Traits
* Wisdom in the Flesh (Wis for stealth)
* Tough Work (Choose a single Profession skill you possess. You may use your Strength modifier instead of your Wisdom modifier when determining your bonus with the chosen Profession skill.)
* Pocket Space (You have slight talent or training in the magical art of bending space. Benefit: You gain a permanent extradimensional space that can hold up to 5 pounds plus an additional 5 pounds for every five character levels you possess, and nothing larger than a Small-sized object (or a combination of smaller objects equal in size to one Small object). You may place any inanimate, unattended object you touch into your pocket space as a full-round action, and may retrieve any one object from your pocket space as a full-round action. If you die (or are destroyed, if you lack a Constitution score), all contents of your pocket space appear in your square, or the nearest unoccupied space. Any effects interacting with the Extradimensional Storage talent also interact with this space. If you gain the Extradimensional Storage talent later, this pocket space is merged with the space granted by the talent.)
* Heavy Hitter: +1 Damage Unarmed
when you gain the same class skill multiple times from different trade talents, you either increase the class skill bonus with that skill from +3 to +4 or you replace the duplicate with a different skill.
Automatic Trade Talents:
* Interlocutor: You gain Bluff, Diplomacy, Linguistics, and Sense Motive as class skills. You may use your Wisdom modifier in place of your Charisma modifier for Diplomacy checks to improve an attitude and for Bluff checks to make a claim.
* Thug: You gain Disguise, Intimidate, Knowledge (local), and Stealth as class skills. You can add your Strength modifier in place of your Charisma modifier when attempting Intimidate checks.
* Adept Adventurer: You unlock skill leverage with one of the Profession skills listed below. Additionally, you gain the following benefits if you have unlocked skill leverage with the appropriate Profession skill: Profession (adventurer or monster slayer): You can use Profession (adventurer or monster slayer) instead of a Knowledge check to identify the abilities and weaknesses of creatures, and are considered trained when making such checks. You can spend 1 use of skill leverage when making such a check to roll it twice and take the highest result.
Gestalt Trade Talent: Explorer (trade) [utility] You gain Climb, Knowledge (geography), Survival, and Swim as class skills. You do not take penalties on skill checks for using improvised equipment or not having the proper equipment.
Trade Talent Class Skills: Bluff, Diplomacy, Linguistics, Sense Motive, Disguise, Intimidate, Knowledge (Nature), Stealth , Climb, Knowledge Geography, Swim
Equipment 25k
* Dragon Tattoos: Training (2k)
* Zodiac Tattoos: Deathless (1k)
* Gloves of Dueling: These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn’t drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2. (15k)
* Pale Green Prism (Cracked) Ioun Stone: +1 competence bonus to hit (4k) with Wayfinder: Twice per day as a free action the bearer may remove the fatigued condition from himself as a free action (or reduce the exhausted condition to fatigued). (500)
* Masterwork Backpack and fighter’s kit and masterwork alchemy kit + healer’s kit (200)
* 2292 gold
Martial Tradition and Combat Talents:
Martial Tradition: Tattooed Shaman
Equipment: Unarmed Training
Open Hand Sphere
Bonus Feats: Dragon’s Tattoos, Zodiac Tattoos
Special: Tattooed shamans gain 1 bonus skill point that must be spent on Craft (alchemy) each time they gain a level in any class.
Combat Talents
* Open hand (free) + 6 (lvls) +3 (conscript)
Open Hand
* Sweep: You may attempt a trip combat maneuver with a -2 penalty as a move action, although you may not use a manufactured weapon to make this trip attempt. This does not provoke an attack of opportunity.
* Axe Kick: When making an attack action, attack of opportunity, or additional attack granted by a class feature or talent with an unarmed strike, you may add 1.5x your Strength bonus on the damage roll rather than just your Strength bonus (this talent does not apply to off-hand attacks or other attacks where a half Strength modifier is specified). On attacks targeting prone creatures, you instead deal 2x your Strength modifier on the damage roll for your unarmed strikes.
