Yimni

Penkus Ebonleaf's page

38 posts. Alias of Tenro.


Race

Gnome

Classes/Levels

Fey Adept 6 // Incanter 6 ||| HP 60/60 | AC 19 T 14 FF 15 | CMB +1 | CMD 14* | MSB +6* | MSD 17 | F +4 R +5 W +7* | Init +3 | Perc +13* (Darkvision 60ft)

Gender

Male

Size

Small

Age

129

Special Abilities

  • SP 24/24
  • ShP 8/8
  • Truesight 1/1
  • 3d20 at beginning of the day

  • Alignment

    CN

    Languages

    Common, Gnome, Sylvan, Draconic, Dwarven, Elven, Giant

    Occupation

    Illusion up to 30ft cube. G-Dragon, G/C-airship, F/D-wasp, G/C-tavern.

    Homepage URL

    Illusions do 13 damage not 11 (due to staff increase in CL)

    Strength 8
    Dexterity 16
    Constitution 14
    Intelligence 16
    Wisdom 14
    Charisma 21

    About Penkus Ebonleaf

    HP: 60 (8 + 5d8 + CON*6) +5 Temp with Telekinetic Exoskeleton
    AC: 19 = 10 +5 Armor +3 Dex +1 Size
    Resist:
    Init: +3
    Speed: 20ft +10ft when using Telekinetic Exoskeleton; can spend 1 SP for Fly 25ft(Perfect) 6min, TE+10ft can apply
    BAB: +3
    CMB: +1 = 3 BAB -1 STR -1 Size
    CMD: 14 = 10 + 3 BAB -1 STR -1 Size +3 DEX (circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC)
    MSB: +6 (+1d20+CHA vs SR)(See Skills for Concentration)
    MSD: 17
    F: 4 =2 BASE + 2 CON + 0 RESIST
    R: 5 =2 BASE + 3 DEX + 0 RESIST
    W: 7 =5 BASE + 2 WIS + 0 RESIST
    Misc Save Boni:
    +2 racial saving throw bonus against illusion spells and effects

    COMBAT +1 size bonus to attack
    Melee
    Telekinesis: Bludgeon: +9 attack, damage based on size, crit x2, medium range, bludgeoning

    Ranged
    Telekinesis: Bludgeon: +9 attack, damage based on size, crit x2, medium range, bludgeoning
    Destructive Blast: +7 ranged touch, 3d6 bludgeoning, crit x2, medium range, bypasses DR/magic
    Mana Siphon: +7 ranged touch, 3d4 non-lethal, crit x2, medium range, bypasses DR/magic
    - - - - - - - - - - Mana Siphon on hit FORT DC XX or lose 1d2 SP, Caster gains that many temp SP that last 1rnd/CL
    Shadowmark: +7 ranged touch, 3d6, crit x2, close range, enemy takes -1 to Will saves vs Fey Adept abilities/spheres for 1 min (penalty doesnt stack with self), COSTS 1 Shadow Point

    Other:
    Illusionary Touch: 11 dmg (CL+CHA), attack specifics as per illusion created
    Illusion: Creature: +12/+7 to hit, 11 dmg, Touch AC = 10 + 1/2 CL + CHA + its Size Note: Illusions can only hurt a given creature 1/rnd, regardless of times hit
    Create Reality: Companion: as Conjuration sphere companion, but 1/5 HP, 1 form talent, and a Will save halves the damage it does.
    Create Reality: Destructive Blast: can create Destructive Blasts other than the ones I know

    Conditional:
    Destructive Blast / Mana Siphon: can spend SP to increase damage to 1 die per CL

    Immediate Actions:

    Swift Actions:
    Concentrate on Illusions

    Move Action Options:
    Concentrate on a spell of any sphere

    Racial Traits:

    Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
    Type: Gnomes are Humanoid creatures with the gnome subtype.
    Size: Gnomes 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 Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
    Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
    Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.
    Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
    Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
    Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
    Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred.
    Dimdweller (2 RP): Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Gnomes can take this trait in place of weapon familiarity.
    Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
    Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast, and either +1 SP or +1 CL for Illusion, Telekinesis, Divination, or Light Spheres. Chosen at character creation and cannot be changed.

    Old Age: -1 STR/DEX/CON; +1 INT/WIS/CHA

    Favored Class (Incanter): [x6] +1/6 of a magic talent

    Level 4 Ability Increase: CHA

    Class Abilities:

    FEY ADEPT

  • Weapon and Armor Proficiency: A fey adept is proficient with all simple weapons.

