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Eiris Goldentrove (Iris Vom Chrysos) in Pathfinder 1e

Eiris Goldentrove (Iris Vom Chrysos) LN
Character Name Alignment
Armiger (Task Master) 5 , Aegis (Mekanikos) 3 , Stormbound 1 , Wizard (Sphere Wizard) 1
Character Level
Living Veil
Construct (Akashic, Human, Living Veil)
M
Race Size
F 26
Gender Age
5'6" 2,800 lbs
Height Weight
Blonde Golden
Hair Eyes
The Won Hypocrisy Truth
PB:8,12,14,10,14,16
Player
- -
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
8 -1 ( -2 ) -2
Dex
Dexterity
12 +1 N/A +1
Con
Constitution
14 +2 ( +1 ) +1
Int
Intelligence
12 +1 N/A +1
Wis
Wisdom
14 +2 N/A +2
Cha
Charisma
19 +4 N/A +4
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
60
2/-
0
Initiative
Dex
Modifier
+1
+1
+0
BAB
+5
ARMOUR CLASS
Total AC
Armour
Shield
Dex
11
+0
+0
+1
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
11
Flat Footed
10
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +7 +4 CON +3 +0 +0 +0
Reflex +5 +4 DEX +1 +0 +0 +0
Will +6 +4 WIS +2 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+2 +5 -3 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
13 10 +5 -3 +1 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
40
-
-
-
-
-
Languages

Common

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

Spheres of Power

Alteration CL3Shapeshift (1 trait)
As a standard action you may shapeshift yourself or a touched creature, changing their form for as long as you concentrate. If the target is unwilling, this costs a spell point, and they are allowed a Fortitude save to negate. Shapeshifts are subject to spell resistance. 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.

With the exception of Blank Transformation (detailed below), 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.
Transformations
Blank Transformation:

Unlike other transformations, the Blank Transformation does not change the creature’s basic makeup. They do not gain the +10 bonus to Disguise checks, nor do they lose their abilities, equipment, natural attacks, or any other aspect of their unaltered form. The Blank Transformation allows a caster to add traits to a creature without fundamentally changing the target first.

As a trait, you may change the target’s cosmetic appearance. This could include changing the target’s apparent age, making an elf into an orc, adding a purely cosmetic tail, disguising a large dog as a small pony, changing a male into a female, or some other such alteration. This grants the target a +10 bonus to Disguise checks. This trait may only be applied to the Blank Transformation, as such changes are assumed with other forms.

Animalistic Transformation

You grant the form of a land beast or magical beast with your shapeshift.
  • Limbs: 1 head, 4 legs; Speech: No; Hands: No
    Speed: 40 ft. land speed, +20 ft. per 5 caster levels
    Natural weapons: bite (primary, 1d6 Medium, 1d4 Small)
    AC: +2 natural armor bonus, +1 per 5 caster levels
    Special: The target also gains the scent ability.
Traits
The Following Traits be be applied to any shapeshift effect:
  • Darkvision 60 feet
  • Low-light vision
  • Two 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.
  • One bite attack (primary, 1d6 Medium, 1d4 Small, requires head). You may grant this trait multiple times.
  • One gore attack (primary, 1d6 Medium, 1d4 Small, requires head). You may grant this trait multiple times.
  • Two slam attacks (primary, 1d4 Medium, 1d3 Small, requires arms). You may grant this trait multiple times.
  • Two pincers (secondary, 1d6 Medium, 1d4 Small, requires arms). You may grant this trait multiple times.
  • A land speed as that granted by Animalistic Transformation (grants 2 legs if the target lacked a land speed).
  • Scent.
  • 2 hoof attacks (secondary, 1d4 Medium, 1d3 Small). This may be granted once per pair of legs beyond the first.
  • Sprint: Once per minute as a free action, the shapeshifted target can increase the base speed of one movement type it possesses (land, swim, burrow, fly, climb) by +10 feet + 5 feet per 2 caster levels for one round. [BTH]
  • Sticky Tongue: The shapeshifted target gains a tongue with a range of 10 feet which can be used to pick up items no greater than 10 lbs. per caster level, attempt Sleight of Hand checks, perform the steal or disarm combat maneuvers, or deliver melee touch attacks. The tongue is not a prehensile limb, and cannot otherwise be used or manipulated as one. If you spend an additional spell point when granting this trait, the tongue’s range becomes equal to 15 feet + 5 feet per 5 caster levels you possess and the tongue may be used as a primary natural attack. As a natural attack, the tongue attacks versus touch AC, deals no damage on a hit, but has the grab universal monster ability. The shapeshifted target does not gain the grappled condition when using the tongue’s grab property to grapple other creatures.
Veilweaving CL 3+1; CCL4Caps
  • Maximum Veils Shaped: 2[class]+2[sphere]+2[astral suit]
  • Essence Capacity: 2
  • Max Essence Converted: 6
  • Expanded Essence: 7
Tech-Adjacent Veils
Similarly, her Veils are considered to be Gizmos for effects outside of this template. Her veils do not change their hardness or the amount of damage they can take before being suppressed. The DC of her veils is always the lesser of 10+½ Gizmo Level+Cha & 10+Essence Invested+Cha. Her veils must receive essence normally, and do not benefit in any way from the effective essence granted to her gizmos, per the previous paragraph.

She gains the ability to create a kind of project gizmo called a Veil Schematic, with a project cost of 10gp per gizmo level. A Veil Schematic may detail information of how to shape a single veil that is on the creator’s veil list. She cannot shape any veil for which she does not have a Schematic Routine stored in her task center. Her effective veilweaving level with any given veil is reduced to its Schematic Routine’s gizmo level, if it is less than her veilweaving level.
 

Veilweaving - Level 5, Cha, 8 Essence, Capacity 2

Veils Known:Veil List

Eiris's Veil List

Helmsman & Stormbound Veil Lists

Living VeilArmory of the Infinite (2+1 Free Essence, VWL5)
You gain three talents from the Equipment sphere that grant you proficiencies. You cannot select the Custom Training talent using this veil.

As a free action, even if it isn’t your turn, you may draw an item formed from golden akasha forth from the veil. You may draw forth any armor, shield, melee weapon or ranged weapon with which you are proficient. You may draw multiples of the same if you wish to. If you draw forth armor, you may instantly don it. If you draw forth a ranged weapon, it is drawn loaded with normal ammunition. If any item you draw from the veil leaves your person, it immediately disappears. For thrown weapons and projectiles, these items disappear after striking or missing their targets. Any items drawn from the veil are considered to have been summoned for the purposes of abilities that interact with summoned objects. These items are dismissed if this veil is disjoined, suppressed, or unshaped.
  • Enhanced: You may enhance this veil as many times as you wish. Each time you enhance this veil, you must choose whether you are enhancing it as a suit of armor, a shield, a melee weapon, or a ranged weapon. You may upgrade this veil with special material upgrades as well, but each special material upgrade must be assigned to a specific enhancement.

    Whenever you draw forth an item from the veil, you can choose to apply one of the enhancements on the veil to that item, if there are appropriate enhancements placed on the veil for that item. An item can only have a single enhancement placed on it at any time, unless the item can benefit from different types of enhancements (such as a shield being enhanced as a weapon and a shield separately).