* Greater Trip: You gain a +1 competence bonus to your trip combat maneuver checks, as well as to your CMD vs. that maneuver. This bonus increases by +1 for 4 points of base attack bonus you possess. This bonus does not stack with the bonus to this maneuver provided by the Improved or Greater Trip feats.
* Iron Fist: Your unarmed strikes ignore an amount of hardness equal to 1/2 your base attack bonus (minimum 1) (this stacks with similar effects). You can take this talent a second time, instead allowing your unarmed strikes to ignore an amount of hardness equal to your base attack bonus.
* Mystic Fists: When you have martial focus, your unarmed strikes are treated as though they were magic for the purpose of damage reduction and damaging incorporeal creatures. For every 5 points of base attack bonus you possess, you can select a material or component of your alignment, treating your unarmed strikes as the chosen material or alignment for the purpose of damage reduction. Once chosen, these choices cannot be changed.
* Sweeping Kick: Whenever you make a successful unarmed strike against a creature using the attack action, you may make a trip attempt against that creature with a -2 penalty as an immediate action that doesn’t provoke an attack of opportunity.
* Tear Flesh: You may deal bludgeoning, piercing, or slashing damage with your unarmed strikes, rather than only bludgeoning damage, chosen each time you make an unarmed attack. Whenever you deal unarmed strike damage to a target as an attack action, you may spend a swift action to rip the damaged creature’s flesh; the creature takes 1 bleed damage and has their natural armor reduced by 1 (minimum 0) for as long as they are suffering this bleed damage. For every 6 base attack bonus you possess, the bleed damage and natural armor reduction caused by this talent increase by 1.
* Snap Kick: Whenever you succeed on a trip combat maneuver against a creature, they provoke an attack of opportunity from you (you can choose to wait until the creature is prone before resolving this attack of opportunity), this attack of opportunity considers “whenever a creature lands prone” and “whenever you succeed on a trip combat maneuver” to be part of the same trigger, and you can not take more than one attack of opportunity due to this circumstance. If your attack of opportunity is successful, the creature must make a successful Reflex save or become staggered until the end of their next turn.
Equipment Sphere
* Force Redirection Technique [Youxia HB]
- You may use your Strength modifier in place of your Dexterity modifier to AC, up to a maximum of 3 + half of your base attack bonus. Characters who gain Climb or Swim as a class skill may instead choose to have the cap increase by +1 for every 2 ranks in the listed class skill they possess. Your bonus to AC is still affected by anything that would limit or remove your Dexterity modifier to AC such as wearing armor or being flat-footed. You may disable or enable Force Redirection Technique as a free action at the start of your turn, once per turn.
* Unarmed Training
Defensive Shield Sphere
* Deflecting Shield: Shield bonus to touch
Conscript:
Specializations
* Conscript Weapon Training (Ex) 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.
* Empty Hand (Ex): At 3rd level, as long as a conscript has nothing in any of his hands, he gains a +2 shield bonus to his armor class and CMD.
Invulnerability (Ex) (2 points)
* At 2nd level, you gain DR/— equal to half your conscript level. This damage reduction is doubled against nonlethal damage. This stacks with damage reduction from other conscript specializations.
Wetland Wanderer (Ex)
* A primordial oracle is proficient with all simple weapons, the trident, and light armor. When unarmored, not using a shield, unencumbered, and conscious, the primordial oracle adds her Wisdom bonus (if positive) to her AC and CMD. If she is wearing light armor, she adds half her Wisdom bonus to her AC. In addition, a primordial oracle gains a +1 bonus to her AC and CMD at 4th level. This bonus increases by 1 for every 4 oracle levels thereafter (up to a maximum of +5 at 20th level).
* These bonuses to AC apply against touch attacks and when the oracle is flatfooted. She loses these bonuses when she is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature or the defensive instinct shifter class feature, but the primordial oracle’s levels do count as either monk or shifter levels for the purpose of determining what level the bonuses to AC occur.
