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vDynmyra Conglostera eT vRan'Syl in Pathfinder 1e

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
Player
- -
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
7 -2 N/A -2
Dex
Dexterity
10 +0 N/A +0
Con
Constitution
10 +0 N/A +0
Int
Intelligence
14 +2 N/A +2
Wis
Wisdom
14 +2 N/A +2
Cha
Charisma
19 +4 N/A +4
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
24
0
0
Initiative
Dex
Modifier
+0
+0
+0
BAB
+3
ARMOUR CLASS
Total AC
Armour
Shield
Dex
14
+4
+0
+0
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
10
Flat Footed
14
Flat Footed + Touch
10
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
Saving Throw Notes

+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
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
-
-
-
-
-
Languages

Common, Dwarven, Aklo, Elven
Linguistics: Draconic, Infernal, Celestial, Necril

Spell List

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
Rallying Performance
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
Pageant of the Peacock
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.
Bardic Inspirations BL4Courage
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.
Competence
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.
Divination CL3Divine
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.
  • Divine Magic Aura: When you gain the Divination sphere, you gain the ability to divine for magical auras, learning their strength and location. You do not know the exact caster level of an item or spell, but you may sense the aura’s general strength according to the chart below. To determine the spell school or sphere of the effect, you must succeed at a Knowledge (arcana) check with a DC equal to 15 + 1/2 the caster level.
    Caster LevelAura StrengthLingering Duration (1d6)
    1-5Faintrounds
    6-11Moderateminutes
    12-20Strong10 minutes
    21+Overwhelmingdays
    A magical aura lingers after its original source dissipates (in the case of spells and sphere effects) or is destroyed (in the case of a magic item). In such a case, divining reveals an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power

    When using Spellcraft to identify the properties of a magic item or ongoing effect, you may use divine in place of the detect magic spell. Outsiders and elementals are not magical in and of themselves, but if they are summoned, the conjuration effect registers.
  • Divine Weather: You may divine the weather at your location for the next 24 hours, providing you with advance warning of storms, tornadoes, and so on. This reveals only the weather that would arise naturally and does not take into account any magical occurrences that might change the weather.
Sense
As a standard action, you may grant yourself paranormal senses for 1 hour/caster level.
  • Read Magic: You may spend a spell point to gain a sense that allows you to decipher all magical writings, such as those found in books, scrolls, on weapons, or in other places intelligible to you. This does not invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once you have read a magical inscription through this ability, you are thereafter able to read that particular writing even without this sense. You can read at the rate of one page (250 words) per minute. You can identify glyphs, runes, and symbol spells with a Spellcraft check (DC 10 + 1/2 caster level).
Weather CL4Control 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.
  • Severe Weather: When you control weather, you may spend an extra spell point to raise the severity you can create or alter with your control weather by 1 level, to a maximum of severity level 7.
  • Wind Lord: When using control weather to create or alter wind, increase the highest severity level you may create or alter by 1. In addition, when you use your control weather to affect wind, you may also turn that wind up to 90 degrees in any direction. This can change the general direction of a tornado (provided you can affect winds of that severity) although detailed control is not possible.

    Not only can you control the wind’s direction, but you may also create complicated patterns. You may create an “eye” of calm air up to 80 feet in diameter at the center of the area if you so desire and may choose any of the following patterns for the wind:
    • You may create a downdraft that blows from the center outward in equal strength in all directions.
    • You may create an updraft that blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.
    • You may create a rotation that causes the winds to circle the center in a clockwise or counterclockwise fashion.
Wind
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.
  1. Light Wind: A gentle breeze, having little or no game effect.
  2. Moderate Wind: A steady wind with a 50% chance of extinguishing small, unprotected flames, such as candles.
  3. Strong Wind: Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a –2 penalty on ranged attack rolls and on Perception checks.
  4. Severe Wind: In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly and have a 50% chance of extinguishing these lights. Ranged weapon attacks and Perception checks are at a –4 penalty.
  5. Windstorm: Powerful enough to bring down branches if not whole trees, windstorms automatically extinguish unprotected flames and have a 75% chance of blowing out protected flames, such as those of lanterns. Ranged weapon attacks are impossible, and even siege weapons have a –4 penalty on attack rolls. Perception checks that rely on sound are at a –8 penalty due to the howling of the wind.
  6. Hurricane-Force Wind: All flames are extinguished. Ranged attacks are impossible (except with siege weapons, which have a –8 penalty on attack rolls). Perception checks based on sound are impossible: all characters can hear is the roaring of the wind. Hurricane-force winds often fell trees.
  7. Tornado: All flames are extinguished. All ranged attacks are impossible (even with siege weapons), as are sound-based Perception checks. While natural winds of severity level 7 can result in a tornado, magically-altered winds of severity level 7 affects too small of an area to create this phenomenon. (Instead of being blown away [see Table: Wind], characters in close proximity to a tornado who fail their Fortitude saves are sucked toward the tornado. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage might apply). While a tornado’s rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph [roughly 250 feet per round]. A tornado uproots trees, destroys buildings, and causes similar forms of major destruction.)
SeverityWind SpeedRange Attack/Seige WeaponChecked SizeBown Away SizeFly/Pilot Pen
1 (light)0-10 mph-/----
2 (Moderate)11-20 mph-/----
3 (Strong)21-30 mph-2/-Tiny--2
4 (Severe)31-50 mph-4/-SmallTiny-4
5 (Windstorm)51-74 mphImpossible/-4MediumSmall-8
6 (Hurricane)75-174 mphImpossible/-8LargeMedium-12
7 (Tornado)175-300 mphImpossibleHugeLarge-16
Veilweaving CL 3Caps
  • Maximum Veils Shaped: 2[sphere]
  • Essence Capacity: 2
  • Max Essence Converted: 4
Veilweaving - VL4
Hands
Feet
Head
Wrists
StormThe Tempest (2 Essence)
The area of the storm is filled with a gentle 5 mph wind. You can change the direction the wind blows as a free action once per turn. The chosen direction cannot be up or down. The storm can be commanded to surge with the wind, allowing you to perform a bull rush maneuver against any creature within your storm’s area as a standard action that does not provoke an attack of opportunity. Your CMB for this maneuver is your veilweaving level plus your veilweaving modifier. The target of this bull rush is pushed in the direction that the wind is blowing, rather than away from you. This bull rush does not provoke an attack of opportunity

While this veil is used underwater, this veil instead causes a current of water that functions as per this veil’s ability to alter the wind. In this case, the normal penalties to Fly checks based on the wind’s speed instead apply to Swim checks. Swimming creatures are treated as flying for the purposes of being blown away.
  • Essence: For each point of essence invested in this veil the wind’s speed increases by 5 mph, and you gain a +2 insight bonus to CMB when using this veil. High wind speeds apply penalties within the storm, as normal for wind, however, you do not suffer the penalties to skill checks imposed by this wind, nor are you at risk for being checked or blown away. High wind speeds impose a number of penalties, as presented on Table: Wind Speed and Penalties.
  • Chakra Bind (Storm): Binding this veil to your Storm chakra grants you fine control over the winds that surge around you, allowing you to manipulate objects and creatures. This functions as the telekinesis spell, save that its maximum range is your storm’s area, and its caster level is equal to your veilweaver level. If the telekinesis spell references your Intelligence or Charisma modifier, you may use your veilweaving modifier instead. You may use this ability a number of times per day equal to 1 + your veilweaving modifier.
Essence135791535
Wind Severity1234567
Shoulders
HeadbandVoltaic Circlet (2 Essence)
Whenever you deal electricity damage, the electricity damage dealt increases by +1. Additionally, electricity damage you deal ignores up to 5 points of the target's electricity resistance. An attack or ability's damage roll only gains this bonus to damage rolls once, even if the attack or ability deals electricity damage from multiple sources.
  • Essence: For each point of essence invested in this veil, the increase to electricity damage increases by +1 and the amount of electricity resistance your damage ignores increases by 5.
Neck
Belt
Chest
Body
Other Receptacles

