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Male Human Symbiat (Hekatonkheires)/Incanter 5
LN Medium Humanoid (Human)
Initiative +1, Senses, Perception 10
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Defenses
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AC 16, Touch 13, Flat Footed 15, BAC 17 (+1 dex, +2/+4 Armor, +1 Enhancement, +1 Deflection, +1 NA)
hp 55/55 (6d8+24)
-HP: Max at first level, average rounded up afterwards.
Special Defenses Diehard,
Fort 11 Ref 8 Will 6
(+4 vs most environmental and non-lethal effects)
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Offenses
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Speed 30ft
Melee Claws +7/+7 (1d4+9/x2) + Grab
Ranged Heavy Pistol +5 (2d6/x4) 40ft range, 10 capacity
Modifiers +4/+0 BAB, +4/+4 Str, +1/+1 Enhancement, -2/+4 Power Attack
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Sphere Effects
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SP: (8/8)
CL: +6 (Alteration), +5 (Life)
Concentration: +10 (Alteration), +9 (Life)
MSB: +6, MSD: +17

Blank Form +4 traits
Animal Form 4 Legs, 60ft land speed, Scent, Bite (1d6), +3 NA, +4 Traits
Fey Form +3 NA, DR 4/Cold Iron, Woodland Stride, Low-Light Vision, +4 Traits
•Bite (1d6) •Claw (2, 1d4) •Cosmetic Change •Darkvision •DR 4/Cold Iron •Ferocity •Gore (1d6) •Hoof (2, 1d4) •Leaping Attack •Low-Light Vision •Lunge •Pincers (2, 1d6) •Pounce •Rend •Scent •Slam (2, 1d4) •Speed (60ft) •Trample •Trip •Wild Empathy •Woodland Stride

Invigorate +5 Temp Hps as a standard action.
Cure Heal 1d8+15 as a standard action costing 1 SP.
Revitalize gain Fast Healing 3 for 5 minutes as a standard action costing 1 SP.

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Current Magical Effects
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Statistics
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Str 18, Dex 12, Con 18, Int 12, Wis 14, Cha 12
Base Atk +4 CMB +8 CMD +19
(+4/+0 Grapple)

25pb

Feats Endurance (Bonus), Diehard (bonus), Quickdraw (bonus), Extra Besidal Trait, Extra Magic Talent, Extra Magic Talent
Casting Tradition Draining Casting, Fortified, Limited Restoration (Restore), Lycanthropic, Regenerate, Strenuous
Traits Favorite Shape, Overprotective, Special Forces Agent, Vitality
Racial Traits Dual Talent

Skills  x7
Skills: Background Skills are in effect. Note that to practice any craft, profession, or perform skill in Bard's Gate, you must be a member of the appropriate Guild and your character's history should reflect that.

Diplomacy +6 (2 Ranks, +3 FCB, +1 Cha)
Disguise +5 (1 Rank, +3 CS, +1 Cha)
Handle Animal +10 (6 Ranks, +3 CS, +1 Cha)
Intimidate +8 (1 Rank, +3 CS, +3 FCB, +1 Cha)
K: Geo +5 (1 Rank, +3 CS, +1 Int)
K: Nature +12 (6 Ranks, +3 CS, +2 Mwt, +1 Int)
L: Laundry +10 (6 Ranks, +3 CS, +1 Int)
Linguistics +3 (2 Ranks, +1 Int)
Perception +10 (5 Ranks, +3 CS, +2 Wis)
Sense Motive +10 (5 Ranks, +3 CS, +2 Wis)
Stealth +6 (1 Rank, +3 CS, +2 Camo-Armor, +1 Dex, -1 ACP)
Survival +13 (6 Ranks, +3 CS, +2 Mwt, +2 Wis)