* This alters weapon and armor proficiency.
Primordial Wisdom
* A primordial oracle uses Wisdom as her spellcasting ability score rather than Charisma. All references to Charisma in relation to spells, revelations, and class features are instead governed by Wisdom for a primordial oracle.
* This alters spells, revelations, and class features which reference Charisma.
Spell Pool
* The sphere oracle 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 level + her casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents
* A sphere oracle gains 1 magic talent every level.
Oracle’s Strength (Su)
* A sphere oracle gains +1 spell point at 2nd level and every 2 levels thereafter.
* This replaces mystery spells.
Oracle’s Curse
* If your curse provides you with spells known (for example, Haunted), you instead gain a bonus spell point at the levels you would normally gain those spells.
Mysteries Familiar
* Figment Familiar:
* Self Mystery
* Compsognathus (+4 initiative)
* Knowledge Heals (Su) Self-knowledge can transform deadly hits in healing surges. Every weapon you wield gains the healing quality as long as it is in your hands. You must be at least 3rd level before selecting this revelation
Healing A healing weapon can deliver restorative energy. When hitting an opponent, the wielder can decide to heal the target instead of harming it. The weapon cures a number of hit points equal to the damage it would have normally inflicted. Constructs and objects are unaffected by this ability; against undead, a healing weapon actually inflicts 1-1/2 times the usual damage. A critical hit with a healing weapon doesn’t increase the healing or have a critical hit effect.
Curse - Frenetic
* You roll initiative twice, taking the better result.
* At 5th level, you add your Wisdom bonus to your Reflex saving throws..
Casting Tradition and Sphere Talents:
Lizardfolk Shaman
Magic Type: Arcane
Casting Ability Modifier: Charisma
Drawbacks: Somatic Casting x2, Verbal Casting, Witchmarked
Boon: +1, +1 per 1.5 levels in a casting class (2, 3, 5, 6)
Medicinal Life
* You must select the Instill Life talent with the bonus talent granted by this drawback, and you can only use your Life sphere abilities through this talent.
* Cure, Invigorate, Restore
* Diagnose
* Deeper Healing
* Restore Health, Spirit, Senses
Personal Warp Sphere
* Teleport: You can spend a standard action to teleport yourself and up to a heavy load to any place within close range. 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.
* Fluctuate (space) By spending a spell point you can charge a target with spatial instability. Each turn they may teleport as a swift action, with the range decreased to 10 feet plus an additional 5 feet per 4 caster levels. This effect lasts as long as you concentrate. As a free action you may spend a spell point to allow the effect to continue for 1 round per caster level without the need for concentration.
Limited Divination Hidden Magic Divination
* 1 hour/lvl (persistent power)
* Prescience (sense) You may spend a spell point to gain a special sense granting a +1 insight bonus to attack rolls. This bonus increases by +1 every 10 caster levels. In addition, you may dismiss this sense before making an attack or combat maneuver to instead gain an insight bonus of 10 + 1/2 your caster level to the roll as a free action.
* Blindfolded Oracle (sense) You may spend a spell point to grant yourself blindsense to a range of close. You must close your eyes to use this ability. For the purpose of this ability, opening or closing your eyes is a free action you may take once per round. You may spend an additional spell point to upgrade this ability to blindsight.
Mythic Spheremaster 6:
Persistent Power
* You may designate one talent (or combination of talents that work together) you know that you can cast on yourself and that has a duration of hours per caster level when cast (without being affected by other abilities, such as metamagic) as a persistent power. This choice cannot be changed once it is made, but as long as you know that talent, you may cast it on yourself (or deactivate its effects on you) as a free action. You do not need to spend spell points to activate a persistent power. At 3rd and 6th tiers, you may designate an additional talent as a persistent power.