Spellcasting Notes

Casting Tradition
Center of Power, Skilled Casting (Perform (Wind) DC 15+CL), Somatic x2, Verbal Casting
Spell Points
3{level}+4{cha}+6{tradition}=13
Proficiencies
  • all simple weapons, light armor, and bucklers
  • all firearms (except siege weapons)
  • boarding axe, boarding gaff, boarding pike, cat-o’-nine-tails, cutlass, Duelist sword, grappling hook, rapier, and sea-knife
Skill Leverages
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
  • Power Spheres CL3
    • Weather CL4
  • Might Spheres BAB3
    • Tinker R4
  • Guile Spheres
    • Investigation R4
    • Navigation R4
    • Performance R4
    • Study R4
  • Veilweaving VL4
Power SpheresDivination <1>
Feat) Base
Veilweaving <2>
C.Trad) Base
L.Brd2) Stormbound Tradition
L.Brd4) Shape Veil
Weather <1>
C.Trad) Base
Might SpheresEquipment <3>
M.Trad) Firearm Proficiency, Pirate Training, Unarmored Training
Tinker <7>
M.Trad) Transmission Package, Expanded Tinkering (Computation, Modification), Sensory Set
TnkrTrad) Automation Set, Energy Set, Technological Weapons
MSM) Mass Interface
Guile SpheresCommunication <1>
Oath2) Base -> Monitor Movements, Bleeding Heart -> Candid Disclosure
Investigation <1>
Srvyr1) Base
Navigation <10>
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
Performance <7>
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
Study <1>
Srvyr) Base -> Trigonometric Angling
Vocation <5>
T.Trad) Archaeologist, Dungeon Delver, Explorer, Sky Pilot
Feat) Adept Trader (Merchant)
Veil ListComplete Veil Lists
Stormbound List
Flex TalentsImprov Artist <+2>
Weather (Severe Weather, Wind Lord)
SourcesTalent Sources
Power (4)Might (9)
  • Casting Tradition) 2 talents
  • Bard Blended Training) 1 talent
  • Extra Magic Talent) 1 talent
  • Martial Tradition) 6 talents
  • Tinker Tradition) 3 talents
Guile (21)Flex (+2)
  • Trade Tradition) 2 talents & 4 trade talents
  • Surveyor Fixed Talents) 3 talents
  • Scholar Blended Utility Talents) 2 talents
  • Scholar Blended Any Talents) 1 talent
  • Scholar Knack 2 & 4) 6 talents
  • Feats for Journeyman Utility) 2 talents
  • Feats for Journeyman Any) 2 talents
  • Extra Skill Talent) 2 talents
  • Oath) 1 talent
  • Improv Artist) +2 talents (P/M)

Adventuring Skills
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

* only usable when trained (rank 1 and higher)
Skill Notes
Alternate Skill Uses: Versatile Performances
  • Perform Sing: replace Bluff & Diplomacy checks.
  • Perform Dance: Acrobatics & Stealth
Pageant of the Peacock
Bluff -> Perform Sing: replace any Int skill check or int check.

Background (Merchantile Sailor)
Skills: Perform (Wind), Profession (Sailor Feat: Extra Skill Talent (Vocation {Adept Trader})
Through years of operating sailing vessels through her weather magic, vDynmyra has become a decently successful merchant, with connections in most major trade hubs.
Skill Points
8{Scholar}+2{int}+2{background}+1{oath}=13/lvl=52
Associated Ranks
Body Control (5): Heal
Communication (5): Linguistics
Investigation (5): Sense Motive
Navigation (20+): Acrobatics, Fly, Knowledge (Geography), Profession (Sailor), Survival, Swim
Performance (10): Perform (Sing), Perform (Wind)
Study (5): Knowledge (Local)
Tinker (20+): Craft (Mechanical)
Vocation (HD): Profession (Merchant)
Skill Ranks
Class Levels: Appraise 4, Climb 4, Craft (Airship)-{background} 4, Disable Device 4, Heal 4, Knowledge (Arcana) 4, Knowledge (Dungeoneering) 4, Knowledge (Engineering) 4, Knowledge (History)-{background} 4, Knowledge (Nature) 4, Perception 4, Spellcraft 4, Use Magic Device 4
Associated: Acrobatics 4, Craft (Mechanical) 4, Fly 4, Knowledge (Geography, Local) 4, Linguistics 4, Perform (Dance, Sing, Wind) 4, Profession (Merchant, Sailor) 4, Sense Motive 4, Survival 4, Swim 4
Feats

Non-Level FeatsBackground) Extra Skill Talent
Gain Vocation (Adept Trader [Merchant])
Flaw) Extra Magic Talent
Gain Divination Sphere
MD) Extra School Training
You gain the benefits of a single bardic school of your choice.
MD) Mechanized Magnificence
You can create (or modify) the following gizmos depending on the packages you possess.
  • Augmentation: Vocal Magnifier (gizmo, minor): 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).
    • Battery Use: The user can deplete 1 battery as a swift action to activate this gizmo for 1 minute. While this gizmo is active, the volume of the user’s voice increases to that of a creature two sizes larger than them. Additionally, the effects of a lyric originating from the user persist for 1 round after it is expended while this battery use ability is active.
  • Computation: Music Player (requires Sensory Set) [Advanced Gizmo]: 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.
    • Battery Use: The user can deplete 1 battery as a standard action to activate this gizmo for 1 minute. For the gizmo’s duration, one stored Performance sphere ability is played and maintained by the gizmo for the duration; if the Performance sphere ability must target a creature, the target is chosen each round by the user (or continues to target the same creature, if undirected). In addition, the user may spend a move action to change which stored Performance sphere ability is being used.
  • Modification: Audio Magnifier (gizmo, minor): An audio magnifier functions as the vocal magnifier gizmo, except that it is a modification that is attached to an instrument. When the instrument is played (including when used to create an instrumental), the area that it can be clearly heard is increased by 50% (by default, this increases the area of an instrumental to 45 feet). Additionally, you can alter the instrument so that it sounds like a different kind of instrument (such as making a lute sound like a guitar, or a keyboard sound like drums), although the qualities of the instrument (such as volume, pitch, method of playing) are unchanged.

    An audio magnifier’s battery use ability is otherwise unchanged, except that it increases the area of which the instrument can be heard clearly by 100% instead of 50% (generally increasing the area of an instrumental to 60 feet). Additionally, whenever the user ceases playing the instrument (such as by not maintaining an instrumental), any benefits granted from playing the instrument persist for 1 round before dissipating (or until this battery use deactivates, whichever comes first).
  • Transmission: Radio FM (Requires Sensory Set): You can craft your playback systems as an advanced minor gizmo to allow it to receive signals from a music player gizmo to transmit and playback auditory Performance sphere abilities. When receiving a signal this way, this gizmo is treated as the music player’s point of origin instead of the music player (i.e. the music is played from the radio, not the music player).
  • Transportation: You learn to craft mechanoids with the following upgrade:
    • Boombox (upgrade): The mechanoid is crafted with each gizmo granted by this feat as an innate gizmo. Innate gizmos granted by this upgrade can be activated and used by creatures adjacent to the mechanoid.
Level Feats1,3,5,9,11,13,17,19) Journeman Progression
trade a shitton of feats for journeyman Guile Talent progression. 100% worth it.
Oath Feats2) 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).
Antihero Feats1) Extra Skill Talent
Gain Performance (Flowing Theatrics)
Class FeatsTalents: 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.
  • Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).
  • Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
  • Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.

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 the surveyor uses Detailed Charting, she can also use a material imposition that affects an area as part of the action spent to use Detailed Charting, extending the material imposition’s area to include both its normal area and the analyzed area.

    Additionally, whenever the surveyor makes an attack against an analyzed target or within an analyzed area, she can expend martial focus to apply an [explosive] effect from a material imposition she possesses to the attack as if it were a flashbang.
Speculative Analysis
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.