  • Casting: A fey adept may combine spheres and talents to create magical effects. A fey adept is considered a High Caster and uses Charisma as his casting ability modifier. (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 fey adept 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 level + his casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest. Magic Talents: A fey adept gains a magic talent every level, according to Table: Fey Adept.

  • Fey Magic: At 1st level the fey adept gains the Illusion sphere as a bonus magic talent.

  • Master Illusionist: Whenever the fey adept ceases to concentrate on an illusion he is maintaining through concentration, or if he decides not to maintain an illusion at all after its creation, it remains for a number of rounds equal to 1/2 his fey adept level (minimum: 1) before disappearing.

  • Shadowstuff: Fey adepts gain a limited ability to wield shadowstuff—the pure essence of shadows. With this power, the fey adept can affect the world around him with his illusions by weaving reality into the images.

    The fey adept gains a pool of shadow points equal to his Charisma modifier + 1/2 his fey adept level (minimum: 1). A fey adept may spend shadow points to create any of the following effects.

  • Shadowmark: The fey adept may spend a shadow point to hurl shadowstuff at a target within Close range, weakening its body and making its mind more susceptible to the fey adept’s magic. This requires a ranged touch attack. If successful, the target takes 1d6 damage and suffers a -1 penalty to Will saves against all the fey adept’s sphere abilities for 1 minute. This damage improves by 1d6 for every odd level the fey adept possesses, to a maximum of 10d6 at 19th level. The Will penalty increases to -2 at 7th level, -3 at 13th level, and -4 at 19th level. This penalty does not stack with itself.

  • Create Reality: At 6th level, the fey adept may spend a shadow point in conjunction with creating an illusion with the Illusion sphere to weave reality into the illusion. This follows all the usual rules for creating and maintaining illusions, except the illusion gains an additional benefit depending on what illusion is created. Many of these benefits improve at 12th and 18th levels.
    - Objects: The fey adept creates an object that has form, shape, and weight, as if creating an object with the Creation sphere, although it has a hardness of 0, 3 hp per inch, and weight as if it were made of wood regardless of what the material appears to be. The fey adept may only create an object in this fashion with a size equivalent to 1 small object per caster level, although this increases to 2 small objects per caster level at 12th level, and 3 small objects per caster level at 18th level.
    Targets who succeed at their saving throw to disbelieve the illusion realize the object is shadowstuff and not the material it appears to be and suffer only half damage if the object is used to damage them (for example if the object was dropped on them from above).
    - Companion: The fey adept may create an illusionary creature that may interact with the world around it. This creates the equivalent of a companion from the Conjuration sphere, except it only possesses 1/5th a companion’s usual hit points. Targets who interact with the illusionary creature are allowed a Will saving throw to disbelieve. Targets who disbelieve the illusionary creature receive only half damage from the creature.
    An illusionary companion possesses one (form) talent as is usual for companions, and gains an additional (form) talent at 12th level and 18th level.
    - Disguise: If the fey adept possesses the Illusionary Disguise talent, he may add substance to an illusion applied to a creature. This grants the creature any one trait (except for becoming incorporeal or gaining an animal mind) from the Alteration sphere in addition to the illusionary disguise itself. The disguise must depict the trait to be applied (for example, the illusion must include wings to grant the creature a fly speed). This stacks with shapeshifts applied with the Alteration sphere (as it is an illusion and not an actual shapeshift), but only one illusionary disguise may be applied to an individual creature at a time in this manner. Applying a second illusionary disguise with shadowstuff to a creature dispels the first illusionary disguise, provided they were created by the same caster, or the second caster succeeds at a magic skill check.
    A disguise created in this manner may grant up to two traits at 12th level, and up to three traits at 18th level.
    - Destructive Blast: The fey adept may give substance to an instantaneous effect such as a burst of fire, a bolt of lightning, or another simulated effect. This creates a destructive blast as the Destruction sphere, which may possess any blast type talent and blast shape talent of the fey adept’s choosing. The fey adept must pay all spell points costs associated with the mimicked destructive blast in addition to those required to create or maintain the illusion itself. An instantaneous destructive blast cannot be extended through concentration or spell points as is usual with illusions, but a destructive blast with a duration (such as Energy Wall or Energy Sphere) persist as long as the illusion is maintained, to a maximum of 1 round per caster level.
    Targets affected by an illusionary destructive blast who succeed at their Will save to disbelieve suffer only half damage and receive a +4 bonus to any saving throw associated with the destructive blast itself.
    - Weather: The fey adept may create the illusion of a weather effect such as snow, wind, rain, or a storm. This creates a severity 4 wind, temperature (cold or heat), and/or precipitation effect (with the resulting storm and snow effects if applicable) within a radius of Close centered within the fey adept’s Illusion range. This cannot be used to calm the weather in an area, and has no effect in an area where the weather category to be affected already has a severity of 4 or higher.
    If a target succeeds at its Will save to disbelieve, it treats the weather as being 2 steps lesser in severity in regard to itself. This cannot reduce the weather’s severity lower than what it was before the fey adept created the illusion. You may create effects of severity level 5 at 12th level, and severity level 6 at 18th level.
    - Nature: The fey adept may create an illusion of a natural effect, such as those created through the Nature sphere. This can recreate the effects of the entangle, vortex, fog, dust storm, create fire, or whirlwind (from the Whirlwind talent) geomancing abilities. The area to be affected needn’t have the usual materials such as water, dust, or plantlife to create this illusion. If a target succeeds at their Will save to disbelieve, they take half damage from the effect if it deals damage and gain a +4 bonus to any saving throw made against the effect.