    If an enhancement has an invalid special property for whatever type of item you apply it to (such as applying an enhancement that contains the brawling special property to a suit of heavy armor) you may not use that specific armor or weapon special property with that item. If you apply the same enhancement to multiple suits of armor, shields, or weapons at the same time, their enhancement bonus is reduced by 1 per weapon or shield using that enhancement, rather than the normal penalties for an Enhanced veil creating multiple items. If this reduces a weapons enhancement bonus to +0, the weapons still count as magical and grants a +1 enhancement bonus to attack rolls, since the weapon is still considered masterwork.
  • Essence: For each point of essence invested in this veil the wielders of weapons drawn from this veil gain a +1 circumstance bonus to damage rolls when using weapons drawn from this veil. For every 3 points of essence invested in this veil, wielders gain a +1 circumstance bonus to attack rolls with weapons drawn from this veil, and a +1 increase to the AC of any armor or shields drawn from this veil.
  • Chakra Bind (Shoulders): Binding this veil to your Shoulders chakra allows you to draw forth weapons and armor for your allies to wield. When an item you draw forth leaves your person, you can choose for it to persist as long as you stay within Medium range of it. You can choose to dismiss these conjured items as a free action on your turn. Any items you choose to have persist are automatically dismissed if this veil is disjoined, suppressed or unshaped.
  • Chakra Bind (Body): Binding this veil to your Body chakra grants you all the benefits of binding it to the Shoulders chakra, and allows you to call the armory forth in a massive, single attack. As a full-round action, you may call the armory forth to attack each foe you can see within Medium range. Choose a single type of weapon for each foe, including which enhancements you wish to apply to those weapons.

    If you apply the same enhancement to multiple weapons as part of this attack those weapons do not suffer the normal penalties to their enhancement bonus. If you choose to attack foes with ranged weapons, you do not provoke opportunity attacks for using this ability. Make an attack roll at your full base attack bonus against each foe with their chosen weapon.
HandsWolfhound's Crossbow (0 Essence; Bound)
This veil produces its own mundane ammunition. You do not take penalties from shooting prone targets.

Shaping this veil grants you a wolf animal companion. Treat this as the druid’s nature bond class feature, treating your veilweaver levels as druid levels for the purposes of determining the strength of this animal companion. Unlike normal animal companions, this wolf companion is an effect of the veil, and as such, does not possess any hit points -- Destroying the wolf can be done by sundering it, treating it as a veil. Sundering the wolf this way does not sunder this veil. A sundered wolf reforms in a space adjacent to you after 1d4 rounds. As the wolf is an effect of the veil, the wolf cannot shape veils itself. Otherwise, the wolf hound functions as a normal animal companion.

Once per round, when you hit a creature with this crossbow, if your wolf animal companion threatens that creature, you may have your wolf make an attack at their highest base attack bonus against that creature.

Finally, whenever you reload this crossbow, your wolf animal companion gains additional actions equivalent to the actions spent to reload the crossbow. A full-round action reload instead grants the wolf animal companion an additional move and standard action.
  • Essence: Each odd point of essence invested in this veil grants a +1 insight bonus to attacks made with weapons created by this veil and your animal companion. Each even point of essence invested in this veil grants a +1 insight bonus to damage rolls made with weapons created by this veil to you and your animal companion.
  • Chakra Bind (Hands): This crossbow can ready one additional bolt to fire when it’s reloaded, plus an additional bolt per point of essence invested in this veil.

    Your wolf animal companion’s bite attack gains the grab monster special ability. Unlike normal grab, this grab can affect a creature 1 size category larger than the animal companion. You take no penalties for firing into melee or grapples.

    Finally, whenever you hit a creature with this crossbow, you may have your wolf animal companion move to 10 ft. This movement does not provoke attacks of opportunity.
FeetDance of Daggers (2 Essence)
This veil does not suffer penalties to enhancement bonuses for creating multiple weapons. Daggers created by this veil have their range increment increased by 20 feet and disappear at the end of your turn instead of when they leave your grip.

Each time you move 10 feet, you may create a dagger using this veil and make a thrown weapon attack at your highest base attack bonus with this dagger. This must be your movement; movement from a mount, ship, or similar aided movement does not count. A creature may not be attacked more than once per round by a dagger created by this veil, and you may not make more attacks this way than your veilweaver level per turn. If you have at least 6 veilweaving levels, you may hit a creature an additional time each round with this dagger, plus an additional time per 5 veilweaving levels after 6th.
  • Essence: Each point of essence invested in this veil increases your speed by 5 feet. Each odd point of essence invested in this veil grants a +1 insight bonus to attack rolls with weapons created by this veil. Each even point of essence invested in this veil grants a +1 insight bonus to damage rolls with weapons created by this veil.
  • Chakra Bind (Feet):When missing with a dagger created by this veil, the target of the attack still takes 2 damage, plus an additional amount of damage equal to the essence invested in this veil. Reductions to damage, such as DR or hardness, apply to this damage as normal.
Head
Wrists
InterfaceExpansive Uplink (0 Essence)
While using this veil, you may communicate telepathically with allies within 400 ft + 10 ft per level.
  • Essence: For every point of essence invested in this veil, the range of this telepathy increases by 100 feet.
  • Chakra Bind (Interface): When this veil is bound, you also see and hear whatever allies you are communicating with can see or hear.
StormThe Sirocco (Storm Essence)
When you have at least 1 point of essence invested in this veil the area of your Storm is filled with blistering heat. At the end of your turn, each creature within the area takes 1d3 nonlethal fire damage. This damage is caused partially by dehydration; creatures with the (water) or (aquatic) subtypes suffer 50% more damage from this effect, and creatures damaged by this effect cannot recover this damage through non-magical effects until they get water.

As a standard action, you can cause the sweltering heat to build around a single creature, further dehydrating them. That creature takes additional damage equal to the base effect of this veil plus your veilweaving modifier, and must make a Fortitude save or become sickened until they are cured of the damage dealt by this storm.
  • Essence: Each point of essence invested beyond the first increases the fire damage dealt by the storm by 1d3.
Shoulders
Headband
Neck
BeltBloodeater's Belt (2 Essence)
haping this fearsome veil causes any wound you inflict with a manufactured or natural weapon (including weapon-like veils) to deal 1 additional point of bleed damage.
  • Essence: For each point of essence invested in this veil, your attacks with manufactured and natural weapons deal 1 additional point of bleed damage.
  • Chakra Bind (Belt): Binding this veil to your Belt chakra allows you to feed on bleeding wounds by drawing the blood into your belt and diffusing its vital energy into your body. Activating this ability is a move action that heals you for 1d8 points of damage for each creature taking bleed damage within 30 ft. of you, and causes 1d8 points of damage to each bleeding creature. Affected creatures are entitled to a Fortitude saving throw to resist this effect, which also prevents you from gaining any healing from them. For each point of essence invested you gain 1d8 additional points of healing per affected creature (maximum 20d8) and bleeding creatures take an additional 1d8 points of damage.
Chest
BodyHeaven's Blessing (2+1 Essence)
When you shape this potent protective veil the forces of good are channeled through your life energy, reinforcing you and your allies while debilitating your enemies. You and any ally who can see you gain a +1 sacred bonus to attack rolls, weapon damage rolls, and Charisma-based skill checks. Any enemy who can see you must succeed on a Will saving throw or take a—1 penalty to attack rolls, weapon damage rolls, and Wisdom-based skill checks for as long as they can see you and for 1 round thereafter.
  • Essence: For each point of essence invested in this veil the bonus to yours and your allies weapon damage rolls and Charisma-based skill checks increases by +1, and the penalty to enemies weapon damage rolls and Wisdom-based skill checks is increased by an additional—1.
Other ReceptaclesTinker Sphere (2 Essence)
+2 insight bonus to damage dealt by Tinker Sphere effects

