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Zarametia Chendyr Wanynbrinr CN
Character Name Alignment
Striker (Voidrusher) 5 , Incanter 1 , Legendary Wizard (Familiar Wizard) 1 , Prodigy (Void Dancer) 2 , Aremiger (Taskmaster) 3 ,
Summoner Unchained (Champion, Void Conduit) 12
Character Level
Djin Returned Aasimar
Type: Outsider (Native, Aasimar)
PB: 7, 7, 18, 18, 9, 10
M
Race Size
F 136 (379)
Gender Age
6'5" 175
Height Weight
- -
Hair Eyes
Chaos Itself
Player
- Bayt
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
7 -2 13 +1
Dex
Dexterity
9 -1 15 +2
Con
Constitution
24 +7 28 +9
Int
Intelligence
36 +13 36 +13
Wis
Wisdom
7 -2 N/A -2
Cha
Charisma
12 +1 N/A +1
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
260
DR 3/Lawful, ER 4 Acid, Electricity, Sonic
23
Initiative
Dex
Modifier
-2
+2
-4
BAB
+10
ARMOUR CLASS
Total AC
Armour
Shield
Dex
40
+7
+0
+2
Size
Natural
Deflection
Misc
+0
+7
+3
+11
Touch
33
Flat Footed
38
Flat Footed + Touch
31
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +23 +7 CON +9 +4 +3 +0
Reflex +16 +7 DEX +2 +4 +3 +0
Will +9 +8 WIS -2 +4 -1 +0
Saving Throw Notes

Outfit Dependant vs. Environmental

+7 to Fort vs. Cold Weather / +2 to Fort vs. Warm or Hot Weather / nothing. (see outfits: default +7 vs. cold in Illu, +2 vs. hot in Bayt, nothing elsewhere.)

Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+11 +10 +1 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
34 10 +10 +1 +2 +0 +11
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
40', 40' float
-
30' (Good)
-
-
-
Languages

Mortal TonguesHumanoid
Common, Cylcops, Dwarven, Elven, Giant
Dead Languages
Ancient Osirian
Sign Languages
Flail Snail
Magic TonguesElemental
Aquan, Auran, Ignan, Terran
Fey
Aklo, Senzar, Sylvan
Monstrous
Aboleth, Draconic, Sphinx, Treeant
Outsider
Abyssal, Celestial, Infernal

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Per Day
3
4
0
0
0
0
0
0
0
0
DC
26
0
0
0
0
0
0
0
0
Spell List

Spherecasting

Conjuration CL 13+7Wanynbrinr - CL 16+7
Archetype: Avatar; Base Form: Biped;Forms (7+1): Otherworldly Paragon, Natural Aspect (Fast Healing 1), (x2) Battle Creature, Armored Companion, Sage Companion, Greater Healing (Fast Healing +3), Planar Creature (Chaotic: ER, DR), Regenerating Companion (Cold or Slashing)
Zindembar
Bound Creature - Archetype: Mage; Base Form: Serpentine; Forms (1): Magical Companion, Implement Bearer, Altered Size (Small to Tiny)

Mythic Conduit
Wanynbrinr delivers touch spells, sphere abilities that require touch attacks, spells, and mythic effects in Zarametia's stead. It is summoned to perform these spell effects and then remains targetable until the end of Zarametia's next turn.
Warp CL12+7Teleport
Standard Action; Teleport self and up to heavy load to a location within close range. You must of have line of sight to your destination.
  • +1 SP: reduce casting time to Move Action
  • +1 SP: increase range to Long
  • +1MP: Visualize your destination before you or your warped targets fully materialize there, gaining sensory information of the area as though using the Viewing talent of the Divination sphere. After gaining this sensory information, you can choose to alter your teleportation destination by up to 100 feet in any direction. The new destination must be a legal location for the effect.
Lamp Storage
She can use her Genie lamp as an extradimensional space, which can store up to 125lbs per CL plus the weight limit added by the Pocket Space trait (+10lbs; 2385lbs total). This space cannot hold anything larger than a small object (or a number of smaller objects roughly equal in size). only inanimate, unattended objects can be pulled into of retrieved from the space as a move action--which counts as drawing equipment normally. A portal can be made to store or retrieve objects anywhere within arm's reach.
  • By spending a spell point, can store large objects of up to Gargantuan size. these items do not count against the weight limit, but rather this size limit. When an item is retreived, it must have a sufficient surface to be placed properly, without damaging the object or structure.
Spatial Reach
You can imbue a creature with magic that bridges the distance between them and anything they reach or move towards, contorting space to their benefit. The target gains a +10 feet enhancement bonus to their movement speed and adds 10 feet to their natural reach, though they do not threaten with this additional reach. Both bonuses increase by 5 feet per 5 caster levels. This effect lasts as long as you concentrate, but you may spend a spell point to allow it to remain for 1 minute per caster level without concentration.

Vancian Spellcasting

Wizard SpellbookCantrips
Cantrips: All Wizard Cantrips not of Abjuration or Transmutation Schools
1st Level
Ant haul, Arcane Pocket, Crafter's Fortune, Deja Vu, Endure Elements, Identify, Mount, Unseen Servant
Wizard (Path of the Diligent)
Spells Prepared
Cantrips
Detect Magic, Light, Read Magic
1st Level
Crafter's Fortune, Deja Vu, Endure Elements

Spellcasting Notes

Spell Points

Vanican Spell Points: 2+4=6
Sphere Spell Points: 20+34+4=58
Warp/Form Talent SP: +12
Casting Tradition
  • Casting Type: Divine
  • Casting Modifier: Cha
  • Focus Casting, Verbal Casting, Magical Signs
  • Boon: +1, +1/6 class levels, Bound Creature
  • Proficiencies
  • Class: Proficient with all simple weapons, light armor, and bucklers.
  • Equipment Sphere:
    1. Firearm Proficiency: Gain Proficiency with all Firearms (except siege weapons).
    2. Archery Bash: Bows, Crossbows, or Firearms as Improvised Melee Weapons
  • Weapon Familiarity: Orc Hornbow & Kopesh
  • CL
  • Conjuration Sphere: 13+7 (11 talents)
  • Creation, Life, and Warp Spheres: 12+7 (Warp 5 talents)
  • Power Spheres: 9
  • Barrage: 10+2 (9 talents)
  • Tinker: 12+2 (8 talents)
  • Might Spheres: 10 (Equipment 2tal, Fencing 3Tal)
  • Vancian: 1 (Wizard 1)
    • Conjuration: 4
  • Barrage
    Base, Blitz Focus, Mobile Focus, Spinning Shot, (x2) Vigilant Sharpshooter, Ceaseless Ammo, Distracting Shot, Arrow Split
    Conjuration
    2 companions, 9 forms (see the companions)
    Equipment
    Archery Bash, Firearm Proficiency
    Fencing
    Base, Expert Feint, Ankle Strike, Unlikely Feint, Death From Afar, Master of Deception
    Tinker
    Transportation Package, Transportation Mastery, Multifunctional Gizmos, Arsenal Set, Sensory Set, (x2) Expanded Tinkering, (A) Transportation, (A) Full Integration, Redundant Systems, Cognitive Set, Infiltration Set
    Warp
    Base, Quick Teleport, (x2) Extradimensional Storage, Distant Teleport, Spatial Reach, (x2) Extradimensional Capacity, Store Structure

    Task Set 1 (Int)
    Sniper (Base, Unblockable)
    Task Set 2 (Int)
    Tinker(Energy Set, Tinker Savvy)
    Task Set 3 (Int)
    Lancer (Base, Pincushion Punishment)
    Config. Expertise
    1 Flexible Equipment Talent, typically assigned as Unorthodox Firing.

    Talent Sources
    Blended Talents: 19 TalentsMight Talents: 14 TalentsPower Talents: 16 Talents
    • Champion Summoner: 9 Talents
    • Oath 3op: 3 Talent
    • Voidrusher: 5 Talents
    • Prodigy: 2 Talent
    • Extra Combat Talent: 1 Talent
    • Martial Tradition: 4 Talents
    • Voidrusher: 1 Equipment Talent
    • Armiger: 1 Talent
    • Task Sets (3): 2 Talent each
    • Task Master: 1 Flexable Equipment Talent
    • 1st Casting Class: 2 Talents
    • Incanter: 1 Talent
    • Void Conduit: 1 Warp Talent
    Conjuration Talents: 11 TalentsTinker Talents: 7 Talents
    • Bound Creature: 1 Companion
    • Incanter Spec: 1 Talent
    • Void Conduit: 1 Companion, 6 Form Talents on Avatar
    • Voidrusher: 1 Form Talent on Avatar
    • Void Dancer: 1 Form Talent on Avatar
    • Tinker Tradition: 3 Talents
    • Task Master: 3 Talents
    • Session ID 118: 1 Talent

    Adventuring Skills
    CS Skill Total AB Mod Ranks Misc
    Acrobatics +14 (DEX)  +2 +12 +0
    Bluff +40 (INT)  +13 +12 +15
    Climb -2 (STR)  +1 +0 -3
    Diplomacy +3 (CHA)  +1 +0 +2
    Disable Device* +14 (DEX)  +2 +12 +0
    Disguise -3 (CHA)  +1 +0 -4
    Escape Artist -1 (DEX)  +2 +0 -3
    Fly -1 (DEX)  +2 +0 -3
    Heal -6 (WIS)  -2 +0 -4
    Intimidate +3 (CHA)  +1 +0 +2
    Knowledge: Arcana +30 (INT)  +13 +12 +5
    Knowledge: Dungeoneering +30 (INT)  +13 +12 +5
    Knowledge: Local +30 (INT)  +13 +12 +5
    Knowledge: Nature +30 (INT)  +13 +12 +5
    Knowledge: Planes +30 (INT)  +13 +12 +5
    Knowledge: Religion +30 (INT)  +13 +12 +5
    Knowledge: Psionics +30 (INT)  +13 +12 +5
    Knowledge: Martial +30 (INT)  +13 +12 +5
    Perception -6 (WIS)  -2 +0 -4
    Ride -1 (DEX)  +2 +0 -3
    Sense Motive -5 (WIS)  -2 +0 -3
    Spellcraft* +28 (INT)  +13 +10 +5
    Stealth +14 (DEX)  +2 +12 +0
    Survival -6 (WIS)  -2 +0 -4
    Swim -2 (STR)  +1 +0 -3
    Use Magic Device* +12 (CHA)  +1 +12 -1
    Background Skills
    CS Skill Total AB Mod Ranks Misc
    Appraise +30 (INT)  +13 +12 +5
    Craft: Arcatech +30 (INT)  +13 +12 +5
    Craft: Alchemy +30 (INT)  +13 +12 +5
    Knowledge: Engineering +30 (INT)  +13 +12 +5
    Knowledge: Geography +30 (INT)  +13 +12 +5
    Knowledge: History +31 (INT)  +13 +12 +6
    Knowledge: Nobility +31 (INT)  +13 +12 +6
    Linguistics* +30 (INT)  +13 +12 +5
    Perform: Puppet Shows +12 (CHA)  +1 +12 -1
    Perform: Piano +12 (CHA)  +1 +12 -1
    Perform: Other -3 (CHA)  +1 +0 -4
    Profession: All -6 (WIS)  -2 +0 -4
    Custom Skills
    CS Skill Total AB Mod Ranks Misc
    Autohypnosis +10 (WIS)  -2 +12 +0

    * only usable when trained (rank 1 and higher)
    Skill Notes
    Skill BonusesCircumstance Bonus
    +1 to Swim Tool: Diving Suit
    Competence Bonuses
    +1 to Knowledge (History & Nobility) (Background)
    Untyped Bonus
    +3 to Bluff (Familiar: Viper)
    Conditional Skill BonusesTrait Bonus
    +5 to bluff to tell believable lies (Innocent)
    Untyped Bonus
    +5 to skill checks made to identify abilities or weaknesses of creatures. (Conduit Vissage: Sage Form)
    Skill PenaltiesMadnesses
    -4 penalty to Wisdom and Charisma skills and cannot take 10 on such checks (Disonant Realities)
    Skill RanksSkill Points: 229
    (2(summoner)+2(background)+13(int))*11(lvl)+20(incanter/striker/prodigy/armiger)+4(int-sage:Dungeoneering, Appraise, Geography, Disable Device)*12(lvl)
    Associated Ranks
    Fencing: 4+ talents = 20 ranks of Bluff
    Tinker: 4+ talents = 20 ranks of Craft Arcatech
    Feats

    Bonus FeatsEternal Transformation (Background ∴ lvl 1)
    Gain benefits of the Orb Transformation talent's Aura of Facination and Float traits, granting a float speed of 30'+5'/5HD at a height of 5'+5'/5HD off the ground and a 30' aura in which creatures must make a will save (DC Int-Based) or be facinated until they leave the aura. The aura does not function if stunned, paralyzed, unconscious, dead, or otherwise incapacitated. Finally, the Float speed causes her to fall at a speed of 30' per round and can be used while falling to move in any direction (including upwards) at a rate of 30' per round. This is done through Anthropomorphic Transformation, and thus acts akin to Blank Transformation and does not alter or remove her physical or racial abilities prior to this transformation.
    Spell Focus (Conjuration, Major Drawback ∴ lvl 1)
    +1 DC for Conjuration spells.
    Bloatmage Initiate (Conjuration, Flaw ∴ lvl 1)
    +1 CL for Conjuration Spells, always take the penalties of being encumbered at medium load.
    Varisian Tattoo (Idolis, Flaw ∴ lvl 1)
    +1 CL for Conjuration Spells, gain Acid Splash as a Spell-Like Ability 3/day.

    Item Creation Feats (Firearm Proficiency ∴ lvl 1, L. Wiz 1 ∴ lvl 3)
    Gunsmithing (Firearm Proficiency), Scribe Scroll (L. Wiz 1)
    Leveling Feats1) Companion Teleport
    When you teleport yourself, you may also teleport a companion creature with you. Both you and the touched companion creature count as a single creature for the teleport. This functions regardless of the Personal Warp drawback.
    3) Rapid Reload (Firearm)
    Reduce the time to reload a firearm by 1 step.
    5) Extra Combat Talent
    Gain Transportation Mastery talent of the Tinker sphere
    7) Extra Traits (Charming Smile, Cunning Soul)
    Gain the Charming Smile, Cunning Soul exemplar trait.
    9) Extra Traits (Clever Wordplay & Mental Discipline)
    Gain the Clever Wordplay and Mental Discipline traits.
    11) Gang Up
    You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.
    MythicTradition Drawback) Spell Channel (Wanynbrinr)
    Your ability to channel spells through your companion is expanded. While your companion is within range of your Spell Conduit ability, you can treat it as the point of origin for any spell that you cast.
    M3) Mythic Paragon
    Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells. This doesn’t grant you access to mythic abilities or greater versions of mythic spells at a lower tier than you would normally need to be to get them, nor does it grant you additional uses of mythic power or adjust the dice you roll for your surge.

    Special Abilities

    Combat Spheres

    Barrage Sphere BAB 10+2Melee Archer
    You gain a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 ft. Ranged weapons threaten a within 5' of you while you have martial focus, and you do not provoke attacks of opportunity for making ranged attacks of opportunity.
    Ceaseless Ammo
    If she has 10 of an ammo type, she has infinite of that ammo type... lol! This is supernatural.
    Barrage
    Special Attack Action; Makes 2 ranged attacks, each at -2. At +6 BAB, can expend martial focus to make an additional attack for each iterative attack, increasing the penalty to hit for all attacks by an additional -2 for each attack. By choosing to make all attacks against different targets, make another attack, increasing to two more attacks at +10 BAB, these attacks do not increase the penalty on attack rolls.
  • Blitz Focus: If at least two barrage attacks hit, she regains martial focus.
  • Arrow Split (Blitz): You are accurate enough to follow one shot with another, striking the same spot for greater damage. If you strike a target twice during a barrage, only apply its damage reduction or hardness once, rather than individually to each attack. This stacks with each additional shot given this (blitz). In addition, your attacks deal full damage if the target is an object, rather than half.
  • Distracting Shot (Blitz): Rather than make the barrage's first extra attack, you instead may make a feint check at range against your target before making any other attacks as part of the barrage, including with the original attack action. If successful, the target loses its Dexterity bonus to AC against your next attack, and you may force the target to take a 5-foot step that does not provoke an attack of opportunity in any direction that does not place it in a spot that is intrinsically dangerous.
  • Mobile Focus
    by moving between 10' and half her maximum movement speed as part of a move action, she regains martial focus.
    Equipment SphereArchery Bash
    you suffer no penalties for using a bow, crossbow, or firearm as an improvised melee weapon, the enhancement bonus on such weapons apply to the melee attack roll and damage, attacks made using such weapons as improvised melee weapons do not provoke attacks of opportunity, and you threaten normally in melee, as if such weapons were non-reach melee weapons.
    Unorthodox Firing
    You may fire any ranged weapon while prone. Additionally, you may use a leg in place of a hand when wielding a ranged weapon, although you must still use at least one hand to fire the weapon and suffer a -2 penalty to attack rolls while using a foot in this manner. This can allow you to fire the weapon in situations where two hands are not available, such as when hanging from a rope, grappling a creature, or in other, similar situations.
    Fencing SphereFatal Thrust
    Whenever you make an attack action or an attack of opportunity against a target that is within 30 ft. or your weapon's first range increment and that you are flanking, that is flat-footed, or that has lost its Dexterity bonus to AC (such as through a successful feint), you deal an additional +1d6 precision damage to the target. This damage is not multiplied on a critical hit. This damage increases by an additional 1d6 precision damage for every 5 points of base attack bonus you possess.