  • Darkvision: At 2nd level, a fey adept gains Darkvision 60 ft. If he already possess Darkvision, the range increases by 30 ft.

  • Truesight: Once per day at 4th level, a fey adept may grant himself the ability to see all things as they truly are to a range of 120 feet for 1 round per level. The fey adept sees through magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, succeeds at all saving throws against illusions and sees through them naturally, and sees the true form of polymorphed, changed, or transmuted things. The fey adept may use this ability an additional time per day for every 4 levels beyond 4th, to a maximum of 5 times at 20th level. This does not allow the target to see through mundane disguises, non-magical means of hiding things, fog, or other such effects.
    This cannot be combined with other magic that enhances the senses, such as a crystal ball.

    INCANTER

  • Casting (CHA): 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: An incanter gains 2 magic talents at every odd level and 1 at every even level, according to Table: Incanter.

  • Bonus Feat: At 1st, 2nd, and every 2 levels thereafter, an incanter gains a bonus feat. This may be spent to gain an extra magic talent, or any feat which has casting as a prerequisite (Craft Item feats, metamagic feats, sphere focus, Circle Casting, etc.).
    Wiki Note: Incanters may also select Drawback and Proxy feats as bonus feats, per the Handbooks they came out in. See the Feats page for more information about these options. Note that you must still meet the prerequisites for these feats, when applicable.

  • 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.
    - none chosen

  • Feats and Traits:

    Thematic Feats

    1 Arcane Empowerment: When casting a spell, you may spend 1 spell point as a free action to either increase the caster level by 2 or increase the spell’s DC by 2. You cannot spend more than 1 spell point in this manner. This does not stack with an arcanist’s ability to increase a spell’s caster level or DC through the expenditure of points from their arcane reservoir.
    I1 Spellcrafting: You may mix and match powers from various spheres into spells of your own creation. See Chapter 4: Advanced Magic for more information on spellcrafting.
    I2 Tactile Illusion: By weaving your illusions together with a hint of telekinetic force you can allow them to exert force more appropriate to their apparent nature. Your illusions can support weight or block movement of creatures or objects so long as all pressure and weight on it falls within the size limit of your telekinesis. However, anyone who disbelieves the illusion may choose to ignore the telekinetic effect, moving through the illusion as normal, as well as allowing them throw or move items through it. In addition, you may deal lethal damage with your illusions instead of nonlethal damage.
    T2 Effortless Trickery: You can maintain concentration on one spell of the illusion school as a swift action. This has no effect on spells of other schools or on illusion spells with durations that don’t depend on your active concentration. While you may only maintain one spell as a swift action, you may take your move and standard actions to maintain other spells normally, if you wish.
    3 Counterweight: By applying your telekinetic powers to your own body you can stand on surfaces that could not normally support your weight, allowing you to balance on a single thread or walk across liquid, though you must still make Acrobatics checks to balance on narrow or difficult surfaces. You cannot walk on normal gaseous substances such as air or clouds, though you could balance on a solid fog spell. In addition, you may add your casting ability modifier as a bonus to Acrobatics checks.
    I4 Sphere Focus: Illusion: Choose a sphere. You gain a +1 bonus to saving throw DCs for all abilities from that sphere. You may take this feat multiple times. The effects do not stack. each time it is gained, apply this benefit to a different sphere.
    5 Telekinetic Exoskeleton: With your telekinesis you can supplement your physical skills. As a swift action you can give yourself one of the following benefits. These benefits lasts indefinitely. If you activate one of these benefits while a previous benefit is still in effect, the first benefit ends immediately.
    - Tactile Telekinesis: You add your casting ability modifier as a bonus to Strength checks, and Climb and Swim checks.
    - Dampening Field: You gain temporary hit points equal to your casting ability modifier. They do not stack with themselves or other temporary hit points.
    - Propelling Force: You gain a +10 ft enhancement bonus to your movement speeds.
    I6 Gravitic Anomaly: Due to your control over your personal gravity, you can move on walls and ceilings and other surfaces as if they were the ground. If you are tripped or fall prone, the area’s normal gravity reasserts itself and you fall to the ground, taking falling damage as appropriate for your distance above the ground.
    T6 Breadth of Experience: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