Spellcasting Notes

Casting Tradition
Style: Psychic; Casting Mod: Cha
Drawbacks: Clarke Compliance, Galvanized, Witchmarked, Verbal Casting, Nacroleptic Casting
Boons: +1 Essence per casting class level & +1 Essence per two non-casting class levels.
Spell Points
3+3=6
Essence
1+7=8
Proficiencies
  • Arimiger: simple weapons, as well as light armor and bucklers
  • Aegis: An aegis is always considered to be proficient with his astral suit, even if he does not have the appropriate armor proficiency.
  • Enhanced Veils: A veilweaver is always proficient with the armor, shield, or weapon that is created as part of a veil with the [Enhanced] descriptor.
  • Firearm Training: You gain proficiency with all firearms (except siege weapons)
  • Armor Training: you gain proficiency with medium armor and heavy armor.
  • Gallowglass Training: You gain proficiency with the deer horn knife, greatsword, halberd, light shields, longbow, longsword, musket, pistol, shortbow, and shortsword, and may wield the bastard sword as a two-handed martial weapon.
  • Knightly Training: You gain proficiency with the greatsword, halberd, heavy flail, heavy pick, light flail, light pick, lance, longsword, shortsword, and warhammer, and may wield the bastard sword and estoc, but only as two-handed martial weapons.
  • Shield Training: You gain proficiency with all shields, including tower shields, and are proficient in all shield bashes.
CL
  • Power Spheres: 3 CL
    • Veilweaving: 4 CL
  • Might Spheres: 5 BAB
    • Beastmastery: 5 ranks
    • Tinker: 5 ranks
  • Guile Spheres:
    • Faction: 5 ranks
    • Subterfuge: 5 ranks
  • Akashic: VWL 5
    Capacity 2
    • Living Veil: VWL 5
  • Astral Suit: 5 Aegis Levels
PowerAlteration <2>
Trad) Base
S.Wiz1)Animalistic Transformation
Veilweaving <3>
Trad) Base
S.Wiz-Spec) Helmsman Tradition
S.Wiz1) Bind Veil (Hand)
MightBeastmastery <3>
Trad) Ride Package, Handle Animal Package, & Purposeful Training
Tinker <10>
Armgr-TaskCen) Base (Computation) & Cognitive Set
T-Trad)Expanded Tinker (Augmentation, Modification), Expanded Tinker (Transportation, Transmission), & Transportation Mastery Armgr2) Transmission Mastery
Armgr4) Sensory Set
Armgr-ArtiAssitprow) Multifunctional Gizmos
Mythic Sphere Mastery) Mass Interface
FCB1-5) Disguised Gizmo
Equipment <3>
Trad) Natural Materials, Firearm Proficiency, & Kightly Training
SkillFaction <2>
Trad) Supply Package, & Assured Lifestyle
Subterfuge <1>
E.Tal) Base, & Fashionista Drawback -> Martial Disguise
Vocation <4>
Trad) Artisan, Diletante, False Mage, & Handler
Veil ListsFull Lists
Helmsman, Stormbound
Forced Shapes
Living Veil: Armory of the Infinite
FlexTask (Int) <+2>
Tinker (Full Integration), Sniper (Base)
Task (Wis) <+2>
Tinker (Arsenal Set, Extra Automations)
Task (Cha) <+2>
Tinker (Energy Set, Exploration Set)
Astral Customizations <+2>
Veilweaving (Invested Spheres, Shape Veil)
Armory <+3>
Equipment (Armor Training, Shield Training, Gallowglass Training)
Config Expertise <+1>
Equipment (Dagger Bravo)
Molded Training <+2>
Faction (Travel Papers), Tinker (Infiltration Set)
Talent SourcesSources
Power (5)Might (16)
  • Casting Trad: 2
  • Sphere Wiz: 2
  • Specialization: 1
  • Martial Trad: 6
  • Tinker Trad: 3 Tinker Talents
  • Armiger: 2
  • Taskmaster: 2 Tinker Talents
  • Prowess: 1 Tinker Talent
  • Mythic Sphere Mastery: 1 Tinker Talent
  • Favored Class Bonus: 1 utility talent
  • Guile (7)Flex (+14)
  • Trade Trad: 2 & 4 trade
  • Extra Feat: 1
  • Astral Suit: +2 (P/M/G)
  • Task Set: 3 x 2 talents (+6 [M/G])
  • Armory of the Infinite: +3 Equipment Talents (M)
  • Taskmaster: +1 Equipment Talent (M)
  • Mekanikos: +2 Utility (P/M/G)
  • Adventuring Skills
    CS Skill Total AB Mod Ranks Misc
      Acrobatics +1 (DEX)  +1 +0 +0
    Bluff +9 (CHA)  +4 +2 +3
      Climb -3 (STR)  -3 +0 +0
      Diplomacy +4 (CHA)  +4 +0 +0
    Disguise +12 (CHA)  +4 +5 +3
      Escape Artist +1 (DEX)  +1 +0 +0
      Fly +1 (DEX)  +1 +0 +0
      Heal +2 (WIS)  +2 +0 +0
      Intimidate +4 (CHA)  +4 +0 +0
    Knowledge: Arcana +9 (INT)  +1 +5 +3
      Knowledge: Dungeoneering +1 (INT)  +1 +0 +0
      Knowledge: Local +2 (INT)  +1 +0 +1
    Knowledge: Nature +1 (INT)  +1 +0 +0
      Knowledge: Planes +4 (CHA)  +4 +0 +0
      Knowledge: Religion +1 (INT)  +1 +0 +0
    Knowledge: Martial +6 (INT)  +1 +2 +3
    Knowledge: Psionics +11 (INT)  +1 +5 +5
      Perception +5 (WIS)  +2 +3 +0
    Ride +7 (DEX)  +1 +5 +1
    Sense Motive +7 (WIS)  +2 +2 +3
      Stealth +1 (DEX)  +1 +0 +0
    Survival +2 (WIS)  +2 +0 +0
      Swim -3 (STR)  -3 +0 +0
    Background Skills
    CS Skill Total AB Mod Ranks Misc
    Appraise +9 (INT)  +1 +5 +3
    Craft: Alchemy +8 (INT)  +1 +3 +4
    Handle Animal* +10 (CHA)  +4 +5 +1
    Knowledge: Engineering +13 (INT)  +1 +5 +7
      Knowledge: Geography +1 (INT)  +1 +0 +0
      Knowledge: History +1 (INT)  +1 +0 +0
    Knowledge: Nobility +9 (INT)  +1 +5 +3
    Sleight of Hand* +13 (CHA)  +4 +5 +4
    Custom Skills
    CS Skill Total AB Mod Ranks Misc
    Autohypnosis +10 (WIS)  +2 +5 +3
    Disguise (TM) +22 (CHA)  +4 +5 +13
    Disguise Gizmo +14 (CHA)  +4 +5 +5

    * only usable when trained (rank 1 and higher)
    Skill Notes
    Skill Leverages
    1+1=2 Leverages/Day
    Appraise, Disguise, Knowledge (Nobility), Sleight of Hand
    Tomlord
    A young lady who roguishly dressed as a man and learned the sword, designed technology that made little to no sense, and was generally an uncontrolled menace. Having attended both finishing school and trained briefly to join a knight order, she has at least a mild understanding of upper-class society.

    Class Skills: Knowledge Nobility, Sense Motive
    Feat: Extra Skill Talent (Subterfuge, Fashionista Drawback -> Martial Disguise)
    Skill Points
    4[Armiger]*5+2[Stormbound's 6/level]=22
    • Class Skill Points: Autohypnosis 5, Bluff 2, Craft (Alchemy) 3, Knowledge (Martial) 2, Knowledge (Psionics) 5, Perception 3, Sense Motive 2
    • Background Skill Point Allocation: Knowledge (Engineering) 5, Knowledge (Nobility) 5
    • Associated Ranks: Appraise 5, Disguise 5, Handle Animal 5, Ride 5, Sleight of Hand 5
    • Headband of Int: Knowledge (Arcana) 5
    Associated Skill Ranks
    • Beastmastery: 15 ranks Handle Animal & Ride
    • Tinker: 20+ ranks Sleight of Hand
    • Faction: 10 ranks Appraise
    • Subterfuge: 5 ranks Disguise
    Class Skills
    • Base Trad Trad) Artistry, Craft, Lore, Perception, Perform, & Profession
    • Artisan) Disable Device, Disguise, Knowledge (engineering), & Sleight of Hand
    • Dilettante) Appraise, Autohypnosis, Knowledge (Martial), & Knowledge (Psionics)
    • False Mage) Bluff, Knowledge (arcana), Sleight of Hand + 1, and Use Magic Device
    • Handle Animal, Knowledge (nature), Ride, and Survival
    • Background) Knowledge (Nobility), Sense Motive
    Feats