Special Abilities

Communication R4Build 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.
  • Monitor Movements: Each creature that shares your rapport (including you) instinctively knows how the others act in combat, allowing them to avoid getting in the way of each other’s actions. Each creature knows where their allies are as long as they have line of sight, even if they are invisible or using Stealth, and whether they are conscious. No creature that shares your rapport provides soft cover against the attacks of any of the others. Each gets a +2 insight bonus to AC against each other’s attack and on saving throws against each other’s spells and abilities. The bonus increases by 1 for every 6 ranks in the associated skill you possess.
Candid Disclosure
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).
EquipmentFirearm Proficiency
You gain proficiency with all firearms (except siege weapons) and the Gunsmithing feat.
Pirate Training
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.
Unarmored Training
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 - R4Approach: 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).
  • Educated Hunch: Analyze Skills - Sense Motive; Analyze DC - 20
    You analyze a 30-foot cube area centered within range, gaining a vague feeling or impression from something within the area. You must dictate the subject of your analysis, but it can be a place, person, object, group, or situation. The GM is the final arbiter as to what is a suitable target.
    • Simple: You gain a hunch about your subject, learning whether something feels off or wrong about them, otherwise functioning as the get a hunch Sense Motive skill use. Generally, something ‘feeling off’ could vary greatly, such as an individual being disguised or having bad intentions, an object of great power (regardless of its functions), or even a close friend who is nervous or keeping a recently told secret. You do not learn why the subject is suspicious—only whether it is or not.
    • Detailed (+5 DC): As a simple analysis, but you gain either a ‘good’, ‘bad’, ‘good and bad’ or ‘neutral’ impression. The definition of what is a ‘good’ or ‘bad’ impression should be left up to the GM, but should generally be associated with your own motivations and ideals. For example, a disguised guard and a disguised assassin using this talent on one another would both gain a ‘bad’ impression.
Reveal Evidence
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.
Navigation - R4Acclimate
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.
  • Braced Footing [utility]: Acclimated targets halve any DC increases to Acrobatics and Climb checks they would incur, and may take 10 on Climb checks even when distracted. Acclimated targets ignore the DC increase of (or penalties to) Acrobatics and Stealth checks due to certain terrain features (such as dense rubble or undergrowth this includes certain dredge effects from the Survivalism sphere, such as the Unpredictable Terrain option.
  • Cyclone-Sturdy: While a creature is flying within an area of Wind of severity level 2 or higher, they gain a +10-foot circumstance bonus to their fly speed, +10 feet per category above severity level 2. Additionally, as a free action usable once per round, they can turn up to 180 degrees without spending any movement with a successful DC 25 Fly check.
  • Natural Shroud: Acclimated targets can spend 1 minute to cover themselves in loose parts of the terrain surrounding them (such as branches, dirt, snow, etc) and take 20 on a Stealth check. This causes the creature to be prone and be considered to have 50% concealment for Stealth checks until they move or stand up. The creature can burst from their hiding place when they (or their allies) start a surprise round, allowing them to stand up as a free action and take a full-round worth of actions during the surprise round, as well as granting them a +2 circumstance bonus to the subsequent initiative check (if any). The first successful attack made by each creature during this surprise round deals an additional amount of precision damage equal to your associated ranks.
  • Rope Swinger [utility]: Acclimated targets gain a climb speed of 10 feet on surfaces with a Climb DC of 20 or less, which increases by 5 feet per 5 ranks you possess in the associated skill. They do not provoke attacks of opportunity from climbing or swinging on a rope or surface with Climb DC 20 or less.
  • Tempest-tost: Acclimated targets treat themselves as being one size category larger for the purposes of wind effects, and halve any penalty on Perception checks caused by rain or high winds. Also, acclimated targets gain a +2 competence bonus to saving throws against effects that cause the deafened condition, that have the electricity or sonic descriptor, or that deal electricity damage. Acclimated targets also gain electricity resistance equal to the (aerial) package’s associated ranks.
  • Terrain Sense: Acclimated targets can see twice as far as normal in fog, mist, murky water, vegetation, and similar environmental-based obscurement, and creatures adjacent to them never gain concealment from such obscurements. Such creatures also gain a +1 cover bonus to their AC whenever they are adjacent to a tree (including while climbing), or are treated as if they were standing in the same square as a tree if they are adjacent to two or more trees simultaneously (which grants partial cover). Lastly, when you are in a tree, you count as having a running start when you jump.
  • Free Acclimations: The following Acclicmations do not count against the maximum number of acclimations a single creature can benefit from and treat your rank in associated skills as 2 higher for purposes of their effects:
    • Aquatic Adaptation (R6): Acclimated targets ignore any penalties to attack rolls from being underwater (including allowing them to use thrown weapons normally underwater), can hold their breath for 2 additional rounds before having to attempt Constitution checks to avoid drowning, and gains a +1 competence bonus to Swim checks. This bonus and the duration of which creatures can hold their breath increases by +1 and 1 round respectively for every 2 ranks you possess in this package's associated skill. If you have at least 5 ranks in this package's associated skill, acclimated creatures also deal full damage with all weapon attacks while underwater. Acclimated vehicles reduce the DC of any Profession (sailor) check attempted to perform actions on them by 1, plus 1 per 4 ranks in this package's associated skill.
    • Conditioning (R6): Acclimated targets gain a +2 competence bonus to Constitution checks, and to saving throws against environmental hazards and weather effects, as well as effects that cause fatigue or nonlethal damage. They also reduce all nonlethal damage as well as damage dealt due to environmental hazards (such as falling, pressure, extreme temperatures, etc.) by 3. These bonuses (and damage reduction) increase by +1 per 5 ranks you possess in this package’s associated skill.

      Lastly, such creatures do not become fatigued due to sleeping in armor or from suffering nonlethal damage from extreme temperatures, and do not take a penalty to Constitution checks for wearing armor in hot climates.
    • Crowd Maneuvers (R6): Acclimated targets may move at their normal speed through crowds and occupied squares and do not provoke attacks of opportunity for moving through crowds. Additionally, acclimated targets can share spaces with one another (to a maximum of 2 creatures per space) and can run and charge through each other’s spaces.
    • Weatherproofing (R7): Acclimated targets may treat the severity of weather effects as being 1 step lower, +1 step per 7 ranks you possess in this package’s associated skill. Additionally, such targets improve the maneuverability on any fly speed they possess by one step (maximum good maneuverability), and are always considered to have moved at least half their speed for the purpose of determining if they need to make Fly checks to remain flying. Acclimated air-current vehicles reduce the DC of any piloting checks attempted to perform actions on them by 1 + 1 per 4 ranks in this package’s associated skill.
Experienced Navigator
You can take 10 on Knowledge (geography) checks and with any other Navigation associated skill you have even when in danger.
  • Acrobatics, Fly, Knowledge (Geography), Profession (Sailor), Survival, & Swim
Performance - R4Dance
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.
  • Whenever a dancer moves by spending a move action (including starting, joining, or maintaining a dance), they can split their movement up throughout their turn, as long as the total distance they move does not exceed their speed.
  • A creature can pick up an item from the ground, retrieve a stored item, sheathe a weapon, or stand up from prone as part of the movement required to join or maintain this dance. Dancers taking the actions listed above do not provoke an attack of opportunity (including when they initially take the action to become a dancer).

    Additionally, whenever you begin or maintain a dance with this talent, roll a Perform (dance) check with a circumstance bonus equal to the number of dancers, which cannot exceed your operative ability modifier (minimum +1). All dancers may use your Perform (dance) check result in place of any Acrobatics check to avoid provoking an attack of opportunity for as long as they continue the dance.

    If you have at least 6 ranks in the associated skill for this package, the dancers also get a +1 dodge bonus to AC for every 6 ranks you possess.
Instrumental
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.
  • Dispiriting Lament: Enemies affected by this instrumental suffer a -2 penalty to ability checks and skill checks attempted using a single ability score of your choice (chosen when you use the ability), in addition to the DC to affect them with skills. This penalty increases by 1 per 4 ranks in this package’s associated skill you possess. Using this talent is not a hostile action.
  • Lively Chime: Allies affected by this instrumental immediately wake up, and gain a +3 morale bonus to saving throws against effects that inflict the asleep, dazed, exhausted, fascinated, and fatigued conditions, in addition to any effect that would reduce their state of awareness. This bonus increases by 1 per 5 ranks in this package’s associated skill.

    When used as an instrumental, if you maintain it on your next turn, affected allies halve any of the penalties associated with the exhausted, fatigued, and stunned conditions, in addition to allowing them to automatically succeed at concentration checks required due to vigorous motion, violent motion, or violent weather.
  • Sickening Note: When used as an instrumental, if you maintain the instrumental on your next turn, enemies that fail their saving throw against the instrumental become nauseated for 1 round–on a successful save, the creature becomes immune to this effect for 1 round.
Lyric
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.
  • Dispiriting Lament: Enemies affected by this lyric suffer a -2 penalty to ability checks and skill checks attempted using any ability score, in addition to the DC to affect them with skills of the chosen ability score. This penalty increases by 1 per 4 ranks in this package’s associated skill you possess. The lyric can be expended as two swift actions or one standard action (the lyric’s expended effect only activates after the second swift action is expended) before attempting an ability check or skill check to roll the attempt twice, taking the lowest result. Using this talent is not a hostile action.
  • Lively Chime: Allies affected by this lyric immediately wake up, and gain a +3 morale bonus to saving throws against effects that inflict the asleep, dazed, exhausted, fascinated, and fatigued conditions, in addition to any effect that would reduce their state of awareness. This bonus increases by 1 per 5 ranks in this package’s associated skill.

