphere, Huntsman Training, Scout Sphere, Sniper Sphere, Great Senses Combat Training (Wisdom): A conscript may combine combat spheres and talents to create powerful martial techniques. Conscripts are considered Expert combatants. When they gain their first level in the conscript class, conscripts may choose either Charisma, Intelligence or Wisdom as their practitioner modifier. Bonus Talent: At 1st level and every 2 levels thereafter, the conscript gains a bonus talent in addition to those gained from his combat training class feature. These talents can be used to buy a new base combat sphere or to purchase any talent the conscript qualifies for from a sphere he possesses. Combat Specializations: At 1st level, a conscript may choose specializations, gaining additional abilities at the cost of some versatility. Every specialization costs a number of the conscripts bonus feats, as indicated on Table: Conscript Specializations. Each specialization costs either 1, 2, or 3 specialization points. A conscript cannot have more than 5 points worth of specializations. Combat Specialization: Conscript Weapon Training (Ex) (2 points): Starting at 6th level, the conscript gain a +1 bonus on weapon attack and damage rolls with all weapons from a single fighter weapon training group of his choice. This bonus increases by +1 at 10th level and every four levels thereafter. This counts as, and does not stack with, the fighter’s weapon training class feature. Combat Specialization: Evasion (Ex) (1 point): Starting at 3rd level, the conscript can avoid even magical and unusual attacks with great agility. If he succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the conscript is wearing light armor or no armor. At 10th level, the conscript gains improved evasion; this works like evasion except while the conscript still takes no damage on a successful Reflex saving throw against an attack, he also only takes half damage on a failed save. A helpless conscript does not gain the benefits of evasion or improved evasion. Combat Specialization: Sneak Attack (2 points): Starting at 3rd level if the conscript can catch a creature when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The conscript’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the conscript flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every three levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
The conscript must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A conscript cannot sneak attack while striking a creature with total concealment. Combat Talents
Favored Class Bonus: Skill Ranks (2)
Incanter Warlock Class Features:
Casting Tradition (Custom): Easy Focus (Boon), Focus Casting (Drawback), Rigorous Concentration (Drawback) 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. Focus Casting (Swamp Amulet): 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. Rigorous 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. Casting (Wisdom): An incanter may combine spheres and talents to create magical effects. An incanter is considered a High-Caster. He may use either Intelligence, Wisdom, or Charisma as his 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: An incanter gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest. Magic Talents: A warlock only gains 1 magic talent every level. This modifies the incanter’s usual magic talents. Advisor: A warlock gains a familiar at 1st level, treating his incanter level as his wizard level for this purpose. Incanter Specializations: At 1st level, an incanter may choose a series of specializations, gaining additional abilities at the cost of some versatility. Every specialization costs a number of the incanter’s bonus feats, as indicated by the chart below. Each specialization costs either 1, 2, or 3 specialization points. An incanter cannot have more than 5 points worth of specializations. An incanter uses their incanter level as their effective wizard, sorcerer, or cleric level when determining the power of these abilities. Incanter Specialization: Cleric Domains (Exploration, Feather): You gain the powers and abilities associated with one cleric domain of your choice. This does not grant domain spells. Use your casting ability modifier in place of Wisdom when determining the power of your domains. You may take this specialization multiple times. Each time it is taken, gain a different domain. Exploration Domain: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet. Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier. Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought. Feather Domain: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill. Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect). Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check. Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. Incanter Specialization: Sphere Specialization (Telekinesis): You specialize in a sphere of your choice. When specializing in a sphere, you gain that sphere as a bonus sphere (or a magic talent belonging to that sphere if you already possess the base sphere) and gain a +1 bonus to your caster level with that sphere. In addition, you also gain a series of abilities associated with that sphere, as detailed below. Telekinetic Stability (Su): You gain a +2 bonus to Fly checks, Acrobatics checks, and CMD. These bonuses increases by 1 for every 5 incanter levels you possess. At 20th level, whenever you make a Fly or Acrobatics check, assume the roll resulted in a natural 20. Telekinetic Impediment (Sp): As an immediate action, you may attempt to impede an attack made against a creature within 30 ft of you, including yourself. You must declare you are using this ability before the attack roll is made. The attack suffers a -1 penalty, -1 per 5 incanter levels you possess. You may use this ability a number of times per day equal to 3 + your casting ability modifier. Great Flight (Su): Starting at 8th level, as a free action you may grant yourself a flight speed of 50 ft with perfect maneuverability for a number of minutes per day equal to your incanter level. This duration does not need to be consecutive, but it must be used in 1 minute increments. Possession (Su): At 3rd level, a warlock may enact a ritual as a full-round action that invites the power of his patron to flood his body. For a number of rounds equal to his incanter level, the incanter gains a +2 inherent bonus to one ability score of his choice. This does not increase the warlock’s spell pool if his casting ability modifier is increased, and hit points gained as the result of an increase to Constitution are treated similarly to a barbarian’s increase in Constitution. The warlock may enact this ritual once per day, plus an additional time for every 4 levels gained beyond 3rd. At 7th level, the inherent bonus increases to +4, and the ritual may be enacted as a standard action. At 11th level, the warlock gains a bonus to two ability scores instead of one, and the ritual may be enacted as a move action. At 15th level, the inherent bonuses increase to +6, and the ritual may be enacted as a swift action. At 19th level, the warlock gains these bonuses to three ability scores instead of two, and the ritual may be enacted as a free action.
Spheres of Might:
Athletics Sphere (Level One Combat Talent): When you gain the Athletics sphere, you gain one of the following packages with its included abilities. You may take the Expanded Training talent to gain additional packages. Each package has an associated movement mode and an associated skill. Some abilities require you to be using an associated movement mode to function. When you gain a package, you gain 5 ranks in its associated skill, plus 5 ranks per additional talent spent in the Athletics sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the associated skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature. If you possess both the (leap) and (run) packages, you gain a competence bonus on Acrobatics checks equal to half your base attack bonus instead of retraining the ranks a second time. Fly Package (Expanded Training): You do not need to make a Fly check to remain flying when moving less than half your speed on your turn and count as being one size larger when determining the effects of wind on you while flying. This does not give you the ability to fly; it simply augments your movement abilities if you possess a means of flight. You may gain ranks in the Fly skill even if you do not possess a means of flight. Associated Movement Mode: Flying. Associated Skill: Fly. Run Package (Athletics Sphere): 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. Swim Package (Expanded Training): You may perform the charge and withdraw actions while swimming, and can make standard actions and attack actions without decreasing the duration for which you can hold your breath. A successful Swim check means you may move up to your base land speed as a full-round action (as opposed to 1/2 your base land speed) or 1/2 your base land speed as a move action (as opposed to 1/4th your base land speed). Associated Movement Mode: Swimming. Associated Skill: Swim. Expanded Training (Extra Combat Training Level 1): Choose and gain two packages you do not already possess. You may select this talent multiple times, gaining two new packages each time. Swift Movement (Extra Combat Training Level 1): When you have martial focus, while using movement modes associated with the packages you possess, you gain a competence bonus to your speed of +10 ft. When using the (leap) package with this ability, apply the bonus to the maximum distance you may travel while jumping and to your base speed when determining the bonus to Acrobatics checks made to jump granted by your speed even if you are not trained in the (run) package. For every 5 ranks you possess in the skill associated with a movement type, your speed with that movement type increases by an additional 5 ft. ========================================================= Barrage Sphere (Level One Bonus Combat Talent): Barrage practitioners specialize in using ranged weapons to make fast shots, often from the middle of the melee