Languages English (native), Irish Gaelic (native), Sanskrit (native)
Other Gear
reinforced fatigues (light armor)
Heavy Pistol with Silencer
50 rounds of ammo
dagger
3 Grenades
Specialist Kit (10 uses)
Potions of Ant haul, Endure Elements (x2), Enlarge Perso (x3),
Potions of Bull’s Strength, Lesser Restoration
3000gp in slotless Wondrous items
Universal Solvent, Stubborn Nail (x4), Dust of Tracelessness, Travelers Anytool
Compass
Ale (2lb)
Mwk Tools (K. Nature, Survival)
50ft Silk Rope
Vial of Antitoxin

10,500gp
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TRACKED RESOURCES
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SP (8/8)
Favorite Shape (2/2)
Specialist Kit (10)
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Special Abilities
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Armor Attunement +1 Enhancement bonus to AC.
Bestial Traits
--Claws gain 2 Claw attacks dealing 1d4 damage each.
--Ferocious gain the Diehard feat.
--Grab gain the grab ability with your claws.
Casting Tradition You can only spend 1 SP per round on spells. You can increase the Casting time to a number of rounds equal to the casting cost to cast more powerful spells. Whenever you spend a SP to power a spell you take 2 points of Non-Lethal damage that cannot be healed except through rest. Finally you use your Con modifier to cast spells.
Deflection +1 Deflection bonus to AC
Diehard You automatically stabilize when below 0hps. You can continue to act as if you were disabled instead of dying but you lose 1 hp per turn.
Dual Talent Gain +2 to Str and Con.
Endurance +4 to most environmental and non-lethal effects.
Extreme Transformation you can add +1 trait to your transformations.
Favorite Shape 2/day as a swift action, you can extend the duration of a Fey form Shapeshift without paying SP.
FCB +3 to Diplomacy and Intimidate.
Limited Restoration You can only use the Cure and Invigorate abilities of the Life Sphere.
Lyacanthrope your Alteration Sphere Effects only effect yourself.
Mental Prowess +2 Wis.
Physical Prowess +2 Str.
Quickdraw you can draw a weapon as a free action or a hidden weapon as a move action.
Regenerate your Healing Sphere effects only effect yourself.
Resistance +2 Resistance bonus to saves.
Special Forces Agent gain Quickdraw as a bonus feat.
Toughening +1 Enhancement Bonus to NA.
Vitality +1 CL for the Life Sphere.
Weapon Attunement Each claw gets +1 Enhancement.

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Alteration Sphere
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Shapeshift as a move action, granting it a Form and 4 Traits, this lasts for as long as you concentrate +5 rounds or you can spend 1SP to make it last for 12 minutes. This is a Polymorph effect.
Blank Form +4 traits
Animal Form 4 Legs, 60ft land speed, Scent, Bite (1d6), +3 NA, +4 Traits
Fey Form +3 NA, DR 4/Cold Iron, Woodland Stride, Low-Light Vision, +4 Traits
--Animalistic Transformation grant: 60ft Land Speed//Scent//2 Hoof attacks (1d4, secondary)
--Blank Form grant: Darkvision 60ft//Low-Light Vision//2 claw, slam attacks (1d4)//bite, gore (1d6)//2 pincers (1d6, secondary)//cosmetic change
--Besidal Reflexes grant: Lunge (2x reach, +4 to hit as full round action)//Leaping Attack (combine a jump with an attack)//Pounce//Trample
--Besidal Spirit grant: Trip//Ferocity//Rend
--Fey Transformation grant: DR 4/Cold Iron//Wild Empathy//Woodland Stride
Extreme Transformation you can add +1 trait to your transformations.
Greater Transformation you can add +1 trait to your transformations.
Lingering Transformation transformations last 2 rounds longer after you stop concentrating. Double the duration when you spend SP to maintain the effect.

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Life Sphere
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Cure spend 1SP as a standard action to heal 1d8+15hps.
Greater Healing (x2) Heal 1d8+15hps when you use the Cure ability.
Invigorate as a Standard action gain 5 Temp HPs that last 1 hour but cannot bring you above your max HPs.
Revitalize 1SP as a standard action to gain Fast Healing 3 for 5 minutes.

