
| vDynmyra Conglostera eT vRan'Syl | LE | ||
| Character Name | Alignment | ||
| Scholar (Surveyor) 4 , L. Bard (Improv Artist) 4 | |||
| Character Level | |||
| Changeling | M | ||
| Race | Size | ||
| Female | - | ||
| Gender | Age | ||
| 4'3" (5'7") | 170 | ||
| Height | Weight | ||
| - | - | ||
| Hair | Eyes | ||
| Won Truth
7,10,12,14,12,16
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| Player | |
| - | - |
| Deity | Homeland |
| - | 0 |
| Domain/Oath/Patron/School | XP |
| SAVING THROWS | ||||||
|---|---|---|---|---|---|---|
| Save | Total | Base | Ability | Magic | Misc | Temp |
| Fortitude | +1 | +1 | CON +0 | +0 | +0 | +0 |
| Reflex | +4 | +4 | DEX +0 | +0 | +0 | +0 |
| Will | +6 | +4 | WIS +2 | +0 | +0 | +0 |
+4 bonus on saving throws made against illusions and a +4 bonus on caster level checks and saving throws to see through disguises and protections against divination (such as misdirection, and nondetection).
| Combat Maneuver Bonus CMB | |||||
|---|---|---|---|---|---|
| CMB | BaB | STR | Size | Misc | |
| +1 | +3 | -2 | +0 | +0 | |
| Combat Maneuver Defense CMD | ||||||
|---|---|---|---|---|---|---|
| CMD | Base | BaB | STR | DEX | Size | Misc |
| 11 | 10 | +3 | -2 | +0 | +0 | +0 |
Common, Dwarven, Aklo, Elven
Linguistics: Draconic, Infernal, Celestial, Necril
| Bardic Performances BL4 (14r/d) | Lamentations of Lightning
This performance allows the legendary bard to call down lightning upon their foes, as the call lightning spell with a caster level equal to their bard level. Beginning this performance requires a standard action that cannot be reduced by the quickened performance ability, and they may summon one bolt each round as a standard action while they maintain the performance. The bard must be able to see where they wish to target the called bolts. The lightning bolts called by this performance deal an additional 1d6 damage at 4th level, and every two levels thereafter (to a maximum of 12d6 at 20th level).
Components: Audible or visual, electricity The legendary bard can use this performance to rally dispirited allies. Each round the bard makes a Perform check. Any ally (including the bard) within 30 feet may use this check in place of their own own saving throw against fear effects. Those already under a fear effect can attempt a new save each round using the bard's Perform check at the beginning of their turn. Rallying performance does not work on effects that don't allow saves.
Components: Audible, mind-affecting By gracefully weaving your body through subtle forms and postures you can convince others of your breeding, eloquence, and refinement. For the duration of the effect, you gain a +4 circumstance bonus on Bluff checks, and may attempt a Bluff check in place of an Intelligence check or Intelligence-based skill check. The subtle changes in your movements also confer a +4 circumstance bonus on Disguise checks to appear to be someone of a higher station (an aristocrat, merchant prince, or even a queen). This masterpiece costs 1 round of bardic performance per 10 minutes of use.
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| Bardic Inspirations BL4 | Courage
At 1st level, the legendary bard can inspire courage within their allies, granting them a +2 morale bonus on all saving throws, and a +2 competence bonus on all attack and all damage rolls. At 5th level, and every four legendary bard levels thereafter, this bonus increases by +1 to a maximum of +6 at 17th level.
At 1st level, the legendary bard can inspire competence within their allies, allowing them to perform skills with greater ease. When the legendary bard begins this inspiration, they choose one skill. This inspiration grants the legendary bard's allies a +3 competence bonus to the chosen skill. At 5th level, and every four legendary bard levels thereafter, the bard can choose an additional skill and the bonus provided increases by +1, to a maximum of 5 chosen skills and a +7 bonus at 17th level.
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| Divination CL3 | Divine
You may divine to gain information. To divine, you must spend 1 minute meditating, although you may spend a spell point to decrease this time to a single standard action. Divining always has a duration of concentration, but you must spend a full-round action concentrating (you can take no other action except free actions you are flat-footed while concentrating on divining. Divining reveals information from sources within medium range of you as an emanation; it reveals information each round the effect it is maintained. Divining can penetrate most barriers, but 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead blocks it.
Overwhelming Auras: Whenever an individual divines or senses an aura whose strength is overwhelming, from a source whose Hit Dice or caster level is equal to or greater than the caster's character level + 10, that individual becomes stunned for 1 round.
As a standard action, you may grant yourself paranormal senses for 1 hour/caster level.
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| Weather CL4 | Control Weather
As a standard action, you may control all weather within medium range, adjusting either the wind, temperature, or precipitation levels. If you are in a confined area such as inside a building, your control only extends to the edge of that space.