    Additionally, apply up to one of the following effects:
    • Ankle Strike: You may attempt a trip combat maneuver against the target as a free action which does not provoke an attack of opportunity.
    Feint Improvements
    • When you succeed at a feint check against a target, that target also loses its Dexterity bonus to its armor class against all attacks until the beginning of your next turn, in addition to your next attack. the target also must succeed on a DC 10+Int+1/2 Bluff Ranks (31) will save, or become confused for 1 round; this confusion is a supernatural effect.
    • You do not suffer a penalty when feinting against non-humanoids or creatures with 1 or 2 Intelligence, and you may attempt to feint mindless creatures, but suffer a -8 (-4) penalty. For every 5 points of base attack bonus you possess, these penalties are reduced by 2 (minimum 0).
    Lancer SphereImpale
    When making a melee attack with the attack action that deals lethal damage, you can take a -2 penalty on the attack roll; if the attack is successful, your weapon impales the creature, forcing it into a square within your reach if it was not already. An impaled creature cannot move and is battered for as long as it remains impaled. An impaled creature who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + your CMB + spell level), or lose the spell. Weapons used to impale a creature cannot be used for attacks except for those against the impaled creature (you cannot impale more than a single creature with your unarmed strikes), ignoring armor, natural armor, and shield bonuses to AC. A creature can only be impaled by a single weapon; attempting to impale an already impaled creature automatically fails. Controlling an impaling weapon requires the same amount of hands as wielding the weapon does.

    This impalement may be broken when you lose control of the weapon used for the attack (such as by being disarmed), or by the impaled creature making a combat maneuver check as a standard action with a DC equal to your CMD. If you control the weapon being used to impale a creature, you may choose to automatically remove the weapon as a move action. When the impaled creature loses the impaled condition, they take bleed damage equal to the damage dice of the weapon used to impale the creature. If a creature is impaled by a weapon that is not controlled by another creature, they are able to move, but all movement speeds they possess are reduced by 1/2 (minimum 5 ft.).

    You must make an opposed Strength check against the impaled creature to move as a part of the move action (this Strength check is made by your mount if you are mounted), moving up to half of your base speed while the impaled creature is dragged along with you (this movement does not provoke attacks of opportunity).

    If you are impaling two or more creatures, you must make an opposed Strength check against all currently impaled creatures in order to move, and if you are subjected to forced movement, you must make an opposed Strength check against all impaled creature; failing this check against any impaled creature forces you to release any weapons you’re using to impale a creature (or to end impaling a creature with your unarmed strikes or natural attacks) immediately, while success drags any impaled creatures with you during this forced movement.

    You can also choose to release the weapon as a free action without dealing damage (although you cannot release natural weapons). A creature may attempt a grapple check against an impaled creature’s CMD to assume control of the weapon impaling that creature as long as another creature is not controlling it. If so, the creature making the attempt receives a +4 bonus on the grapple check.
    Sniper SphereGeneral Benefits
    • Snipers specialize in making single, deadly shots, often over great distances. Practitioners of the Sniper sphere can shoot or throw ranged weapons at a creature engaged in melee without taking the standard –4 penalty on their attack roll.
    • Your ranged attacks are launched with devastating accuracy; whenever you make a ranged attack using the attack action and a spell or ability (such as wind wall or the Deflect Arrows feat) would allow a creature to prevent or deflect it, that creature must succeed at a caster level check (if the blocking effect is a spell or supernatural ability) or a combat maneuver check against your attack roll. Failure on this check means that your attack is not impeded by the ability.
    Deadly Shot
    As a special attack action, you may make an attack with a ranged weapon. You may add any one (snipe) talent you know to this attack.

    In addition, you may expend your martial focus to increase the damage dealt by the attack by 1d10, or 1d6 if the attack targets touch AC or is made with a scatter weapon. You must choose whether or not to use this ability before making your attack roll. These extra damage dice are not multiplied on a critical hit, but are added to the total. For every 4 points of base attack bonus you possess, you deal an additional 1d10 damage, or an additional 1d6 if the attack targets touch AC or is made with a scatter weapon.
    Tinker Sphere CL 12+2Tradition: Bayt
    • Associated Skill
      Craft (Arcatech)
    • Boon Points
      4 point: +1 gizmo limit, increasing by 1 for each rank of the lower associated skill and by another 1 for every even rank of the lower associated skill. (+2 at 1 rank, +4 at 2 ranks, +5 at 3 ranks, +7 at 4 ranks, etc.)
      Expeditious Construction
      Some might call the techniques of the Bayt tinkers “rustic” and “slapdash” but they are effective. A Tinker practitioner with this boon crafts 1 additional gizmo, +1 per 4 ranks in the associated skill whenever they craft and maintain their gizmos.
    • Environmental Vulnerability (Heat)
      Whenever your activated gizmos are exposed to an environmental vulnerability, the gizmo must attempt a Fortitude save against the originating effect’s DC. If the environmental vulnerability does not have a saving throw DC (such as a gizmo being submerged in a pool of water, dropped in a sandy dune, or exposed to unfavorable weather), the gizmo instead attempts its Fortitude saving throw against 10 + 1/2 its gizmo level. If a gizmo fails its saving throw against an environmental vulnerability, the gizmo deactivates within a number of rounds equal to 1 + its practitioner modifier and becomes depleted until the Tinker practitioner can repair it when maintaining their gizmos. If the gizmo leaves the environmental vulnerability before this number of rounds ends, it does not deactivate. Environmental vulnerabilities that are ongoing (such as rain or a sandstorm) require the gizmo to attempt a new saving throw every 10 minutes of continuous exposure after the initial saving throw.
      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, Mechanoid, ModificationDetector, TransmitterProstheticRoutineOther
      EnhancementDivinationAlterationMindEnhancement
      Production Facility
      You may only craft and maintain their 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 citystate 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.
      Explosive Instability
      Whenever a gizmo you crafted would be destroyed, it explodes, dealing 1d6 + gizmo level points of 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)
      • 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.
      Mechanical Signs
      These gizmos create tell-tale signs of technology while activated; they may spew smoke, have flashing lights, make loud noises, tick and tock, or are otherwise noticeable and obvious while functioning.

      Your activated gizmos automatically break a creature’s stealth (and prevent the ability to hide using the Stealth skill). In addition, any creature observing an activated gizmo is considered to have automatically succeeded at a Knowledge (engineering) check to identify a gizmo, but does not automatically know what the gizmo’s functions are, what Tinker tradition it belongs to, etc.
      Incomplete Understanding
      The Tinker practitioner’s mechanisms are complicated and are often not well-understood even by the crafter. Any creature attempting to activate or use the battery use ability of a gizmo you crafted must succeed at a proficiency check (including the Tinker practitioner you cannot instruct others (or yourself) on how to activate or use gizmos you craft. This proficiency check is not required if the gizmo’s function would already require a successful proficiency check.

      Note: Proficiency checks are infrequently required; a proficiency check’s DC is an associated skill check equal to the gizmo’s gizmo DC. Ordinarily, a Tinker practitioner always understands how to use their gizmos and may teach others how to use gizmos they craft (granting them a +5 circumstance bonus to their proficiency check). This drawback prevents a Tinker practitioner from teaching others (or themselves) how to use their gizmos and denies others the +5 circumstance bonus from being taught.
      Limitation
      Can gain a base maximum of 2 Legendary Talents (Advanced Transportation, Full Integreation) from either Transportation or Modification packages, which cannot be used with other packages within the tradition. Additional Legendary Talents may be earned.

    Talent List: Augmentation
    Augmentation Package (Expanded)
    Computation
    Computation Package (Expanded)
    Modification
    Modification Package (Expanded)
    Transmission
    Transmission Package (Expanded)
    Transportation
    Transportation Package (Base), Transportation Mastery, Advanced Transportation, Full Integration
    Universal
    Arsenal Set, Cognitive Set, Energy Set, Expanded Tinker (Augmentation, Computation, Modification, Transmission), Infiltration Set, Multifunctional Gizmos, Redundant Systems, Sensory Set, Tinker Savvy

    Non-Gizmo Benefits:

    Tinker Savvy
    Whenever you attempt a skill check to interact with a mechanical creature, object, or subject matter (including constructs, traps, locks, etc.), you may instead attempt an associated skill check with a -5 penalty. This does not allow you to perform checks you could not do with the original skill.

    You may expend your martial focus to “take 13” when attempting a skill check with your associated skill. This is treated as taking 10, and can be used even when distracted or threatened (such as combat).

    Note: This talent also includes any skill checks you would perform related to a gizmo (or prompted by that gizmo), such as Heal checks made to implant a prosthetic, Craft or Knowledge checks made to identify something detected with a detector, etc.

    Gizmos:

    Basic Gizmos: Redundant Systems
    Your gizmos are not destroyed when they are reduced to 0 hit points and instead become depleted (immediately deactivating, but will immediately reactivate if repaired or brought above 0 hit points) and are destroyed when their negative hit points equal or exceed 10 + your practitioner ability score. In addition, the Break DC of any gizmo you craft increases by 1 for every 2 gizmo levels (minimum 1).

    Arsenal Gizmo (Minor)
    You can craft a gizmo version of any basic ammunition, armor, shield, or weapon (not including alchemical or technological items, siege weapons). The arsenal gizmo uses the statistics (hit points, hardness, etc.) of a masterwork, but otherwise normal, item of its kind and its material is considered ordinary for an item of its kind (i.e. an iron dagger, etc.). An arsenal gizmo does not need to be active to be used as an item of its kind. An arsenal gizmo does not grant its user proficiency.

    If crafting ammunition or thrown weapons, 50 pieces of ammunition are treated as a single weapon, and 10 identical thrown weapons are treated as crafting a single weapon. As part of crafting an arsenal gizmo, you must have studied a pre-existing version of the resulting item (usually 1 hour) to have sufficient knowledge to craft one as an arsenal gizmo. At GM discretion, unique or unusual items may require a successful Craft check equal to the resulting item’s normal Craft DC (and may attempt an associated skill check in place of this Craft check).
    Battery
    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.
    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).
    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).
    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.
    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. 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).

    Accommodations: Communicator
    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).
    Display & 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: Multifunctional Augmentations
    Whenever you craft an augmentation with multiple options determined at time of its creation, you can craft it with 2 options, +1 option per 10 gizmo levels. The user may switch between chosen options as a standard action; if a battery use ability was active, its remaining duration is shared with the new option (if it is the same battery use ability).
    • 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 may benefit from 2 of the augmentation’s chosen options simultaneously. Any penalties or limitations of the augmentation are applied to the user as normal. When the user spends a standard action to switch chosen options, the user may select one or both of the currently active options to change.

    Mental/Physical Augmentation
    A physical augmentation is assigned to one physical ability score (Str, Dex, or Cons). A mental augmentation is assigned to one mental ability score (Int, Wis, or Cha). The augmentation 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.
    • Mental Augmentations: A mental augmentation functions as a physical augmentation, except the crafter assigns the augmentation’s ability score to a mental ability score (Intelligence, Wisdom, or Charisma). However, Mental Augmentations additionally grant the benefits of a Storage Routine which does not count against Gizmo Limit. This Storage routine can be accessed and used through purely mental actions. The user may record their memories into any installed storage routines, treating memories as though video for the purposes of storage limits and for interacting with the stored data in any way.
    • Prosthetics: Multifunctional Prosthetics
      Prothetics do not gain multiple selectable options, as normal for Augmentations through Multifunctional Gizmos, instead they treat their Secondary Functions as the option they may select another of. this benefit is tied specifically to only a singular pair of Secondary Functions, even if the prosthetic may possess more functions. this pair increases to a trio at 10 gizmo levels, a quartet at 20 gizmo levels, etc.

      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.
    • Secondary Funtions: Storage Capacity
      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.
    Detectors:Multipurpose Detectors
    Whenever you craft a detector, you may select 1 additional detector type, +1 per 5 gizmo levels. The detector may be used to detect any of the chosen parameter types, but only as a single type of detector at a time (such as a detector functioning as both a mechanical sensor and alchemical sensor, but only detecting for one of the options at a time). While active, once per round as a free action the user may switch to a different parameter.

    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.

    Modifications: Multifunctional Modifications
    Whenever you craft a modification with multiple potential options determined at the time of its creation, you can craft it with 2 options, +1 option per 10 gizmo levels. The user may switch between chosen options as a standard action (effectively deactivating one option and activating the other if a battery use ability was active upon switching, its remaining battery use duration is shared with the new option (if it is the same battery use ability).
    • 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 may benefit from 2 of the modification’s chosen options simultaneously. Any penalties or limitations of the modification are applied to the user as normal. When the user spends a standard action to switch chosen options, the user may select one or both of the currently active options to change.

    Familiar Arsenal (Minor)
    This modification is attached to light and medium armor, bucklers and light shields, and simple and martial weapons. The attached equipment is treated as masterwork and reduces nonproficiency penalties by half. At 5th gizmo level, the familiar arsenal can be attached to heavy armor and heavy shields and the user suffers no penalties for nonproficiency. At 8th gizmo level, the familiar arsenal can be attached to tower shields and exotic weapons.

    The modification additionally grants the user an additional +2 circumstance bonus, +1 per 7 gizmo levels, to the AC or attack rolls of armors and shields or weapons with regards to critical confirmation rolls.
    Modified Tool
    This modification is attached to a tool. The attached tool is treated as a masterwork tool of its kind. If the tool was already masterwork, the attached tool instead grants an additional +2 bonus on skill checks made with the tool. A modified tool gizmo attached to another gizmo (or made as part of a combined gizmo) that allows or prompts the user to perform certain skill checks (such as Infiltration Set’s auto-pick for Disable Device or even Knowledge and other checks prompted by a detector) treats that gizmo as a masterwork tool for that skill check.
    • Battery Use: The user can deplete 1 battery as part of attempting a skill check with the attached tool to gain a circumstance bonus equal to 1/2 the gizmo’s level (minimum 1). This bonus is in addition to the bonus granted by the tool (and the modified tool benefit).
    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).
    Versatile Weapon
    This modification is attached to a manufactured weapon. The attached weapon’s base damage types are changed to either bludgeoning, piercing, or slashing, which may be changed as a standard action. If the attached weapon is a ranged weapon that uses ammunition (i.e. bow, sling, gun), the attached weapon’s damage is changed accordingly (regardless of the ammunition used).
    • Battery Use: The user can deplete 1 battery as a free action to immediately change the weapon’s base damage type to bludgeoning, piercing, or slashing.
    • Advanced - Battery Use: When created, the modification is assigned an energy type among Acid, Cold, Electricity, and Fire; at 10 associated ranks this list expands to include Sonic. The user can deplete 1 battery as a free action to improve this gizmo’s functions for 1 round per gizmo level. For the gizmo’s duration, whenever you make an attack with the attached weapon, you may choose to change all of that weapon’s base weapon damage to the selected energy type. For example, a piercing and slashing melee weapon could be changed to do entirely fire damage. This modification does not alter additional damage from other effects (such as the flaming special weapon ability). The Advanced Battery Use’s effect takes priority over a versatile weapon gizmo’s base effect.