    non-leveling featsBackground) Extra Skill Talent
    Gain the Subterfuge sphere
    Flaw) Extra Customization
    You gain one additional customization point for your astral suit.
    MD) Dedicated Upgrades
    Choose 1 mechanoid you have crafted (or are crafting). The maximum number of upgrades the chosen mechanoid can be crafted with increases by +1, + 1 per 5 ranks in the associated skill. Once chosen, you must abandon the previously chosen mechanoid to choose a new mechanoid for this feat.
    MD) Truly Malleable Form
    You gain the ability to disguise your base veil and you treat it as if it were invested with no essence when doing so, and you are no longer restricted by your base veil when using your malleable form racial trait, allowing you to fully customize the appearance of your form and granting you a +10 racial bonus on Disguise checks when doing so. This bonus does not stack with the disguise self spell, or similar abilities.
    Oath) Advanced Magic Training
    Treat any racial Hit Dice not granting spherecasting and your levels in non-spherecasting classes as Low-Casting classes when determining your total caster level, magic skill bonus, and magic skill defense. You gain spell points from casting tradition drawbacks, but otherwise do not add these levels when determining your spell point pool. If you do not possess levels in an actual spherecasting class or racial Hit Dice granting spherecasting, increase your spell point pool to become equal your casting ability modifier (minimum 1).
    leveling feats1) Willful Suppression
    You can willingly suppress your base veil as a move action, and restore it as a free action on your turn. While your base veil is suppressed you are staggered, but your body becomes nearly transparent, granting you a +20 bonus to Stealth checks, or a +10 bonus if you are moving. This bonus does not stack with the invisibility spell, or similar effects. If you are carrying or wearing mundane manufactured items they remain visible, potentially affecting your bonus to Stealth checks at your GM's discretion. Magic items you are wearing or wielding suppress their visibility alongside you. Wearing nonmagical armor or clothing completely negates the bonus to Stealth checks granted by this feat.

    Special: If you have the ability to shape veils, they become transparent while your base veil is suppressed if they are invested with no points of essence. A shaped veil with one or more essence invested is immediately obvious and negates the bonuses to Stealth checks granted by this feat.
    3) Biomechanical Upgrade
    When crafting a mechanoid, you may choose to grant the mechanoid 1 Alteration sphere trait you know in place of 1 upgrade. The mechanoid uses their gizmo level as the caster level of the granted trait; if the trait would have a saving throw associated with it, the mechanoid uses its gizmo DC in place of that trait’s normal saving throw (as though the trait were an innate gizmo). You may not grant Alteration traits that normally require a spell point as an upgrade nor can you grant an Alteration trait that would grant an Intelligence score (such as the Anthropomorphic Transformation (transformation) talent’s Gift of Mind trait).

    Note: An Alteration trait granted as an upgrade does not count against how many Alteration traits the mechanoid could have, if subject to an Alteration shapeshift sphere effect. However, this trait is part of the mechanoid’s “natural body”, and would be suppressed by polymorph effects that alter the target’s physiology.
    5) Suppressive Dissolution
    While your base veil is suppressed you can fully suppress your physical form as a free or immediate action, gaining the effects of gaseous form as an extraordinary effect. While in this state you gain the bonus to Stealth checks granted by Willful Suppression. Deactivating this ability can be done as a free action on your turn, or automatically when your base veil stops being suppressed. This effect does not apply to any of your non-magical equipment (causing any mundane equipment you are carrying or wearing to fall to the ground in your space), and activating this ability automatically suppresses all of your veils you have shaped until you deactivate this ability. If you have a swim speed, you can enter water and other liquids while in your gaseous form using this ability, and are considered to have a swim speed of 10 feet while doing so.
    class bonus featsTalents: Firearm Proficiency) Gunsmithing
    If you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
    • Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).
    • Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
    • Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
    • Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.
    Tinker Tradition Boon) Durable Gizmos
    Your gizmos (including AI and mechanoids) gain +1 additional hit point per gizmo level, increase their hardness by +2 (even if it does not possess hardness), and a +1 circumstance bonus to their saving throws.

    Wizard: Wiz1) Scribe Scroll
    You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.
    • Can be used to make powerstones of any power that you know.
    • Can be used to craft talent-based scrolls of spheres you know. A talent-based scroll has a base cost of 25 gp x caster level x complexity.
    mythic featsMythic 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

    Skill Spheres

    VocationTrade Talents: Artisan
    Whenever you attempt an Artistry or Craft check (or a similar check for crafting or creating a commissioned work), you may attempt a Knowledge (engineering) check against the same DC. If you succeed, you gain a +2 circumstance bonus to the Artistry or Craft check.
    False Mage
    You may use your Charisma modifier in place of your Dexterity modifier for Sleight of Hand checks.
    Handler
    You may teach creatures 2 additional tricks using the handle animal skill.
    Faction - Rank 5Authorizations & Budget
    3 Authorizations/Day
    500gp Permanent Resource Budget
    100gp Temporary Resource Budget
    Requisitions
      • Accommodation: You are provided a night’s stay in a private inn room or similar accommodations on faction property.
      • Room and Board: Secure food and simple, shared lodging for yourself.
      • Ammunition Bundle: A bundle of ammunition must all be of identical pieces of ammunition and their total price must be below your temporary resource budget if you spend 1 authorization. You can spend a second authorization to triple your budget.
      • Camping Gear: You and up to five companions are provided a week’s worth of rations and camping supplies as a temporary resource.
      • Exchange Attire or Housing: Your faction exchanges one home or set of clothing for another.
      • Single Item: A single permanent or temporary piece of equipment worth up to the corresponding budget. By spending a second authorization on an item, you can double your budget for it.
      • Expendable Bundle: Three copies of the same temporary item each worth up to your budget (total value triple your budget), which must all be used or returned before requisitioning more.
      • Favor: If your campaign uses organizational influence, you can spend 2 Faction sphere authorizations in place of 1 organization favor.
      • Permanent Bundle: A bundle of related permanent equipment worth up to twice your permanent budget. The bundle can include ammunition, single-use light sources, and fuel together worth up to half your temporary resource budget as long as they are part of a kit or used with the permanent items.
      • Prestige Award: If your campaign uses fame and prestige, you can reduce a prestige award’s Prestige Point cost as you purchase it by 1 PP per 2 Faction sphere authorizations you spend, to a minimum of 1 PP.
    Assured Lifestyle
    Your faction provides you with an average lifestyle, including an apartment or modest house. You are given one set of clothing befitting a respectable member of polite society, which is worth up to your permanent resource budget.

    If you possess at least 5 ranks in the associated skill, you are guaranteed a wealthy lifestyle and a sizable home or suite of fine rooms. Your clothing is suitable for a rich commoner or minor courtier and includes modest jewelry.

    With at least 10 ranks in the associated skill, your lifestyle is extravagant. You have a mansion, castle, or other grand home. When traveling, you can use a fine townhouse or suite of rooms in a mansion or castle. Your clothing can impress even royalty and includes a few pieces of fine jewelry.
    Subterfuge - Rank 5Fast Disguise
    You can don a disguise as a full-round action, including using a disguise kit and changing your clothing and accessories. You can don or doff worn magic items and shields this way. If you don a disguise that features delicate details or you attempt to impersonate a specific individual, you take a –5 penalty to your Disguise check if you took less than 1d4+1 rounds. Changing your physical features requires spending 1 use from a disguise kit, but changing your clothes does not. If you have any (disguise) talents, you can apply one as part of creating this disguise. While you wear a disguise you created, the physical reminder of the disguise helps you reflexively act in character, giving you a +2 circumstance bonus on Bluff and Disguise checks as long as they do not conflict with the disguise you wear. For example, you could not use the bonus to attempt a Disguise check to make a voice different from the person you are disguised as. The bonus increases by 1 per 5 ranks in Disguise you possess.