    T1 Extremely Fashionable (Equipment): Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.
    T2 Focused Mind (Magic): +2 concentration

    Spheres and Talents:

    Spell Points: 24 = 12 +(CHA*2) +2 Tradition
    CL: 6 +3 with Illusion Sphere (+1 Racial, +2 Enhancement)
    DC: 13+MOD +2 with Illusion Sphere (+1 Racial, +1 Sphere Focus)
    Arcane Empowerment can boost DC or CL by 2 by spending 1 SP

    Tradition: Secret of Shadowcraft
    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: 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: eyes go black, shadows cover hands
    Boon 1: 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.
    Net 1 Drawback; Bonus Spell Points: +1, +1 per 6 levels in casting classes

    Sphere-Specific Drawbacks:
    Creation: Material Focus: Shadowstuff (+1 Creation Talent)
    Creation: Limited Creation: Create (+1 Creation Talent, don't gain Alter)
    Destruction: Energy Focus: Mana Siphon
    Destruction: Shape Focus: Default Shape (Extended Range)

    Total Gestalt Spheres and Talents: 9 Incanter + (6+2) Fey Adept (+ Illusion Sphere class bonus) (+2 Creation talents from drawbacks) (+2 Destruction from drawbacks)
    ===

    Spoiler:

    Illusion
    - Illusion: Lingering Illusion
    - Illusion: Illusionary Touch
    - Illusion: Illusionary Touch (taken again)
    - Illusion: Enlarged Illusion
    - Illusion: Illusionary Sound
    - Illusion: Ranged Illusion
    - Illusion: Complex Illusion
    Creation
    - Creation: Lengthened Creation
    - Creation: Divided Creation
    - Creation: Larger Creation
    Telekinesis
    - Telekinesis: Finesse
    - Telekinesis: Increased Range
    - Telekinesis: Gravity Shift
    - Telekinesis: Powerful Telekinesis
    - Telekinesis: Flight
    Warp
    Destruction
    - Destruction: Mana Siphon (blast type)
    - Destruction: Extended Range
    ===

    Illusion
    ===

    Spoiler:

  • Trick: As a standard action, you may create small, simple illusions called tricks, which persist for 1 minute per level or until dismissed.
    - Effects: You may create unconvincing illusions. This is the same as creating an illusion (see below) and can include all senses you can affect through Illusion talents, except it is obviously fake (i.e., it is translucent, unrealistic, etc.), requiring no one to make a save to disbelieve. However, the effects can still be used to create distractions, display images, draw a map, or be used for entertainment. This counts as possessing the required tools to make any appropriate Perform check (such as creating a melody with the Audible Illusion talent).
    - Alter:You may make minor changes to objects or creatures up to your Illusion maximum size, such as changing their color, making them appear clean or dirty, making writing appear, or other minor alterations. This counts as having a disguise kit when making Disguise checks (which take the usual time instead of a standard action), but such a disguise still counts as being magical for the purposes of detecting magic or for spells and effects that allow a target to see through magical effects and illusions.
    - Illusionary Sound: As a trick, you may create effects of non-specific noises (feet marching, laughing and muttering of a party) or throw your voice, making it appear as if it comes from somewhere else within your range. Targets are allowed a Will save as usual to disbelieve these sounds, or recognize your voice is not actually coming from where it appears to be.