      If this modification’s gizmo level is 10 or higher, the battery use ability’s duration increases to 1 minute per gizmo level, unless it is assigned the Sonic energy type.

    Routines: Multifunctional Routines
    Any number of routines installed into the same host gizmo may be activated simultaneously, using the longest gizmo ability action required (such as activating multiple routines as a swift action). Any battery costs for routines combined this way are still used independently. This allows the crafter to place multiple AI into a single host gizmo (see Mastering Gizmos, Using Installed AI for more details about multiple AI in a single gizmo). AI you craft gain +1 skill rank per gizmo level. Your AI classifications that would gain tasks gain an additional 2 tasks, +1 additional task per 4 ranks in the associated skill. In addition, the action required to command an AI is reduced by 1 step (from move to swift).
    Storage (Minor)
    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).
    Translator
    A translator routine is crafted knowing any language you can read, write, or speak fluently, and may store up to 2 languages + 1 language per 2 gizmo levels. The translator can translate the entirety of a designated written text between any languages it knows. As a standard action, the user may designate written text within 10 feet of the host gizmo (or the host gizmo’s signal range, if it possesses one).

    Languages known by a translator can be transferred to other translators at a rate of 1 minute per language; if the two translators were built by Tinker practitioners with different Tinker sphere traditions, this may also require a successful proficiency check (subject to GM discretion). A language stored by a translator may also be placed in a storage routine, treating the language’s fluency as a number of pages equal to the required amount of text to gain that level of fluency.

    A translator can be trained to learn new languages. A gizmo with a translator next to or near (usually within 10 feet) a source of written language it does not already know automatically begins to gain fluency in that language at a rate of 10 pages of text per minute. When gaining fluency in a new language, if the translator processes teaching-quality information from a linguistic guide, speech teacher, or other similar high-quality example of the language, the translator treats that information as being 10 times the amount of progress towards fluency in that language (every 1 page of teaching-quality text is 10 pages, every minute of teaching-quality speech is 10 minutes, etc.).
    FluencyTranslation AccuracyRequired PagesRequired Time
    BasicContent Basics10 Pages6 minutes
    DevelopedMost Content (details sometimes missed)100 Pages10 Hours
    FluentAs Average Speaker1,000 Pages100 Hours
    ExpertAs Fluent Linguist1,000,000 Pages10,000 Hours
    • Special - Sensory Set: If you possess the Sensory Set talent, a translator routine can instantly translate speech of a language it knows into any other language it knows upon recording that speech. A translator routine with a means of recording audio information (such as a microphone from the Sensory Set talent) can gain fluency from speech.

      If the translator’s host gizmo has a way to display or repeat back information (such as a display and input accommodation, audibly repeated to the user with a playback device, and so on), the translator can translate for the user in real-time (allowing them to understand the spoken language, as though they knew the language).
    Tutor Routine
    This routine enhances a user’s understanding of a subject chosen at the time of the routine’s creation. The user gains a +2 insight bonus to any mental ability score-based skill check (Intelligence, Wisdom, Charisma), +1 for every 10 gizmo levels.
    • Battery Use: The user can deplete 1 battery as a free action to gain a pool of additional dice for 1 minute per gizmo level. The user gains 2 dice, +1 die per 2 gizmo levels. The die’s size is +1d6. The user may expend 1 die as part of attempting a mental ability score-based skill check to add the die to the results of the check as an insight bonus (this bonus stacks with other insight bonuses granted by the Tinker sphere, including this routine’s base function). The choice to expand a die is made after the check is rolled and before the results are revealed. Any unspent dice are lost when the gizmo’s duration ends.


    When asked if the routine buffed one or all mental skills, Steven Alpert responded with the following on 3/21/25:
    Honestly I think that was an editing error. I think it was originally just one and was significantly buffed to be "all".

    Not in a spot to errata or change right now. I'd say either all, or pick an ability score and apply it to all mental skill checks of that kind
    I will be using the more conservative ruling until it is further clarified.

    Active Gizmo: (Limit 14+5/3rank+1/4rank+1=34)


    Frost-Fire Barrel

    Frost-Fire Barrel

    Aura: Enhancement Moderate;  Caster Level: 7;  Body Slot:Price: 2&1/5 Gizmos;  Weight:  

    DC 24
    This modification is attached to simple and martial weapons. The attached equipment is treated as masterwork and impose no penalties for non-proficiency. When confirming a critical hit, add a +3 circumstance bonus to the roll. When dealing damage, all damage from the basic weapon is treated as the user's choice of Bludgeoning, Piercing, and Slashing, which may be changed as a standard action, this damage change extends to ammunition fired by the modified weapon.
    The device is equipped with a Camera, Microphone, Scent Recorder, and Playback System, allowing it to record and display pictures, video, sound, and smells.
    The device can be activated and used through verbal commands, allowing it to be used verbally from range. When verbally commanded, only a single gizmo can be activated with each action.

    Battery Use:

    • The user can deplete 1 battery as a free action to immediately change the weapon’s base damage type to bludgeoning, piercing, or slashing.
    • When created, the modification is assigned an energy type among Acid, Cold, Electricity, and Fire; at 10 associated ranks this list expands to include Sonic. The user can deplete 1 battery as a free action to improve this gizmo’s functions for 1 round per gizmo level. For the gizmo’s duration, whenever you make an attack with the attached weapon, you may choose to change all of that weapon’s base weapon damage to the selected energy type. For example, a piercing and slashing melee weapon could be changed to do entirely fire damage. This modification does not alter additional damage from other effects (such as the flaming special weapon ability). The Advanced Battery Use’s effect takes priority over a versatile weapon gizmo’s base effect.
      • If this modification’s gizmo level is 10 or higher, the battery use ability’s duration increases to 1 minute per gizmo level, unless it is assigned the Sonic energy type.


    Construction Requirements:
    Advanced Versatile Weapon, Familiar Arsenal   Accommodations: Multimedia, Voice Controls

     
    Heightened Sensors

    Heightened Sensors

    Aura: Enhancement Faint;  Caster Level: 4;  Body Slot:Price: 3 Gizmos;  Weight:  

    DC 23
    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). Whenever the user attempts a Perception check while using the attached object, they benefit from a +3 circumstance bonus to the check.
    Additionally, the device has the following active function:

    • When making a perception check, 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).
    Finally, the device has the following Battery Use:
    • The user may deplete 1 battery as a free action to improve the functions of a single sense amplifier gizmo within the device 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).


     
    Storage Gem

    Storage Gem

    Aura: Enhancement Moderate;  Caster Level: 7;  Body Slot:Price: 1&4/5 Gizmos;  Weight:  

    DC 24 This device functions as a battery
    280,000 pages of data can be stored within this device.


    Construction Requirements:
    1 Battery, 4 Storage Routines   Accommodations: Multimedia

     
    Batteries
    13 Batteries

    AI: (Limit 1; Max 12 GL/AI)

    Ouro
    Beastial Class; Pys --, Int 11, Wis 27, Cha 12
    Feats: Extra Combat Talent (x4)
    Talents: Equipment (2x Natural Materials), Warleader (Base, Conductor drawback, Verbal Commands, Masterful Coordination x2, Piercing Voice) , Alchemy (Formulae Package -> Salve, Alternative-Brew (Profession Gardener), Elixer of Life, ), Scout (Base, Great Senses)
    Skills (4+int): +10 Perception, +8 Perform (Oratory), +10 Profession (Gardener), +10+dex Stealth, +13 Survival
    Installed in Heightened Sensors
    Boro
    Beastial Class; Pys --, Int 11, Wis 27, Cha 12
    Feats: Muscular Reflexes, Extra Combat Talent (x3)
    Talents: Equipment (Shield Training, Guantlet Shield), Shield (Base, Cover Ally, Redirecting Shield, Shielded Focus, Extensive Defense, Bashing Shield, Punch Block, Deflecting Shield)
    Block: can use an AoO (10/round) to attempt to deflect an attack, alternatively can use martial focus to deflect all valid attacks for 1 round. Can either Replace AC with 1d20+7+9 or add +3 Shield Bonus to AC (including touch) for self or an ally within reach. If this ability is used and the attack misses, can regain martial focus as an immediate action and redirect the attack to another target would would originally have been a vlaid target, reducing the attack roll's result by 2 for purposes of determining if the redirected attack hits.
    Skills (4+int): +13 Survival
    Installed in Djin's Regalia

    Mechanoid: (Limit 12 Gizmo Levels; Max 12 GL/Mech)

    Djin's Regalia GL 12
    CR

    [spoiler]Djin's Regalia

    T-G , Robot

    Defense

    AC: AC 31, Touch 10, Flat-Foot 21 (Dex +10, Natural +11)
    HP: 109 ( 9d10+36+24 )
    Weaknesses: +50% damage from Electricity

    Offense

    Space: 2.5'-20' Reach: 0'-20'
    Spell-like Abilities: Casting Tradition
    Somatic Casting x2, Verbal Casting, +1 spellpoint/odd casting class level; 4SP

    Harvest: Cl 3
    Instantaneous, requires fruit trees, berry bushes, or food crops. You may spend a spell point to cause plants to sprout food spontaneously. You may affect up to 1 plant per caster level within range. Each plant produces enough food to provide 3 Medium-sized creatures or 1 horse with food for a day. You may additionally produce 2 magical berries per caster level, along with the usual food. Any creature who consumes one of these berries is healed 1 hit point. These berries lose their magical potency after 24 hours.
    World in Minature: CL 3
    You may create a small pocket dimension, accessible through a shimmering portal that either appears in the air before you or on a touched, reasonably flat surface. This pocket dimension measures one 10-foot cube per caster level, arranged as you wish so long as the space is continuous. You can make the entrance as small as 5-foot square or as large as 10-foot square. You can select its light level and temperature (from -40° F to 120° F, -40° C to 50° C), but otherwise it is a featureless location that contains only plant life.

    This space does not exist until you enter the portal, and continues to exists as long as you are inside. However, you may spend a spell point to create the space without entering, and allow it to remain for up to 1 round per caster level regardless of whether or not you are inside it. If the portal is placed on the ground or in some other way an unwilling creature might fall in, the creature is allowed a Reflex save to evade. Climbing the walls of this room requires a DC 20 Climb check. When this ability expires or is dispelled, all objects and creatures within this space are harmlessly ejected through the portal.

    The plants native to this space produce enough food to sustain a single medium creature for a day, and they can also be used alongside the Harvest geomancy abilities.

    Statistics

    Str 26, Dex 28, Int 10
    Base Attack: +10 CMB: +18 CMD: 38
    Feats: Basic Magic Training (Nature {Plant Package, Limited Nature -> Plant Mastery}), Extra Magic Talent (Warp {Base, Bender -> Extradimensional Room}), World in Minature, Advanced Magic Training

    Vulnerable to Critical Hits: Whenever a robot takes extra damage from a critical hit, it must succeed at a DC 15 Fortitude save or be stunned for 1 round. If the robot succeeds at the save, it is staggered for 1 round. The robot remains immune to all other sources of the stunned condition.


    Mechanoid Upgrades (11 max)
    Arsenal Slot (Gauntlet): 1U
    The Mechanoid has an inbuilt gauntlet. The mechanoid can draw or stow the Gauntlet within itself as a free action, and gains a +20 circumstance bonus to conceal the equipment. An innate weapon does not give the mechanoid any extra attacks, but otherwise can be wielded normally.
    Durability: 1U
    +2 HP/GL
    Focused Design: 2U
    The mechanoid gains a +2 enhancement bonus to Strength and Dexterity, +2 per 5 gizmo levels. (+6 total)
    Immersive Cockpit - FI: 1U
    The mechanoid is crafted with a specialized cockpit that allows a pilot to operate with increased precision. An immersive cockpit is treated as a single passenger seat for other effects. A pilot must be of the same size category or smaller than the mechanoid. A pilot using an immersive cockpit may always choose to pilot the mechanoid normally (granting the mechanoid actions as a standard or move action, but does not benefit from the immersive cockpit if piloted this way). When piloting a mechanoid with an immersive cockpit, the pilot may still perform actions not related to the mechanoid (for example, throwing a bomb out an open window or other using another gizmo).

    An immersive cockpit allows the pilot and mechanoid to act as a single creature, using the mechanoid’s physical statistics and the pilot’s mental statistics. The mechanoid is treated as being continuously piloted (instead of piloting the mechanoid as a full or partial action) and the pilot may use their actions, abilities, and gear normally as though they were the mechanoid (moving normally, making attacks, using the mechanoid or the pilot’s abilities, benefiting from the mechanoid or pilot’s skill bonuses). The pilot and mechanoid may still be targeted separately (such as by targeted spells, Intimidate skill checks to demoralize, etc. the enclosure upgrade (or similar) can protect the pilot from being attacked directly. A pilot treats an immersive cockpit-piloted mechanoid as though they were wearing armor (and cannot benefit from their own worn armor while piloting this way).

    A pilot may initiate full integration as a 1 minute process; once complete, the pilot is “fully integrated” with the mechanoid (the integrated pilot).

    The integrated pilot treats the mechanoid as a full extension of their body, gaining its physical ability scores, statistics, and all abilities possessed by the mechanoid. Any ongoing effects are shared by the pilot and mechanoid (provided the effect could target the other creature normally), such as a barkskin spell, cast on the integrated pilot would affect the mechanoid and the integrated pilot’s resulting statistics. Magic item slots are shared between the integrated pilot and mechanoid (even if the mechanoid does not possess the appropriate magic item slot in case of a conflict, the integrated pilot selects which magic item slot is active between their own magic item slots or the mechanoid’s magic item slots (the unchosen magic item slot becoming dormant while integrated). The integrated pilot and mechanoid are treated as a singular creature for all effects (but may be targeted separately by targeted effects, applying resistances, bonuses, and immunities as appropriate). The integrated pilot may choose to be affected by an effect in place of their mechanoid (such as for beneficial spells, healing, etc., but not substituting themselves for hit point damage taken by the mechanoid). Attacks made against the integrated pilot and mechanoid deal damage to the mechanoid first, and saving throws are attempted by the integrated pilot on behalf of both the integrated pilot and mechanoid.
    Innate Prosthetics: 2U
    The Mechanoid possesses 4 arms
    Lightweight: 0U
    The mechanoid weighs as if it were 3 size categories smaller (minimum Fine). When deactivated, the mechanoid reduces its size to be 3 size categories smaller (this does not change its weight further) and returns to its normal size when activated.
    Multimedia: 0U
    The mechanoid gains the following innate gizmos:
    CameraThis gizmo may be used to record pictures or videos and can display them back to the user. Stores 1000 pages of pictures or 10000 pages of soundless video. Can connect to storage.
    MicrophoneThis gizmo may record sound and can play back recorded sound to the user. Stores 1000 pages of sounds. Can connect to storage.
    Scent RecorderThis gizmo may record scents and can emit the scent to the user. Stores what I presume is 1000 pages of scents, totalling 10 minutes. Can connect to storage.
    Passenger Seats: 1U
    Compact Pilot, Ejector, Quick Entry, & Cover
    The mechanoid can carry a total number of Medium creatures equal to twice its size category (4 Medium creatures can fit inside a Large mechanoid, 8 Medium creatures can fit inside a Huge mechanoid, etc.), which is modified for their size category (Small counts as half a Medium, and Large counts as double a Medium). Creatures can mount or dismount the mechanoid as a move action and gain partial cover while mounted. Any creature seated in the mechanoid is referred to as a “passenger”.

    A single passenger seat can be designated as the pilot seat (the “pilot”; the pilot is still a passenger). A mechanoid that has a pilot seat may only be piloted manually from the pilot seat (or another appropriate control means, such as a remote control). A pilot must be able enter the pilot seat (appropriate size to mount the mechanoid passengers are not treated as being “mounted” for the purposes of mounted combat rules, although may considered as such subject to GM discretion (such as a bike ridden by a single character being a “mount”, whereas an armored personnel character with 16 orc assault troopers not being a “mount”).

    A mechanoid with a compact pilot seat may be piloted by a creature the same size category as the mechanoid.

    Ejector seats have an ejector system built into each seat the passenger seats upgrade accommodates. When the mechanoid is destroyed (or its enclosure, if it possesses the enclosure upgrade), each passenger is ejected 30 feet from the mechanoid in a straight line. An individual passenger may willingly use the ejector seat belonging to their seat as an immediate action. The direction an ejector seat moves the passenger is chosen when the mechanoid is first crafted or after being adjusted by the pilot. A passenger seat is depleted after being used (each individual passenger seat may be depleted this way) and may be restored when the crafter maintains their gizmos.