    Disguises: Martial Disguise
    You appear to be a highly trained warrior. You can use Disguise in place of Intimidate to pose a menace (page 51) or to make an opponent overestimate you with their skill check to assess your proficiency. You easily disguise armor you wear so that it appears to be up to one step heavier with no penalty to your Disguise check by incorporating bits of metal and strategically placed tabards or other obfuscation. You can also disguise weapons you wear or carry as other weapons at no penalty as long as they use the same number of hands.

    As a result of your dabbling with whatever armor and weapons a disguise requires, you are good at making do when you are not fully trained with armor or weapons. As part of creating your disguise, you can choose one weapon and one shield or set of armor to incorporate. You reduce any penalty for lack of proficiency with the incorporated weapon to –2, and can choose to apply the penalty to damage rolls instead of to attack rolls. You reduce any penalty you take to attacks due to incorporated armor you are not proficient with by 1.

    For every 4 ranks in the associated skill you possess, you can incorporate another weapon.

    If you possess at least 6 ranks in Bluff, you can feint with an incorporated weapon as a move action.

    If you possess at least 11 ranks and have another way to feint as a move action (such as Improved Feint), you can feint with it as a swift action. This feint cannot be improved with any feat or talent that adds effects or improves the effects of the feint action or triggers swift or free actions when you feint.

    Combat Spheres

    EquipmentNatural Materials
    You do not need kits to create combat or skill sphere effects that do not possess a costly material component (such as an alchemy kit to create formulae from the Alchemy sphere). The materials are assumed to be gathered from your natural environment or generated by you. This talent treats you as always possessing the appropriate kit for combat or skill sphere effects (such as an alchemy crafting kit’s reduced poison crafting time for Alchemy sphere).

    You may substitute your practitioner or operative modifier for your Intelligence modifier when attempting Craft checks to create combat or skill sphere effects.

    Discipline: Firearm Proficiency
    You gain proficiency with all firearms (except siege weapons) and the Gunsmithing feat.

    Flex: Armor Training
    You gain proficiency with light armor and medium armor. If you are already proficient with light armor, you instead gain proficiency with medium armor and heavy armor. You may take this talent up to two times.
    Knightly Training
    You gain proficiency with the greatsword, halberd, heavy flail, heavy pick, light flail, light pick, lance, longsword, shortsword, and warhammer, and may wield the bastard sword and estoc, but only as two-handed martial weapons. When performing a charge, you only suffer a -1 penalty to your AC rather than -2.
    Gallowglass Training
    You gain proficiency with the deer horn knife, greatsword, halberd, light shields, longbow, longsword, musket, pistol, shortbow, and shortsword, and may wield the bastard sword as a two-handed martial weapon.
    Shield Training
    You gain proficiency with all shields, including tower shields, and are proficient in all shield bashes.
    Beastmastery - Rank 5Tame: Tame
    You may attempt to train an animal to readily obey your commands in and out of combat. This requires 8 hours and a creature of the animal type that has an attitude toward you of indifferent or better. This time may be divided as per the magic item crafting rules. You may only train one creature at a time with this ability. At the end of this period, make a Handle Animal check with a DC of 10 + the creature’s Hit Dice. If successful, the creature is now considered tame.

    You may not tame a creature with more Hit Dice than you have ranks in Handle Animal. You may have multiple tame creatures under your control, but their total Hit Dice cannot exceed your ranks in Handle Animal. If you attempt to tame a creature that would exceed your Hit Dice cap, you must choose which other creatures to release. Animal companions and familiars, such as from class features, the Animal Companion talent, or the Pet talent, never count against this Hit Dice cap.

    You may not use this ability on a creature with the swarm subtype. A creature with a template adds the challenge rating adjustment of the template to its HD (minimum increase +0) for determining if you may tame it and for how many creatures you can have tame. Variant creatures with increased challenge ratings (such as a pyrohydra compared to a normal hydra, if using the Broad Skills talent), treats the challenge rating increase of the variant as if it were a template for this purpose. A creature whose permanent Intelligence score is raised above 2 is no longer a valid target for this ability and is automatically released. This effect ends if you go two full days without spending at least 1 hour training your tame creatures.

    This is treated as an extraordinary mind-affecting compulsion effect for the purposes of opposed control checks, such as another compulsion effect affecting your tame creature. Use your ranks in Handle Animal in place of your caster level for the opposed check.
    • When you tame a creature, you automatically grant them one general purpose from the Handle Animal skill. Tricks from this general purpose do not count against the number of tricks the tamed creature may learn.
    Taming Actions
    • Train Tricks: You may teach a tamed animal a number of tricks equal to 3 times their Int score plus 1 per 4 ranks in handle animal you possess.
    • Retrain: You may retrain feats, skill ranks, and other options possessed by an animal ally. You may retrain one feat, general purpose, trick, or a number of skill ranks equal to your ranks in Handle Animal with 4 hours of training. The new feats and skills must be appropriate for the animal ally. Animal allies treat the Extra Combat Talent feat as an appropriate feat when retraining this way, even if it is not a practitioner. With 8 hours of training, you may instead retrain a number of feats equal to half your ranks in Handle Animal (minimum 2 feats). You may retrain anything your animal ally possesses that could be retrained normally, and the examples listed are not exhaustive. For example, a practitioner with this talent could retrain combat talents chosen by an animal companion with the martial beast archetype (Champions of the Spheres).

    Ride: Defensive Rider
    When your mount is targeted by an attack or subject to a Reflex save, you may spend an attack of opportunity to make a Ride check and use the result in place of your mount’s AC or Reflex save result, if higher.
    Mounted Buff
    Any creature you are mounted on is considered proficient with all armors you are proficient with (All Armor). If you fail the Ride check granted by the Defensive Rider talent by 5 or less while your mount is wearing barding that it is proficient with, the attack damages your mount’s barding instead of your mount. Any damage in excess of the barding’s hit points is dealt to the mount. In addition, your mount may fly in medium or heavy barding.
    Sniper - BAB 5Base Effect
    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. Associated Feat: Precise Shot.
    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.

    Some talents are marked (snipe). These talents add additional effects when you perform a deadly shot. You may only apply the effects of one (snipe) talent to each deadly shot.
    Tinker - Rank 5Actions: Mass Interface
    As a full-round action, you may activate any number of gizmos within your natural reach so long as each gizmo activated this way has an activation time of a standard action or less (unless otherwise stated, a gizmo may be activated as a move action).
    • Task Manager: As a full-round action, you may issue a command to any number of AI you crafted. You may issue a different task to each AI. If the AI is intelligent and does not require tasks known to take actions (such as any AI with an Intelligence of 3 or more), that AI instead receives a +1d4 + 1 per 5 gizmo level insight bonus on one d20 roll made before the end of its next turn.

      In addition, you may expend martial focus to issue a command to an AI (or multiple, if using the full-round action granted by this talent) one step faster (full-round action > standard > move > swift).
    • Remote Control: Your gizmos and mechanoids can be activated, used, or piloted by a transmitter, so long as the gizmo or mechanoid is within the transmitter’s signal range. Activating a gizmo or mechanoid is separate from remotely controlling it. You could activate a gadget at range and then spend the necessary actions to use its gizmo abilities (such as turning on an Emergency Set fire extinguisher and having it spray mist or foam, but the fire extinguisher could not be oriented without outside help; if the gizmo would make an attack roll, the user suffers 50% miss chance if they cannot see the attacked target, but a means of remote viewing is sufficient).