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Encumbrance 0lb
Light 100lb, Medium 200lb, Heavy 300lb
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Eee.Peees 000
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3, 1, 4, 4, d8, 4+Int
2, 1, 1, 4, d6, 2+Int
3 Magic Talents
8 Magic Talents
2 Magic Talents
4 feats
3 feats

1:3: Transformation
2:1:
3:1:
4:1:
5:1: Imp Transformation

Bonus: Transformation, Telekinesis
Tradition:
11 Talents
Acceleration, Dancing Weapon, Divided Mind, Finesse, Flair, Flight, Gravity Ward, Idle Concentration, Powerful Telekinesis, Weaponize, Whirlwind Assembly

2 Advanced
Acetic Control, Focused Might

Telekinetic Might: A hekatonkheires gains the Telekinesis sphere as a bonus magic talent, and uses her symbiat level as her caster level with the Telekinesis sphere. This stacks normally with caster levels gained from other sources.

This ability replaces Mental Powers.

Thousand Unseen Hands (Su): At 1st level a hekatonkheires gains Mind Limb as a bonus feat, except she gains two limbs instead of one. She may use both of them as part of the same swift action, and both are capable of holding and manipulating items. In addition, her mind limbs add 5 ft to their reach.

This ability and its following improvements replace Psionics.

At 3rd level a hekatonkheires can use her mind limbs to attack. She treats them as two secondary tentacle attacks that deal 1d4 slashing damage, and uses her casting ability modifier instead of her Strength modifier on attack and damage rolls with these tentacle attacks. Her tentacle attacks possess reach equal to her mind limbs. A mind limb that is holding an object cannot be used to make a tentacle attack. Unlike most natural weapons, increased size does not improve the damage die of these tentacles.

Battlefield Sense (Ex)

When unarmored and unencumbered, the symbiat’s second mind may subtly push the symbiat, protecting him from danger. The symbiat adds his Intelligence bonus (if any) to his AC and CMD. These bonuses apply even against touch attacks or when the symbiat is flat-footed and increase by +1 for every 4 symbiat levels possessed to a maximum of +5 at 20th level. The symbiat loses this bonus when he is immobilized or helpless, when he wears any armor, or when he carries a medium or heavy load.

ESP (Ex)

A symbiat is aware of more of his surroundings than his physical senses can account for. Beginning at 2nd level, he gains a bonus to Sense Motive and Perception checks equal to 1/2 his symbiat level.

Evasion (Ex)

At 2nd level and higher, a symbiat’s added senses allow him to avoid even magical and unusual attacks with great agility. If he makes a successful 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 symbiat is wearing light armor or no armor. A helpless symbiat does not gain the benefit of evasion.

Pushed Movement (Su)

At 3rd level, a symbiat gains the ability to unconsciously push their body to greater speeds through their telekinesis. The symbiat gains a +10 ft bonus to their base movement speed. This bonus increases by +10 ft for every 3 symbiat levels possessed beyond 3rd, to a maximum of +60 ft at 18th level.

Trapsense (Ex)

At 3rd level, a symbiat gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to armor class against attacks made by traps. These bonuses increase by +1 every three symbiat levels thereafter. Trapsense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex)

Starting at 4th level, a symbiat’s mental senses let him react to danger before his physical senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A symbiat with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

If a symbiat already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Two Minds (Ex)

At 5th level, a symbiat’s two minds give him a greater resilience to mind-affecting attacks. Whenever the symbiat makes a Will saving throw, he may roll twice and take the better result. If the symbiat would be able to roll twice through any other ability, he may roll three times and take the better result.

Focused Might

Prerequisites: Telekinesis Sphere, Powerful Telekinesis, 5th caster level or higher

By spending a spell point you can further advance the strength of your telekinesis. Increase the maximum sized object you can affect with telekinesis by 1 size category. This effect stacks with the benefits of Powerful Telekinesis. However, you must maintain concentration as a full-round action to gain this increased power, and may not spend a spell point to maintain it with sustained force.