    The pilot can spend a swift action to adjust any number of ejector seats, choosing any of the following: disable or enable any number of ejector seats for individual passengers, trigger any number of ejector seats for individual passengers, or change the direction the ejector seats will move the passenger for each individual passenger.

    If an ejector seat is used to avoid an attack or area effect that would harm the passenger, that passenger gains evasion and a +2 dodge bonus to their AC or Reflex save against the attack or effect; an unwilling passenger may attempt a Reflex save to avoid being ejected (remaining inside or atop the vehicle but without a seat).

    May choose to make the passenger seats be quick entry seats. Quick entry seats can be mounted or dismounted as a move or swift action (instead of only a move action).

    The mechanoid grants creatures in its passenger seats cover, instead of partial cover, against effects from outside of the mechanoid.
    Portable Plant: 1U
    The mechanoid is crafted with an innate power plant gizmo. This power plant counts towards the maximum number of power plants you can maintain. This upgrade increases the project cost of the mechanoid by the project cost of the power plant. The power plant must be at least one size category smaller than the mechanoid. A mechanoid with this upgrade can attach a battery crafted by their innate power plant to their other innate gizmos as a free action; the mechanoid’s allies can retrieve one or more batteries crafted by this innate power plant as a swift action when adjacent to the mechanoid.

    Size Huge; Speed 8/hour; limit 36; Max 12
    Transforming Parts: 2U
    You grant the mechanoid four upgrades (other than this upgrade the mechanoid may only use two of these four upgrades at any given time, but may switch between both sets of two of these four upgrades as part of a full round action.
    Battery Use: The user may deplete 1 battery as a free action to change between the two upgrade sets.
    Alternate Size, Greater: 2tUThe mechanoid's base size increases to Gargantuan.
    Skillful DesignGain +2+1/2 Gizmo Level Circumstance Bonus to Climb and Disable Device checks


    Additional Upgrade/Extra Upgrade
    +2 Upgrades to mechanoids
    Discount Fabrication
    When determining the project cost of your mechanoids, reduce the mechanoid’s effective gizmo level by 1 per 2 ranks in the associated skill.
    Compact Pilot / Ejector / Quick Entry Seats
    You improve the passenger seats upgrade. A mechanoid with a compact pilot seat may be piloted by a creature the same size category as the mechanoid.

    Ejector seats have an ejector system built into each seat the passenger seats upgrade accommodates. When the mechanoid is destroyed (or its enclosure, if it possesses the enclosure upgrade), each passenger is ejected 30 feet from the mechanoid in a straight line. An individual passenger may willingly use the ejector seat belonging to their seat as an immediate action. The direction an ejector seat moves the passenger is chosen when the mechanoid is first crafted or after being adjusted by the pilot. A passenger seat is depleted after being used (each individual passenger seat may be depleted this way) and may be restored when the crafter maintains their gizmos.

    The pilot can spend a swift action to adjust any number of ejector seats, choosing any of the following: disable or enable any number of ejector seats for individual passengers, trigger any number of ejector seats for individual passengers, or change the direction the ejector seats will move the passenger for each individual passenger.

    If an ejector seat is used to avoid an attack or area effect that would harm the passenger, that passenger gains evasion and a +2 dodge bonus to their AC or Reflex save against the attack or effect; an unwilling passenger may attempt a Reflex save to avoid being ejected (remaining inside or atop the vehicle but without a seat).

    May choose to make the passenger seats be quick entry seats. Quick entry seats can be mounted or dismounted as a move or swift action (instead of only a move action).
    Covered Mechanoids
    When you craft a mechanoid, you may grant the mechanoid the cover upgrade.
    Improved Size
    When granting the alternate size upgrade, the mechanoid’s base size may be up to 2 size categories larger or smaller than Medium. This upgrade counts as the alternate size upgrade and does not stack with the alternate size upgrade or similar upgrades.
    Mechanoid Templates
    Whenever you craft a mechanoid, you may choose to grant the mechanoid 1 construct template. Unless otherwise stated, a mechanoid may only have a single template this way.
    Redundant Systems
    Mechanoids you craft are no longer destroyed when their hit points reach 0 and treat your practitioner ability score as their Constitution score when determining when they would be destroyed (but not for any other purpose). A mechanoid is staggered when at 0 hit points, rendered inoperable when at negative hit points, and is destroyed when their negative hit points are equal to or greater than their effective Constitution score.
    • “Inoperable”: Constructs are normally destroyed immediately upon reaching 0 hit points. For the purposes of this talent, an “inoperable” gizmo or mechanoid is deactivated and cannot be reactivated or used until it is repaired to more than 0 hit points (a positive number). An inoperable mechanoid does not lose hit points when inoperable, and does not need to be stabilized when in that condition. An inoperable mechanoid is treated as helpless and dying for the purposes of other effects.

    Armor Slot
    The mechanoid gains proficiency with light, medium, and heavy armor. As part of granting this upgrade, you may craft a single suit of armor specially fitted for the mechanoid (as though creating an innate arsenal gizmo). This arsenal gizmo does not count towards your gizmo limit, and may be exchanged for a new innate arsenal gizmo whenever you maintain your gizmos. Alternatively, an actual suit of armor can be provided instead of the mechanoid gaining an innate gizmo.
    Arsenal Slot
    As part of granting this upgrade, you may craft a single weapon or shield sized for the mechanoid (as though creating an innate arsenal gizmo). The mechanoid gains proficiency with the equipment, can wield this equipment as if it had the appropriate number of limbs to do so (including to reload), and cannot have this equipment disarmed. The mechanoid can draw or stow the equipment within itself as a free action, and gains a +20 circumstance bonus to conceal the equipment. An innate weapon does not give the mechanoid any extra attacks, but otherwise can be wielded normally. This upgrade can be granted multiple times, each time granting a new innate arsenal gizmo. Alternatively, an actual weapon or shield can be provided instead of the mechanoid gaining an innate gizmo.
    Cable Car (Fucking Useless)
    The mechanoid is crafted with 2 innate energy cable gizmos, plus 1 innate energy cable gizmo per 3 gizmo levels the mechanoid possesses. The mechanoid treats itself as a power pack gizmo for any gizmo in its possession or attached to one of its innate energy cables. The energy cable project materials must still be supplied; you determine the length of each innate cable.
    Focused Design
    Choose Strength or Dexterity. The mechanoid gains a +2 enhancement bonus to the chosen ability score, +2 per 5 gizmo levels. This upgrade can be granted a second time; when this upgrade is granted a second time, the mechanoid gains this bonus to the other ability score not initially chosen.
    Immersive Cockpit - Full Integration
    The mechanoid is crafted with a specialized cockpit that allows a pilot to operate with increased precision. An immersive cockpit is treated as a single passenger seat for other effects. A pilot must be of the same size category or smaller than the mechanoid. A pilot using an immersive cockpit may always choose to pilot the mechanoid normally (granting the mechanoid actions as a standard or move action, but does not benefit from the immersive cockpit if piloted this way). When piloting a mechanoid with an immersive cockpit, the pilot may still perform actions not related to the mechanoid (for example, throwing a bomb out an open window or other using another gizmo).

    An immersive cockpit allows the pilot and mechanoid to act as a single creature, using the mechanoid’s physical statistics and the pilot’s mental statistics. The mechanoid is treated as being continuously piloted (instead of piloting the mechanoid as a full or partial action) and the pilot may use their actions, abilities, and gear normally as though they were the mechanoid (moving normally, making attacks, using the mechanoid or the pilot’s abilities, benefiting from the mechanoid or pilot’s skill bonuses). The pilot and mechanoid may still be targeted separately (such as by targeted spells, Intimidate skill checks to demoralize, etc. the enclosure upgrade (or similar) can protect the pilot from being attacked directly. A pilot treats an immersive cockpit-piloted mechanoid as though they were wearing armor (and cannot benefit from their own worn armor while piloting this way).
    Your immersive cockpit upgrade may be further improved to allow for full integration. A pilot may initiate full integration as a 1 minute process; once complete, the pilot is “fully integrated” with the mechanoid (the integrated pilot).
    • The integrated pilot treats the mechanoid as a full extension of their body, gaining its physical ability scores, statistics, and all abilities possessed by the mechanoid. Any ongoing effects are shared by the pilot and mechanoid (provided the effect could target the other creature normally), such as a barkskin spell, cast on the integrated pilot would affect the mechanoid and the integrated pilot’s resulting statistics. Magic item slots are shared between the integrated pilot and mechanoid (even if the mechanoid does not possess the appropriate magic item slot in case of a conflict, the integrated pilot selects which magic item slot is active between their own magic item slots or the mechanoid’s magic item slots (the unchosen magic item slot becoming dormant while integrated). The integrated pilot and mechanoid are treated as a singular creature for all effects (but may be targeted separately by targeted effects, applying resistances, bonuses, and immunities as appropriate). The integrated pilot may choose to be affected by an effect in place of their mechanoid (such as for beneficial spells, healing, etc., but not substituting themselves for hit point damage taken by the mechanoid). Attacks made against the integrated pilot and mechanoid deal damage to the mechanoid first, and saving throws are attempted by the integrated pilot on behalf of both the integrated pilot and mechanoid.
    Lightweight
    The mechanoid weighs as if it were 2 size categories smaller (minimum Fine). When deactivated, the mechanoid reduces its size to be 2 size categories smaller (this does not change its weight further) and returns to its normal size when activated. For every 5 gizmo levels, the weight and reduced size decrease by +1 additional size category. This does not cost an upgrade
    Magic Item Slot
    The mechanoid gains two magic item slots of your choice (even if the mechanoid lacks the appropriate body shape to wear it this upgrade can be granted multiple times. A mechanoid cannot have more than one of a given magic item slot (with the exception of rings being limited to 2).
    Modular Modification Slot (Requires Innate Modification)
    The mechanoid’s innate modification may be switched with another modification you could craft as a full-round action. A creature must supply a crafted modification, removing the previous one. The inserted modification becomes an innate gizmo for the mechanoid, no longer counting against your gizmo limit, and the removed gizmo begins to count against the crafter’s gizmo limit (effectively swapping the two gizmos, and which is being maintained).
    Multimedia Sensory Gizmos (Accommodation)
    The mechanoid gains each sensory gizmo as an innate gizmo. Innate gizmos from this upgrade may transmit sensory information to the pilot and its passengers (or the mechanoid, if it is able to act independently). This allows the pilot and its passengers to use the mechanoid’s senses as if they were their own (primarily when piloting the mechanoid, using mounted weapons, etc.), but does not allow a passenger to ignore line of effect. This upgrade does not count against the mechanoid's maximum number of upgrades.
    Portable Plant
    The mechanoid is crafted with an innate power plant gizmo. This power plant counts towards the maximum number of power plants you can maintain; the power plant’s project materials must still be supplied. The power plant must be at least one size category smaller than the mechanoid. A mechanoid with this upgrade can attach a battery crafted by their innate power plant to their other innate gizmos as a free action; the mechanoid’s allies can retrieve one or more batteries crafted by this innate power plant as a swift action when adjacent to the mechanoid.
    Reinforced Enclosure (Requires Enclosure)
    The enclosure treats the mechanoid’s CMD as 3 + 1 per 2 gizmo levels higher for the purposes of the enclosure’s latch (being grappled open or opened with a Disable Device check). In addition, the enclosure gains an additional +3 hit points per gizmo level. This upgrade can be granted multiple times; each time this upgrade is granted after the first, increase the enclosure’s hit points calculation by an additional +3 per gizmo level.
    Transforming Parts
    You grant the mechanoid two upgrades (other than this upgrade the mechanoid may only use one of these two upgrades at any given time, but may switch between these two upgrades as a Full-Round Action. You may grant the transforming parts upgrade 1 additional time per 7 ranks in the associated skill you possess.
    • Battery Use: The user may deplete 1 battery as a Free action to change between the two granted upgrades.
    • If multiple Transforming Parts upgrades are employed by the same mechanoid, any and all can switch their subordinated upgrades as part of the same full round or free action use of a singular battery.

    Projects

    Redundant Systems
    In addition, when recovering gold spent on a project, you recover an additional 25% (for a total of 50% of the project’s value in new project material).

    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).

    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.
    SizeSpeedLimitMaximumWeightRanksCost
    Small210+1/5GL250 lbs.1100gp
    Medium415+1/5GL4250 lbs.3200gp
    Large625+2/5GL81,250 lbs.5400gp
    Huge830+3/5GL126,250 lbs.7800gp
    Gargantuan1045+4/5GL1631,250 lbs.101,600gp
    Colossal1260+5/5GL32156,250 lbs.153,200gp
    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.

    Traits

    TraitsBinder's Blood (Social)
    Having been transformed into a bound genie, she gains a +2 trait bonus on any Charisma-based checks when directly interacting with a genie.
    Charming Smile, Cunning Soul (Social Exemplar)
    You gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks. This bonus increases by 1 for every two other social traits you have.
    Clever Wordplay (Social)
    Bluff is an Int skill.
    Innocent (Race)
    No one can believe someone as pure as you could be deceptive in any way. You have an air of innocence about you, and people have a hard time believing you could ever do anyone harm. When you make a Bluff check to tell a lie, your target always wants to believe you, granting you the standard +5 bonus on your Bluff check. This bonus only applies if the lie you tell is either believable or unlikely.
    Magic Wardrobe (Equipment)
    As a swift action, you can swap an outfit you are currently wearing for another outfit in your possession, as well as don or remove individual pieces of clothing or jewelry. If you choose to affect a magical piece of clothing (such as a hat or ring) you are limited to only affecting it, either swapping it with another magical item of the same slot, removing it, or donning it. You may not use this trait to don or remove armor, but you may draw things from an extradimensional storage from the Warp sphere. This trait is a supernatural ability.
    Mental Discipline (Psionic)
    You have had some basic training in mental control. Autohypnosis is always considered a class skill for you, and you get a +1 trait bonus to Autohypnosis checks.
    Pocket Space (Magic)
    Her genie Lamp can store an addtional 5 lbs, increasing by 5 lbs at 5th level and every 5 levels thereafter.
    Sun Orchid Resilience (Region: Bayt)
    You have consumed the Sun Orchid Elixir and gained a measure of its restorative properties. Once per day, you can regain a number of hit points equal to your Constitution modifier as an immediate action.
    DrawbacksIdle Theorist (Drawback)
    Her fragmented memories sometimes taint her understanding of the world, recalling similar things and conflating them with what is before her. when she fails a skill check or rolls a natural 1 while attempting to recall information, she recalls a piece of incorrect but believable information. cannot take 10 or use the Aid Another action with checks made to recall information.
    Overly Cautious (Major Drawback)
    You always go last in initiative order. You cannot take Improved Initiative. If multiple creatures with Overly Cautious are in the same encounter, they roll initiative only to determine what order they go in after all other characters have gone each round.
    Pathetic (Flaw)
    -2 Strength
    Unreactive (Flaw)
    -6 initiative modifier
    OathsForbidden Knowledge (Disonant Realities): +4op
    Oath: Filled with too many fragmented memories, too much knowledge for a feeble mortal body to hold, Zarametia's mind wanders and becomes disoriented across the centuries. she takes a -4 penalty on Wisdom and Charisma based checks, cannot take 10 on such checks and must succeed a DC 22 will save or become confused for 1d6 rounds when finding herself in a stressful situation (such as combat).
    Defiance Penalty: The only method by which you may come to terms with your knowledge is by erasing it from your mind. If you ever cure yourself of this severance, you take a penalty on Intelligence checks and skill checks equal to half your character level.
    Atonement: To regain this forbidden knowledge, you must rediscover what nightmarish secrets you have forgotten, which involves at least 3 days worth of research or exploration into the source which once fueled your forbidden abilities. After this time, you regain the severance associated with this oath.
    Integral Oath of Burdens: +1op
    As a great curse, Zarametia is bound to her lamp, carrying it along as it's weight baloons in her hands, consuming a carry weight no less than her light load+1 lb.
    Oath of Ritual: +1op
    Oath: You must perform a specific physical or magical ritual every day to maintain your abilities. This ritual takes one hour to perform and can be performed anywhere, but requires that you either spend 5 gp per character level or reduce your maximum hit points by an amount equal to your character level for 24 hours every time you perform the ritual.
    Defiance Penalty: Any day which you do not perform the ritual, all of your ability scores are treated as being 2 lower for all purposes.
    Atonement: To atone, you must perform the ritual once again every day for at least 3 days, making an additional sacrifice worth 100 gp x your character level squared on one of those days.
    Oath BoonsBonus Talents: -3op
    Gain bonus Blended Talents, one each at levels 2, 6, 10, 14, and 18.
    Enhanced Abilities: -2op
    Your Oath grants you strength and acuity beyond that of your kin. At 4th level and every even-numbered level thereafter, you gain a +2 enhancement bonus to one of your ability scores. These bonuses do not stack with each other until you are at least 10th level, at which point they may stack up to a maximum of +4. This improves to a maximum of +6 at 13th level. From level 13 onwards, you gain two +2 ability score bonuses at every level rather than just one at even-numbered levels.
    +0 str, +0 dex, +2 con, +2 int, +0 wis, +2 cha
    Inhuman Resilience: -1op
    Resistance bonus to saves: +1/3HD; max +5
    Enhancement bonus to natural armor: +1/3(HD-2 max +5
    Racial TraitsAbility Scores
    +2 to Str, Dex, & Con; +4 to Int; -2 to Wis
    FCB
    4/6 Striker Art
    Vision
    60' Darkvision
    Low-Light Vision
    Ancient Foe
    The Returned gains a +2 dodge bonus to AC and a +2 racial bonus on combat maneuver checks made to grapple against creatures of the Humanoid (Orc) type.
    Touch of the Veiled Whisper
    The Returned gains a +2 racial bonus to all saving throws. This blessing manifests as subtle, almost imperceptible whispers that seem to guide them away from harm.
    Replaces: Eternal Hope & Lucky
    Spell Resistance
    Gain SR 11+HD
    Weapon Familiarity
    Gain Proficiency with the Orc Hornbow and the Kopesh
    Gen TradLife Span
    Elven aging and lifespan, these are two drawbacks and two boons and do not differ from a typical Elven Returned Aasimar.
    Outcast
    Due to her transformation into her genie form taking place at a young age, she did not gain the benefits of normal socialization in her upbringing, with most of her interactions with others becoming limited to being called forth from her lamp to grant some selfish wish.
    Reincarnation
    Instead of passing to the afterlife upon death, she reincarnates into a new body elsewhere, losing all be the vaguest of sense for the events of her past lives from her memory. This reincarnation is not instant, and does not prevent resurrections that occur within 22 years of her death.