    When used as an inspiring lyric, the morale bonus also applies to concentration and initiative checks. When this lyric is expended, for 1 round the target gets a +10-foot enhancement bonus to speed and can act normally despite a condition or effect that reduces the actions they can take (such as the confused, dumbfounded, exhausted, dazed, fatigued, staggered, stunned conditions).
  • Sick Burn: When used as a discouraging lyric, the target also suffers 1d6 points of fire damage for every 2 ranks in the package’s associated skill you possess. At the start of each subsequent turn, , the target must succeed at a Will saving throw at the start of each turn or catch fire. If the lyric is expended, the affected creature gains fire vulnerability for 3 rounds.
Study - R4Plan: 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.
Theorize
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.
  • As long as your research topic is about ranged or siege weapons or physics, you can work out a way of mitigating any extraneous circumstances. You reduce any penalties to ranged attack rolls you may suffer due to wind (or similar weather conditions, such as rain) by an amount equal to the number of notions this research has.

    This research can gain notions in the following ways:
    • An ally succeeds a ranged weapon attack roll against a hostile creature (or vice versa) that was subject to concealment, cover, strong wind, or was outside of its first range increment.
    • An ally completely negates an attack originating from a hostile creature (or vice versa) due to an ability such as the Deflect Arrows feat or the Ray Deflection Protection sphere talent.
    Such methods of gaining notions require a level of stakes or stress to be reasonably applicable, and requires both relevant creatures to have a CR of at least half your associated ranks.
    • Breakthrough: You can spend 1 notion as part of attempting a ranged weapon attack to calculate the perfect way of making the attack, allowing it to bounce across surfaces. You target a solid 5-foot surface, treating it as the new point of origin when attacking a target. This can allow you to attack around corners or possibly ignore cover. The target still has total concealment if you do not possess line of sight to them. You can spend additional notions to have it bounce additional times at a 1 to 1 ratio. A surface hit this way suffers no damage, and you use the total distance traveled when determining range penalties.
    • Breakthrough: You can spend 1 notion as part of attempting a ranged weapon attack to ignore any penalties caused by range or weather. If such an attack would normally be impossible due to the weather or deflected, the attack is indeed possible, but instead suffers a -5 penalty (which is not considered a weather-based penalty).
VocationTrades: 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).
Dungeon Delver
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.
Explorer
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.
Sky Pilot
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 4Tradition: CSC Tradition
  • Associated Skill
    Craft (Mechanical)1st & (Spellcraft, Perform (Wind))2nd
  • Drawbacks: Explosive Instability
    Whenever a gizmo you crafted would be destroyed, it explodes, dealing 2d6 + twice its gizmo level points of Cold and Electricity damage to all creatures (and objects) within 5 feet. A successful Reflex save (DC equal to the gizmo’s gizmo DC) halves this damage.

    A combined gizmo only explodes a single time; each gizmo that is part of a combined gizmo is destroyed when one of the included gizmos explodes this way. If a creature would be subject to multiple exploding gizmos simultaneously, each gizmo’s explosion damage is halved (after the first).

    Gizmos that are destroyed as part of their regular use, such as arsenal gizmo ammunition or a crystal chakram, do not explode when destroyed in this way. Gizmos crafted as a set of items, such as arsenal weapon ammunition, deal no damage unless more than half of the crafted set is destroyed simultaneously, in which case the gizmos collectively explode as a single gizmo (and destroys all other gizmos with the blast’s radius that were crafted as part of the same set). Overlapping explosions do no additional damage this way.

    A gizmo crafted with this Tinker drawback may also be primed as a standard action, exploding at the end of your turn. If the gizmo is small enough to be thrown, the gizmo may be thrown as a splash weapon with a range increment of 10 feet.
    Mana Engineering
    Gizmos you craft, as well as any effects generated by your gizmos, are considered magical effects with a caster level equal to their gizmo level. Gizmos, and their effects, can likewise be dispelled, are subject to spell resistance, and can be suppressed by antimagic field and similar effects. Gizmos use their crafter’s ranks in the associated skill as their magic skill bonus (“MSB”) for the purposes of magic skill checks and calculating their magic skill defense. When a gizmo is dispelled, it is depleted for 1d4 rounds, deactivated, and must be activated normally after this duration. The gizmos also generate a magical aura.
    Augmentation, Prosthetics, MechanoidDetector, TransmitterModificationRoutineOther
    Creation, Enhancement, WeatherDivination, WeatherEnhancement, WeatherMind, Fallen Fey, WeatherCreation, Weather
    Particular Workspace
    The Tinker practitioner may only craft their gizmos while their production facility sits within the eye of a storm. The storm must remain for the full duration of the crafting process.
    Passive Draw
    Your non-battery gizmos must have an attached, active battery gizmo to be activated or otherwise used. If a gizmo would no longer have an attached battery, or its attached battery is depleted for a battery use ability, the gizmo immediately deactivates (or deactivates after the battery use ability ends).

    Infrastructure projects (such as rails and pipes) are not limited by this drawback.
    Production Facility
    You may only craft gizmos in a “production facility”. You may establish a production facility with 8 hours of work in a safe and/or stable environment. You may only have one production facility established at a time and establishing a new production facility abandons the previous production facility. A production facility must be in a relatively fixed location, or a location that does not move faster than 10 miles per hour (or other distance increment, subject to GM discretion). For example, a production facility located in a city-state that occupies a sky fortress would be ok, whereas the truck bed of an oddly large “steampunk pickup truck” would likely not be.