You may spend an additional spell point to increase your capacity by another size, but doing so demands all of your mental focus. You may only use the basic capability of telekinesis to move objects, and cannot use this in conjunction with hostile lift or bludgeon.

Ascetic Control

Prerequisites: Enhancement sphere, 5th caster level or higher.

By spending 10 minutes and a spell point, you may downplay the needs of your body until they vanish entirely. While Ascetic Control is active, you do not bleed, and do not need to eat, drink, breathe, or sleep. Ascetic Control lasts one month per use.

Mind Limb (Protokinesis)

Prerequisites: Telekinesis Sphere

Benefit: Your telekinetic powers give you an additional arm made of telekinetic force. Your telekinetic limb functions much as a normal arm can, but to an extent can also act independently. As a swift action you can use it to draw a sheathed or hidden weapon, ready a shield, retrieve a stored item, load a crossbow, open a door, pick up an unattended item, sheathe or store an item, or take other non-offensive actions involving manipulating objects. Your telekinetic limb cannot effectively wield weapons or shields or activate magic items, but can pass such items to another hand as part of any other action it takes.

Transformation (Su)

Benefit: Choose one Alteration sphere talent that grants a form but does not cost a spell point. As a full-round action, you may assume the form of a single creature whose type corresponds to this form talent (see Creature Types and Form Talents on the Alteration page) per the shapeshift ability of the Alteration sphere as a supernatural ability. The same creature (wolf, spider, treant, etc.) is mimicked and the appearance of that creature is retained each time. The chosen form may be the same as your base size or else Medium or Small. When assuming your chosen form, you gain the chosen size. This transformation lasts until you choose to revert to your original form as a full-round action. You gain all the abilities granted by this form (movement modes, natural attacks, special abilities, etc.) but but do not gain any traits from the Alteration sphere as part of this transformation. Treat your HD as your caster level for the purposes of this effect. This is a polymorph effect.

Additionally, you gain the shapechanger subtype.

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

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Sphere Focused Feats
Spheres of Power Wiki Home Page » Spheres Of Power » Feats » Sphere Focused Feats

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Table of Contents
Alteration
Companion Merger
Cursed Form
Favored Form
Hybrid Transformation
Improved Transformation
Shifting Disguise
Shifting Mastery
Transformation (Su)
Wild Casting
Conjuration
Creation
Aligned Object
Dark
Death
Piecemeal Animation
Destruction
Arcing Strike
Atmospheric Imbuement
Deadly Targeting
Destructive Harmonics
Energy Snake
Energy Specialization
Fan the Flame
Fear and Flame
Focused Blast Type Group
Frozen to the Bone
Heavy Hand
Imbue with Nature
Improved Energy Blade
Improved Energy Leap
Improved Energy Wall
Material Infusion
Melee Blaster
Orb Expert
Perpetual Sphere
Reach Blade
Rebuff, Improved
Rebuff, Superior
Soulfire
Tether Adept
Divination
Practiced Seer
Tabulated Mind
Enhancement
Animated Arsenal
Complex Animations
Durable Objects
Enchanted Animation
Mounted Magician
Mutagenic Enhancements
Object Familiar
Reforge Object
Tactical Animation
Fate
Illusion
Solid Illusions
Tactile Illusion
Life
Light
Defiant Radiance
Photosynthesis
Searing Brilliance
Sense Light
Shining Stars
Mind
Backdoor Control
Nature
Alloy Creation
Alloy Enhancement
Alloy Telekinesis
Coastal Infusion
Fertilize Nature
Formulae Geomancing
Smolder Resin
Steam Geomancing
Protection
Telekinesis
Extradimensional Assembly
Floating Panoply
Kinetic Creation
Mind Against Body
Skillful Force
Time
War
Deduction
Ensouled Totem
Expanding Presence
Forbidden Totem
Impassion
Martial Magic
Psionic Vigilance
Reflexive Magic
Savagery
Spirit Beacon
Succor
Totem of the Darkest Aberration
Totem of the Deepest Curse
Totem of Undoing
Totemic Channeling
Tribal Rhythm
Witch Hunt
Warp
Warp Burst
Weather
Sphere-focused feats are not tagged, but emphasize the use of one specific Sphere more than any other. Due to the high number of them, they have been sorted into categories here. Note that some feats require multiple spheres to use - in these cases, they've been sorted into the sphere they are most associated with. For using multiple Spheres at once, see the Dual Spheres page.