    WEAPONS
    Name AB Critical Type Range Ammo Dmg
    Kopesh +6 19-20x2 S - - 1d8
    Orc Hornbow +7 x3 P 80' - 2d6
    Battered Pistol +7 x4 B&P 20' 1 cap 1d8
    Revolver +7 x4 B&P 20' 6 cap 1d8
    Wanynbrinr Slam +17 x2 B - - 1d4+11
    Wanynbrinr Kopesh +17 19-20/x2 S - - 1d8+9
    Wanynbrinr Revolver +19 x4 B&P 20' 6 cap 1d8+2
    Wanynbrinr Longbow +19 x3 P 110' - 1d8+9
    ARMOUR
    Name ACB Type Check Penality Spell Failure Weight Properties
    Armored Companion+7Armor---Conduit Visage
    Otherworldly Shield+1/2Int+2Class Feature---to touch and flat-foot, does not stack with monk Medium Load
    Arms & Equipment

    Encumbrance
    Total Weight 67.4 lbs.Medium Load
    Light38/57/76/152/304 lbs.no penalty
    Medium76/114/153/306/612 lbs.Max Dex +3 Check Penalty -3 Speed 20' Run x4
    Heavy115/172/230/460/920 lbs.Max Dex +1 Check Penalty -6 Speed 20' Run x3
    Mechanoid Encumbrance
    Total Weight 67.4 lbs.Medium Load
    Light173/259/346/692/1384 lbs.no penalty
    Medium346/519/693/1386/2772 lbs.Max Dex +3 Check Penalty -3 Speed 20' Run x4
    Heavy520/780/1040/2080/4160 lbs.Max Dex +1 Check Penalty -6 Speed 20' Run x3
    WeaponsBattered Pistol
    Source: Firearm Proficiency Martial Tradition
    Value: 4d10gp; Weight: 4lbs; Hardness: 5; HP: 5
    Category: One-Handed; Proficiency: Exotic, Yes; Weapon Groups: Firearms
    Misfire: 1 (5' Capacity: 1; Firearm Category: Early
    Kopesh
    Value: 20gp; Weight: 8lbs; Hardness: 10; HP: 5
    Category: One-Handed; Proficiency: Exotic, Yes; Weapon Groups: Heavy Blades
    Special: Trip
    Orc Hornbow
    Value: 130gp; Weight: 7lbs; Hardness: 5; HP: 5
    Category: Ranged; Proficiency: Exotic, Yes; Weapon Groups: Bows
    Mighty: +0
    Revolver
    Value: 4000 (400)gp; Weight: 4lbs; Hardness: 5; HP: 5
    Category: One-Handed; Proficiency: Exotic, Yes; Weapon Groups: Firearms
    Misfire: 1; Capacity: 6; Firearm Category: Advanced
    AmmoAdamantine Cartridges
    Value: 650 (65)gp; Unit Count: 10 cartridges
    Black Powder
    Value: 1000 (100)gp; Weight: 5lbs; Unit Count: 100 doses
    Cold Iron Cartridges
    Value: 300 (30)gp; Unit Count: 10 cartridges
    Druchite Cartridges
    Value: 270 (27)gp; Unit Count: 10 cartridges
    Firearm Bullets
    Value: 100 (10)gp; Unit Count: 100 bullets
    Flare Cartridges
    Value: 100 (10)gp; Unit Count: 10 cartridges
    Kopesh
    Value 200 (200)gp; Unit Count: 10 blades
    Metal Cartridges
    Value: 780 (78)gp; Unit Count: 52 rounds
    ClothingOutfits: the Shifting Resplendence
    Session 107: Tree p3

    The Shifting Resplendence

    Aura: Strong Transmutation;  Caster Level: 15;  Body Slot: none (clothing  Price:Weight: 2 lbs 

    This dress fits over the skin, almost like the scales on a snake, somehow seeming both pliable and form-fitting, creating a tight outfit. In it's natural form, it serves to accentuate the wearer's figure to the utmost degree, leaving behind soft trails of fabric behind it. As a magical item, it can be commanded to transform into any outfit at the bearer's desire of any design. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise.

    Should the wearer not be fully imaginative of it's design, the outfit will trill, trim, and improve the design to make it more elegant and resplendent. Thus, it gives a circumstance bonus of +4 to Bluff, Diplomacy, and Intimidate.

    Three times per day as a free action out of turn, the wearer can cause the scales of this dress to appear, increasing the fortification of the wearer by 75% for 1 round.


     
    Cold-Weather
    Combines both the Cold Weather Outfit and additional Furs
    Value: 20gp; Weight: 12lbs
    Provides a +5 Circumstance bonus and a +2 untyped bonus to Fotitude saves to resist cold weather. The untyped bonus does not stack with the bonus provided by the survival skill.
    Diving Suit
    Value: 10gp; Weight: 2lbs
    This one-piece suit of clothing reduces one’s drag in the water, making swimming easier. It provides a +1 circumstance bonus on Swim checks. This clothing item does not provide its benefits in conjuction with wearing armor or other clothing items over top of it, and damage from slashing or piercing attacks over multiple rounds can render the suit useless until repaired.
    Hot-Weather
    Value: 8gp; Weight: 4lbs
    +2 bonus on Fortitude saves to resist warm or hot weather. This bonus does not stack with the bonus gained from the survival skill.
    Noble
    Value: 180gp; Weight: 10lbs
    Includes 100 gold worth of jewelry and a signet ring of the Wanynbrinr family.

    Head: Snow Goggles
    Value: 12gp
    You are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You take a –4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance). In addition, they provide immunity to polar mirages.
    Summoner's Rings (+5 Conjuration/Warp Implement)
    Value: 72000gp; Weight: 1lbs; Slot: none
    These large hoop earings act as a +2 conjuration/warp implement
    Underwater Goggles
    Value: 5gp
    Any Land-dweller wearing goggles can use visual perception like an aquatic native (do not take -4 penalty and risk of harm to eyes).
    ToolsMasterwork Backpack
    Value: 50gp; Weight: 5lbs
    Increase strength score for purposes of carry capacity by +1.
    Nobleman's Table
    Session 107: Tree p3

    Nobleman's Table

    Aura: Strong Divination & Conjuration;  Caster Level: 15;  Body Slot: none;  Price:Weight: 5 lbs 

    This disk is shockingly lightweight and portable. easily held , it looks akin to a plate. Upon using a command word, this plate can be transformed into a table which can seat 2, 4, 6, or 8 people. When transformed, it creates plates and tea sets, and confectioneries for the guests to be seated at the table. When all guests are seated, soft gentle and enjoyable music can be heard.

    All guests at the table gain the benefits of Tongues / Share Language, in that their words are clearly translated down to the intent in the most comfortable language for the listener. Only guests at the table can hear each other and the music, those who are not guests cannot hear anything at the table. Additionally, due to the proper and noble nature of the table, diplomacy, bluff, and intimidate can be used interchangeably.

    The food and drink are often considered delectable and delicacies, but are not enough to satiate someone. They do however, provide a 1d10+8 temp bonus to HP.


     
    Pavilion Tent
    Value: 115gp; Weight: 65lbs
    Holds 10 Medium creatures comfortably, additionally has space to include a small fire inside the tent. This tent takes 90 minutes to set up.
  • Tent Cover: increasing setup time by 1 minute, tent grants occupants +5 circumstance bonus to saves against dust storms, rain, snow, and other harmful weather conditions. Also grants DR 5/- against swarm damage caused by diminutive or smaller swarms that are outside the tent. such a swarm can enter the tent with a DC 20 reflex save made as a full round action.
  • MiscBound Genie Lamp (Integral Oath of Burdens)
    Weight: enough to bring her into the minimum for Medium Load on its own (Currently 39 lbs)
    The Lamp with which she was transformed into a djin and bound to the service of her former masters for 300 years. The Lamp still binds her and is bound to her, though it can be difficult to notice the trickling mist that links them. It is as much a part of her as her hips from which it hangs.
    Storing 88 of 130 lbs. (see Warp spells):
      • Weapons: Battered Pistol, Orc Hornbow
      • Ammo: 1 keg of black powder, 100 firearm bullets
      • Clothing: Diving Suit, Hot Weath Outfit, Noble Outfit
      • Tools: Pavilion Tent, Tent Cover
      • Supplies: Water Barrel

    Class Features

    Champion Sphere Summoner Unchained (Void Conduit)Avatar - Wanynbrinr
    Gain a Conjuration Companion as a bonus talent, granting the gained companion the Avatar Achetype. Sphere Summoners are considered High-Casters specifically with regards to their Avatar's strength. The Avatar counts as the Summoner's Eidolon.
    • Avatar Mastery: the Avatar benefits from an additional form talent for every odd level the Summoner possesses. When the Summoner rests and regains spell points, she may choose to replace a form talent gained through this ability.
      • Forms: Natural Aspect (Fast Healing 1), Armored Companion, Sage Companion, Greater Healing, Regenerating Companion (Cold or Slashing), Willful Companion
    • Conduit Visage: when resting to regain spell points, choose a number of form talents possessed by the Avatar and apply their benefits to yourself. If the form talent requires a spell point, it must be spent at the start of the day. Any attribute bonuses from these form talents become insight bonuses. Use class level as the caster level or your HD to determine the benefits of these form talents.
      • Selected: Otherworldly Paragon (+8 str/dex/con), Armored Companion (+7), Sage Companion (+8/+6), Planar Creature (ER 4, DR 3), Natural Aspect, Willful Companion (+8)
    Command
    As a Swift Action, grant the Avatar a single Move, Standard, or Swift action immediately. This ability has a 1d4 round cooldown.
    Otherworldly Shield
    +1/4HD bonus to AC & CMD
    Shared Pain
    Whenever the void conduit would take hit point damage, the void conduit may transfer an amount of damage equal to their casting ability modifier to their avatar (if summoned). Damage transferred by this talent cannot be prevented, resisted, or otherwise redirected further.
    Swirled Aether
    Whenever the Void Conduit successfully makes an attack, or has a creature fail a save against its abilities, the conduit gains an amount of stacking Temp HP equal to their HD. This Temp Hp cannot exceed 1/2 their Max HP. targets with HD less than 1/2 the conduit's level do not count for triggering this ability.
    Form Surge
    At 5th level, once per day as a standard action, the void conduit may choose a single (form) talent, gaining that (form) talent for a number of minutes equal to the void conduit’s class level (as though applying the (form) talent to themselves with the conduit’s visage ability). If the void conduit chooses a (form) talent that requires a spell point, the void conduit must spend that spell point when choosing it this way.

    The void conduit may use this an additional time at 9th level, and every 4 levels thereafter. Multiple uses of this ability do not stack; if the void conduit uses this ability while already having a (form) talent this way, the previous (form) talent is immediately lost.
    Striker (Voidrusher)Reaper's Tools
    gain a bonus Equipment Sphere talent and treat all melee weapons she is proficient in as unarmed strikes for purposes of striker class features.
    Striker Arts
    • Adrenaline Surge: gain the Adrenaline Surge tension technique.
    • Lucky Chance: decreases tension cost of Second Chance tension technique, and gain the ability to spend 1 extra Tension as part of using the technique to gain a bonus to the new saving throw equal to her Con Mod
    Tension
    She can gain a maximum amount of tension equal to her Constitution modifier+1. If she remains out of combat for a minute or longer, she loses all her tension. She can gain Tension, once per round each, in the following ways:
    • Deceptive Taunt: Whenever a striker makes a successful Bluff check to feint in combat against a creature, she gains 1 tension.
    • Defensive Determination: When she takes damage originating from a creature, she gains 1 tension. she does not gain tension when flat-footed or unaware.
    • Maneuvering Momentum: when she moves at least 10' during her turn, she gains 1 tension.
    • Shadow of the Void: at the start of her turn, she may designate a single target creature as a free action. If she deals damage to the target before the start of her next turn, she gains 1 tension and deals +1d6 damage to the target.
    • Tension Boost: at the start of her first turn in combat (including surprise rounds), she gains 1 point of tension.

    Tension can be spent as a free action in the following ways:
    • X Tension:
      • Minor Breach: As a standard action, initiate an Umbral Tension Technique--that is not Communio--which would make an attack roll. This Umbral Tension Technique is made as a special attack action and chooses a singular target of the technique to take any attack action effects. The technique is otherwise a normal attack against the remaining targets. This technique costs twice the cost of the Umbral Tension Technique it emulates, but as Tension instead of Umbral Tension.
    1. Tension:
      • Adrenaline Surge: For every tension the striker spends on this tension technique, she gains a number of temporary hit points equal to her Constitution modifier (minimum 1 these temporary hit points last for 1 minute or until lost, whichever comes first, and stack with other sources of temporary hit points including itself.
      • Expert Guard: gain a stacking +1 circumstance bonus on all saving throws until the beginning of her next turn.
      • Light Step: As a swift action, select a target creature and do not provoke attacks of opportunity from them for movement.
      • Stalwart Form: gain DR 1/- until the beginning of her next turn. This DR tacks with similar DR, such as itself.
      • Expert Guard: gain a stacking +1 dodge bonus to AC until the beginning of her next turn.
    2. Tension:
      • Critical Knuckle: Increase Critical Threat Range of melee weapons she is proficient with by 1 until the start of her next turn. This increase stacks with other increases to threat range, but is applied last.
      • Second Chance: reroll a saving throw after the result has been revealed, this can make the result worse. By spending an additrional 1 point of tension, this reroll gains a bonus equal to her Con Mod.
      • Swift Focus: regain Martial Focus as a swift action.
      • Umbral Stalk: As a swift action, the avatar performs a single melee attack with a -2 penalty.
    3. Tension:
      • Speed Step: As a swift action, she moves up to her move speed with whatever funny movement mode she has.