    A Tinker practitioner may use another Tinker practitioner’s production facility, provided they belong to the same Tinker tradition.
    Limitation
    Can gain a base maximum of 2 Legendary Talents (Automation Set, ???). Additional Legendary Talents may be earned.
    • If the Tinker practitioner possesses an ability which would increase the speed at which they craft and maintain their gizmos, that time reduction instead allows the Tinker practitioner to craft and maintain their gizmos normally.
  • Boons: Boon Points
    5 point: +1 gizmo/rank
Abilities: Remote Control
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).
  • Note: Using remote control to activate an unattended gizmo requires that gizmos be unattended with “intention”. For example, if placing an Emergency Set flashlight down, the creature would need to orient the flashlight like a normal object, and activating it remotely would have the light go in that direction.
Task Manager
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: Battery
A 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.
Blaster
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.
    • Blaster Damage Types: Bludgeoning, Piercing, Slashing, Acid, Cold, Electricity, Fire
    • The following blaster shapes may be selected:
      • Beam: (damage) 1d6, +1d6 per 3 gizmo levels; (range) medium; (area/target) ranged touch attack; (special) the beam is a ray and benefits from abilities and effects that modify ray attacks (such as Weapon Focus (ray)).
        • Battery Use: You may deplete 1 battery as part of using the beamblaster shape, applying the following changes: (damage) increase the damage dealt to 2d6 + 2d6 per 3 gizmo levels.
      • Explosive: (damage) 1d6, +1d6 per 3 gizmo levels (Reflex half (range) medium; (area/target) a single 5-foot square.
        • Battery Use: You may deplete 1 battery as part of using the explosive blaster shape, applying the following changes: (damage) increase the damage dealt to 2d6 + 2d6 per 3 gizmo levels (Reflex half (area/target) 10-foot radius, +5 feet per 5 gizmo levels.
      • Shaped Charge: (damage) 1d6, +1d6 per 3 gizmo levels (Reflex half (range) originating from gizmo; (area/target) a 5-foot burst, 10-foot cone, or 20-foot line originating from the blaster (chosen when crafted, oriented when activated (special) as part of using this blaster, the blaster may be thrown as though throwing a splash weapon (with a range increment of 10 feet, maximum 5 increments).
        • Battery Use: You may deplete 1 battery as part of using the shaped charge blaster shape, applying the following changes: (damage) increase the damage dealt to 2d6 + 2d6 per 3 gizmo levels (Reflex half (area/target) 10-foot burst + 5 feet per 5 gizmo levels, close-range cone, or medium-range line originating from the blaster.
      • Volley: (damage) 1d4, +1 per 4 gizmo levels (Reflex negates (range) close; (area/target) target creature (or creatures (special) this blaster shape seeks its target, ignoring cover or concealment less than total cover or total concealment.
        • Battery Use: You may deplete 1 battery as part of using the volley blaster shape, applying the following changes: Fire 1 additional volley per 2 gizmo levels; if multiple would target the same creature, total the damage dealt and the creature attempts a single saving throw against the damage.
Camera (Minor, Sensory)
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).
  • Wireless Sensory Streaming: Sensory gizmos may be crafted as transmitters and can transmit information they record directly to other gizmos within signal range. The gizmo receiving the transmitted information must have a means to display and/or store the information (such as the input and display accommodation or a storage routine). The user must still attempt their own Perception checks, as appropriate, but otherwise treats shared sensory information as though it were their own senses.
Microphone (Minor, Sensory)
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).
  • Wireless Sensory Streaming: Sensory gizmos may be crafted as transmitters and can transmit information they record directly to other gizmos within signal range. The gizmo receiving the transmitted information must have a means to display and/or store the information (such as the input and display accommodation or a storage routine). The user must still attempt their own Perception checks, as appropriate, but otherwise treats shared sensory information as though it were their own senses.
Music Player (Advanced, Sensory)
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.
  • Battery Use: The user can deplete 1 battery as a standard action to activate this gizmo for 1 minute. For the gizmo’s duration, one stored Performance sphere ability is played and maintained by the gizmo for the duration; if the Performance sphere ability must target a creature, the target is chosen each round by the user (or continues to target the same creature, if undirected). In addition, the user may spend a move action to change which stored Performance sphere ability is being used.
Playback System (Minor, Sensory)
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.
  • Wireless Sensory Streaming: Sensory gizmos may be crafted as transmitters and can transmit information they record directly to other gizmos within signal range. The gizmo receiving the transmitted information must have a means to display and/or store the information (such as the input and display accommodation or a storage routine). The user must still attempt their own Perception checks, as appropriate, but otherwise treats shared sensory information as though it were their own senses.
  • FM Radio: You can craft your playback systems as an advanced minor gizmo to allow it to receive signals from a music player gizmo to transmit and playback auditory Performance sphere abilities. When receiving a signal this way, this gizmo is treated as the music player’s point of origin instead of the music player (i.e. the music is played from the radio, not the music player).
Power Pack (Minor)
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.
  • Power Plant: If a power pack gizmo is attached to a power plant, the batteries crafted by the power plant are automatically attached to the power pack (if there are multiple power packs, the power plant will evenly attach batteries between the available power packs).
Scent Recorder (Minor, Sensory)
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).
  • Wireless Sensory Streaming: Sensory gizmos may be crafted as transmitters and can transmit information they record directly to other gizmos within signal range. The gizmo receiving the transmitted information must have a means to display and/or store the information (such as the input and display accommodation or a storage routine). The user must still attempt their own Perception checks, as appropriate, but otherwise treats shared sensory information as though it were their own senses.

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).
Communicator (Transmitter)
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).
  • Commset: Your communicators can be used as free action that can be taken even when it is not the user’s turn; using a communicator this way is through auditory communication; this allows the communicators to transmit audio rather than only text-based messages.
Display and Input
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.
Multimedia
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.
Voice Controls (Requires Microphone)
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.
  • Battery Use: Whenever the user attempts a skill check or ability check that receives a bonus from this gizmo, the user can deplete 1 battery as a free action that can be taken even when it is not the user’s turn. The user rolls that check twice and takes the highest result. The user must choose to use this battery use ability before the attempt is made.
Personal Turret
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.
Vocal Magnifier (Minor)
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).
  • Battery Use: The user can deplete 1 battery as a swift action to activate this gizmo for 1 minute. While this gizmo is active, the volume of the user’s voice increases to that of a creature two sizes larger than them. Additionally, the effects of a lyric originating from the user persist for 1 round after it is expended while this battery use ability is active.

Detector: Mechanical Sensor
This detector senses mechanical items and gives information about their effects. Determine the detected objects’s signature strength:
Gizmo Level1-56-1112-2021+
StrengthWeakConsideratePotentAstounding
Lingering Signal Duration1d6 rounds1d6 Minutes 1d6 x 10 minutes1d6 days
In addition to the signature strength, the user may attempt a Knowledge (engineering) check to identify a detected mechanical object and its properties.
  • Magical Sensor: A Mechanical Sensor can be crafted to instead detect magical auras, treating the aura's CL as its Gizmo Level to determine its signal 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).
  • Battery Use: The user may deplete 1 battery as a free action to improve this gizmo’s functions for 1 minute per gizmo level. For the gizmo’s duration, the user is not flat-footed when benefiting from this gizmo’s effects (but may still become flat-footed normally).

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.
Sensory Prosthetic
You can craft prosthetics for any of the 5 senses (sight, eyes; hearing, ears; smell, nose; taste, tongue; touch, haptic feedback “skin” or similar).
  • Secondary Functions: Automated Hands (Arms)
    The prosthetic can extend into multiple miniature automators, which assist with delicate work. The prosthetic’s hand is capable of doing the work of 2 hands for the purposes of delicate tasks (such as playing a piano, tying a knot, picking a lock) but not for anything requiring a high application of force or strain (such as climbing, grappling, wielding weapons). This secondary function may allow for other interactions and effects, subject to GM discretion.
    Prosthetic Turret (Arms/Legs)
    The prosthetic gains an innate personal turret
    Recording Prosthetics (Any)
    The prosthetic gains an innate sensory gizmo of each kind.
    Sensory Extension (Sensory)
    The prosthetic gains an innate sense amplifier for Perception checks of the appropriate kind (i.e. visual for an eye prosthetic, etc.).
    Sensory Shielding (Sensory)
    Whenever the user of the prosthetic is subject to an effect that would deny or limit a use of a sense (such as blindness, deafness, numbness), or requires that sense for the effect to work (such as language-dependent or sonic effect that requires the target to be able to hear), the user gains a +2 competence bonus to their saving throw, +1 for every 4 gizmo levels.
    Storage Capacity (Any)
    Your prosthetics can store items such as weapons, tools, or other non-augmentation gizmos for quick retrieval. The maximum size of the stored item depends on the prosthetic used, assuming the creature is Medium-sized: arm/leg (Small), head/tail (Tiny), other (Diminutive, unless otherwise specified). A storage capacity secondary function can store 1 item, +1 item per 5 gizmo levels. This does not allow larger items to be stored, only additional items of an appropriate or smaller size.

    A stored item can be stored or retrieved as a move or immediate action without provoking attacks of opportunity. This is treated as storing or retrieving an item into or from a container respectively; the user cannot retrieve a stored item without using the storage capacity’s ability to do so (even if they could normally retrieve an item faster). The user gains a 10 + 1/2 gizmo level circumstance bonus to Sleight of Hand checks to hide objects stored in the prosthetic.

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.
  • Battery Use: The user may deplete 1 battery as part of using a gizmo that would benefit from this routine. Instead of excluding creatures and objects, the user designates 1 creature or object; the gizmo’s effects only affect the target (or the target’s square, as appropriate). If the gizmo’s effects have a saving throw, the saving throw increases by +1, +1 per 10 gizmo levels.
Storage (Minor)
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)

Projects

Automator
An 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.
  • Synchronized Automation: Automators can work in tandem to accomplish multiple smaller tasks that amount to a larger task; this allows an automator to provide aid another checks with a bonus equal to their practitioner modifier + 1/2 their gizmo level; automators can take 10. Automators can assist with Craft and Profession checks, and other checks at GM discretion.