This change in weather lasts as long as you concentrate, but you may always spend a spell point as a free action to allow this change to continue for 1 minute per caster level without concentration. When using control weather to change the weather’s severity, the change happens 1 level change per category per round until the desired severity is reached. When the effect ends, the severity of the altered weather categories returns to normal by 1 step per round. If you are maintaining the effect through concentration, the effect moves with you, raising and lowering the severity of unaffected or no-longer affected area as described above. If it is being maintained through a spell point, it remains stationary. Wind has 7 steps of severity, while temperature and humidity have 13. Temperature is divided between ‘Heat’ and ‘Cold’, each with 7 steps of severity. (If the temperature is lowered below step 1 of Cold, it becomes step 2 of Heat. If the temperature is lowered below step 1 of Heat, it becomes step 2 of Cold.) Likewise, humidity is divided between ‘Precipitation’ and ‘Aridity’, which follows a similar setup. An average day of no wind, no rain, and unremarkable temperature is assumed to be at severity level 1 for all categories. At 1st caster level, you may create weather of severity level 1, 2 or 3. This improves by one severity level per 7 caster levels to a maximum of severity level 7. You may create weather of up to this severity, or lower the severity of pre-existing weather if it is within this limit. If the natural weather is of a higher severity level than you can affect, you cannot use control weather to alter that aspect of the weather. If two casters are controlling weather in the same location and affecting different categories, both effects happen normally. If both casters are affecting the same category, the second caster must be able to affect the weather’s new severity, and must succeed at a magic skill check to wrestle control from the first caster. On the first caster’s subsequent turn, if he maintains his own control weather effect, he must succeed at his own magic skill check to wrestle control of the weather back from the second caster. If the first caster is maintaining their effect through a spell point instead of concentration and the second caster succeeds at their magic skill check, the first caster’s weather effect is suppressed for as long as the second caster uses control weather. Once the second caster’s effect ends, the first caster’s effect resumes functioning, provided its duration has not already expired. It is impossible to raise weather above severity level 7. However, for every effective level above severity level 7 a caster’s control weather would otherwise be able to reach, all numbers associated with that weather type, including DCs or penalties, are increased by 1.
You cannot norammly change the direction of the wind, but you may overpower it. If you wish to change the direction of the wind, you must create a new wind of the direction you desire. If the wind is the same severity as the natural wind, the winds negate (if they oppose) or join to create a wind with a direction halfway between the two. If one wind is smaller than the other, the smaller wind is negated in favor of the stronger one.
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| Veilweaving CL 3 | Caps
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| Veilweaving - VL4 |
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| Casting Tradition
Center of Power, Skilled Casting (Perform (Wind) DC 15+CL), Somatic x2, Verbal Casting
3{level}+4{cha}+6{tradition}=13
| Proficiencies
Body Control: Acrobatics, Escape Artist, Heal
Communication: Diplomacy, Linguistics Investigation: Perception, Sense Motive Navigation: Acrobatics, Fly, Kowledge (Geography), Profession (Sailor), Survival, Swim Performance: Perform (Wind), Perform (Sing), Artistry (Musical Composition) Study: Knowledge (Local, History) Vocation: Profession (Merchant) | CL
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| Power Spheres | Divination <1>
Feat) Base
C.Trad) Base
L.Brd2) Stormbound Tradition L.Brd4) Shape Veil C.Trad) Base
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| Might Spheres | Equipment <3>
M.Trad) Firearm Proficiency, Pirate Training, Unarmored Training
M.Trad) Transmission Package, Expanded Tinkering (Computation, Modification), Sensory Set
TnkrTrad) Automation Set, Energy Set, Technological Weapons MSM) Mass Interface | ||||||||
| Guile Spheres | Communication <1>
Oath2) Base -> Monitor Movements, Bleeding Heart -> Candid Disclosure
Srvyr1) Base
Srvyr1) Aerial, Focused Wayfinding (No Pathing) -> Aeronautical Adaptation
T.Trad) Expanded Wayfarer (Wilderness), Expanded Wayfarer (Nautical) JrnmnU1) Stability Exercise JrnmnA2) Expanded Wayfarer (Urban) SchlrU1) Experienced Navigator SchlrKnck2) Wild Wit, Versatile Navigator JrnmnU3) Rudamentary Training JrnmnA4) Layered Acclimation SchlrKnck2) Instrumental Package & Lively Chime
SchlrU3) Expanded Repertoire -> Lyrical Package & Dispiriting Lament Feat) Flowing Theatrics SchlrA4) Expanded Repertoire -> Dance Package & Dynamic Pace SchlrKnck4) Performance Mastery, Guarded Twist, Disruptive Acoustics Srvyr) Base -> Trigonometric Angling
T.Trad) Archaeologist, Dungeon Delver, Explorer, Sky Pilot
Feat) Adept Trader (Merchant) | ||||||||
| Veil List | Complete Veil Lists
Stormbound List
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| Flex Talents | Improv Artist <+2>
Weather (Severe Weather, Wind Lord)
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| Sources | Talent Sources
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| Adventuring Skills | |||||
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| CS | Skill | Total | AB Mod | Ranks | Misc |
| Acrobatics | +8 | (DEX) +0 | +4 | +4 | |
| Bluff | +6 | (CHA) +4 | +NO | +2 | |
| Climb | +5 | (STR) -2 | +4 | +3 | |
| Diplomacy | +6 | (CHA) +4 | +- | +2 | |
| Disable Device* | +7 | (DEX) +0 | +4 | +3 | |
| Disguise | +4 | (CHA) +4 | +0 | +0 | |
| Escape Artist | +0 | (DEX) +0 | +0 | +0 | |
| Fly | +7 | (DEX) +0 | +4 | +3 | |
| Heal | +9 | (WIS) +2 | +4 | +3 | |
| Intimidate | +4 | (CHA) +4 | +0 | +0 | |
| Knowledge: Arcana | +9 | (INT) +2 | +4 | +3 | |
| Knowledge: Dungeoneering | +9 | (INT) +2 | +4 | +3 | |
| Knowledge: Local | +9 | (INT) +2 | +4 | +3 | |
| Knowledge: Nature | +9 | (INT) +2 | +4 | +3 | |
| Knowledge: Planes | +2 | (INT) +2 | +0 | +0 | |
| Knowledge: Religion | +2 | (INT) +2 | +0 | +0 | |
| Perception | +9 | (WIS) +2 | +4 | +3 | |
| Ride | +0 | (DEX) +0 | +0 | +0 | |
| Sense Motive | +11 | (CHA) +4 | +4 | +3 | |
| Spellcraft* | +7 | (INT) +2 | +4 | +1 | |
| Stealth | +0 | (DEX) +0 | +- | +0 | |
| Survival | +10 | (WIS) +2 | +4 | +4 | |
| Swim | +5 | (STR) -2 | +4 | +3 | |
| Use Magic Device* | +10 | (CHA) +4 | +4 | +2 | |
| Background Skills | |||||
| CS | Skill | Total | AB Mod | Ranks | Misc |
| Appraise | +9 | (INT) +2 | +4 | +3 | |
| Craft: Airship | +9 | (INT) +2 | +4 | +3 | |
| Craft: Mechanical | +9 | (INT) +2 | +4 | +3 | |
| Knowledge: Engineering | +9 | (INT) +2 | +4 | +3 | |
| Knowledge: Geography | +10 | (INT) +2 | +4 | +4 | |
| Knowledge: History | +9 | (INT) +2 | +4 | +3 | |
| Knowledge: Nobility | +2 | (INT) +2 | +0 | +0 | |
| Linguistics* | +9 | (INT) +2 | +4 | +3 | |
| Perform: Wind | +16 | (CHA) +4 | +4 | +8 | |
| Perform: V. Sing | +15 | (CHA) +4 | +4 | +7 | |
| Perform: V. Dance | +11 | (CHA) +4 | +4 | +3 | |
| Profession: Merchant | +9 | (WIS) +2 | +4 | +3 | |
| Profession: Sailor | +10 | (WIS) +2 | +4 | +4 | |
| Custom Skills | |||||
| CS | Skill | Total | AB Mod | Ranks | Misc |
| Non-Level Feats | Background) Extra Skill Talent
Gain Vocation (Adept Trader [Merchant])
Gain Divination Sphere
You gain the benefits of a single bardic school of your choice.