itself. Practitioners of the Barrage sphere gain a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 ft. Associated Feat: Point-Blank Shot. Barrage (Barrage Sphere): As a special attack action, you may make two ranged attacks at your full base attack bonus -2. Beginning at 6 base attack bonus, you may expend your martial focus to make an additional extra attack, increasing the penalty to all your attacks from -2 to -4. For every 5 points of base attack bonus you possess, when expending your martial focus you may increase this penalty by an additional -2 to make an additional extra attack. Some talents are marked (blitz). You may apply a maximum of one (blitz) per extra attack to a barrage, but only if the barrage meets the prerequisites, including that attack (for example, if a (blitz) requires a target be struck twice, you can only apply that (blitz) to a target that has been struck twice. If he is struck a third time, you could apply a second (blitz) that requires at least two attacks to that target). Associated Feat: Rapid Shot ========================================================= Equipment Sphere (Martial Tradition): The Equipment sphere handles what equipment you are trained to use and how you use it. When you first gain the Equipment sphere, choose one Equipment talent of your choice and gain it for free. Some talents are marked (discipline). These talents grant groups of weapons with shared thematic roots that may be very different mechanically but are generally presented as being complementary in some way. Whenever a talent or ability refers to a weapon discipline, it refers to all weapons included in any single discipline talent. Huntsman Training (discipline) (Martial Tradition): You gain proficiency with the atlatl, bolas, boomerang, handaxe, harpoon, longbow, net, shortbow, throwing axe, and tube arrow shooter. In addition, you only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon. Associated Feat: Far Shot. ========================================================= Fencing Sphere (Extra Combat Talent Level Two): Fencers are quick fighters who use nimble footwork and expert feints to open up their target before landing a fatal blow. When you gain the Fencing sphere, you gain 5 ranks in the Bluff skill, plus 5 ranks per additional talent spent in the Fencing sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Bluff skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature. Fatal Thrust (Fencing Sphere): Whenever you make an attack action or an attack of opportunity against a target that is within 30 ft. and that you are flanking, that is flat-footed, or that has lost its Dexterity bonus to AC (such as through a successful feint), you deal an additional +1d6 precision damage to the target. This damage is not multiplied on a critical hit. This damage increases by an additional 1d6 precision damage for every 5 points of base attack bonus you possess. A fencer may apply the effects of a single (exploit) talent to any fatal thrust. ========================================================= Scout Sphere (Martial Tradition): Training in the Scout sphere teaches you how to hide from danger, identify potential threats and hazards, track opponents through almost any environment, and identify a creature’s key weaknesses. When you gain the Scout sphere, you gain 5 ranks in the Stealth skill, plus 5 ranks per additional talent spent in the Scout sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Stealth skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature. Scout (Scout Sphere): As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects. Great Senses (Martial Tradition): You gain 5 ranks in the Perception skill, plus 5 ranks per additional talent spent in the Scout sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Perception skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature. ========================================================= Sniper Sphere (Martial Tradition): Snipers specialize in making single, deadly shots, often over great distances. Practitioners of the Sniper sphere can shoot or throw ranged weapons at a creature engaged in melee without taking the standard –4 penalty on their attack roll. Associated Feat: Precise Shot. Deadly Shot (Sniper Sphere): As a special attack action, you may make an attack with a ranged weapon. You may add any one (snipe) talent you know to this attack. In addition, you may expend your martial focus to increase the damage dealt by the attack by 1d10, or 1d6 if the attack targets touch AC or is made with a scatter weapon. You must choose whether or not to use this ability before making your attack roll. These extra damage dice are not multiplied on a critical hit, but are added to the total. For every 4 points of base attack bonus you possess, you deal an additional 1d10 damage, or an additional 1d6 if the attack targets touch AC or is made with a scatter weapon. Some talents are marked (snipe). These talents add additional effects when you perform a deadly shot. You may only apply the effects of one (snipe) talent to each deadly shot.