    In addition, if multiple automators are adjacent to or would work towards the same task (such as crafting an object, opening a door and turning on a light, “factory” coordination, etc.), activating one automator will activate each automator.
  • Signaled Synchronization: Automators may be programmed to send a signal at any point while operating, such that they can direct another automator to begin its task, and so on. This may allow a group of automators to fully prompt, start, and cease action on a given task, or multiple tasks.
  • Signaled Start: Automators are now also transmitter gizmos, and can broadcast a signal to other gizmos when used (or constantly while performing its task). Automators may be crafted to also perform their tasks while receiving a signal from another automator (such that activating one automator could cause an entire room of automators to begin performing their tasks) or to function as a “master switch” for other automators (prompting them to perform their task, or stop, when used).
Energy Cables
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).
  • Signal Cables: While your energy cables are attached to a transmitter or other gizmo capable of generating a signal, all gizmos attached to that energy cable are treated as being within the transmitter’s signal range (regardless of distance, intervening materials, etc.).
Power Plant
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.
SizeSpeedLimitMaxWeightRankCost
S210+1/5GL250lbs1100
M415+1/5GL4250lbs3200
L625+2/5GL81250lbs5400
H830+3/5GL126250lbs7800
G1045+4/5GL1631250lbs101600
C1260+5/5GL32156250lbs153200
Speed: This is the number of batteries the plant produces every hour.
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.
Turret
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.
SizeDamageRangeRankCost/GL
T1d4; x250'15gp
S1d6; x260'310gp
M1d8; x270'515gp
L2d6; x280'720gp
H3d6; x290'925gp
G4d6; x2100'1130gp
C6d6; x2110'1335gp
A turret is a gizmo which is operated by piloting the turret (similar to piloting a mechanoid) and possesses the following statistics:
  • A turret has an AC and CMD of 10 + GL, modified by size (but not ability scores).
  • A turret has an effective Strength and Dexterity score of 14 + GL (not modified by size).
  • A turret has a range increment (determined by size a turret’s maximum range is 10 range increments.

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).
  • Firing Guidance: A turret’s pilot may use the turret’s gizmo level and Dexterity modifier to determine its attack bonus (instead of the pilot’s) and gains an additional bonus to attack and damage rolls equal to 1/4 its gizmo level (minimum 1). A turret piloted this way does not benefit from any of the pilot’s abilities, feats or talents.
  • Technological Turrets: You may craft a turret with a blaster damage type: Bludgeoning, Piercing, Slashing, Acid, Cold, Electricity, or Fire
  • Mass Interface: Multiple turrets may be piloted as a full-round action, but only a single turret may benefit from the pilot’s abilities, feats, and talents. Additional turrets piloted past the first may only make a single standard action attack (which cannot be a special attack action or other standard action ability).

Traits

TraitsEquipment) 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.
Magic) Gift for Magic (Weather)
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.
Region) Guide
you treat your associated ranks as being 1 higher for determining the effect of the Weatherproofing acclimation benefits.
Social) Empathetic
You may add your Charisma modifier instead of your Wisdom modifier when determining your Sense Motive bonus.
DrawbacksDrawback) Dependent
You are dependent upon the acceptance of others. Whenever you fail a Diplomacy check, you become shaken for 1 hour.
Flaw & M.Drawback) Frail (x2)
-2 hp/lvl lol hahahahahahaha!
Major Drawback) Magically Inept
You suffer a -2 penalty on all Spellcraft checks and Use Magic Device checks. You cannot take 10 on Spellcraft checks.
OathsOath 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 of Honor (+2op)
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
  1. Stay loyal to your captain and crew whilst on the boat.
  2. Answer Honor with Honor, and Deceit with deceit
  3. A sheep that has been slaughtered for meat cannot be shorn for it's wool
  4. Home is a place without roots
  5. Do not target and harm that which is unrelated to your conquest, which includes a man's innocent family or the environment
Oath of Offerings (+7op)
Halve my money HAHAHAHAHAHAHA! Sending it back to her adoptive family.
Oath BoonsBonus Feats (-4op)
2nd, 6th, 10th, 14th, and 18th levels
Bonus Talents (-3op)
1 talent at 2nd, 6th, 10th, 14th, and 18th levels
Skillful (-1op)
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.
Skill Superiority (Perform Wind, Perform Sing; -2op)
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.
Racial TraitsFCB
  • Increase the DC of the legendary bard's bardic performances by +  3/5.
ABI
+2 Wisdom, +2 Charisma, –2 Constitution
Senses
Darkvision 60'
Change Shape (lesser)
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.
Dreamspace (Spheres)
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.
Silver-Tongued
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.
Wary
Changelings gain a +2 racial bonus to perception checks to see through disguises
Wind Breaker
The changeling is treated as two size categories larger for the purpose of resolving wind effects.

ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Unarmored Training+4unarmored----
Arms & Equipment

Encumbrance

vDynmyra's Carry Capacity


StrLightMediumHeavy
1458116175
Magic Items

vDynmyra's Magic Item Slots


SlotItem
Head-
Headband-
Eyes-
Shoulders-
Neck-
Chest-
Body-
Armor-
Belt-
Wrists-
Hands-
Rings- -
Feet-

vDynmyra's Other Magic Items

Slotted Items
Slot-less Items
Mundane Items

vDynmyra's Mundane Items

WeaponsLight Crossbow (31.5gp)

Cost 35 gp; Weight 4 lbs;
Damage 1d6 (small), 1d8 (medium
Critical 19-20/x2; Range 80 ft.; Type P; Special —;
Category Ranged; Proficiency Simple;
Weapon Groups Crossbows;
Description: You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity. A light crossbow fires crossbow bolts.

Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.

Rapier (18gp)

Cost 20 gp Weight 2 lbs.;
Damage 1d4 (small), 1d6 (medium
Critical 18-20/x2; Range - ft.; Type P; Special finesse;
Category One-Handed; Proficiency Martial;
Weapon Groups Blades, Light
Description: You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn’t a light weapon. You can’t wield a rapier in two hands in order to apply 1-1/2 times your Strength modifier to its damage.

Ammunition50 Bolts (4.5gp)

Cost 5 gp; Weight 5 lb.;
Category Ammunition; Proficiency Ammunition;
Description: A crossbow bolt used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2). Bolts come in a case or quiver that holds 10 bolts. All crossbows except repeating crossbows use these kinds of crossbow bolts, which are sometimes called “quarrels.”

ToolsEngineering Kit (9gp)

Cost 10 gp; Weight 5 lbs.
This kit contains the various components needed to assemble the gizmos granted by the Tinker sphere, and other mechanical equipment.

Multi-Bell Sousaphone (90gp)

Masterwork Brass-Wind Instrument
Price 100 gp; Weight 3 lbs.
f you want to perform using a Perform skill associated with a musical instrument (keyboard, percussion, string, or wind), you must have an appropriate musical instrument; otherwise you can’t use the skill. The listed cost and weight is for a typical small instrument you could carry by hand, such as a drum, lyre, bell, harp, or flute; larger instruments such as a cello or piano are of course larger and more expensive.

Masterwork Musical Instrument: This high-quality instrument grants a +2 circumstance bonus on Perform checks made to perform with the instrument.

Camp Gear9 Barrels (1.8gp each for 16.2gp)

Empty Weight: 30 lb.; Capacity: 10 cubic ft./650 lb.
A common barrel is constructed of wood with metal ring reinforcements and holds 10 cubic ft. or 650 lb. of materials. A barrel filled with liquid holds about 75 gallons.

Bedding (0.54gp

Price 6 sp; Weight 8 lbs.
A Blanket and Bedroll.

8 Canteens (1.8gp each for 14.4gp)

Price 2 gp; Weight 1 lb.
This hollow container is made of wood, a gourd, or metal, and carries liquid like a waterskin, but is more resistant to punctures and cuts.

Mess Kit (0.18gp)

Price 2 sp; Weight 1 lb.
This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.

Wandermeal (1.5gp)

Price 1 cp; Weight 1/2 lb.
This tough, dried cake is a halfling invention made from flour, water, and spices. Wandermeal keeps for months without spoiling, travels well, and fills the belly. However, eating it for over a week without other nutrients requires the eater to make a daily Fortitude saving throw (DC 15 + 1 for each additional day) or be sickened. The effect ends 1 day after more nutritious food is eaten. The listed price is for a day’s worth of food.

ClothingExplorer's Outfit (Free Outfit)

Price 10 gp; Weight 8 lbs.
This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.

VehiclesPersonal Skyrider

A Skyrider is an enormous and elaborate hang glider that often sees use in sky-bound societies; while a common hanglider is designed to comfortably fly from high ground to low ground, a skyrider is designed to start in the air, then return to the air when it is finished. A skyrider makes use of some magic to make it lighter, and is covered and has room for carrying some cargo and passengers, but not many.