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

    ILLUSION MAX SIZE TABLE: I add one size category above what CL would get me
    CL......Size....Size (cubes)
    1st.....Med.....5 ft cube
    3rd.....Lrg.....10 ft cube
    5th.....Huge....15 ft cube
    8th.....Garg....20 ft cube
    11th....Colo....30 ft cube
    15th....Colo+...40 ft cube
    20th....Colo++..50 ft cube
    25th....Colo+++.60 ft cube

    Simply perceiving an illusion isn’t enough to detect it as fake, but any target who interacts with the illusion or carefully studies the area is allowed a Will save to disbelieve the image, recognizing it for what it is. Anyone who finds obvious evidence of trickery (ex: throws a rock through an illusionary wall) automatically disbelieves the illusion.
    You may only create visual illusions although certain talents may be taken to add more senses. The more complex an illusion is, the more talents it requires to be convincing, with the chart below serving as a guideline and the GM serving as the final arbiter for what talents are required to create a specific illusion.
    If creating an illusionary creature, your illusion has an attack bonus equal to your caster level + your casting ability modifier, and a touch armor class equal to 10 + its size modifier + 1/2 your caster level + your casting ability modifier. An illusionary creature may provide a flanking bonus against targets who fail to disbelieve it. Any creature who strikes an illusion in combat automatically disbelieves it.

  • TALENTS:
    Complex Illusion: When creating an illusion, you may spend an additional spell point to divide the illusion into multiple, independent components. The combined size and range of these illusions must still be within your maximum illusion size, but each component can appear differently and behave differently. While each component can be given its own set of programmed instructions, you can only actively control one component at a time. Ex: when creating an illusion of a tavern, a creature with this talent could create a bustling group of people inside the tavern as part of the same illusion. The caster could only control one such illusionary person at a time though; and the rest would only perform their last set of instructions. Giving a component a new set of instructions is a move action. If a creature makes its saving throw against a complex illusion, it sees through the entire illusion rather than only one component part.
    Lingering Illusion: When you create an illusion, the illusion remains for 2 rounds after you stop concentrating. You may also spend a spell point to allow the illusion to remain for 1 minute per caster level without the need for concentration. When an illusion isn’t maintained through concentration, it performs whatever set of actions it was last commanded to do, and cannot move beyond Medium range of where it was placed. Giving an illusion a new series of programmed activities is a move action.
    Illusionary Touch (x2): You may make an illusion that feels real to the touch, including temperature and texture. When a creature comes into physical contact with your illusions (touching them, striking them in melee, etc.), they do not automatically disbelieve the illusion. Instead, they are allowed a new saving throw each round they are in contact with the illusion. Your illusion still cannot hold weight (thus while touching the wall would only grant a new saving throw, leaning on the wall would still cause the creature to fall through and disbelieve).
    You may take this talent a total of twice; when taken a second time, your illusions may also cause pain. When coming into contact with an appropriate illusion (stepping into fire, being hit by an illusionary enemy, etc.), if the subject fails their Will save to disbelieve, they take non-lethal damage equal to your caster level + your casting ability modifier. A target can only be damaged by your illusions once in a round, no matter how many times it thinks the illusion has hurt it.
    Enlarged Illusion: Increase your illusion’s maximum size by one size category.
    Illusionary Sound: You may add whatever sounds you desire to an illusion. You cannot make more sound than four normal humans per caster level could make. (A horde of rats running and squeaking is equal to eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans.)
    As a trick, you may create effects of non-specific noises (feet marching, laughing and muttering of a party) or throw your voice, making it appear as if it comes from somewhere else within your range. Targets are allowed a Will save as usual to disbelieve these sounds, or recognize your voice is not actually coming from where it appears to be.
    Ranged Illusion: Increase the distance by which you may manifest an illusion or trick by one category (Close to Medium, Medium to Long). You may take this talent multiple times. The effects stack.

    ===

  • Creation
    ===

    Spoiler:

    Creation: Material Focus: Shadowstuff: You may only create objects of a single, special substance such as ice, cloth, bones, etc. You cannot take the Expanded Materials talent. You may choose shadowstuff as your material (you still receive the additional talent with this choice). Shadowstuff has hardness 5 and 10 hp per inch.
    Creation: Limited Creation: Create: Choose either alter or create. I chose Alter, so I can only create. You cannot use this ability, nor take talents which augment this ability.