You can create (or modify) the following gizmos depending on the packages you possess.
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| Level Feats | 1,3,5,9,11,13,17,19) Journeman Progression
trade a shitton of feats for journeyman Guile Talent progression. 100% worth it.
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| Oath Feats | 2) Advanced Magic Training
Treat any racial Hit Dice not granting spherecasting and your levels in non-spherecasting classes as Low-Casting classes when determining your total caster level, magic skill bonus, and magic skill defense. You gain spell points from casting tradition drawbacks, but otherwise do not add these levels when determining your spell point pool. If you do not possess levels in an actual spherecasting class or racial Hit Dice granting spherecasting, increase your spell point pool to become equal your casting ability modifier (minimum 1).
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| Antihero Feats | 1) Extra Skill Talent
Gain Performance (Flowing Theatrics)
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| Class Feats | Talents: Gunsmithing
If you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
Surveyor: Detailed Charting As a standard action, you may analyze an area or target in that area while also applying your pathing to a location in that area. The targeted area, creature, or object must be within range of both your analyze and pathing abilities.
Whenever you successfully use the analyze Investigation sphere ability, you can begin a theory on the analyzed target as a free action. If the analyze attempt gains a detailed analysis, the theory starts with one notion.
Additionally, you gain a +1 insight bonus to analyze skill checks made against the subject of your theory for every notion the theory possesses. |
| Communication R4 | Build Rapport
When you interact with a creature that is not hostile to you within 30 feet, you can choose to form a rapport with that creature as a standard action, or as a move action if you know one of the creature’s motivations. You cannot form a rapport with a mindless creature. The rapport remains until 24 hours pass, you or the creature chooses to end the rapport as a swift action, or you form another rapport. You can form a rapport with multiple creatures at once if you know a motivation for each of them, up to a number of targets equal to your operative ability modifier.
You can always use gestures to communicate simple concepts to creatures you share a rapport with without using words just as easily as with words, regardless of whether you share a language. Communicating complex information this way requires a successful DC 25 Linguistics check; failing by 5 or more conveys inaccurate information rather than what the creature intended to share. Each creature that shares a rapport with you (including you) automatically succeeds at Bluff (or Linguistics) checks to send secret messages to each other, although they still attempt a skill check to determine if observers understand. They can use their Linguistics modifier in place of their Bluff modifier to pass the secret message at no penalty. You can choose one or two (rapport) talents you have when you form a rapport and apply the effect to creatures sharing your rapport (including you). You can only choose two (rapport) talents to apply at once if one or both of them have the [utility] tag. If you target a creature who already shares a rapport with someone else, you can join the existing rapport without counting against its maximum number of targets, and you can add one of your own (rapport) talents for all members to benefit from. You cannot add a talent the rapport already has. This replaces build rapport’s usual effect.
You can outwit a creature by baring your soul to them (new skill use) with a major motivation or comparable secret that they are unaware of (subject to GM discretion), although the creature receives a Will saving throw to negate the outwit attempt unless the revealed motivation closely aligns with one of their own major motivations. On a successful save, the action or ability used to outwit functions without the additional benefit due to outwitting (as long as it can function, otherwise the action is wasted).
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| Equipment | Firearm Proficiency
You gain proficiency with all firearms (except siege weapons) and the Gunsmithing feat.
You gain proficiency with the boarding axe, boarding gaff, boarding pike, cat-o’-nine-tails, cutlass, Duelist sword, grappling hook, pistol, rapier, and sea-knife. Additionally, you gain a +2 competence bonus to Profession (sailor) checks made to sail a ship. At +10 base attack bonus, this bonus increases to +4.
Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess.
This bonus to AC applies even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the monk or similar abilities. This bonus depends on an intricate awareness of the practitioner's body and balance, and as such is lost when the target is under any shapeshift other than blank form, or is polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Investigation - R4 | Approach: Scrutinize
You may adopt this approach as a swift action, designating either a 10-foot square or a single creature or object that you can see to scrutinize. You gain a +2 insight bonus to Perception and Sense Motive checks attempted against the scrutinized target (or actions taken within the area), increasing by 1 per 5 ranks in the associated skill you possess.