A skyrider falls one altitude band every round if it is moving at a speed slower than 6, and can only climb at a speed of 8 or higher. As such, skyriders are usually used by those who have access to weather magic, or those who naturally live at high enough altitudes that winds never truly stop; a skyrider requires winds of severity level 3 or higher to be able to climb to higher altitudes.[quote]Large Cloth Air Vehicle (aerodynamic, covered)
Space 1 vehicle space; Cost 0 gp
Size 1.5 Hardpoints; Hull 0.5 Hardpoint

Defense
Sails 8 AC (+5 Dodge, -1 Size 30+2r hp, Hardness 0
Hull 8 AC (+5 Dodge, -1 Size 22+2r hp, Hardness 5

Offense
Attack ram (3d8)
CMB +1; CMD 11
Speed 5 (w/ wind: +1 per severity level)
Acceleration 3
Maneuverability Good

Drive
Propulsion Silk Sails (1 Hardpoint, 30+2r hp Power 2 (w/ wind: +1/2 per severity level)
Mass 1/2 Hardpoint; Weight 0
Controlling Device None
Driving Space Any
Required Crew 1 (pilot)

Load
Equipment Weight 0 tons
Light Load less than 0.5 tons
Medium Load 0.5 to 1.24 tons
Heavy Load 1.25 to 2.5 tons

Rooms
Cargo Bay (1/2 Hardpoint, uncovered, 5 tons)

Equipment
Magical Dirigible (1/2 Hardpoint)

Speed Notes
In general, the feet per round speed for a ship is 30 feet x its speed.
  • Miles per hour is 3.5 x speed of the ship
  • Miles per 8 hours is 28 x speed of the ship.
  • Miles per 24 hours is 84 x speed of the ship.


Class Features

L. BardArcane 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).
Adaptable Talents
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.
Bardic Renown
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).
  • The vigilante becomes known for deeds and abilities regardless of his current identity. This renown grants him favorable treatment in civilized company and lends him an air of menace while facing down his enemies. While he is in his social identity, a vigilante can spend 1 week gaining renown among the locals of any community of no more than about 200 individuals (a village, if using settlement population ranges on page 203 of the Pathfinder RPG GameMastery Guide). This could be the entire community or a smaller neighborhood in a larger settlement. He must spend at least 4 hours each day socializing and making contacts. After spending 1 week doing this, whenever he is in his social identity, all NPCs in the community have a starting attitude toward him that is one category better, as long as each person’s initial attitude would have at least been indifferent (see the Diplomacy skill description on pages 93– 94 of the Pathfinder RPG Core Rulebook for more information). While he gains renown in an area using his social identity, he also spreads rumors and tales about his vigilante identity. Once he has gained renown in a community, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This bonus applies only while he is near the community in which he has gained renown; he must be within a number of miles equal to his vigilante level.

    A vigilante can hold renown in a limited number of communities (normally one, with other social talents allowing two). If he gains renown in a new community, he must decide which one of his previous communities to lose. These effects are subject to GM approval. For example, the GM might rule that an NPC or monster has not heard any tales about the vigilante. Or, a foe may have a starting attitude toward him that’s one category worse, rather than one category better.
Bardic School
  • 3) School of the Performer: Versatile Sing
  • MDe)School of the Performer: Versatile Dance
ScholarCareful 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.
Scholar's Knack
  • 2) Humane Studies: Each time the scholar takes this knack, she gains three bonus skill talents; these bonus talents may be spent on any talent she qualifies for, or to gain one or more new base skill spheres. The scholar may take this knack up to a total of three times.
  • 4) Humane Studies: Each time the scholar takes this knack, she gains three bonus skill talents; these bonus talents may be spent on any talent she qualifies for, or to gain one or more new base skill spheres. The scholar may take this knack up to a total of three times.
Material Imposition
  • 3) Ooze: The scholar’s alchemical studies branch out into learning how to cultivate, manipulate, and establish mastery over the strange creatures known as oozes. The scholar may grow a simple garden oozeB3 in a specially prepared vial during an 8 hour rest; at 5th level and every five levels thereafter she learns to cultivate a powerful ooze in the following order- ochre jellyB1, living mirageB5, gunpowder oozeB5, immortal ichorB4. The scholar may activate this imposition to release the ooze from the vial, allowing it to quickly reconstitute and aid her on the battlefield. The ooze understands basic commands such as “attack”, “defend”, or “move” from the scholar and follows them to the best of its ability. If the ooze moves more than 100 ft. away from the scholar, it begins to lose cohesion and dissolves 1d4 rounds later, regardless of whether or not it returns to the scholar’s side during that time. The scholar cannot have more than one ooze active with this ability at a time, and activating another imposition dismisses the ooze, causing it to return to its vial. The scholar can only have a total number of prepared or captured oozes equal to 1 + her Intelligence bonus. If an ooze is split by an attack, the scholar retains control of one of the oozes (chosen at the time the split occurs), but the other ooze becomes its own creature and acts according to its own impulses, as do any future oozes split off such an independent ooze. As long as the ooze is not destroyed, banished, or dispersed, it can be reclaimed into its vial as a swift action. Oozes conjured in this way are treated as summoned creatures for spells and effects.
    • Alchemical Solvent [explosive]: The scholar mixes special solvents into her flashbangs that dissolve the flesh of non-ooze creatures. In addition to the flashbang’s normal effects, the target takes 1d4 acid damage per class level the scholar possesses; creatures who succeed on their saving throw take half damage from this effect. When a flashbang modified with this explosive is used against a creature of the ooze type, instead of dealing additional acid damage the target takes a -5 penalty to its saving throw and is stunned for 1d4 rounds if it fails its saving throw. If the scholar does not have an ooze currently active through this imposition, she may spend a full-round action to attempt to capture the ooze inside an alchemical vial, though the ooze is entitled to a Fortitude saving throw (DC 10 + 1/2 scholar level + Intelligence modifier) to resist this effect; oozes whose CR is greater than the scholar’s class level are immune to this effect. Oozes who fail their saving throw are captured and may be used as though they were cultivated through the primary use of this imposition.
Mythic Gifted
  • Passives: Hard to Kill
    Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
    Heartsong
    When you grant a competence or morale bonus with your bardic performance, you increase the bonus it grants by 1. If your bardic performance cures hit point damage or grants temporary hit points or Hit Dice, add your mythic tier to the number of hit points cured or granted. A spell that ends a bardic performance in order to produce its effect, such as reviving finale, gains the same benefits.
    Mythic Inspire Courage
    The bard’s inspire courage bonus applies to all saving throws and damage dealt, including damage from spells and other abilities used by the bard and his allies.
    Mythic Sphere Mastery: Tinker
    You gain one Tinker talent you do not already have. Add your mythic tier to the hit points, hardness, and saving throw bonuses of your gizmos and mechanoids. By spending a mythic power as a free action, you may generate a pool of mythfuel equal to your mythic tier which lasts for 1 minute. Whenever you would deplete a battery with a gizmo, you may choose to instead spend a point of mythfuel (a gizmo does not need a battery installed to have its ability powered by mythfuel).
  • Actives: Mythic Power (5/day)
    Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
    • Surge (1d6): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
    • Mythfuel (1): By spending a mythic power as a free action, you may generate a pool of mythfuel equal to your mythic tier which lasts for 1 minute. Whenever you would deplete a battery with a gizmo, you may choose to instead spend a point of mythfuel (a gizmo does not need a battery installed to have its ability powered by mythfuel).