  • Create: As a standard action, you may spend a spell point to create a non-magical, unattended object out of vegetable matter such as wood, hemp, or cotton in either your hand or an adjacent square. The object may be of equivalent size to one Small object per caster level (see chart below) and lasts as long as you continue to concentrate, to a maximum of 1 minute per caster level.
    If the created object is especially large, it must begin in an adjacent square and must be completely contained within Close range.
    You cannot create items that require mixing, carry special properties, or knowledge you don’t possess (alchemical items, rare herbs, the key to a lock you didn’t create, etc.). A DC 15 Appraise check reveals the object as a magical fake. Fabricated objects have a lingering magical aura that can be detected as magic, although the objects themselves aren’t magical.
    While simple objects such as candles, folds of cloth, simple furniture, or basic weapons are easy to create; particularly complex objects (mechanics, crossbows, objects with moving parts) require a Craft check made against the object’s Craft DC. Failure means the object comes into being broken and unusable. You cannot create an object directly onto a target (summoning manacles onto someone’s wrists, etc.).
    - Notes on Walls and Coverings: A section of 20 ft by 20 ft cloth is considered a Small object. A wall 10 ft by 10 ft and 1 inch thick counts as a Small object. Doubling the thickness counts as doubling the size.
    - Notes on Casings: Creating a 1-inch thick encasement for a creature (such as a dome) counts as creating an object 1 size category larger than the intended target. Thus, a casing for a Medium creature is a Large object, a casing for a Large creature is a Huge object, etc. A creature is allowed a Reflex save to escape such an entrapment, and may attack or make Strength checks unimpeded against its own casing.
    - Notes on Falling Objects: Objects that fall upon characters deal damage based on their size according to Table: Object Size. Objects made of stone or harder substances deal double damage, while objects such as cloth or water deal half damage. Also, an object falling less than 30 feet also deals half damage, while objects falling more than 150 ft deal double damage. These multipliers stack. A falling object takes the same amount of damage as it deals, and no falling object can deal more than 20d6 damage. Dropping an object on a creature requires a ranged touch attack, with a range increment of 20 feet.

    Table: Object Size can spend 1 SP to create as if CL was doubled
    Size....Min CL..Example.....Falling Damage (to both object and target)
    Sml.....1.......Chair.......1d6
    Med.....2.......Table.......1d8
    Lrg.....4.......Statue......2d6
    Huge....8.......Wagon.......3d6
    Garg....16......Catapult....4d6
    Colo....32......Ship........5d6
    Colo+...64......Tavern......6d6
    Minimum CL is determined by number of Small objects contained. This can be affected by things that change the number of small objects one can create per CL, such as the Larger Creation talent.

  • TALENTS:
    Lengthened Creation: When you create or alter an object, you may spend a spell point to make the object or effect remain for 1 hour per caster level without concentration.
    Divided Creation: When creating an object, you may create multiple objects within range. Each created object must be of the same general type (suits of armor, wall sections, catapults, etc.), and the object’s total size cannot exceed your maximum creation size. Alternately, you may create a single ‘object’ that would normally consist of a multitude of parts (i.e., if creating a tavern with this talent, it would appear with chairs, beds, barrels, etc.).
    Larger Creation: You may spend an additional spell point when creating or altering an object to double the size, letting you create or alter up to the equivalent of 2 Small objects (1 Medium object) per caster level.
    ===
  • Telekinesis
    ===

    Spoiler:

  • Telekinesis: 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.

    Table: Object Size i get one size larger than normal for CL
    CL....Size...Sample Object
    1st...Dim....Dagger
    3rd...Tny....Candelabra
    5th...Sml....Heavy Shield
    8th...Med....Cage
    11th..Lrg....Statue
    15th..Huge...Wagon
    20th..Garg...Catapult
    25th..Colo...Ship

    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.
    You gain the following special uses of telekinesis when you gain this sphere:

  • Sustained Force: 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: 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: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.

    Table: Object Damage
    Size..Damage Dealt
    Fine..1
    Dim...1d2
    Tny...1d3
    Sml...1d4
    Med...1d6
    Lrg...1d8
    Huge..2d6
    Garg..3d6
    Colo..4d6

  • Catch: 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.