      Using remote control to activate an unattended gizmo requires that gizmos be unattended with “intention”. For example, if placing an Emergency Set flashlight down, the creature would need to orient the flashlight like a normal object, and activating it remotely would have the light go in that direction.
    • Mass Deployment: You may pilot any number of activated mechanoids within your natural reach as a full-round action. If you do, choose one of the piloted mechanoids to receive a full action; each other mechanoid receives a partial action.
    Tradition: Exploiter
    • Associated Skill
      Sleight of Hand1st & Knowledge (Engineering & Psionics)2nd
    • Drawbacks: 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, ModificationDetectorMechanoid, ProstheticRoutine, TransmitterOther
      Alteration, Enhancement, PsionicDivination, PsionicAlteration, PsionicIllusion, Mind, PsionicAlteration, Psionic
      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.

      The Production Facility must be completely dark during use and no creature with the "see in darkness" quality can be present in the room, in order to craft the practitioner’s gizmos. Should there be a sudden illumination in the room, then the gizmos all collectively explode dealing damage equal to the tinker's highest tradition skill ranks in d6s in a 30' range. All characters who are effected by the explosion must make a will save equal to the highest Gizmo's DC or take 1d6 points of sanity damage.
      • A Tinker practitioner may use another Tinker practitioner’s production facility, provided they belong to the same Tinker tradition.
      Slow Craft
      Crafting and maintaining your gizmos twice as long (at base, 1 hour, or 30 minutes if you have access to an engineering kit or sufficient tools). Crafting a project always takes a minimum of 1 hour.
      Too Many Materials
      Gizmos you craft require 1 gold piece (1 gp) worth of materials per gizmo level of the crafted gizmo. The exact nature of these expensive materials (rare metals, crystals, etc.) should be determined by the GM, but as a general rule, should be as easily accessible as material components for an average spellcaster. This cost is only incurred when the gizmo is first crafted (and not when maintained, unlike expensive craft). When adjusting a gizmo to have a higher gizmo level, you must pay the difference in cost. When a gizmo is destroyed, it must be fully recrafted (paying the gp costs again) and cannot be repaired through standard maintenance.

      Projects crafted under this Tinker tradition require 25% increased material costs. This increased cost must be paid for normally and cannot be gathered over time like project materials ordinarily could be.
      Triple Major
      Choose 2 skills other than the Tradition’s associated skill (Knowledge [Psionics] & Knowledge [Engineering]). All Tinker sphere effects and abilities that would depend on the Tinker practitioner’s ranks in the associated skill depend on the lowest of the practitioner’s ranks in their three associated skills. Whenever the Tinker sphere would require an associated skill check, such as a proficiency check, the gizmo requires a check using the lowest of the user’s bonuses between the associated skills.

      The Tinker sphere grants bonus ranks in the primary associated skill, as it normally does, but does not grant bonus ranks in the two additional chosen skills.
      Limitation
      Can gain a base maximum of 2 Legendary Talents (Extra Automatons, Full Integration). Additional Legendary Talents may be earned.
      • If the Tinker practitioner possesses an ability which would increase the speed at which they craft and maintain their gizmos, that time reduction instead allows the Tinker practitioner to craft and maintain their gizmos normally.
    • Boons: Boon Points
      3 point: +1 gizmo/odd-rank
      Alien Design
      Gizmos you create are impossibly constructed. Parts are vestigial, the methods they accomplish things are roundabout and odd. An educated individual simply stares at what you’ve made and wonders “why, but more importantly, how?”

      The skill check DC to disable or identify the effects of gizmos you craft is increased by your practitioner modifier; this also applies to the proficiency check DC. Other skill checks made to disrupt, understand, or otherwise interact with the gizmo are likewise increased. This does not increase or modify the DC to identify a gizmo as being a gizmo.

      As a 15-minute process (which may be done as part of maintaining your gizmos), you may explain how a gizmo you have crafted functions to allow one or more creatures to ignore this boon’s increased proficiency check DC (for the specific gizmos you explain to them; new gizmos may require additional lectures).
      Reinforced
      You gain Durable Gizmos as a bonus feat.
    • Gilt Magiorg Modifications: Arcana-Clipped Veils
      For Purposes of her gizmo limit, the Gilt Magiorg counts all of her Veilweaving Sphere talents as Tinker Sphere talents. Her Gizmos, Veils, and Veilweaving Sphere effects are all treated as either being technology or not being technology, whichever would be most beneficial to her or her allies.
      Veiled Gizmos (DC 14+min(1/2GL, Essence))
      The Gilt Magiorg’s Gizmos are considered to be Veils for effects outside of this template and are treated as having an amount of essence invested in them equal to the amount of essence she has invested in the Tinker Sphere, via the Invested Spheres talent. This does not change the hit points of her gizmos, but does reduce the hardness of her gizmos to the lesser of her Veilweaving Level or 5+½ Gizmo Level. Her non-project gizmos can be suppressed in the same ways as a veil ordinarily can be. The DC of her gizmos is always the lesser of 10+½ Gizmo Level+Cha & 10+Essence Invested+Cha
      Power Cycling
      The Gilt Magiorg can maintain her gizmos in her sleep, as long as they are within her transmitter range.

    Gizmos:

    Basic Gizmos:
    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, or other equipment outside of the setting’s availability subject to GM discretion). The arsenal gizmo uses the statistics (hit points, hardness, etc.) of a 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 is treated as a masterwork item of its kind (masterwork weapon, armor, shield, 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. Knowledge of a specific type of armor, shield, or weapon is subject to GM discretion. 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).

    This talent allows a character to craft what is “normal and available” to the character in the setting. For example, If certain categories of weapons are not in the setting, or are otherwise not invented or only owned by limited individuals, a character may not be able to craft one (such as unusually exotic weapons or firearms, being the primary examples). For instance, a setting with emerging firearms may have early firearms, but would not have advanced or modern firearms. The Expanded Arsenal legendary talent accommodates higher-end equipment.
    Auto-Pick
    This gizmo is a series of automated hooks and levers designed to disable devices automatically. An auto-pick gizmo functions as masterwork thieves’ tools which may also be used on technological targets (including routines). As a standard action, the user may attach the auto-pick to a device which could be disabled by a Disable Device check, priming the auto-pick for its 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 auto-pick attempts to disable the device it is attached to once each round by attempting a Disable Device check. The auto-pick’s total Disable Device bonus is equal to 5 + gizmo level + the gizmo’s practitioner modifier.
    Battery
    A battery is a gizmo that is used to power other gizmos. The nature of the battery can vary: from a liquid storing an electrical charge, a prepared pre-wound coil for clockwork, or something even more exotic. Batteries are always considered activated and cannot be deactivated.

    Batteries can be attached to another gizmo in your possession as a swift action. Attaching a battery to a gizmo is treated as reloading a ranged weapon (provoking attacks of opportunity as normal) and may have the action required to attach a battery reduced by the Rapid Reload feat (selecting the Tinker sphere as the chosen weapon), the Equipment sphere Expert Reloading talent, and similar abilities (reducing the action required to attach a battery from a swift action to a free action). Multiple batteries can be attached to a single gizmo. A battery that is already attached to a gizmo may be removed or re-attached to a different gizmo with the same action.