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

vDynmyra's AI

Conglomerate Secured Core: Processing Routine (CSC:PR) - Wilderness version
AI (Pilot) 4
N Construct, AI
Senses: Perception +0

Defense
HD: 3
Fort +3, Ref +3, Will +3

Statistics
Int 12, Wis 15, Cha 12
Base Attack: +3
Feats: Extra Skill Talent (x2)
Talents: Survivalism (Harvest Package, Hunter -> Meat, Early Hunt), Athletics (Fly Package, Ace Pilot), Equipment (Craftsman (mechanical), Expert Reloading), Sniper (Base)
Skills: Craft (Mechanical) +4, Fly +9, Knowledge (Geography, Nature) +7, Perception +11, Profession (Pilot) +11, Survival +5, Stealth +9, Swim +6

Description:
  • Routine: The user ignores up to 5 feet of non-magical difficult terrain each round (as if it were normal terrain) and gains a +2 insight bonus on Acrobatics, Climb, Fly, Profession (pilot), and Swim checks; each bonus increases by +1 per 4 gizmo levels.
  • Martial Tradition (Ex): The Pilot AI gains a martial tradition; this martial tradition must grant the Athletics sphere or Beastmastery sphere (granting the (ride) package).
  • Evasive (Ex): Pilot AIs gain evasion, allowing the AI, after attempting a successful Reflex saving throw against an attack that normally deals half damage on a successful save, to instead take no damage.
  • Improved Positioning (Ex): The Pilot AI increases the bonus to attack rolls granted by flanking, high ground, and other battlefield positioning by +1, +1 per 10 gizmo levels.
  • Nimble (Ex): Pilot AIs gain a circumstance bonus to all Acrobatics, Climb, Fly, Perception, Profession (pilot), Stealth, and Swim checks equal to 2 + 1/2 their gizmo level. The Pilot AI gains half this bonus again as a circumstance bonus to their AC to avoid attacks of opportunity caused by moving out of or within a threatened area (stacking with the Mobility feat and other similar bonuses).
  • Special - Piloting Non-Mechanoid Vehicles: By GM discretion, a Pilot AI’s routine bonus may count as 2 crew members per gizmo level when operating a ship or other vehicle with a crew count (see Ultimate Combat’s vehicle rules for more). The ship must be of an appropriate technology level for an AI to interact with (subject to GM discretion, a character could craft a gizmo to allow the Pilot AI to crew and pilot the vehicle).

  •  
     
    Conglomerate Secured Core: Processing Routine (CSC:PR) - Research Version
    AI (Archivist) 4
    N Construct, AI
    Senses: Perception +0

    Defense
    HD: 3
    Fort +3, Ref +3, Will +3

    Statistics
    Int 15, Wis 12, Cha 12
    Base Attack: +3
    Feats: Extra Combat Talent (x1),
    Talents: Equipment (Craftsman (mechanical), Expert Reloading), Scout (base), Alchemy (Poison Package, Food Poisoning, Psychotropic Hallucinogen)
    Skills: Craft (Alchemy) +5, C. Craft (Mechanical) +5, Knowledge (Arcana, Engineering, Nature) +10, C. Perform (Wind) +4, C. Spellcraft +8, Stealth +3

    Description:
      • Routine: The user ignores up to 5 feet of non-magical difficult terrain each round (as if it were normal terrain) and gains a +2 insight bonus on Acrobatics, Climb, Fly, Profession (pilot), and Swim checks; each bonus increases by +1 per 4 gizmo levels.
      • Martial Tradition (Ex): The Pilot AI gains a martial tradition; this martial tradition must grant the Athletics sphere or Beastmastery sphere (granting the (ride) package).
      • Evasive (Ex): Pilot AIs gain evasion, allowing the AI, after attempting a successful Reflex saving throw against an attack that normally deals half damage on a successful save, to instead take no damage.
      • Improved Positioning (Ex): The Pilot AI increases the bonus to attack rolls granted by flanking, high ground, and other battlefield positioning by +1, +1 per 10 gizmo levels.
      • Nimble (Ex): Pilot AIs gain a circumstance bonus to all Acrobatics, Climb, Fly, Perception, Profession (pilot), Stealth, and Swim checks equal to 2 + 1/2 their gizmo level. The Pilot AI gains half this bonus again as a circumstance bonus to their AC to avoid attacks of opportunity caused by moving out of or within a threatened area (stacking with the Mobility feat and other similar bonuses).
      • Special - Piloting Non-Mechanoid Vehicles: By GM discretion, a Pilot AI’s routine bonus may count as 2 crew members per gizmo level when operating a ship or other vehicle with a crew count (see Ultimate Combat’s vehicle rules for more). The ship must be of an appropriate technology level for an AI to interact with (subject to GM discretion, a character could craft a gizmo to allow the Pilot AI to crew and pilot the vehicle).

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.

vDynmyra Common Gizmo Loadout

Arm Canon

Composition: Prosthetic Arm (Prosthetic Turret)
Aura: weak/faint Creation, Enhancement, Weather
Effect: Arm contains an S size turret, that deals 1d6 cold damage, has a range increment of 60', an AC of 15, a CMD of 13, Str/Dex of 18, and which can be operated in Firing Guidance mode with a +9 to hit and a +1 bonus to damage.

Batteries (6)

Composition: Battery Gizmo with the following accommodations: Automated Control, Communicator, Display and Input, Multimedia [FM Radio]
Aura: weak/faint Creation, Divination, Weather
Effect: Allows use of battery use abilities from attached gizmos, as well as capturing audio, and visual data. It can be used to receive signals from and then act as the origin point of a music box gizmo's performance effect.

Blaster-Bell

Composition: Personal Turret, Vocal Magnifier, Music Player (Sickening Note +5R, Sick Burn), 2 Blasters (Electricity/Explosive, Cold/Explosive), Battery Pack
Aura: weak/faint Creation, Weather
Effect: S size turret, that deals 1d6 Electricity damage, has a range increment of 60', an AC of 15, a CMD of 13, Str/Dex of 18, and which can be operated in Firing Guidance mode with a +9 to hit and a +1 bonus to damage. As a standard action, the blaster-fire modes may be activated to deal 2d6 Cold or Electricity damage (only one damage type per action) in a 5' square within medium range (140'). A reflex save (DC 16) halves this damage. Any number of batteries may be attached to this device, and any attached battery can be depleted by the battery use of any gizmo on the wearer's person. For purposes of the Passive Draw tinker tradition drawback, while at least one undepleted battery is attached to this device, all devices and gizmos on the wearer's person are treated as if they have a battery attached to them. The wearer's voice is increased in volume to be on par with that of a creature one size category larger, increasing the ranging of lyrics and charisma-based skill uses by 50%
  • Battery Use <Blast>: increases damage of blaster-fire mode to 4d6, and increases AoE to a 10' radius.
  • Battery Use <Music>: As a standard action, the music-mode of the gizmo can be activated for 1 minute. While music-mode is active, one of the following effects is active. The user can change which effect is active as a move action.
    • Sickening Note: All foes within 30' become sickened and must save every round the music-mode is active and they remain in range. This is a DC 18 will save, which negates the creature becoming sickened or nauseated from this effect for 1 round. Every round after the first causes an effected creature to also become nauseated.
    • Sick Burn: one target foe within 50' suffers the sickened condition and takes 2d6 points of fire damage and must save every round the music-mode is active and they remain in range. This is a DC 16 will save, which negates the target catching on fire. This effect can be expended off the target as a standard action or two swift actions, transforming into Fire Vulnerability for 3 rounds. This effect's target can be selected each individual round.
  • Battery Use <Volume>: As a swift action, the volume of the user's voice increases as if they were two size categories larger, instead of only one, for 1 minute. Additionally, the effects of lyrics originating from the user persist for 1 round after the lyric is expended for the duration of this battery use.


Double Arm

Composition: Prosthetic Arm (Prosthetic Turret)
Aura: weak/faint Creation, Enhancement, Weather
Effect: The prosthetic’s hand is capable of doing the work of 2 hands for the purposes of delicate tasks (such as playing a piano, tying a knot, picking a lock) but not for anything requiring a high application of force or strain (such as climbing, grappling, wielding weapons). This may allow for other interactions and effects, subject to GM discretion.



Routines:
Collateral Exemption Protocol

Aura: weak/faint Fallen Fey, Mind, Weather
Effect: 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 5.
  • Battery Use: The user may deplete 1 battery as part of using a gizmo that would benefit from this routine. Instead of excluding creatures and objects, the user designates 1 creature or object; the gizmo’s effects only affect the target (or the target’s square, as appropriate). If the gizmo’s effects have a saving throw, the saving throw increases by +1


Storage Routines (2)

Aura: weak/faint Fallen Fey, Mind, Weather
Effect: This routine stores information. A storage routine can retain a combination of either: 40,000 pages (with an average of 250 words per page) of text, 4,000 images, 400 hours of sound, or 4 hours of video, with each unit being equivalent in storage space. 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).



Projects:
Medium GL4 Power Plant

Aura: weak/faint Creation, Weather
Effect: A power plant crafts batteries at a set rate of 4 per hour, has a maximum number of batteries they can craft in a 24-hour period of 15, and a maximum number of batteries they can have crafted at any given time of 4. 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 20, 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.

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.


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