Additionally, if you scrutinize a target for at least 3 consecutive rounds, you also treat any roll of a 4 or lower on such checks as if you had rolled a 5 instead. If you can no longer see the designated target or area, you abandon the approach. Analyze As a swift action, you can analyze a creature, object, or area that you can see within close range, choosing an (analyze) talent and attempting a skill check using any of the talent’s analyze skills against a DC (or opposed check) as listed within the talent. If you succeed, you gain a simple analysis from the target, whereas if you fail, you gain a flawed analysis. A flawed analysis yields similar information to a simple analysis, but fundamentally flawed—it might be inconsistent, mostly false with a hint of truth, or an exaggeration or understatement.
You can instead use analyze as a standard action to attempt to gain more information than a simple analysis. If you exceed the analyze DC by the listed amount, you can spend 1 use of skill leverage or outwit them as a cost to gain a detailed analysis instead of a simple analysis. Once you attempt to use a specific (analyze) talent against a target or subject, you cannot do so again for 30 minutes, although some (analyze) talents may be re-attempted immediately given that the circumstances around the original analysis have changed (such as a creature changing armor when attempting to Determine Defenses). You cannot attempt to retry an analyze attempt against the same topic or detail (just like the Sense Motive skill). The GM may alter a talent’s analyze skill or DC depending on the situation, such as a skill not being applicable or disadvantageous circumstances (such as distance or environment).
You can outwit an opponent by sharing evidence of one of their secrets. Suitable secrets include private motivations and anything they don’t want widely known. You must not have shared evidence of that secret with them before.
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| Navigation - R4 | Acclimate
By spending 10 minutes, you acclimate yourself and a number of allies or vehicles up to the ranks you possess in a package’s associated skill of your choice (chosen when using this ability) + your operative ability modifier. You grant the benefits of up to two acclimations you know to them. If you grant two acclimations to a target (or more, by using the Layered Acclimation talent), at least one of these acclimations must always be from a [utility] (acclimation) talent. You may apply different acclimations to different targets. The benefits of acclimation last for 24 hours or until you change them.
As a standard action, you may change an acclimation affecting a touched creature to a different acclimation you could apply.
You can take 10 on Knowledge (geography) checks and with any other Navigation associated skill you have even when in danger.
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| Performance - R4 | Dance
As a move action, you can move up to your speed to begin a dance, gaining the benefits of a single (dance) talent you possess and a 2nd if you move at least half your speed. Allies within 10 feet + 5 feet per 5 ranks in this package’s associated Perform skill of you may either spend a move action and move up to half their speed, or take a 5-foot step, to gain the benefits of your dance until the start of their next turn. For every 10 minutes that a dance is maintained, you become fatigued; you cannot begin a dance while exhausted.
Allies within the joining radius may, as an immediate action, move up to 5 feet, and join the dance. If the ally moves in response to an attack or an effect that allows a Reflex saving throw, it resolves before they leave their current space but the ally gets a +1 dodge bonus to AC against the attack or save. The movement provokes attacks of opportunity from anyone other than an attacker being avoided this way. For every 6 ranks you have in the (dance) package’s associated skill, the dodge bonus increases by 1. Creatures benefiting from your dance (including yourself) are called dancers. You must maintain the dance each round by moving up to half your speed (minimum 10 feet), usually as part of any action spent to move, or it ends at the end of your turn. As part of maintaining the dance, you may change the (dance) or (intrumental) talent used. Movement made as part of a dance still provokes attacks of opportunity.
As a standard action, you can play an instrument to create a 30-foot radius area centered on you that moves as you do, applying a single (instrumental) talent to the area. An instrumental must be maintained each turn as a move action or a swift action, which does not provoke attacks of opportunity. As part of the action to maintain an instrumental, you can change the (instrumental) talent used. For every 10 minutes that an instrumental is maintained, you become fatigued; you cannot begin an instrumental while exhausted.
Unwilling creatures may attempt a Will saving throw (unless otherwise specified) at the start of each turn they remain within the area (or if they move within the area) to ignore the instrumental’s effects for 1 round; a creature can only attempt a saving throw in this way once per round. Instrumentals are mind-affecting, emotion, and auditory effects. An Instrumental can be performed using both hands, and either can provide the benefit of two (instrumental) talents or increase the effective rank for the (instrumental) talent used by 5 ranks.
As a standard action, you may inspire or discourage a single creature within close range with a lyric that lasts for 1 minute (Will negates if unwilling). As a full-round action, you can instead target 1 creature with an inspiring lyric and another with a discouraging lyric; both lyrics are expended when either lyric is expended. A lyric grants a constant effect, which can be expended as a free action, which can be taken out of turn, (unless otherwise stated) by the creature affected by the lyric, for a stronger short-term effect, after which the effect ends. When expended, the lyric’s initial effects persist until the end of the target’s turn (or action if used as an immediate action). A creature can only benefit from a single lyric at one time; if a creature uses a lyric on a creature currently under the effects of another lyric, the previous effect ends.
All lyrics are mind-affecting, emotion, language-dependent effects that rely on auditory components (unless using Perform (comedy), which can instead use visual components, chosen when using the lyric), and do not provoke attacks of opportunity. Additionally, you may use a lyric as a swift action. If you do so, the lyric only lasts until the end of your next turn; if it is an inspiring lyric, it cannot be expended.
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| Study - R4 | Plan: Prescient Study
You are able to predict what research might be useful to you. This typically involves refreshing your memory at a library rather than actually performing research; this research is assumed to have been done at some point in the past or during a sleepless night during downtime. When you reveal this plan (by, for example, consulting a cryptic note) as a full-round action, you may take 10 on a Knowledge or Lore check even in combat or while distracted.