Alteration

Companion Merger

Prerequisites: Alteration sphere, Mass Alteration, animal companion or familiar.

Benefit: You may merge your body with your adjacent animal companion or familiar. You may target your companion and yourself with a mass shapeshift, paying the normal SP cost. The merged form counts as one creature and retains the physical form of your companion or familiar (physical statistics, natural attacks, supernatural and extraordinary abilities, movement speeds, initiative, etc.) but gains your mental ability scores, casting ability, feats, BAB (if higher), and base saving throws (if higher). You may instead merge the companion or familiar with yourself, gaining the companion or familiar’s natural attacks (limited by the presence of suitable limbs), supernatural and extraordinary abilities, and movement speeds.

The merged body has the current and maximum hit points of either creature at your choice, increasing its current and maximum hit points by those of the other creature for the duration of the effect. You may add traits to the merged form as normal for your shapeshift. If the merged creature is killed, the effect ends and both you and your companion or familiar die. If either you or your companion is suffering the effects of a disease, poison, or ongoing spell effect, the amalgamated body immediately receives a new save at a +4 bonus unless both creatures are under the same effect.

When this effect ends, any hit point damage, ability damage, ability drain, or other such penalty incurred is split evenly between you (round up). If this damage would be sufficient to reduce either of you to death, that creature is instead reduced to 1 hit point above its death threshold and stabilized, and the excess damage is transferred to the other creature. If it would reduce an ability score below 0, or 1 in the case of Constitution, any excess is transferred to the other creature. Any spell effects, poisons, diseases, or other effects that affected the merged creature continue to affect both of you, but durations are halved and any subsequent saves are made at a +4 bonus. If the companion or familiar possesses immunity to an ongoing effect, the effect is suppressed until the merger ends. If the merger ends in a space too small to accommodate your body, you or your companion (your choice) is shunted to the nearest empty space, taking 1d6 damage per 10 ft. of solid material passed through.

Cursed Form

Prerequisites: Alteration sphere, 5th caster level or higher.

Benefit: You may grant your shapeshift effects the [curse] descriptor. They can only be removed by the Life sphere Break Enchantment talent, spells such as break enchantment, limited wish, miracle, remove curse, or wish, or similarly powerful magic or abilities. If you possess the Unnatural Transformation drawback, failing the save granted by the drawback still ends the effect.

Favored Form

Prerequisites: Alteration sphere.

Benefit: Choose one Alteration sphere talent that you possess that grants a form. You may increase the number of traits granted by your shapeshift when granting that form by 1.

Special: You may take this feat more than once; each time it applies to a different Alteration talent.

Hybrid Transformation

Prerequisites: Transformation.

Benefit: When changing into the form granted by your transformation feat, you may instead assume a hybrid form, blending your base form and your transformation form. You gain all natural attacks, special abilities, and movement modes from your transformation form. You may choose to retain limbs from your base form if your transformation form lacks them, such as a humanoid keeping arms when assuming a hybrid form based on Serpentine Transformation or Vermin Transformation, adding legs to Aquan Transformation, or a winged creature retaining its wings under Animalistic Transformation.

If your transformation would grant you additional legs, you may instead gain them as arms, although they do not grant any additional attacks, are not strong enough to gain any natural attacks, and may not assist in wielding weapons, activate magic items, or wield a shield. They may hold items and as a swift action you can use them to draw a sheathed or hidden weapon, ready a shield, retrieve a stored item, load a crossbow, open a door, pick up an unattended item, sheathe or store an item, or take other non-offensive actions involving manipulating objects.

Special: Traits granted from the Improved Transformation feat apply to both your base transformation form and your hybrid form.