Mythic Feats
Tier 1: Power Attack
Tier 2: Extra Ability (mythic class ability)
Tier 5: Extra Ability (curse bearer)
Mythic Conscript Specialization: Open Hand
* You gain one conscript specialization—this does not count against the normal point limit and does not affect your conscript bonus feats. Any effects of this specialization that are capped at a specific level (which usually have text like “to a maximum of X at 20th level”, but not abilities you simply gain at 20th level) have that cap removed. You may instead choose to make a conscript specialization you already have into a mythic conscript specialization as described in the previous sentences. You gain the spent specialization points back, which you may choose to invest into non-mythic conscript specializations as normal or trade back into bonus feats. This does not grant the effects of mythic conscript specialization (power) to either choice. You may take this mythic class feature more than once. Each time you do, you gain a different conscript specialization.
* Mythic Sphere Specialization: Open Hand - At 3rd level, the shield bonus granted by empty hand goes up by +1, and you add your tier to your conscript level for determining its effects. At 8th level, your unarmed strikes are always treated as if they were Large. At 20th level, you may apply the shield bonus from your empty hand class feature to two saving throws instead of one.
Curse-bearer (Ex)
* You may touch, wear, wield, or carry a non-mythic cursed item without being affected by the curse. You may choose to be affected by the curse if you wish. Mythic cursed items affect you as normal, but you may expend one use of mythic power as a free action to suppress the effects of the item’s curse on you for one round.
* At 6th tier, you are immune to all curse effects. For example, the Enmity talent of the Fate sphere has no effect on you, and you can handle, carry, or discard a cursed magic item without harm. If a cursed item has useful functions and a cursed effect (such as armor of arrow attraction) or drawback (such as a mace of blood), you are immune to the cursed effect and drawback, and can still use its other abilities. If a cursed item works normally for a period of time before its curse triggers (such as gauntlets of fumbling), the item stops working for you when the curse would normally trigger. Finally, you can ignore the negative effects of your oracle’s curse (unless the source of your curse forbids this).
Abilities
Tier 1: Magic Awareness (Sp)
*You gain arcane sight as a constant spell-like ability. This improves to greater arcane sight at mythic rank 6. In addition, you may spend a point of mythic power to cast dispel magic as a spell-like ability with a caster level equal to your character level. This improves to greater dispel magic at mythic rank 6.
Tier 2: Enduring Armor (Su)
* You are protected by armor made of force. This armor grants you an armor bonus to AC equal to 3 + your tier. This ability is a Protection sphere effect with a caster level equal to twice your tier. If this armor is dispelled or otherwise ended, you can reactivate it as a swift action.
Tier 3: Eternal Youth (Ex/Su)
* You look youthful and ignore aging penalties to Strength, Dexterity, and Constitution for being middle-aged. While you do not suffer the penalties for aging, you do continue to age and can eventually die of old age. At 6th tier and above, you ignore penalties for middle age and old age. At 9th tier, when you gain the immortal base mythic ability, you ignore penalties from venerable age. You cease aging, gain immunity to effects that cause unnatural aging, and cannot die of old age. This effect is not magical and cannot be dispelled or suppressed.
* In addition, as a full-round action you can spend one use of your mythic power to change your appearance to match any age you wish. Your appearance is still your own; only your apparent age is changed. This change in your appearance is permanent until you spend another use of your mythic power to adopt a different apparent age. This is a supernatural polymorph effect that is suppressed whenever you use another polymorph effect.
Tier 4: Eldritch Flight (Sp, Su)
* You gain a bonus on Fly checks equal to your tier. As a standard action, you can expend one use of mythic power to fly (as the Flight talent of the Telekinesis sphere) for a number of minutes equal to your tier. At 6th tier, you instead gain a permanent supernatural fly speed of 60 feet (40 feet if you wear medium or heavy armor, or are carrying a medium or heavy load).
Tier 5: Mirror Dodge (Su)
* When hit by a melee or ranged attack, you can expend one use of mythic power as an immediate action to replace yourself with an illusory duplicate and teleport to any open square within 30 feet of your current position. You take no damage from this attack, which instead destroys your illusory duplicate. Using this ability requires a line of effect to the square into which you teleport.