Spheres of Power:
Illusion Sphere (CL 2) (Magic Talent Level One): You may craft images and impressions of things that aren’t there. Illusion sphere abilities have a range of Close and do not allow spell resistance unless placed on a creature with resistance (Such as with the Illusionary Disguise talent). Unwilling targets are allowed a Will save to resist an illusion or trick being placed upon them. An illusion may shed as much normal light as a torch and may cast a shadow. Disappearance (Drawback): You cannot create illusions or tricks, except to make things disappear, fade or be suppressed. You must select Blur, Invisibility, Muffle or Silence talent as your bonus talent granted by this drawback Obscura Mage (Drawback): You may not create figments with your illusions or select (figment) only talents. You also cannot use tricks that target an area. You must select a (glamer) talent with the bonus talent gained from this drawback. Personal Illusion (Drawback): Your illusions are directly connected to your body. The range of your figments and tricks that target an area is reduced to 0 ft, you may only target squares that you currently occupy and must spend an immediate action any time your location changes to direct all figments and tricks you are currently maintaining to move with you. To use tricks that target unwilling creatures or objects you must first make a successful melee touch attack. The duration of tricks targeting creatures or objects immediately ends the round you are no longer maintaining physical contact with the target. If you have the mass glamers talent you may use glamers on other creatures and objects so long as the glamer is also applied to yourself. The range of glamers used in this way becomes touch and to maintain a glamer on another creature you must remain in physical contact with that creature. Illusion (Sensory: Sight) (Illusion Sphere): 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. Trick (Illusion Sphere): As a standard action, you may create small, simple illusions called tricks, which persist for 1 minute per level or until dismissed. Invisibility (Disappearance): 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. Lingering Illusion (Personal 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. Silence (Obscura Mage): You may place an illusion on a creature or in an area that negates sound. The creature (or creatures standing in the area of effect) makes no noise, and cannot perform verbal components of any skill or magic. Creatures in an area of silence are immune to sonic or language-based attacks, spells, and effects, and gain a +4 bonus to Stealth checks. ========================================================= Telekinesis Sphere (CL 3) (Sphere Specialization): You can lift and move objects through magic. Telekinesis (Telekinesis Sphere): As a standard action you can use telekinesis to lift one unattended object or willing creature within Close range and move it up to 20 ft, + 5 ft per 5 caster levels. The object levitates as long as you concentrate, have line of sight, and the object remains within Close range. The objects and creatures you may lift are restricted by size; the largest object you can lift is given in the chart below. This assumes the object is made from a dense material, such as stone. Objects made of lighter materials, mostly open space, or reduced to 1/2 weight with the lighten talent of the enhancement sphere count as being one size category smaller, while weightless objects count as being 2 size categories smaller for this purpose. Your telekinesis is simple and cannot perform dexterous actions (tying a knot, opening a book, turning a key, etc.). Any object you control with telekinesis has a touch AC of 10 + your casting ability modifier + any size modifier, and a CMD of 10 + your caster level + your casting ability modifier + the object’s size modifier. If you possess the Blood and Telekinesis spheres and have the Limited Telekinesis drawback for blood, you may use your telekinesis abilities on any creature under the effects of your blood control (within the normal limits of the Telekinesis sphere). Sustained Force (Telekinesis Sphere): You may, as a free action, spend a spell point to no longer need to concentrate to maintain lifting a particular object for up to 1 minute per caster level. You may give a sustained force simple orders (float in the air, go north, follow a target) that it obeys to the best of its ability. Changing a sustained force’s orders is a move action. You cannot sustain combat-related uses of telekinesis (combat maneuvers, bludgeons, etc.), nor complicated tasks (make a wagon load itself with stones and move them to another location, etc.). Hostile Lift (Telekinesis Sphere): You may