    When she spends a point of tension, she builds up a pool of expent tension at a one to one value. At the start of her turn, she gains an amount of Umbral Tension equal to half this expent tension, and returns her amount of expent tension to 0. She may only possess a maximum amount of Umbral Tension equal to half her maximum amount of Tension.
    Umbral Tension can be used as a free action in the following ways:
    • X Umbral:
      • Void Gauge: At the start of her turn, she gains a circumstance bonus to all attack and damage rolls equal to the amount of Umbral Tension she has. This does not expend the umbral tension and lasts until the start of her next turn.
      • Enshroud: As a full round action, which can be taken only when she possesses at least half her maximum Umbral Tension, she gains the Enshrouded status and gains a number of Umbral Action Points equal to her BAB/5+1. Attacks made using these action points incur normal penalties as if part of an itterative full attack action. At the start of her next turn, she loses the Enshrouded status and any remaining Umbral Action Points.
    • 0 Umbral:
      • Ingress/Egress: Spend 1 Umbral Action Point and teleport up to 40' plus 10'/4 Voidrusher levels. This movement must either be directly towards or away from a creature.
      • Void Reaping: Spend 1 Umbral Action Point and make a single attack, dealing additional damage equal to her Intelligence modifier.
      • Waxing Slice: Spend 1 Umbral Action Point and make a single attack, if successful, total all damage from the voidrusher's attacks against the struck target before applying DR or Hardness.
    1. Umbral:
      • Regress: Spend 1 Umbral Action Point and teleport to any space where she used Ingress/Egress Since she gained the Enshrouded status. This techinque can optionally be used as an immediate action. if used in response to an attack of area effect, she gains gains evasion and a dodge bonus to AC and Reflexes equal to half her Voidrusher level.
      • Grim Reaping: Spend 1 Umbral Action Point and attack all creatures within a cone of a size equal to her reach+10' (minimum 15') that originates from her space. All targets hit by this area attack must succeed on a DC 10+1/2 Voidrusher level+Int Reflex saving throw or be moved 5' closer to her and into an unoccupied space within the cone.
      • Plentiful Harvest: Spend 1 Umbral Action Point and attack all creatures within a line of a length equal to her reach+5' (minimum 10'). Increase the damage of the attack by 1d6. This Technique can only be used once per round and if used while under the Enshrouded status, she increases her expended tension by 2.
      • Whorl of Death: Spend 1 Umbral Action Point and attack all creatures within her reach. All targets hit by this area attack can be moved 5' in any direction of her choice, unless they would end that movement in a hazardous area (unless they are already in the area of that hazard).
    2. Umbral:
      • Cross Reaping: Spend 1 Umbral Action Point and draw two 15' lines which intersect in the center, such that the center of the lines is within her reach. Attack all creatures within the lines and deal an additional 1d6 damage. This Technique can only be used once per round.
    3. Umbral:
      • Commmunio: Spend 1 Umbral Action Point and creat a close range burst centers on a creature within close range. Attack all creatures within the burst, dealing an additional 1d6 damage. This Technique consumes all remaining Umbral Tension and increases damage by 1 for each additional point of Umbral Tenshin spent beyond the required 3. She Immediately loses the Enshrouded status and all remaining action points once the attack concludes.
    Void Stalk
    Whenever she uses an Umbral Technique that makes an attack roll while enshrouded, her avatar can make the attack instead. And, whenever the avatar attacks, it benefits from and may use any combat sphere talents the voidrusher possesses, in addition to any combat talents it already possesses.
    IncanterSphere Specialization (Conjuration)
    +1 Caster Level to Conjuration Sphere.
    Legendary Wizard (Familiar Wizard)Arcane School (Conjuration)
    +1 Caster Level to the Conjuration School.
  • Active: Teleport up to 30' per day as standard actions with no one teleportation being less than 5'. Willing creatures can be brought with her, multiplying the distance consumed by the number of creatures being teleported. This movement does not provoke attacks of opportunity.
  • Familiar
    Gain a familiar, because haha funny meme, me want her have more pets. This is entirely gratuitous at this point.
    Prodigy (Void Dancer)Sequence (4 links)
    Sequences have three parts: openers, link components, and finishers. The maximum length of a sequence is 4 links plus 1 link per 3 class levels. Attempts to add additional links have no effect and anything that would cause the sequence to lose a link acts normally. A prodigy may only have one sequence active at a time; any actions affect the currently active sequence. Any time a prodigy begins her turn without having added a link to her sequence since the beginning of her last turn, her active sequence loses one link. Should this reduce the sequence to 0 links, the sequence ends and must be started again. If the prodigy becomes dazed, dead, helpless, paralyzed, stunned, or unconscious, the sequence immediately ends.

    A sequence requires the rush induced by real danger. As such, a sequence cannot be started prior to rolling initiative and ends automatically 1 round after there is no longer any apparent immediate threat (such as a hostile creature capable of making an attack or casting a spell or sphere effect).
    • Openers:
      • Attack: Dealing damage to one or more hostile creatures with an attack action, charge attack (performed as a standard or full-round action), with a sphere ability with a casting time of a standard action or greater, or with another ability with a standard action or greater activation time.
      • Critical Hit: Confirming a critical hit against a hostile creature.
      • Defeat: Reducing a hostile creature with a CR equal to or greater than half the prodigy’s character level to 0 or fewer hit points.
      • Tinker - Gizmo Activation: Activate a gizmo as a standard action, or use a gizmo ability with an activation time of a standard action or longer. The prodigy may choose to activate a gizmo ability that has a faster activation time as a standard action to use this opener.
      • Heal: Restore hit points to an ally or remove ability drain, ability damage, or the blinded, dazed, frightened, nauseated, shaken, sickened, or stunned conditions with an ability that requires at least a standard action.
      • Maneuver: Succeeding on a combat maneuver check against a hostile creature.
      • Magic Save: A hostile creature failing a save against a magic sphere effect. This sphere effect must have a casting time of a standard action or greater. This opener may only be used the first time any hostile creature fails a save against that casting.
      • Marked for Death: As a move action, the void dancer makes a melee touch attack against a creature within reach. Successfully performing this touch attack completes this opener; if the void dancer or their avatar makes another successful attack against the target before the start of their next turn, that attack deals an additional +1d6 damage, +1d6 per 4 void dancer levels (this additional damage is of the same type as the original attack’s).
      • Reflection: Successfully use the reflect spell class feature.
    • Imbue:
      • Conjuration - Double Team: The prodigy adds half the length of her sequence (minimum 1) to any aid another or flanking bonuses granted by her Conjuration companion.
      • Warp - Step Between: Once per turn, as a move action the prodigy can choose to teleport up to 5ft. + 5 ft. per link in her current sequence.
      • Warp - Warping Presence: The prodigy warps space around himself in a radius equal to 5 ft. per link in her active sequence. The first time each turn a hostile creature attempts to move into a square inside this radius, the creature must make a Will save or treat all squares within the effect as difficult terrain until the start of their next turn.
    • Links:
      • Any Opener: Any Opener is also considered a Link. Any one action can only increase a sequence by up to 1 length.
      • Abandon Focus: As a free action, the prodigy may expend martial focus.
      • Adopt Form: Expend martial focus as part of activating a (stance) talent.
      • Close the Gap: As a move action, the prodigy may move up to her speed, ending the movement with a hostile creature within her threatened area. She may sheath one weapon and draw another as a free action as part of this movement.
      • Counting Coup: As a swift action, a prodigy may make a touch attack against a creature using a wielded weapon. If successful, this attack deals no damage but completes this (link). Weapons that require ammunition expend one attack’s worth of ammunition when used with this ability. Such an attack is too glancing to deliver a held touch spell, trigger ammunition properties that function on hit, utilize a thrown splash weapon, or similar effects.
      • Disengage: As a move action, the prodigy may move up to half her speed. She does not provoke attacks of opportunity for leaving her starting squares. She may sheath one weapon and draw another as a free action as part of this movement.
      • Gibbet and Gallows: As a swift action, the void dancer makes a single attack with a -5 penalty. If this attack is successful, it completes this link.
      • Preparation: Whenever the prodigy would be granted an attack of opportunity against a hostile creature, she may choose to expend an attack of opportunity without making an attack to complete this (link). She must be capable of making the attack to use this ability.
      • Tinker - Recharge Gizmo: Attach a battery to one of the prodigy’s crafted gizmos as a standard, move, or swift action.
      • Save: Succeed on a save against a non-harmless effect originating from a hostile creature.
      • Swift Heal: Restore hit points to an ally or remove ability drain, ability damage, or the blinded, dazed, frightened, nauseated, shaken, sickened, or stunned conditions with an ability that requires at least an immediate action.
      • Steel Mind: Pass a concentration check to maintain concentration on a sphere effect when taking damage.
    • Finishers:
      • 1 Link:
        • Adroit Momentum: A prodigy may end her sequence as part of making a skill check to gain a competence bonus equal to the number of links in the sequence on that skill check.
        • Barrage - Flurry: As a standard action the prodigy may make one ranged attack per link in her sequence, but no one creature may be targeted by a number of attacks greater than half the length of the sequence. These attacks are made at the prodigy’s full base attack bonus.
        • Ironhide: The prodigy may end her sequence as a immediate action to gain temporary hit points equal to her level that last for a number of rounds equal to the number of links in her sequence. This finisher may be used after the result of an attack is revealed and may keep the prodigy from dying.
        • Penetrating Magic: The prodigy may end her sequence as part of casting a sphere effect to gain a bonus equal to the length of her sequence on any MSB checks made to overcome spell resistance made as part of that effect.
        • Tinker - Turbocharge: As part of using the gizmo ability of any non-project gizmo the prodigy crafted, the prodigy may increase that gizmo’s effective gizmo level by an amount equal to 1 + 1/2 the length of the prodigy’s sequence (minimum 1). This effective gizmo level lasts until the gizmo ability ends, or 1 minute, whichever comes first.
        • Tinker - Unlimited Power: The prodigy may spontaneously create a battery and immediately attach it to a gizmo in their possession. This battery does not count against the prodigy’s gizmo limit, but only lasts for a number of rounds up to the length of the prodigy’s sequence + the prodigy’s casting ability modifier before becoming depleted and destroyed (even if the gizmo it is attached to would have a longer gizmo ability duration using the battery; this may end a battery use ability early). This finisher requires a full-round action to use, and may be used 1 step faster for every 2 additional links in the prodigy’s sequence past 1 (down to a standard action with 3 links, move action with 5 links, swift action with 7 links, or a free action with 9 links).
      • 3 Link:
        • Certain Strike: As a 3 link finisher, the prodigy may spend a swift action to resolve her next attack roll before the start of her next turn as a touch attack.
        • Doombringer: As a 3 link finisher, the prodigy may make a single attack as a swift action. If the sequence is at least 5 links, the prodigy may make an attack action in place of a move action. If the sequence is at least 7 links, this attack action may instead be done as a swift action. As a 9 link finisher, the prodigy may make up to three attack actions, one as a standard, one as a move, and one as a swift action. Each attack action must have an activation time of no more than a standard action.
        • Focus: As a 3 link finisher, the prodigy may regain martial focus as a free action.
        • Prodigy’s Reflexes: As a 3 link finisher, when targeted by an attack or forced to make a Reflex save, the prodigy may spend an immediate action to make an Acrobatics check and use the result in place of her AC or Reflex save. She must use the skill check result even if it is lower than her AC. If the sequence is at least 5 links, she may instead activate this ability as a free action usable even when it is not her turn.
        • The End: As a 3-link finisher, as full-round action, the void dancer makes a single weapon attack, creating a close-range burst centered on a primary target within their reach. Make a single attack roll and compare the results of the attack roll to the AC of each creature within the burst’s radius (the void dancer may exclude any number of creatures, at their discretion). Use the same damage roll for each target. For each link in the sequence past 3, this attack deals an additional +2d6 damage (this additional damage is of the same type as the original attack’s). If the sequence is at least 7 links, the void dancer may teleport into any square within the burst’s radius after completing the attack.
      • 5 Link:
        • Arcane Apocalypse: As a 5 link finisher, the prodigy may cast a sphere effect as a move action. As a 7 link finisher, the prodigy may cast a sphere effect as a swift action. As a 9 link finisher, the prodigy may cast up to three sphere effects, one as a standard, one as a move, and one as a swift action. Each sphere effect cast in this way must have a normal casting time of no more than 1 standard action.
        • Executioner: As a 5 link finisher, the prodigy may spend a move action to automatically threaten a critical on the next attack roll before the end of her turn. If this attack misses, the ability is wasted. If the sequence is at least 7 links, this may instead be done as a swift action. This effect may not be combined with any ability or effect that automatically confirms critical threats.
        • Resilience: If the prodigy has a sequence of at least 5 links, when failing a saving throw, she may end the sequence as an immediate action to reroll the save. For every link beyond 5, you gain a +1 competence bonus on the reroll.
    Inspired Sequence
    While the prodigy has an active sequence, she gains an insight bonus on attack and damage rolls and caster level equal to half the length of her sequence (minimum 1).
    Adaptation
    The prodigy may open her mind to a flash of insight, temporarily discovering skills she didn’t know she had. At 2nd level, as a standard action, the prodigy may grant himself the benefit of any one magic talent or combat talent she doesn’t possess. This effect lasts for 1 minute. The prodigy must possess that talent’s base sphere and meet any prerequisites (if an advanced talent). The prodigy may use this ability a number of times per day equal to 3 + 1/2 her class level. Multiple uses of this ability do not stack. If the prodigy uses this ability again before the previous duration has expired, it replaces the previous use.
    Armiger (Taskmaster)Task Center
    At 1st level, the taskmaster gains the Tinker sphere, selecting the (computation) package, and gains the Tinker sphere Cognitive Set talent as a bonus talent.
    The taskmaster may craft a unique routine known as a “task center”; the taskmaster’s task center does not count against the taskmaster’s gizmo limit and always uses the taskmaster as the host gizmo (rather than being installed into one of the taskmaster’s gizmos). A task center routine functions similarly to mental augmentation gizmo modified by the Cognitive Set brain jack ability (functioning as a storage routine that can store memories for the taskmaster), and grants its competence bonus based on the active task-set (see below).
    • Task Sets: The taskmaster customizes their task center by creating “task-sets'' instead of customizing a weapon. Each task-set is assigned to a mental ability score (Intelligence, Wisdom, or Charisma) and while active, grants its bonuses as a mental augmentation to that assigned ability score. Each task-set is assigned 1 combat talent, +1 combat talent at 3rd level and every 4 levels thereafter. The taskmaster can customize 3 task-sets, +1 task-set at 11th and 19th levels. The taskmaster may re-customize any number of their task centers as part of 8 hours of rest. A task-set is otherwise treated as an armiger’s customized weapon; the taskmaster passively retains "access" to talents granted by their task-sets (even while inactive or unusable) for the purposes of bonus skill ranks, Beastmastery tamed creatures, crafted Alchemy formulae, Tinker gizmos maintained and gizmo limit, etc. (even while the task-set is inactive).
    • Further Modifying the Task Center: If the taskmaster possesses abilities that could alter or add to a physical or mental augmentation’s effects, they may individually alter each task-set to have those effects provided that the task-set is assigned to the appropriate ability score (for example, the taskmaster may modify a Strength-assigned task-set with the Pressure Jack load bearer ability).
    • Special - (Augmentation) Package: If the taskmaster possesses the (augmentation) package, the taskmaster’s task center may be assigned either physical or mental ability scores (as though it were a physical or mental augmentation), granting bonuses as appropriate for the active task-set. The task center is only ever assigned to a single ability score at a time (and is not “both” a physical and mental augmentation).
    Switching between active task-sets may be done as a free action during the taskmaster’s turn.
    Config Expertise
    At 1st level, the taskmaster gains the Equipment sphere as a bonus sphere, selecting a talent of their choice. The taskmaster may spend 1 minute observing, handling, or practicing with a piece of equipment to change this Equipment sphere talent, losing the previously selected Equipment sphere talent and gaining a new one in its place. This talent may be either a (discipline) talent or other talent related to the equipment’s use (such as Expert Reloading if studying a crossbow or firearm, or Throw Bash with a throwable shield, and so on). The taskmaster may deplete 1 battery gizmo in their possession as a free action to use this ability immediately (rather than spending 1 minute). This ability may be used with a non-weapon to suffer no penalties when using that specific object as an improvised weapon (in place of gaining a new Equipment talent).
    • Note: At GM discretion, truly unusual weapons or equipment (i.e. advanced technological weapons for a caveman, alien weapons for a medieval knight) may be excluded if the taskmaster would have no frame of reference about how to use the equipment.
    Charged Focus
    At 3rd level, as an immediate action, the taskmaster may deplete a battery gizmo to regain martial focus. Whenever the taskmaster succeeds at a combat maneuver, confirms a critical hit, or reduces a foe to 0 or fewer hit points, the taskmaster may instead use this ability as a free action (that can be taken even when it is not the taskmaster’s turn).
    Mythic SpheremasterMythic Casting
    +1 to Conjuration and Warp spheres, as if an implement bonus and stacking with implements. Bonus increases by +1 at every odd mythic tier beyond 1st.
    Mythic Desperate Tension
    Once per day, you may expend one use of mythic power at the start of your turn to gain your maximum amount of tension. If you have the striker's ultimate tension ability, immediately replace this ability with mythic ultimate tension.
    Mythic Martial Knowledge
    +1 BAB/Skill Rank to Barrage and Tinker spheres. Does not allow Mechanoid or AI HD to increase. Bonus increases by +1 at every odd mythic tier beyond 1st.
    Sphere Mastery (Warp)
    Mythic Tension
    Add your tier to your maximum tension.
    Mythic Tension Techniques
    You gain a daily pool of bonus tension points equal to your tier. You may spend these points to activate your tension techniques, even if you do not otherwise have tension. Once per day, as a free action you may take during your turn, you may expend one mythic power to refill this bonus tension pool.
    WishgranterBuilding Burnout
    Whenever you are last in initiative order, you gain half your mythic tier (rounded down) as an increase to the maximum number of links in your sequence or points of tension.
    Cursed (Absolute Legalism)
    Whenever you break your word (either purposefully or unintentionally), you lose access to all mythic powers (including path abilities, mythic feats, etc., but excluding passive bonuses like increased hit points and ability scores), and are sickened for 24 hours or until you meet your obligation, whichever comes first.
    Form of Power (Djin Transformation)
    This form is considered a natural part of your body and uses your character level as your caster level and uses your casting ability modifier or practitioner modifier (your choice, or your Charisma modifier if you lack either) to determine its effects.
    Limbs: 1 head, 2 arms, either 2 legs or no legs, however your body is visibly bound to your relic, as a stream of smoke or fire emitting from the tip, Whilst in this form, your clothing is always framed in the most physically temptatious and distracting form possible.
    Speech: Yes; Hands: Yes
    Speed: 30 FT Flying (Good) 60 FT Flying (Perfect) at Tier 5, 40FT Land (if legs are chosen)
    Natural Weapons: 2 Slams (Primary) 1d6 Medium
    AC: +2 Natural Armor bonus, +1 per 5 caster levels
    Special: Darkvision 60 ft. If you spend an additional spell point when granting this form, the target also gains a 25% ability to ignore critical hits and precision damage, which increases by 25% per 5 caster levels to a maximum of 100%.
    • Hyperexpressive Biology: The target’s body becomes hypersensitive to their own emotions, and changes to reflect them (usually by their skin becoming hued with another color). This reduces the DC of Sense Motive checks (except the DC to feint them) made against the target (including opposed checks) by 4; this increases to 8 for Sense Motive checks made to sense the emotion of the creature.
    • Cosmically Ephemeral Beauty: The Djinn’s innate beauty becomes so charming that it becomes challenging to attack them. Giving them a deflection bonus to AC equal to 1/4th their hit dice.
    • Genius Council: Whether through the release of pheromones, or through carefully spoken words, all creatures within 30 feet gain a +2 to all intelligence checks. Additionally, any creature that aids another increases the bonus provided by 2.
    • THIRD TIER - Flexible Size: The Djinn may choose to alter its size at a range between small to large as part of the transformation, or at any point during the transformation as a standard action. At CL 10, this range expands to include tiny and huge.
    Mythic Spell Stand-In
    Additionally you gain the “Spell Stand-in” casting tradition drawback, except in place of gaining a conjuration companion, your Eidolon is treated as the conjuration companion for the purposes of this drawback. This does not later prevent you from gaining a conjuration companion through talent expenditure. When attempting to cast any spell and the stand in is not present, the stand-in is forcibly summoned to perform the spell cast and may be targeted by hostile effects until the end of the next turn.
    Pause for Tension
    At the start of combat in which you are last in the initiative order, (Barring creatures which act twice), you may choose to gain either one point of tension, or one link to your sequence. If you choose to increase your links, you may spend a mythic power to increase this to be half your mythic tier (rounded down).
    Relic Bound(lamp)
    Your mythic powers only function while you remain in possession of a relic (usually one that granted you mythic power). You lose all mythic abilities and bonuses immediately if separated, but your powers return immediately if you regain possession of the relic.
    Traditional
    Your casting tradition applies when you use your mythic power. You must have at least three general casting drawbacks to take this mythic drawback; if you do not, you may gain additional general casting drawbacks when you first gain this drawback (though only with your GM’s permission). You may not gain or use the drawback freedom path ability nor any other effect that allows you to bypass your casting drawbacks, including for regular casting.
    Wishful Touch
    Any creature who touches you or your Eidolon may make a request which must be immediately fulfilled. Should there be a magical way of resolving the issue, you may spend a mythic point to cast any vancian spell. Creatures that touch you are aware of the ability for them to make a wish, but they must be able to communicate the request in a way you understand.
    • You may cast vancian spells up to your max spheres spell level, requiring a number of spell points equal to the level of the spell.
    • You may cast a vancian spell up to your max vancian spell level, consuming an equivalent slot.
    • When speaking, you must always pause dramatically before making a point. Especially when the pause could lead to misunderstandings.