    When a battery is depleted by a gizmo to activate its battery use ability (or other battery-depleting effect), the battery cannot be used to power another gizmo until restored (generally by maintaining your gizmos). If a battery is abandoned or removed from a gizmo it is powering, any battery-related effects immediately end.
    Camera (Minor, Sensory)
    This gizmo may be used to record pictures or videos and can display them back to the user. A camera gizmo can store up to 100 pictures or 1 hour of video before its storage is full. Information stored on a camera gizmo may be transferred as though it were a routine (usually to a storage routine).
    • Wireless Sensory Streaming: Sensory gizmos may be crafted as transmitters and can transmit information they record directly to other gizmos within signal range. The gizmo receiving the transmitted information must have a means to display and/or store the information (such as the input and display accommodation or a storage routine). The user must still attempt their own Perception checks, as appropriate, but otherwise treats shared sensory information as though it were their own senses.
    Cleaner (Minor)
    A cleaner gizmo functions similarly to a trace eraser gizmo except it can suppress or hide the presence of someone else. The user may spend 1 minute using a cleaner gizmo to increase the DC to follow tracks left by another creature (or otherwise detect traces of their presence through mundane means, e.g. observation with Perception). The user can affect a 10-foot cube with each use. A cleaner gizmo cannot suppress or reduce detectable auras which are left by another creature.
    Essential Sleep-Wear (Minor)
    The Gilt Magiorg’s regular extended rest cycles have helped it learn to create the most efficient unenchanted sleep-wear known to the Clarosian Nobility. The Essential Sleep-Wear can be worn by any medium or small creature, and doubles the speed at which they can rest, gaining a full night’s rest in only 4 hours (or half the normal time, in the case the creature normally needs more or less rest). In addition, the Essential Sleep-Wear doubles the amount of natural healing a creature receives from rest while using it.
    • Gilt Magiorg: While the Gilt Magiorg benefits from the doubling of natural healing, she does not benefit from the reduction in the amount of time it takes to gain the benefits of a full night’s rest.
    • Advanced Gizmo: The Essential Sleep-Wear can be created as an Advanced Gizmo, allowing it to be invested with essence. The first point of essence allows the wearer to recover from essence burn in half the time, and the wearer recovers an additional point of essence burn for each halved minute for every 3rd point of essence invested in this gizmo.
    Microphone (Minor, Sensory)
    This gizmo may record sound and can play back recorded sound to the user. A microphone gizmo can store up to 10 hours of audio recordings before its storage is full. Information stored on a microphone gizmo may be transferred as though it were a routine (usually to a storage routine).
    • Wireless Sensory Streaming: Sensory gizmos may be crafted as transmitters and can transmit information they record directly to other gizmos within signal range. The gizmo receiving the transmitted information must have a means to display and/or store the information (such as the input and display accommodation or a storage routine). The user must still attempt their own Perception checks, as appropriate, but otherwise treats shared sensory information as though it were their own senses.
    Mobility Gear
    A mobility gear gizmo grants each of the following movement modes:
    • Aerial: The user gains a base glide speed of 10 feet (as granted by an Aviation Set glider gizmo), +5 feet per 10 gizmo levels.
      • A glide speed allows the user to take no damage when falling and, when falling, may glide, moving horizontally with their glide speed, but falling 1 foot for every 5 feet traveled. The user falls a minimum of 5 feet per round, regardless of the user’s movement, and cannot hover using this glide speed. This glide speed is treated as a fly speed with average maneuverability.
    • Aquatic: The user gains a base swim speed of 10 feet, +5 feet per 10 gizmo levels.
    • Mountain: The user gains a base climb speed of 10 feet, +5 feet per 10 gizmo levels.
    • Subterranean: The user gains a base burrow speed of 5 feet (as granted by an Excavation Set burrower gizmo), +5 feet per 10 gizmo levels.
      • can move through sand, loose soil, dirt, dense vegetation, and/or gravel. The user cannot charge or run when using this gizmo’s burrow speed, and the user does not leave a tunnel behind them when burrowing.
    Obfuscation Kit
    This gizmo functions as a disguise kit with unlimited uses. The user can spend a standard action to disguise themselves. However, this disguise is not solid, does not allow the user to disguise themselves as another size, and interacting with it automatically reveals it to be false (such as touching something that does not exist, or viewing them with an exotic sense), though this does not automatically deactivate the projection. Effects which would see through illusions, such as true seeing, can immediately see through a disguise generated by this gizmo. The user cannot assume multiple disguises using this gizmo and assuming a disguise in front of another creature automatically reveals the nature of this disguise to that creature. Once the user is disguised, the user may suppress this gizmo’s disguise as a free action, or enable this disguise as a swift action.
    • Battery Use: The user may deplete 1 battery as part of assuming a disguise with this gizmo to gain a 5 + 1/2 gizmo level circumstance bonus on their Disguise check.
    Personal Jammer
    A personal jammer gizmo grants no benefits unless its battery use ability is activated.
    • Battery Use: The user may deplete 1 battery as a free action to activate this gizmo’s effects for 10 minutes per gizmo level. For the gizmo’s duration, whenever the user or any of their held or worn equipment would be detected by a Tinker sphere signal, the personal jammer attempts a gizmo penetration check against the signal’s source (11 + the signal’s gizmo level). On a successful check, the user is not detected by the signal (and remains undetected by that signal for the gizmo’s duration).
    Playback System (Minor, Sensory)
    This gizmo can play back, project, and/or transmit data stored on other sensory gizmos to a “non-technological display” (such as using a mirror to play images from a camera, or projecting video onto fog or a brick wall, playing sounds through a rock). The playback system must be in physical contact with the non-technological display and may only play back a single piece of data at a time. Data projected this way may be identified as a projection (and not real) with a Perception check against the gizmo’s gizmo DC (performed as a move action) or by directly interacting with the projection (such as making physical contact).

    For images and videos: Images or videos are played back as 2-dimensional. When playing back an image or video, a playback system can project up to a size-Small image or video onto a non-technological display, +1 size category per 3 gizmo levels.

    A playback system may be crafted as a transmitter and may project data onto a non-technological surface within its signal range.
    • Wireless Sensory Streaming: Sensory gizmos may be crafted as transmitters and can transmit information they record directly to other gizmos within signal range. The gizmo receiving the transmitted information must have a means to display and/or store the information (such as the input and display accommodation or a storage routine). The user must still attempt their own Perception checks, as appropriate, but otherwise treats shared sensory information as though it were their own senses.
    Power Pack (Minor)
    This gizmo is a container for battery gizmo storage while also allowing stored batteries to be used more easily. A power pack consists of a section to attach batteries and a series of cables that can be attached to other gizmos.

    The user can don/remove a power pack as a standard action, and can attach/detach the cables to other gizmos in their possession as a free action, even outside of their turn. This connection is very weak however, and if the gizmo ever leaves the user's possession, the power pack’s cables automatically detach.

    A gizmo attached to the power pack with one of its cables treats batteries attached to the power pack as if they were attached. This does not allow a single battery to be used by multiple gizmos. If a gizmo is detached while depleting a battery stored in the power pack, the gizmo’s effects end and the battery is depleted.
    • Power Plant: If a power pack gizmo is attached to a power plant, the batteries crafted by the power plant are automatically attached to the power pack (if there are multiple power packs, the power plant will evenly attach batteries between the available power packs).
    Remote Harness
    This gizmo is a modification attached to armor or clothing that also functions as a transmitter. The user can use the attached equipment to pilot a single activated mechanoid within this gizmo’s signal range as if using an immersive cockpit and may split their actions between piloting the mechanoid or taking their own actions as they wish.

    A remote harness must be paired to a mechanoid before it can be used; pairing a remote harness can be done as part of maintaining the user’s gizmos. A remote harness can pair with any number of mechanoids but may only pilot a single mechanoid each round.
    • Mass Interface: A remote harness can be used to pilot multiple paired mechanoids within signal range using Mass Interface’s normal mass deployment ability. Alternatively, the user may use the remote harness to pilot each mechanoid as though using an immersive cockpit but must distribute actions between each (i.e. one taking a move action, another taking a standard action).
    • When using a remote harness to pilot multiple mechanoids with the mass deployment ability, the user may pilot the mechanoid granted a full action as though using an immersive cockpit (and may spend the move and standard action spent to use mass deployment to pilot this mechanoid).
    Scent Recorder (Minor, Sensory)
    This gizmo may record scents and can emit the scent to the user. A scent recorder gizmo can store up to 10 minutes of scent recordings before its storage is full. Information stored on a scent recorder gizmo may be transferred as though it were a routine (usually to a storage routine).
    • Wireless Sensory Streaming: Sensory gizmos may be crafted as transmitters and can transmit information they record directly to other gizmos within signal range. The gizmo receiving the transmitted information must have a means to display and/or store the information (such as the input and display accommodation or a storage routine). The user must still attempt their own Perception checks, as appropriate, but otherwise treats shared sensory information as though it were their own senses.