  • TALENTS:
    Finesse: You may use telekinesis to perform fine manipulations, such as turning a key in a lock, unrolling a scroll, or tying a knot. You may make appropriate skill checks (such as Craft, Profession, or Performance checks that involve objects or instruments) at a distance, as well as Heal checks to perform first aid. When performing a skill at a distance you may use your casting ability modifier in place of the normal ability modifier, but you also suffer a -5 penalty to the skill check. You may use Sustained Force to maintain complicated, non-combat procedures such as making knives prepare dinner, make a lute play itself, or making a shovel dig a ditch.
    When combined with the Flair talent, you may also perform Disable Device checks at a distance. When combined with the Steal talent, you may also perform Sleight of Hand checks to steal objects at a distance.
    Increased Range: Increase the range of your telekinesis by one step (Close to Medium, Medium to Long). You may select this talent multiple times. The effects stack.
    Gravity Shift: By concentrating your telekinetic powers on an area you may effectively increase or decrease the area’s gravity. As a standard action you may alter the gravity of a 10 ft radius + 5 ft per five caster levels area anywhere within range of your telekinesis. As long as you concentrate, the area becomes either an area of heavy gravity or an area of light gravity. You may also change the type of gravity in the area as a move action. This talent can be used to alter areas that are already heavy or light gravity, either altering them to normal gravity or doubling their effects, but cannot be used in areas of no gravity or subjective gravity. You may spend a spell point to sustain this effect with Sustained Force.
    - Heavy Gravity: In heavy gravity areas, Acrobatics, Climb, Ride, and Swim checks incur a -2 circumstance penalty, as do all attack rolls. All item weights are effectively doubled, which might affect a character's speed. Weapon ranges are halved. A character's Strength and Dexterity scores are not affected. Characters that fall in areas of heavy gravity take 1d10 points of damage for each 10 feet fallen, to a maximum of 20d10 points of damage.
    - Light Gravity: Characters in an area of light gravity gain a +2 circumstance bonus on attack rolls and on Acrobatics and Ride checks. All items weigh half as much, and weapon ranges double. Strength and Dexterity don't change as a result of light gravity, but what you can do with such scores does change. Falling characters in light gravity take 1d4 points of damage for each 10 feet fallen (maximum 20d4).
    Powerful Telekinesis: Increase the maximum sized object or creature you may affect with telekinesis by 1 size category.
    Flight: When using telekinesis to lift a creature or creatures and spending a spell point to create a Sustained Force on them, you may grant that creature the ability to control their own movement for the duration of the Sustained Force. They gain a fly speed equal to your telekinesis speed, with maneuverability (perfect).
    An affected creature does not need to remain within your telekinesis range while flying in this manner.

    ===

  • Warp
    ===

    Spoiler:

  • Teleport: 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.

  • Bend Space: Talents marked (space) grant you ways of bending and folding space. Bending space requires a standard action, and you must be touching the target or location to be affected.

    ===

  • 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
    Negative..............Gloom Blast, Nether Blast, Tenebrous Blast

    Destruction: Energy Focus: 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.
    Destruction: Shape Focus: Default Shape: 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.

  • TALENTS:
    Mana Siphon (blast type): Your destructive blast saps the magic energy from your target, funneling it to you. A mana drain blast does nonlethal damage using d4 dice instead of d6 and your target must make a Fortitude save or lose 1 spell point. This loss increases by one die size (1d2, 1d3, 1d4, 1d6, etc.) for every five caster levels. You gain an equal number of temporary spell points that last for one round per caster level, though you cannot receive more spell points than your target loses. These temporary spell points do not stack with spell points from other targets, other instances of this ability, or any other source and expire after 1 round per caster level.
    Extended Range: Increase the range of your destructive blast by 1 range level (Close to Medium, Medium to Long). You may select this talent multiple times. The effects stack.

    ===

  • Skills:
    4+int 3

    Acrobatics (Dex) +9* =3+3 +3 DEX ACP, +4 w/TE
    Appraise (Int) +7 =1+3 +3 INT
    Bluff (Cha) +15 =5+3 +5 CHA +1T
    Craft Mechanical (Int) +9 =1+3 +3 INT +2R
    Climb (Str) -1* =0+0 -1 STR ACP, +CHA w/TE
    Concentration (Int) +13* = MSB + CHA +2
    Diplomacy (Cha) +14 =5+3 +5 CHA +1T
    Fly (Int) +7 =1+3 +3 INT
    Intimidate (Cha) +10* =1+3 +5 CHA +1T, +2R*(Dimdweller)
    Knowledge (arcana) +9 =1+3 +3 INT +2BoE
    Knowledge (dungeon) +9 =1+3 +3 INT +2BoE
    Knowledge (Engineer) +12 =3+3 +3 INT +2BoE, +1R
    Knowledge (geography) +5 =0+0 +3 INT +2BoE
    Knowledge (history) +5 =0+0 +3 INT +2BoE
    Knowledge (local) +5 =0+0 +3 INT +2BoE
    Knowledge (nature) +9 =1+3 +3 INT +2BoE
    Knowledge (nobility) +5 =0+0 +3 INT +2BoE
    Knowledge (planes) +9 =1+3 +3 INT +2BoE
    Knowledge (religion) +5 =0+0 +3 INT +2BoE
    Linguistics (Int) +7 =1+3 +3 INT
    Perception (Wis) +13* =6+3 +2 WIS +2R, +2R*(Dimdweller)
    Profession (Wis) +4 =0+0 +2 WIS +2BoE
    Sense Motive (Wis) +6 =1+3 +2 WIS
    Sleight of Hand (Dex) +11* =1+3 +3 DEX ACP, +4 scarf
    Spellcraft (Int) +10 =4+3 +3 INT
    Stealth (Dex) +15* =5+3 +3 DEX ACP, +4 Size, +2R*(Dimdweller)
    Ride (Dex) +3 =0+0 +3 DEX ACP
    Swim (Str) +3* =1+3 -1 STR ACP, +CHA w/TE