Improved Transformation

Prerequisites: Transformation, 5th Character level or higher.

Benefit: Choose one trait available to the Blank Form ability of the Alteration sphere, from the talent chosen for the Transformation feat, another Alteration sphere talent you possess, or another trait deemed appropriate to the form selected for your Transformation feat by the GM. You gain that trait while under the effects of your Transformation feat. You may instead take the Perfect Imitation talent or the Retain Ability talent and may apply them to your Transformation form. Additionally, the time required to change shape with the Transformation feat is reduced by one step, to a minimum of a swift action.

Special: You may take this feat multiple times, up to once per 5 character levels. Its effects stack. Traits gained from this feat count against the maximum number of traits you may receive from the shapeshift ability of the Alteration sphere. You may choose to suppress one or more traits granted by this ability when you assume your Transformation form.

Orb Transformation

You may grant the form of a floating sphere, helmet, or similar shape with your shapeshift. The target gains a 5 ft. move speed and has no limbs, though may benefit from traits requiring a head as if it had one and may not be tripped or beheaded (such as by a vorpal weapon) unless gaining legs or a head, respectively, from another source. The target gains a +2 dodge bonus to AC which increases by 1 per 5 caster levels, and a slam attack (primary, 1d6 Medium, 1d4 Small).

Additionally, the target may float up to 5 ft. plus 5 ft. per 5 caster levels above the ground, with a 30 ft. horizontal movement speed. This improves by 5 ft. for each 5 additional caster levels. When floating this way, fly checks are not required to hover or change direction. When falling the target may choose to descend at a slower rate to control its fall and to negate all falling damage it would take. Each round it descends 30 ft., and may move in another direction for 30 ft. It may choose to drift sideways, gliding forwards while descending, or down, safely increasing its rate of descent. It may even choose to drift ‘upwards’ to reduce its rate of descent, even allowing it to negate it entirely and hover midair. At caster level 7, this speed becomes a fly speed with maneuverability (perfect). This levitation and flight is a supernatural ability. A creature in the form of an orb counts as one size smaller for the purposes of stealth and squeezing into small places.

Size Change

As a trait, you may change a creature’s size. You may enlarge or reduce a creature’s size by one category, plus an additional size category per 5 caster levels. You cannot enlarge beyond Huge size, nor reduce a creature beyond Diminutive size. Creatures gain a +1 bonus to attack rolls and to AC, as well as a +2 bonus to Fly checks and a +4 bonus to Stealth checks for every size category they are reduced, and suffer a -1 penalty to attack rolls and AC, as well as a -2 penalty to Fly checks and a -4 to Stealth checks for every size category they are enlarged. (These numbers are doubled when moving to or from Diminutive size.) Ability scores are also adjusted according to the charts below; these increases and decreases are cumulative for each category increased or decreased (thus, moving from Medium to Huge would cumulate in a +8 bonus to Strength and a -4 to Dexterity).

-2, -4 Str
+2, +2 Dex

Extradimensional Assembly

Prerequisites: Telekinesis Sphere, Warp Sphere, Extradimensional Storage, Whirlwind Assembly

Benefit: When you use your Whirlwind Assembly talent you may access and swap items in and out of your Extradimensional Storage freely, without the need to use a second action or spend a spell point.

Skillful Force

Prerequisites: Telekinesis Sphere, Finesse, Telekinetic Tools

Benefit: When using your telekinesis to perform skill checks as described in Finesse you do not suffer the normal -5 skill check penalty. In addition, tools you mimic with Telekinetic Tools are effectively masterwork and grant a +2 circumstance bonus on related checks.

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.

Extradimensional Storage (space)

You gain a permanent extradimensional space that may hold up to 10 pounds per caster level of non-living material. You can create a portal to this extradimensional space within arm’s reach at will. Placing an object in this space or calling an object from this space requires a full-round action, but may be done as a swift action by spending a spell point. Living things and attended objects cannot be placed in your extradimensional storage. If you die, all contents of your extradimensional space appear in your square or the nearest unoccupied space.