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

    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    CR

    Djin's Regalia GL 12
    Djin's Regalia

    T-G , Robot

    Defense

    AC: AC 31, Touch 10, Flat-Foot 21 (Dex +10, Natural +11)
    HP: 109 ( 9d10+36+24 )
    Weaknesses: +50% damage from Electricity

    Offense

    Space: 2.5'-20' Reach: 0'-20'
    Spell-like Abilities: Casting Tradition
    Somatic Casting x2, Verbal Casting, +1 spellpoint/odd casting class level; 4SP

    Harvest: Cl 3
    Instantaneous, requires fruit trees, berry bushes, or food crops. You may spend a spell point to cause plants to sprout food spontaneously. You may affect up to 1 plant per caster level within range. Each plant produces enough food to provide 3 Medium-sized creatures or 1 horse with food for a day. You may additionally produce 2 magical berries per caster level, along with the usual food. Any creature who consumes one of these berries is healed 1 hit point. These berries lose their magical potency after 24 hours.
    World in Minature: CL 3
    You may create a small pocket dimension, accessible through a shimmering portal that either appears in the air before you or on a touched, reasonably flat surface. This pocket dimension measures one 10-foot cube per caster level, arranged as you wish so long as the space is continuous. You can make the entrance as small as 5-foot square or as large as 10-foot square. You can select its light level and temperature (from -40° F to 120° F, -40° C to 50° C), but otherwise it is a featureless location that contains only plant life.

    This space does not exist until you enter the portal, and continues to exists as long as you are inside. However, you may spend a spell point to create the space without entering, and allow it to remain for up to 1 round per caster level regardless of whether or not you are inside it. If the portal is placed on the ground or in some other way an unwilling creature might fall in, the creature is allowed a Reflex save to evade. Climbing the walls of this room requires a DC 20 Climb check. When this ability expires or is dispelled, all objects and creatures within this space are harmlessly ejected through the portal.

    The plants native to this space produce enough food to sustain a single medium creature for a day, and they can also be used alongside the Harvest geomancy abilities.

    Statistics

    Str 26, Dex 28, Int 10
    Base Attack: +10 CMB: +18 CMD: 38
    Feats: Basic Magic Training (Nature {Plant Package, Limited Nature -> Plant Mastery}), Extra Magic Talent (Warp {Base, Bender -> Extradimensional Room}), World in Minature, Advanced Magic Training

    Vulnerable to Critical Hits: Whenever a robot takes extra damage from a critical hit, it must succeed at a DC 15 Fortitude save or be stunned for 1 round. If the robot succeeds at the save, it is staggered for 1 round. The robot remains immune to all other sources of the stunned condition.


    Mechanoid Upgrades (11 max)
    Arsenal Slot (Gauntlet): 1U
    The Mechanoid has an inbuilt gauntlet. The mechanoid can draw or stow the Gauntlet within itself as a free action, and gains a +20 circumstance bonus to conceal the equipment. An innate weapon does not give the mechanoid any extra attacks, but otherwise can be wielded normally.
    Durability: 1U
    +2 HP/GL
    Focused Design: 2U
    The mechanoid gains a +2 enhancement bonus to Strength and Dexterity, +2 per 5 gizmo levels. (+6 total)
    Immersive Cockpit - FI: 1U
    The mechanoid is crafted with a specialized cockpit that allows a pilot to operate with increased precision. An immersive cockpit is treated as a single passenger seat for other effects. A pilot must be of the same size category or smaller than the mechanoid. A pilot using an immersive cockpit may always choose to pilot the mechanoid normally (granting the mechanoid actions as a standard or move action, but does not benefit from the immersive cockpit if piloted this way). When piloting a mechanoid with an immersive cockpit, the pilot may still perform actions not related to the mechanoid (for example, throwing a bomb out an open window or other using another gizmo).

    An immersive cockpit allows the pilot and mechanoid to act as a single creature, using the mechanoid’s physical statistics and the pilot’s mental statistics. The mechanoid is treated as being continuously piloted (instead of piloting the mechanoid as a full or partial action) and the pilot may use their actions, abilities, and gear normally as though they were the mechanoid (moving normally, making attacks, using the mechanoid or the pilot’s abilities, benefiting from the mechanoid or pilot’s skill bonuses). The pilot and mechanoid may still be targeted separately (such as by targeted spells, Intimidate skill checks to demoralize, etc. the enclosure upgrade (or similar) can protect the pilot from being attacked directly. A pilot treats an immersive cockpit-piloted mechanoid as though they were wearing armor (and cannot benefit from their own worn armor while piloting this way).

    A pilot may initiate full integration as a 1 minute process; once complete, the pilot is “fully integrated” with the mechanoid (the integrated pilot).

    The integrated pilot treats the mechanoid as a full extension of their body, gaining its physical ability scores, statistics, and all abilities possessed by the mechanoid. Any ongoing effects are shared by the pilot and mechanoid (provided the effect could target the other creature normally), such as a barkskin spell, cast on the integrated pilot would affect the mechanoid and the integrated pilot’s resulting statistics. Magic item slots are shared between the integrated pilot and mechanoid (even if the mechanoid does not possess the appropriate magic item slot in case of a conflict, the integrated pilot selects which magic item slot is active between their own magic item slots or the mechanoid’s magic item slots (the unchosen magic item slot becoming dormant while integrated). The integrated pilot and mechanoid are treated as a singular creature for all effects (but may be targeted separately by targeted effects, applying resistances, bonuses, and immunities as appropriate). The integrated pilot may choose to be affected by an effect in place of their mechanoid (such as for beneficial spells, healing, etc., but not substituting themselves for hit point damage taken by the mechanoid). Attacks made against the integrated pilot and mechanoid deal damage to the mechanoid first, and saving throws are attempted by the integrated pilot on behalf of both the integrated pilot and mechanoid.
    Innate Prosthetics: 2U
    The Mechanoid possesses 4 arms
    Lightweight: 0U
    The mechanoid weighs as if it were 3 size categories smaller (minimum Fine). When deactivated, the mechanoid reduces its size to be 3 size categories smaller (this does not change its weight further) and returns to its normal size when activated.
    Multimedia: 0U
    The mechanoid gains the following innate gizmos:
    CameraThis gizmo may be used to record pictures or videos and can display them back to the user. Stores 1000 pages of pictures or 10000 pages of soundless video. Can connect to storage.
    MicrophoneThis gizmo may record sound and can play back recorded sound to the user. Stores 1000 pages of sounds. Can connect to storage.
    Scent RecorderThis gizmo may record scents and can emit the scent to the user. Stores what I presume is 1000 pages of scents, totalling 10 minutes. Can connect to storage.
    Passenger Seats: 1U
    Compact Pilot, Ejector, Quick Entry, & Cover
    The mechanoid can carry a total number of Medium creatures equal to twice its size category (4 Medium creatures can fit inside a Large mechanoid, 8 Medium creatures can fit inside a Huge mechanoid, etc.), which is modified for their size category (Small counts as half a Medium, and Large counts as double a Medium). Creatures can mount or dismount the mechanoid as a move action and gain partial cover while mounted. Any creature seated in the mechanoid is referred to as a “passenger”.

    A single passenger seat can be designated as the pilot seat (the “pilot”; the pilot is still a passenger). A mechanoid that has a pilot seat may only be piloted manually from the pilot seat (or another appropriate control means, such as a remote control). A pilot must be able enter the pilot seat (appropriate size to mount the mechanoid passengers are not treated as being “mounted” for the purposes of mounted combat rules, although may considered as such subject to GM discretion (such as a bike ridden by a single character being a “mount”, whereas an armored personnel character with 16 orc assault troopers not being a “mount”).

    A mechanoid with a compact pilot seat may be piloted by a creature the same size category as the mechanoid.

    Ejector seats have an ejector system built into each seat the passenger seats upgrade accommodates. When the mechanoid is destroyed (or its enclosure, if it possesses the enclosure upgrade), each passenger is ejected 30 feet from the mechanoid in a straight line. An individual passenger may willingly use the ejector seat belonging to their seat as an immediate action. The direction an ejector seat moves the passenger is chosen when the mechanoid is first crafted or after being adjusted by the pilot. A passenger seat is depleted after being used (each individual passenger seat may be depleted this way) and may be restored when the crafter maintains their gizmos.

    The pilot can spend a swift action to adjust any number of ejector seats, choosing any of the following: disable or enable any number of ejector seats for individual passengers, trigger any number of ejector seats for individual passengers, or change the direction the ejector seats will move the passenger for each individual passenger.

    If an ejector seat is used to avoid an attack or area effect that would harm the passenger, that passenger gains evasion and a +2 dodge bonus to their AC or Reflex save against the attack or effect; an unwilling passenger may attempt a Reflex save to avoid being ejected (remaining inside or atop the vehicle but without a seat).

    May choose to make the passenger seats be quick entry seats. Quick entry seats can be mounted or dismounted as a move or swift action (instead of only a move action).

    The mechanoid grants creatures in its passenger seats cover, instead of partial cover, against effects from outside of the mechanoid.
    Portable Plant: 1U
    The mechanoid is crafted with an innate power plant gizmo. This power plant counts towards the maximum number of power plants you can maintain. This upgrade increases the project cost of the mechanoid by the project cost of the power plant. The power plant must be at least one size category smaller than the mechanoid. A mechanoid with this upgrade can attach a battery crafted by their innate power plant to their other innate gizmos as a free action; the mechanoid’s allies can retrieve one or more batteries crafted by this innate power plant as a swift action when adjacent to the mechanoid.

    Size Huge; Speed 8/hour; limit 36; Max 12
    Transforming Parts: 2U
    You grant the mechanoid four upgrades (other than this upgrade the mechanoid may only use two of these four upgrades at any given time, but may switch between both sets of two of these four upgrades as part of a full round action.
    Battery Use: The user may deplete 1 battery as a free action to change between the two upgrade sets.
    Alternate Size, Greater: 2tUThe mechanoid's base size increases to Gargantuan.
    Skillful DesignGain +2+1/2 Gizmo Level Circumstance Bonus to Climb and Disable Device checks

    Statblocks for companions, followers and other allies.