If you have at least 5 ranks in the associated skill and spend 1 use of skill leverage, you may treat the result as if you had rolled 20 on the die. If your campaign uses research rules (see Chapter 3 of Pathfinder Roleplaying Game: Ultimate Intrigue), instead choose a library you have been to and make a research check as if you had spent 8 hours researching there. You gain any information this research would reveal to you. Once you reveal a research check as a plan, you cannot reveal it again until you spend at least 8 hours with unrestricted access to a suitable library. Knowledgeable You can attempt untrained Knowledge skill checks as if you were trained.
As an immediate action, you can begin a theory on a creature, object, or area that you have successfully recalled information about, choosing a single (theory) talent to apply to the subject of your theory. A theory applies to all instances of the subject; if you begin a theory on a dire wolf, it applies to all dire wolves, but not other wolf-like animals. Creatures that vary exclusively by size (such as an earth elemental) or subtype (such as an orc and human bandit that share the same number of Hit Dice) are treated as the same ‘instance’ of a subject.
While you have an active theory, you can expand it by gaining notions. Each theory can gain notions in unique ways, with a specific action granting one notion to the theory when it is observed. A specific action can only grant one notion once per round (unless specified otherwise). A theory can have a maximum number of notions equal to twice your operative ability modifier (minimum 1), with any notions beyond this maximum being wasted. You can use these notions on any breakthrough listed within the theory; usually improving the base ability granted by the theory or granting you new actions to use. You can only have one theory active at one time; if you attempt to theorize a second time while you have an active theory, you must choose which theory to maintain. A theory lasts until you change to a different subject, and remains indefinitely (so long as your memories remain intact). When a theory ends, it loses all notions. You can always outwit the subject of your theory by spending 3 notions, generally by divulging something you have theorized about them.
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| Vocation | Trades: Archaeologist
You gain Appraise, Knowledge (history), Spellcraft, and Use Magic Device as class skills. When attempting a Spellcraft check to identify the properties of a magic item, you may attempt as many checks as you wish per day rather than just one (which allows you to take 20 on such checks).
You gain Acrobatics, Disable Device, Knowledge (dungeoneering), and Use Magic Device as class skills. You are only considered to have failed by 5 or more on any of these skill checks if you fail by 7 or more.
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.
You gain Acrobatics, Fly, Knowledge (geography), and Survival as class skills. You treat yourself and any vehicle you are piloting as one size larger for the purpose of being checked or blown away by wind.
Adept Trader (Merchant) You treat settlements as being 1 size larger for the purposes of determining available magic items, as well as increasing their base value and purchase limit by 30%. Also, whenever you purchase an item that costs 250 gp or less, you can buy it at 90% of the market price. At 4 ranks in Profession (merchant), this increases to 500 gp; this gp limit is multiplied by four for every 4 ranks thereafter (2,000 gp at 8 ranks, 8,000 gp at 12 ranks, and so on).
Gain Skill Leverage with Profession (Merchant) and gain an amount of ranks equal to your HD. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Tinker - Rank 4 | Tradition: CSC Tradition
our gizmos and mechanoids can be activated, used, or piloted by a transmitter, so long as the gizmo or mechanoid is within the transmitter’s signal range. Activating a gizmo or mechanoid is separate from remotely controlling it. You could activate a gadget at range and then spend the necessary actions to use its gizmo abilities (such as turning on an Emergency Set fire extinguisher and having it spray mist or foam, but the fire extinguisher could not be oriented without outside help; if the gizmo would make an attack roll, the user suffers 50% miss chance if they cannot see the attacked target, but a means of remote viewing is sufficient).
As a full-round action, you may issue a command to any number of AI you crafted. You may issue a different task to each AI. If the AI is intelligent and does not require tasks known to take actions (such as any AI with an Intelligence of 3 or more), that AI instead receives a +1d4 + 1 per 5 gizmo level insight bonus on one d20 roll made before the end of its next turn.
In addition, you may expend martial focus to issue a command to an AI (or multiple, if using the full-round action granted by this talent) one step faster (full-round action > standard > move > swift). Gizmos:Basic Gizmos: BatteryA battery is a gizmo that is used to power other gizmos. The nature of the battery can vary: from a liquid storing an electrical charge, a prepared pre-wound coil for clockwork, or something even more exotic. Batteries are always considered activated and cannot be deactivated.
Batteries can be attached to another gizmo in your possession as a swift action. Attaching a battery to a gizmo is treated as reloading a ranged weapon (provoking attacks of opportunity as normal) and may have the action required to attach a battery reduced by the Rapid Reload feat (selecting the Tinker sphere as the chosen weapon), the Equipment sphere Expert Reloading talent, and similar abilities (reducing the action required to attach a battery from a swift action to a free action). Multiple batteries can be attached to a single gizmo. A battery that is already attached to a gizmo may be removed or re-attached to a different gizmo with the same action. When a battery is depleted by a gizmo to activate its battery use ability (or other battery-depleting effect), the battery cannot be used to power another gizmo until restored (generally by maintaining your gizmos). If a battery is abandoned or removed from a gizmo it is powering, any battery-related effects immediately end. You learn how to craft a blaster gizmo. A blaster gizmo is a weapon whose effects are determined by selecting one blaster damage type and one blaster shape when crafting a blaster; a blaster’s statistics are not modified by the gizmo’s size (or size changes). Unless otherwise stated, using a blaster is a standard action. You learn all of the blaster damage types and blaster shapes on gaining this talent.
This gizmo may be used to record pictures or videos and can display them back to the user. A camera gizmo can store up to 100 pictures or 1 hour of video before its storage is full. Information stored on a camera gizmo may be transferred as though it were a routine (usually to a storage routine).