spend a spell point to lift an unwilling creature with telekinesis. The target is allowed a Will save to negate this effect, plus an additional Will save each round the effect is maintained. If a hostile lift is sustained with Sustained Force, it only lasts until the target succeeds at its save. A creature may suffer falling damage if they successfully save while floating high in the air. Bludgeon (Telekinesis Sphere): Once per turn when lifting an object with telekinesis, you can spend its remaining movement to strike a creature or object within its square. When you use a lifted creature or object to strike another creature or object (moving the object into the target’s square and ramming them), you must succeed at an attack roll using your base attack bonus plus your casting ability modifier against the target. On a successful hit, the target and the bludgeon take damage depending on the bludgeon’s size. If the bludgeon is a weapon, the attack deals appropriate damage for that weapon (bolts and arrows are treated as daggers for this purpose). Since weapons are designed to deal damage, they do not suffer damage if used as a bludgeon. Catch (Telekinesis Sphere): If using telekinesis on a projectile or thrown object within your size limit (often as a readied action), you may stop the attack from dealing damage. The originator of the attack (the creature who threw the projectile, etc.) is allowed a Will save to negate this ability. After catching an object, you may move it as normal for your telekinesis. Powerful Telekinesis (Magic Talent Level Two): Increase the maximum sized object or creature you may affect with telekinesis by 1 size category. ========================================================= Warp Sphere (CL 2) (Magic Talent Level One): You can twist space to your whim. Personal Warp (Drawback): You may only target yourself with your teleport ability. You cannot gain the Unwilling Teleport or Group Teleport talents. You cannot gain this drawback if you possess the Bender drawback. Teleport (Warp Sphere): You can spend a standard action to teleport yourself and up to a heavy load to any place within Close range. Alternately, you may teleport a touched willing creature and their carried equipment instead of yourself. You may spend a spell point to increase your teleport range to Medium instead of Close. You must have line of sight to your destination. Teleport Beacon x2 (Personal Warp, Magic Talent Level One): You may designate a touched spot, object, or creature as a personal dimensional beacon, which lasts for one hour per caster level. You may spend a spell point to teleport yourself to your teleport beacon regardless of how far away it is, so long as it is on the same plane. If your teleport beacon is a creature or object, you may instead teleport your teleport beacon to you. You must use the Unwilling Teleport talent to do this with an unwilling creature, and they are allowed a saving throw as normal. You may take this talent multiple times. You may have a number of active beacons at any one time equal to the number of times you have taken this talent. If you possess multiple teleport beacons and the Group Teleport talent, you may use the Group Teleport talent to teleport multiple teleport beacons at once, as if you were touching all affected targets. All affected teleport beacons must be teleported to the same location (you, or an unaffected teleport beacon of your choice).
Equipment:
Armor: Masterwork Studded Leather (+3 Armor, Max Dex +5, ACP 0) Weapons: Dagger, Shortbow, 60 arrows Warlock Focus: Swamp Amulet Potions: Cure Light Wounds, Reduce Person Alchemical Items: Alchemist’s Fire x2 Mundane Items: 100 feet of silk Rope, Grappling Hook, Masterwork Backpack, Smoked Goggles, Masterwork Thieves’ Tools, Pathfinder’s Kit (a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week’s worth of trail rations, and a whetstone), Small Steel Mirror, 10 pieces of chalk 6 gold, 9 silver
Familiar:
Sal, the House Centipede (Sage Archetype) N Tiny vermin Init +3; Senses darkvision 60 ft.; Perception +4 DEFENSE AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
OFFENSE Speed 40 ft., climb 40 ft.
STATISTICS Str 1, Dex 17, Con 10, Int 7, Wis 10, Cha 2
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Animal Companion:
Wait till level 4 Future Plans:
Level 3: Combat Talent: Shortbow Mastery (Equipment) Bonus Combat Talent: Splitshot (Equipment) Magic Talent: Greater Speed (Telekinesis) Feat: Accomplished Sneak Attacker Level 4: Combat Talent: Augmented Grip (Barrage)
Level 5: Combat Talent: Close Combat Specialist (Barrage)
Level 6: Combat Talent: Heightened Awareness (Scout)
Level 7: Combat Talent: Walking Fire (Barrage)
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