    CR NULL

    Zarametia Chendyr Wanynbrinr Avatar

    Conjuration Companion (Avatar) CL 16+7 CN M

    Defense

    AC: 34, touch 19, flat-foot 25 (+9 Dex, +7 Armor, +8 Natural Armor)
    HP: 150 12d10+84 ( Regeneration 5/Cold or Slashing )
    Fortitude: +15 Reflex: +13 Will: +13 ( +4 morale vs. Charm & Enchantment, 2d20kh1 for will saves )
    Defensive Abilities: Improved Evasion DR: DR 3/Lawful, ER 4 Acid, Electricity, Sonic

    Offense

    Melee: Ghost Touch Slam +21/+21 (1d4+10) 10' reach
    +4 Ghost Touch Kopesh +24/+19 (1d8+9; 19-20/x2)
    +4 Ghost Touch Heavy Mace +24/+19 (1d8+9)
    Ranged: +4 Ghost Touch Revolver 20': +32/+27 vs. Touch (1d8; x4)
    +4 Ghost Touch Longbow 110': +32/+27 (1d8+7+1d8; x3)
    Special Attacks: Barrage +20x4 OR 22x3 vs. Touch (1d8; x4) all attacks must be against different targets.
    Barrage +16x2/+18x3 OR +18x2/+20x2 (1d8+7+1d8; x3) all attacks must be against different targets.
    OR
    Barrage +20x3 OR 22x2 vs. Touch (1d8; x4)
    Barrage +16x2/+18x2 OR +18x2/+20 (1d8+7+1d8; x3)
    Option - On any barrage, can forgo one of the additional attacks to feint the target before making any attacks. This feint, if successful lasts until beginning of next turn. If feint is successful, my attack actions deal additional 2d6 points of precision damage and makes target incapable of taking attacks of opportunity for 2 rounds.  

    Ranged Impale: by taking a -2 penalty to the attack roll, attack action target is subject to being impaled. this imposes a concentration check DC of 29+spell level, and halves all their movement speeds. If the impaling weapon is removed, the target takes 3d6 bleed damage.  

    Splitshot: first attack in an attack action with bow can become two attacks against targets no more than 15' apart. these two attacks are made with a -2 penalty
    Spell-like Abilities: Martial Tradition
    Custom Training (Revolver, Kopesh, Longbow)

    Statistics

    Str 26, Dex 29, Con 24, Int 16, Wis 20, Cha 12
    Base Attack: +12 CMB: +20 CMD: 39
    Feats: Armory
    Gain 1+1/4HD weapons as per the Battle Creature form talent
    Eternal Transformation
    Gain benefits of the Cosmic Body's Spirit's Reach and Spiritual Touch traits, causing her weapons and natural weapons to be treated as though they possessed the Ghost Touch property and her natural attack to have 5'+5'/10HD more reach. This is done through Anthropomorphic Transformation, and thus acts akin to Blank Transformation and does not alter or remove her physical or racial abilities prior to this transformation.
    Variable Armaments
    Can change the enhancements bonuses on her Battle Creature Form weapons, trading out enhancements for armorist special abilities.
    Extra Combat Talent x3
    gain +3 combat talents
    Skills: +21 Acrobatics, +13 Bluff, +15 Craft (Arcatech), +13 Intimidate, +18 Knowledge (Planes), +15 Spellcraft
    Racial Modifiers: +6 to skill checks made to identify abilities or weaknesses of creatures.
    Languages: Ancient Osirian

    Battle Creature (Form)

    Proficient with all simple weapons, gains a martial tradition, and appears with up to 3+1/4HD weapons with which is it proficient. These weapons are Masterwork with an enhancement bonus equal to 1/3HD (max +5). The enhancement bonuses on these weapons can be traded for abilities off of the Armorist Bound Equipment table, but not such that a weapon is reduced below a +1 enhancement bonus.
    Weapon List:
    1. +4 Revolver
    2. +4 Longbow
    3. +4 Kopesh
    4. +4 Heavy Mace
    5. +4 ???
    6. +4 ???
    7. 16HD
    8. 20HD
    Mirror of the Master
  • The avatar is affected by any non-instantaneous effects which affect its caster, both beneficial and detrimental. An effect applied to the avatar this way ignores all immunities the avatar possesses, and if the effect ends for the caster, it ends for the avatar.
  • Whenever the avatar’s caster would benefit from an effect that restores hit points or removes a condition or effect (such as ability damage, negative levels, etc.), the avatar also benefits from that effect.
  • The avatar shares the effects of any magic items the caster benefits from (with the exception of magic weapons, armor, shields, or which otherwise need to be wielded to function). The avatar does not need to possess the appropriate appendages to benefit from a magic item this way.


  • Combat Talents
    Tradition: Lancer Sphere (Base, Ranged Impale, Lancealot), Equipment (Custom Training [Kopesh, Longbow, Revolver])
    Feats: Equipment (Splitshot, Sword Shooter), Lancer (Terrifying Pierce)
    Void Stalk: Barrage (Base, Blitz Focus, Spinning Shot, Mobile Focus, (x2) Vigilant Sharpshooter, Ceaseless Ammo, Distracting Shot, Arrow Split), Equipment (Archery Bash, Firearm Proficiency, Unorthodox Firing), Fencing (Base, Expert Feint, Ankle Strike, Unlikely Feint, Death from Afar, Master of Deception), Lancer (Pincushion Punishment, Sniper (Base, Unblockable)

    CR NULL

    Zindembar, Bound Creature

    Conjuration Companion (Bound Creature) CL 10+3 CN T

    Defense

    AC: AC 24, Touch 17, Flat-Foot 19 (+5 Dex, +7 Natural Armor, +2 Size)
    HP: 44 10d6+16
    Fortitude: +4 Reflex: +11 Will: +6 ( +4 morale vs. Charm & Enchantment )
    Defensive Abilities: Evasion

    Offense

    Speed: 20'
    Space: 2.5' Reach: 0'
    Spell-like Abilities: 13 SP
    Life Sphere Cl 7+3
    Base, Restore Senses, Deeper Healing, Restorative Cure

    Cure (Cost: 1 SP)
    As a standard action, heal target for 3d8+2CL. This is a positive Energy Effect.
    Invigorate (Cost: 0 SP)
    As a standard action, grant target 2CL temp HP for 1 hour. This temp HP can only be used on an injured target and cannot bring them above their maximum HP before taking other sources of temp HP into account.
    Restore (Cost: 1 SP)
    As a standard action or as part of casting a Cure or Invigorate, select Body, Mind, or Soul and heal the corresponding conditions:
  • Mind: removes Confusion, Dazed, Dazzled, Frightened, Panicked, Shaken, and Staggered conditions, and then reduce the target's Fear by 1 step (Panicked to Frightened to Shaken). Senses which had been temporarily or magically removed are restored, and cures 1d4 points of sanity damage.
  • Body: removes Battered, Fatigued, and Sickened, and then reduces Exhaustion to Fatigued and Nauseated to Sickened.
  • Soul: Heals 1d4 ability damage to a score of your choice.
  • If the condition was the result of an on-going effect, the condition is instead suppressed for CL rounds.

    Alteration CL 7
    Base, Lycanthropic -> Cosmic Body
    Transformation
    As a standard action you may shapeshift yourself, changing your form for as long as you concentrate. You may spend a spell point to allow a shapeshift to remain for 1 minute per caster level without concentration. You may dismiss your shapeshift as a standard action.

    Shapeshift is a polymorph effect. A target may only be affected by one shapeshift at any one time. If a caster attempts to place a second shapeshift on a target, he must succeed at a magic skill check. If he succeeds, the second shapeshift is successfully placed on the target, dismissing and dispelling the first.

    When shapeshifting a target, the caster must choose a transformation and a series of traits for them. Transformations change a creature’s basic physical makeup (humanoids, dragons, land animals, birds, etc.) while traits are special characteristics or alterations (natural attacks, creature size, monster special abilities, etc.). A caster may grant up to 1 trait + 1 per 5 caster levels and cannot grant the same trait more than once unless the trait indicates it may be granted multiple times. Placing a transformation on a creature causes that creature’s physical body to change into that of another creature. The target gains the listed number of limbs and loses all others. The target loses any extraordinary or supernatural abilities, natural attacks, and movement types dependent on their original form (darkvision, scent, wings, claws, etc.) and gains the listed benefits in their place.

    Alternate sources of physical traits (such as a dragon sorcerer’s ability to grow claws) still function. In addition, if the target changes their basic shape (for example, from humanoid to non-humanoid), the target’s equipment melds into their new form, causing them to lose their armor and shield bonuses and the ability to pull any item from a backpack or belt. They also cannot activate magic items (although constant bonuses from magic items still remain).

    This cannot be used to assume the guise of a specific individual creature, but otherwise adds a +10 circumstance bonus to Disguise checks made to appear as a different race, gender, or species. The caster may cause the target to cosmetically appear as whatever type of creature he desires, although if the target is not granted the right physical attributes (for example, granting the right size category or number of legs), the disguise may fail completely.

    A target must possess the appropriate limb where listed, and cannot grant a natural attack to a limb that already possesses a natural attack.

    Below are a list of available traits and effects:
    • Cosmic Form: The target’s body becomes only semi-corporeal, appearing as a mass of starstuff or lights congealed into a form, rather than a form made from flesh. The target gains a deflection bonus to AC equal to 1/4th their Hit Dice, rounded down.
    • Darkvision: 60 feet
    • Ethereal: At 15th caster level, you may make the target ethereal. This costs an additional spell point.
    • Low-light vision
    • Shadow Blend: At 5th caster level, you may make the target murky, giving it concealment (20% miss chance) even when in normal light. This does not work in bright light.
    • Spirit’s Reach: The target’s limbs become able to project themselves further than their physical confines. When making an attack action using a natural weapon, delivering a touch attack, performing skill checks, or manipulating objects (such as picking up unattended objects, throwing switches, or dropping objects), the target’s reach increases by 5 feet + 5 feet for every 10 caster levels you possess. The target does not threaten this area.
    • Spiritual Touch: At 6th caster level, you may cause the target’s weapons and natural weapons to all be treated as though they had the ghost touch weapon special ability.
    • 1 Bite Attack: (primary, 1d6 Medium, 1d4 Small, requires head). You may grant this trait multiple times.
    • 1 Gore Attack: (primary, 1d6 Medium, 1d4 Small, requires head). You may grant this trait multiple times.
    • 2 Claw Attacks: (primary, 1d4 Medium, 1d3 Small, requires arms or the front pair of at least 4 legs). You may grant this trait multiple times.
    • 2 Slam Attacks: (primary, 1d4 Medium, 1d3 Small, requires arms). You may grant this trait multiple times.
    • 2 Pincers: (secondary, 1d6 Medium, 1d4 Small, requires arms). You may grant this trait multiple times.

    Statistics

    Str 8, Dex 20, Con 14, Int 7, Wis 10, Cha 17
    Base Attack: +5
    Feats: Extra Magic Talent (x5)
    +5 magic talents
    Skills: +13 Knowledge (Arcana)
    Languages: Draconic
    CR NULL

    Ascol, Familiar

    Familiar (Valet) 1 CN T Magical Beast, Viper
    Senses: low-light vision, scent

    Defense

    AC: AC 17. Touch 15, Flat-Foot 14 (+3 Dex, +2 Natural, +2 Size)
    HP: 56 6
    Fortitude: +3 Reflex: +7 Will: +6

    Offense

    Speed: 20', 20' Climb, 20' Swim
    Melee: bite +10 (1d2–2 plus poison)
    Special Attacks: Poison (Ex) Bite—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.
    Space: 2.5' Reach: 0'
    Spell-like Abilities: At Will --- Open/Close, Prestidigitation

    Statistics

    Str 4, Dex 17, Con 8, Int 6, Wis 13, Cha 2
    Base Attack: +5
    Feats: Cooperative Crafting, Master's Item Creation Feats, Master's Teamwork Feats
    Skills: Acrobatics +12, Appraise +4, Bluff +1, Climb +11, Craft (Arcatech) +7, Knowledge (Arcana, Dungeoneering, History, Local, Martial, Nature, Nobility, Planes, Psionics, Religion) +4, Knowledge (Martial) -1, Linguistics +4, Perception +9, Perform (Puppet Shows) +4, Spellcraft +2, Stealth +15, Swim +11
    Racial Modifiers: +8 Climb, +4 Perception, +4 Stealth, +8 Swim

    Statblocks for your spells.

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

    Frost-Fire Barrel

    Aura: Enhancement Moderate;  Caster Level: 7;  Body Slot:Price: 2&1/5 Gizmos;  Weight:  

    DC 24
    This modification is attached to simple and martial weapons. The attached equipment is treated as masterwork and impose no penalties for non-proficiency. When confirming a critical hit, add a +3 circumstance bonus to the roll. When dealing damage, all damage from the basic weapon is treated as the user's choice of Bludgeoning, Piercing, and Slashing, which may be changed as a standard action, this damage change extends to ammunition fired by the modified weapon.
    The device is equipped with a Camera, Microphone, Scent Recorder, and Playback System, allowing it to record and display pictures, video, sound, and smells.
    The device can be activated and used through verbal commands, allowing it to be used verbally from range. When verbally commanded, only a single gizmo can be activated with each action.

    Battery Use:

    • The user can deplete 1 battery as a free action to immediately change the weapon’s base damage type to bludgeoning, piercing, or slashing.
    • When created, the modification is assigned an energy type among Acid, Cold, Electricity, and Fire; at 10 associated ranks this list expands to include Sonic. The user can deplete 1 battery as a free action to improve this gizmo’s functions for 1 round per gizmo level. For the gizmo’s duration, whenever you make an attack with the attached weapon, you may choose to change all of that weapon’s base weapon damage to the selected energy type. For example, a piercing and slashing melee weapon could be changed to do entirely fire damage. This modification does not alter additional damage from other effects (such as the flaming special weapon ability). The Advanced Battery Use’s effect takes priority over a versatile weapon gizmo’s base effect.
      • If this modification’s gizmo level is 10 or higher, the battery use ability’s duration increases to 1 minute per gizmo level, unless it is assigned the Sonic energy type.


    Construction Requirements:
    Advanced Versatile Weapon, Familiar Arsenal   Accommodations: Multimedia, Voice Controls

     

    Heightened Sensors

    Aura: Enhancement Faint;  Caster Level: 4;  Body Slot:Price: 3 Gizmos;  Weight:  

    DC 23
    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). Whenever the user attempts a Perception check while using the attached object, they benefit from a +3 circumstance bonus to the check.
    Additionally, the device has the following active function:

    • When making a perception check, 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).
    Finally, the device has the following Battery Use:
    • The user may deplete 1 battery as a free action to improve the functions of a single sense amplifier gizmo within the device 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).


     

    Storage Gem

    Aura: Enhancement Moderate;  Caster Level: 7;  Body Slot:Price: 1&4/5 Gizmos;  Weight:  

    DC 24 This device functions as a battery
    280,000 pages of data can be stored within this device.


    Construction Requirements:
    1 Battery, 4 Storage Routines   Accommodations: Multimedia

     
    [block: ]
    Session 107: Tree p3

    The Shifting Resplendence

    Aura: Strong Transmutation;  Caster Level: 15;  Body Slot: none (clothing  Price:Weight: 2 lbs 

    This dress fits over the skin, almost like the scales on a snake, somehow seeming both pliable and form-fitting, creating a tight outfit. In it's natural form, it serves to accentuate the wearer's figure to the utmost degree, leaving behind soft trails of fabric behind it. As a magical item, it can be commanded to transform into any outfit at the bearer's desire of any design. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise.

    Should the wearer not be fully imaginative of it's design, the outfit will trill, trim, and improve the design to make it more elegant and resplendent. Thus, it gives a circumstance bonus of +4 to Bluff, Diplomacy, and Intimidate.

    Three times per day as a free action out of turn, the wearer can cause the scales of this dress to appear, increasing the fortification of the wearer by 75% for 1 round.


     
    Session 107: Tree p3

    Nobleman's Table

    Aura: Strong Divination & Conjuration;  Caster Level: 15;  Body Slot: none;  Price:Weight: 5 lbs 

    This disk is shockingly lightweight and portable. easily held , it looks akin to a plate. Upon using a command word, this plate can be transformed into a table which can seat 2, 4, 6, or 8 people. When transformed, it creates plates and tea sets, and confectioneries for the guests to be seated at the table. When all guests are seated, soft gentle and enjoyable music can be heard.

    All guests at the table gain the benefits of Tongues / Share Language, in that their words are clearly translated down to the intent in the most comfortable language for the listener. Only guests at the table can hear each other and the music, those who are not guests cannot hear anything at the table. Additionally, due to the proper and noble nature of the table, diplomacy, bluff, and intimidate can be used interchangeably.

    The food and drink are often considered delectable and delicacies, but are not enough to satiate someone. They do however, provide a 1d10+8 temp bonus to HP.


     

    Created by

    M.Grom.

    System

    Pathfinder 1e

    Statblock Type

    Character Sheet

    Link/Embed