This gizmo may record sound and can play back recorded sound to the user. A microphone gizmo can store up to 10 hours of audio recordings before its storage is full. Information stored on a microphone gizmo may be transferred as though it were a routine (usually to a storage routine).
A music player is an advanced gizmo that functions as a microphone gizmo, except it can store Performance sphere abilities that rely on auditory components (such as instrumentals and lyrics), although due to its high fidelity and complex nature, only 1 Performance sphere ability may be stored on a music player at one time, +1 per 4 gizmo levels. The effective ranks of the Performance sphere ability uses the performer’s associated skill ranks or the music player’s gizmo level, whichever is less.
This gizmo can play back, project, and/or transmit data stored on other sensory gizmos to a “non-technological display” (such as using a mirror to play images from a camera, or projecting video onto fog or a brick wall, playing sounds through a rock). The playback system must be in physical contact with the non-technological display and may only play back a single piece of data at a time. Data projected this way may be identified as a projection (and not real) with a Perception check against the gizmo’s gizmo DC (performed as a move action) or by directly interacting with the projection (such as making physical contact).
For images and videos: Images or videos are played back as 2-dimensional. When playing back an image or video, a playback system can project up to a size-Small image or video onto a non-technological display, +1 size category per 3 gizmo levels. A playback system may be crafted as a transmitter and may project data onto a non-technological surface within its signal range.
This gizmo is a container for battery gizmo storage while also allowing stored batteries to be used more easily. A power pack consists of a section to attach batteries and a series of cables that can be attached to other gizmos.
The user can don/remove a power pack as a standard action, and can attach/detach the cables to other gizmos in their possession as a free action, even outside of their turn. This connection is very weak however, and if the gizmo ever leaves the user's possession, the power pack’s cables automatically detach. A gizmo attached to the power pack with one of its cables treats batteries attached to the power pack as if they were attached. This does not allow a single battery to be used by multiple gizmos. If a gizmo is detached while depleting a battery stored in the power pack, the gizmo’s effects end and the battery is depleted.
This gizmo may record scents and can emit the scent to the user. A scent recorder gizmo can store up to 10 minutes of scent recordings before its storage is full. Information stored on a scent recorder gizmo may be transferred as though it were a routine (usually to a storage routine).
Accommodations: Automated Control A gizmo granted this accommodation gains innate automators that allow the gizmo to be oriented and aimed by the user when using the Mass Interface remote control ability (or other means of using a gizmo remotely this allows a gizmo to be oriented, aimed, and used normally despite the gizmo normally lacking independent movement (such as a fire extinguisher being able to swivel and point the correct direction before use).
As an accommodation, you may craft a gizmo with a communicator transmitter. A gizmo built with this accommodation may be used as a swift action to send a text-based message of up to 25 words to one or more active gizmos within signal range. The user must be aware of the gizmos they are sending a message to (a gizmo outside of signal range does not receive the message).
As an accommodation, you may craft a gizmo with a display and input mechanisms (such as buttons, a keyboard, dials, voice commands, etc.). A display allows a gizmo’s user to view information stored inside it (such as information created by a storage routine), as well as perform simple mathematics. An input mechanism generally allows manual data entry of 50 words per minute.
As an accommodation, you may craft a gizmo with up to one of each sensory gizmo as an innate gizmo. Sensory gizmos may now be used simultaneously (such as a camera and microphone recording sound and images to create a video with sound). In addition, information recorded by a sensory gizmo can be immediately stored into an installed storage routine rather than onto the recording gizmo.
A detector with this accommodation may store information it senses as a log (treating each sensed piece of information as 1 page of text) directly into an installed storage routine. The detector may be adjusted to store anything it senses immediately or require manually storing information (as a free action by the user after the detector senses something), and may also be adjusted to store other specific information (such as images or sound from a camera or microphone) as part of creating a log. A gizmo with an innate microphone (such as one granted by the multimedia accommodation) may be activated or used by issuing a verbal command (similar to casting a spell verbal commands are a chosen keyword or phrase (i.e. “Computer, activate and chart a course”) and must be spoken in a strong, clear voice. Issuing a voice command requires the same action to activate or use a gizmo normally; voice commands may also be used to activate a gizmo at range (normally close range, although shouting or acoustic environments may increase this subject to GM discretion). When issuing verbal commands this way, only a single gizmo may be activated or used (even if multiple would have the same verbal command).
You may choose to have verbal commands only be usable by a chosen creature (or creatures, designated when crafting) to avoid unwanted creatures activating the gizmo. Augmentations: Augmentor An augmentor is assigned to one physical ability score (Strength, Dexterity, Constitution). The augmentor grants the user a +2 competence bonus to ability checks and skill checks based on the assigned ability score (i.e. a Dexterity-based skill or ability check). This bonus increases by +1 every 4 gizmo levels.
A personal turret can be mounted onto a creature’s body, and is always considered to be calibrated. The turret must be 1 size smaller (or smaller) than the user and moves with the user. Unlike a normal turret, a personal turret is not a project and instead counts against the crafter’s gizmo limit.
A vocal magnifier increases the volume of the user’s voice to that of a creature one size category larger than them, as well as extending the range of their lyrics and Charisma-based skill uses by 50% (such as the range to demoralize a creature using Intimidate).
Detector: Mechanical Sensor This detector senses mechanical items and gives information about their effects. Determine the detected objects’s signature strength:
Modifications (accessed via other gizmos only): Sense Amplifier This modification is attached to any “sensory assisting device” (such as a normal pair of glasses or spyglass, a hearing aid or eavesdropping device, or an equivalent sensory gizmo, such as a camera or microphone). The attached object grants a +2, +1 per 4 gizmo levels circumstance bonus on Perception checks using the appropriate sense (i.e. visual for a seeing-based sensory assisting device, hearing, and so on). Whenever the user attempts a Perception check while using the attached object, the user may choose to make themselves flat-footed until the start of their next turn to improve the distance at which Perception check DCs increase by +1 every 20 feet, +10 feet per 2 gizmo levels (up from +1 per 10 feet).