    Disable Device: +1R
    TE= Telekinetic Exoskeleton

    ACP -1

    Equipment:

    Mojo

    MOJO
    MIN: 4,650
    PAR: 13,000
    MAX: 23,500

    Sphere Focus Ring

    8000gp +2 Illusion Staff (+2 CL, not +2 to hit)
    1000gp +1 Chain Shirt (+5 AC, +4 max dex, -1 ACP)
    250gp Sleeve of Many Garments
    1000gp Force Hook
    2500gp Bag of Holding Type 1

    250gp Floating Inventory (60gp max pull)

    Masterwork Backpack
    Sorceror's kit (no torches)
    [spoiler=http://www.d20pfsrd.com/equipment---final/goods-and-services/containers-bags-boxes-more]Various clothing to wear[/url] (usually Noble, Dilettante, or Swarmsuit)
    Jewelry including Signet Ring
    Pocketed Scarf (+4 SoH)
    Pocket Watch

    Backstory:

    Penkus has no set appearance other than being around three feet tall with big eyes and a big (figuratively more so than literally, but literally too) mouth. He moves with grace and agility, and only another gnome would realize that his prime ended a few decades ago. He uses illusions to change his skin, hair, and eye color on a whim. His wardrobe favors fine formal clothing, particularly large hats and long coats coupled with a scarf (or two) and gloves. He carries a fine walking stick carved from an ancient ebony tree and topped with a finial made of strange green metal and shaped into a stylized eye closed shut as if asleep.

    Penkus Ebonleaf grew up in a family of merchants, artisans, mages, and charlatans. His family traces its line all the way back to Harket Ebonleaf, who tricked a genie into giving him... well, let's just say he was the reason genies now have a strict one-wish-per-customer rule. As such, his extremely extended family has no real need for gold, though the merchants among them continue the profession because they like it. They mostly deal in items of curiosity rather than substantive value, as a result. Penkus was a merchant for a few decades, studied magic for a few decades, and took a few years off of each here and there to spend time as an entertainer and storyteller. He is always attracted to things that would make a great story, and the Champion's Competition sounds to him like just the thing.

    Player Notes:

    ADDITIONAL TALENTS NEEDED:
    Warp: Extradimensional Room
    Illusion: Complex Illusion ((can get later))
    Illusion: Invisibility ((can get later))
    Telekinesis: Idle Concentration
    Telekinesis: Friction Field ((can get later))
    Telekinesis: Forceful Telekinesis ((can get later))

    ==============================
    Battletank idea:
    - Conjuration
    - Lingering Companion (free form) (does this stack with another form?)
    - Flight or Animal Creature form (air or land speed)
    - Armored Companion and/or Fortified Companion (AC and HP)
    - Altered Size x2 (to get to Large and then Huge Size)

    Feat: Exceptional Ally

    Custom Airship Spell:

    Airship Spell

    Base Sphere: Illusion Concentration
    Additional Sphere: Telekinesis 1min/CL
    Additional Sphere: Creation 1min/CL
    Additional Talent: Lingering Illusion 1min/CL
    Additional Talent: Illusory Touch no save attempt automatically
    Additional Talent: Lengthened Creation 1hr/CL w/SP spent

    Because of Illusion, it is Huge Size at CL5 and Gargantuan at CL8
    Because of Lengthened Creation, it lasts 1hr/CL
    Because of Creation, I can create 1 real chair/CL that can't be disbelieved.

    7 Complexity: 3 Spell Points, 10min casting, lasts 1hr/CL

    Other things to be figured out:
    Speed: 80ft
    Shadowstuff: if i spend a point of Shadowstuff while casting this, party members shouldn't fall through if they disbelieve. The way shadowstuff works, if an enemy disbelieved the airship, they'd take half damage from any way it could damage them (on-board ballista, ramming them, etc). With the creation sphere involved, at least the chairs they sit in are actually real.
    Weapons: Weapons would be feasible, subject to disbelief by enemies. I'd probably have to increase my Illusion Range to actually make weapons worthwhile.
    Storage: Honestly, adding storage to it is prohibitive in terms of complexity. I could take Warp Sphere + Extradimensional Storage for that.
    Passengers: Huge is 15x15 (9 passengers) and Gargantuan is 20x20 (16 passengers).