Prosthetics: Limb Prosthetic This prosthetic grants the full utility of the equivalent limb. You can craft an arm or leg prosthetic. A leg or arm prosthetic may be crafted as a single prosthetic or matching pair.
You can craft prosthetics for any of the 5 senses (sight, eyes; hearing, ears; smell, nose; taste, tongue; touch, haptic feedback “skin” or similar).
Routines: Collateral Exemption Protocol A gizmo with this routine installed may always choose to leave buildings, structures, and other objects undamaged or unaffected by their effects. In addition, when the gizmo would affect an area, the gizmo may exclude up to a number of creatures equal to 1 + the gizmo’s practitioner modifier.
This routine stores information. A storage routine can retain a combination of either: 10,000 pages (with an average of 250 words per page) of text, 1,000 images, 100 hours of sound, or 1 hour of video, with each unit being equivalent in storage space. A storage routine’s capacity increases by an additional unit (10,000 pages, 1,000 images, etc.) per gizmo level. This information can be a mixture of different media types, previously stored data may be deleted to accommodate new data, and data may be copied, altered, or spliced with a successful Linguistics check (as though creating a virtual forgery). This routine does not need to be activated to be used, and cannot be used to store spells (or other forms of magical writing).
Transmitters: Active Gizmo: (Limit 7+2rank=15)AI: (Limit 1; Max 4 GL)Mechanoid: (Limit 0 Gizmo Levels; Max 4 GL/Mech)ProjectsAutomatorAn automator is a gizmo that can perform simple, basic functions, primarily interacting, using, or manipulating other gizmos or objects. An automator requires 5 gp of project material per gizmo level. The exact shape of an automator is determined when crafting, possessing up to 2 simple “limbs'' whose shape can perform a specific, chosen task (such as an arm or pulley specifically to open a door, a drill to secure screws, a digit to press a button, and so on; this may include activating or deactivating a gizmo). An automator possesses a Strength score of 8 + 1 per 2 gizmo levels. Attaching or removing an automator from the object its “station” requires 1 minute of work (next to the door it is meant to open, on the factory line its meant to work on, etc.). An automator is used as a swift action and performs its chosen action until completed.
Automators cannot perform an action that requires an attack roll.
Energy cables allow for long distance transfers of energy. Every 10 feet of energy cable requires 1 gp of project material; longer cables may be constructed by paying the appropriate cost (such as 5 gp of project material for a single 50-foot cable). An energy cable can be attached or detached to an unattended gizmo within the user’s reach as a swift action. An energy cable can be connected to other energy cables, and connecting gizmos to an energy cable does not need to be done at the cable’s end points (such as attaching a gizmo to a midpoint of the energy cable).
Gizmos attached to the ends of the energy cable cannot move further than the energy cable’s total length and the energy cable must be able to occupy all the spaces it passes through (such as bending around corners, threaded through holes, etc.). If two gizmos connected by an energy cable would be moved further apart from each other than the energy cable’s length, they must first be disconnected from the cable or the energy cable must be broken. Any gizmo attached to an energy cable treats any batteries attached to the energy cable as being attached to them and can use those batteries to power their functions (similar to a power pack).
This gizmo creates batteries. Each power plant requires an engineering kit as an additional component, which cannot be removed without first disassembling the power plant.
A power plant crafts batteries at a set rate, has a maximum number of batteries they can craft in a 24-hour period, and a maximum number of batteries they can have crafted at any given time. Batteries generated by a power plant do not count towards your gizmo limit. Power plants will naturally stop crafting batteries once they reach their daily limit (or maximum crafted). Alternatively, a power plant may be activated to recharge depleted batteries. The user may place a number of batteries equal to 5 times the power plant’s speed, recharging the batteries in 1 minute (as opposed to the 15 normally required to craft or maintain batteries). Recharging batteries counts against the power plant’s craft limit for that day.
Limit: This is the power plant's limit for how many batteries it can produce in a 24 hour period. This limit increases by the listed rate for every 5 gizmo levels the power plant possesses. Maximum: This is the power plant’s limit for how many batteries it can maintain independently. Ranks: This is the minimum number of ranks you must possess before you can craft a power plant of that size. In addition, the power plant itself must be constructed with a minimum gizmo level equal to this rank in order to be functional. Cost: This is the power plant's project material cost in gp per gizmo level. Power plants deactivate if made smaller than their original size (such as by a size altering effect) and cannot be activated until returned to their normal size. This includes any power plants made as innate gizmos for mechanoids. You may only maintain one power plant at a given time. A turret is a simple, automated ranged weapon that is able to fire and reload itself. A turret’s project cost is based on its size, along with its damage and other statistics; the maximum turret size you can craft is determined by your ranks in the associated skill.
A turret must be mounted on a flat surface (including walls of ceilings) before being activated, and is calibrated to its location upon activation. If the turret is forcibly moved or would become prone, it must be re-calibrated as a swift action before it can be fired again. A turret mounted to a sufficiently large surface (such as the deck of a ship) does not count as “moving” because the greater surface is moving, but would consider a small wagon as “moving”. A calibrated turret is piloted as a standard action, and may make a single standard action attack each round (including attack actions). Turrets are treated as having unlimited ammunition, and automatically reload themselves. Any creature piloting a turret is proficient with the turret, and does not suffer penalties for piloting a turret larger or smaller than themselves. The turret may benefit from its pilot’s abilities, feats, and talents (not the pilot’s modifiers).
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| Traits | Equipment) Sky Dancer
You begin play with a personal skyrider, which has bonus hit points equal to twice your ranks in Craft (airship). You can repair this vehicle by spending 4 hours and attempting a Craft (airship) check, restoring a number of hit points equal to the result. If it is destroyed, you may replace it by spending 20 gp and 8 hours. Any other creature attempting to pilot this craft takes a -8 penalty to their Fly check. You may also accelerate, decelerate, or turn a skyrider as a move action.
Choose a sphere. You gain a +2 trait bonus to your caster level with that sphere. This bonus cannot cause your caster level to exceed your Hit Dice.
you treat your associated ranks as being 1 higher for determining the effect of the Weatherproofing acclimation benefits.
You may add your Charisma modifier instead of your Wisdom modifier when determining your Sense Motive bonus.
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| Drawbacks | Drawback) Dependent
You are dependent upon the acceptance of others. Whenever you fail a Diplomacy check, you become shaken for 1 hour.
-2 hp/lvl lol hahahahahahaha!
You suffer a -2 penalty on all Spellcraft checks and Use Magic Device checks. You cannot take 10 on Spellcraft checks.
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| Oaths | Oath of Candor (+1op)
Oath: Your words will betray no falsehood. You are not allowed to deliberately speak any lies, including bluffing, stating half-truths or concealed truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm, you can remain silent.
Defiance Penalty: Your broken Oath visits its wrath upon you by muddling truth and lie, causing you to take a penalty on all Charisma-based, Intelligence-based, and Wisdom-based rolls as well magic skill checks and saving throws equal to half your character level (minimum 1). Atonement: Atonement for breaking your Oath requires you to attempt to correct any falsehoods that your words might have spread. Alternatively, you may donate your wealth to some cause as an offering and assurance that you will not again go against your word. The total value of donated materials must be worth at least 100 gp x your character level squared. Oath: You have sworn to uphold your good name and maintain an air of dignity in your actions. You must select a code of honor and maintain an honor score (see Ultimate Campaign) of at least 3 x your character level at all times. When you first swear this Oath or when you level up, your honor score is increased to 3 x your character level if it is lower.
Defiance Penalty: Your dishonorable actions weigh physically on you. You are constantly considered sickened, and this effect ignores any immunity to the sickened condition you may possess. Atonement: You must see your honor restored in the face of your community, and must reach an honor score of at least 4 x your character level. Tenants
Halve my money HAHAHAHAHAHAHA! Sending it back to her adoptive family.
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| Oath Boons | Bonus Feats (-4op)
2nd, 6th, 10th, 14th, and 18th levels
1 talent at 2nd, 6th, 10th, 14th, and 18th levels
If you spend at least one Oath point on this Oath boon, you treat all skills as class skills. For every Oath point you spend on this Oath boon, you gain a number of skill ranks equal to your character level.
For every Oath point you spend on this Oath boon, select one skill. You gain a competence bonus on all checks made with that skill equal to 2 + 1/2 your character level.
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| Racial Traits | FCB
+2 Wisdom, +2 Charisma, –2 Constitution
Darkvision 60'
Changelings gain the following supernatural ability: A member of this race can assume the appearance of a single form of a single humanoid race of its size. The form is static and cannot be changed each time it takes this form. The creature gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores.
Changelings who are the children of dreamthief hags often manifest powers related to dreams. They gain the Dreamspace feat as a bonus feat at 1st level even if they do not meet the prerequisites. This replaces the claws and natural armor racial traits.
Changelings gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.
Changelings gain a +2 racial bonus to perception checks to see through disguises
The changeling is treated as two size categories larger for the purpose of resolving wind effects.
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| ARMOUR | ||||||
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| Name | ACB | Type | Check Penality | Spell Failure | Weight | Properties |
| Unarmored Training | +4 | unarmored | - | - | - | - |
| Encumbrance | vDynmyra's Carry Capacity
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| Magic Items | vDynmyra's Magic Item Slots
vDynmyra's Other Magic Items
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| Mundane Items | vDynmyra's Mundane Items
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| L. Bard | Arcane Insight
At 2nd level, the legendary bard can find and disable magical traps, like a rogue's trapfinding ability. In addition, they gain a +4 bonus on saving throws made against illusions and a +4 bonus on caster level checks and saving throws to see through disguises and protections against divination (such as misdirection, and nondetection).
At 2nd level, the improv artist can take a move action to grant themself the benefits of one combat or magic talent they don't possess. This effect lasts for 1 minute. The legendary bard must possess the talent's base sphere and meet any prerequisites for the talent, if it has prerequisites. The improv artist gains an additional use of this ability at 5th level, and every 3 levels thereafter. The legendary bard can use this ability again before its duration expires in order to replace their talent with another choice.
a legendary bard becomes well known in a specific community in which they gain the benefits of renown. They gain the renown vigilante social talent, treating their legendary bard level as their vigilante level for this ability. This community can be an entire settlement or portions of a settlement (such as a particular district or neighborhood), depending on the population as allowed by the renown social talent. For the purposes of this class feature, the legendary bard does not have a vigilante identity and is always considered to be in their social identity. At 8th level, the legendary bard gains the great renown vigilante talent. At 14th level, the legendary bard gains the incredible renown vigilante talent. At 20th level, the legendary bard can gain renown in a single community of up to 100,000 people (metropolis) or up to two larger cities of no more than 25,000 individuals each (large city).
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| Scholar | Careful Packer
The scholar knows that being prepared for any eventuality with a variety of useful tools is essential to success. Starting at 1st level, her talents for organization allow her to treat the storage space of any backpack, pouch, or similar container as though it were twice its normal size, and she uses her Intelligence score in place of her Strength score when determining her carrying capacity.
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| Mythic Gifted |
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The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
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