    Accommodations: Communicator (Transmitter)
    As an accommodation, you may craft a gizmo with a communicator transmitter. A gizmo built with this accommodation may be used as a swift action to send a text-based message of up to 25 words to one or more active gizmos within signal range. The user must be aware of the gizmos they are sending a message to (a gizmo outside of signal range does not receive the message).
    • Commset: Your communicators can be used as free action that can be taken even when it is not the user’s turn; using a communicator this way is through auditory communication; this allows the communicators to transmit audio rather than only text-based messages.
    Display and Input
    As an accommodation, you may craft a gizmo with a display and input mechanisms (such as buttons, a keyboard, dials, voice commands, etc.). A display allows a gizmo’s user to view information stored inside it (such as information created by a storage routine), as well as perform simple mathematics. An input mechanism generally allows manual data entry of 50 words per minute.
    Multimedia
    As an accommodation, you may craft a gizmo with up to one of each sensory gizmo as an innate gizmo. Sensory gizmos may now be used simultaneously (such as a camera and microphone recording sound and images to create a video with sound). In addition, information recorded by a sensory gizmo can be immediately stored into an installed storage routine rather than onto the recording gizmo.

    A detector with this accommodation may store information it senses as a log (treating each sensed piece of information as 1 page of text) directly into an installed storage routine. The detector may be adjusted to store anything it senses immediately or require manually storing information (as a free action by the user after the detector senses something), and may also be adjusted to store other specific information (such as images or sound from a camera or microphone) as part of creating a log.
    Voice Controls (Requires Microphone)
    A gizmo with an innate microphone (such as one granted by the multimedia accommodation) may be activated or used by issuing a verbal command (similar to casting a spell verbal commands are a chosen keyword or phrase (i.e. “Computer, activate and chart a course”) and must be spoken in a strong, clear voice. Issuing a voice command requires the same action to activate or use a gizmo normally; voice commands may also be used to activate a gizmo at range (normally close range, although shouting or acoustic environments may increase this subject to GM discretion). When issuing verbal commands this way, only a single gizmo may be activated or used (even if multiple would have the same verbal command).

    You may choose to have verbal commands only be usable by a chosen creature (or creatures, designated when crafting) to avoid unwanted creatures activating the gizmo.

    Augmentations: Multifunctional Augment
    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). In addition, an augmentation modified with this talent gains gains the following battery use:
    • 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.

    Augmentor
    An augmentor is assigned to one ability score (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). The augmentor grants the user a +2 competence bonus to ability checks and skill checks based on the assigned ability score (i.e. a Dexterity-based skill or ability check). This bonus increases by +1 every 4 gizmo levels.
    • Battery Use: Whenever the user attempts a skill check or ability check that receives a bonus from this gizmo, the user can deplete 1 battery as a free action that can be taken even when it is not the user’s turn. The user rolls that check twice and takes the highest result. The user must choose to use this battery use ability before the attempt is made.
    • Brain Jack: Whenever you craft a mental augmentation gizmo, you may choose to allow the mental augmentation gizmo to store information. A mental augmentation gizmo improved this way gains a storage routine that does not count against the crafter’s maintained gizmos. The mental augmentation gizmo’s user can access the storage routine’s functions with purely mental actions (as though the mental augmentation had display and input accommodations). In addition, the mental augmentation gizmo’s user can record their memories into any installed storage routines. Treat stored memory as though it were video for the purposes of information storage, as well as viewing, transferring, etc.
    • Aerobic Enhancer: A physical augmentor assigned to Constitution grants its bonus Constitution score when determining how long the user can run or hold their breath; the aerobic enhancer’s effective bonus to the user’s Constitution score increases by an additional +2 per 5 gizmo levels. In addition, the user is always treated as being acclimated to any altitude they are in (see the mountain travel rules, Pathfinder Core Rulebook). In addition, an aerobic enhancer gains the following battery use:
      • Battery Use: The user can 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 suffers no penalties or negative effects from the fatigued or exhausted conditions (but is still considered fatigued or exhausted for the purposes of effects which cannot be used while fatigued or exhausted, such as using a barbarian’s rage class feature).
    Nightvision
    The user gains low-light vision and darkvision with a range of 20 feet.
    • Battery Use: The user may deplete 1 battery as a free action to improve this gizmo’s functions for 1 hour per 2 gizmos levels. For the gizmo’s duration, the darkvision granted by this gizmo improves to 30 feet, +10 feet per 4 gizmo levels.
    Trace Eraser (Minor)
    A trace eraser suppresses and removes particles the user leaves naturally (such as fingerprints and DNA evidence) as well as lightens their tracks. The user increases the DC to follow the user’s tracks by 5 + 1/2 gizmo level (or otherwise detect traces of their presence through mundane means, e.g. tracking with Survival, observation with Perception).
    • Advanced Gizmo: An advanced trace eraser gains the following additional ability: If the user would leave a detectable aura (such as one detectable by the (transmission) package, magic auras detectable by the Divination sphere, etc.), those aura strengths are reduced as though the aura’s gizmo level, caster level, Hit Dice (or other detectable variable) originated from a source 1/2-gizmo level lower.

    Detector: 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.
    • Magical Sensor: A Mechanical Sensor can be crafted to instead detect magical auras, treating the aura's CL as its Gizmo Level to determine its signal strength.

    Modifications: 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). In addition, a modification modified with this talent gains the following battery use:
    • 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.

    Environmental Equalizer (Minor)
    This modification is attached to any equipment. The attached equipment can function underwater or in a vacuum without any of the normal limitations or penalties to its function due to those conditions (such as ignoring the penalties for underwater combat with a bludgeoning weapon, firing a ranged weapon underwater, or drinking a potion underwater). The attached equipment (and its ammunition, if any) reduces weapon attack roll penalties when in areas of high wind or other environmental factors by 1/2 (such as heavy fog, but does not bypass or reduce environmental conditions that make ranged attacks impossible).
    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.
    • 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).
    • Special: 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.
    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).
    Silencer
    This modification is attached to a weapon. Whenever the user would use the attached weapon to make ranged attacks using the Stealth skill’s sniping use, the user reduces the Stealth penalty to stay hidden by 1 per 2 gizmo levels (to a minimum penalty of 0).
    • Battery Use: The user can deplete 1 battery whenever they use this gizmo’s penalty reduction. The Stealth penalty to stay hidden is instead reduced by 10 + 1 per 2 gizmo levels (minimum 1).
    Sheltering Armor
    This modification is attached to manufactured armor. The attached armor grants the user a +2 circumstance bonus on saving throws made against environmental effects (such as weather exposure, inhaled effects, exposure to contamination, etc.), +1 per 4 gizmo levels. The sheltering armor modification accommodates a specific type of creature (such as an air breathing creature, water-breathing creature), chosen when crafted.
    • Battery Use: The user can deplete 1 battery as a free action to improve this gizmo’s functions for 10 minutes. For the gizmo’s duration, the attached armor insulates its user from their surrounding environment and recycles its interior oxygen. The user can exist comfortably in conditions of extreme temperature between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without needing to attempt a Fortitude save. The user is also protected against atmospheric environmental hazards, allowing the user to breathe freely and providing immunity to harmful gasses, vapors, pressure (such as while underwater), vacuums (such as while in space), and other such environmental effects.

      At gizmo level 10, this additional function instead lasts for 1 hour per gizmo level. In addition, the user and any equipment in the user’s possession (including this gadget) takes minimum damage from any environmental effects (such as exposure to lava and other environmental damage-based hazards).
    Sound Dampener (Minor)
    This modification can be attached to any object (such as thieves tools). The Perception DC of any sound-based checks to hear the attached object being used (such as a lock being picked) is increased by 5 + 1/2 gizmo level (except the sound of battle).
    • Advanced Gizmo: An advanced sound dampener also increases the Perception DC of the sound of battle.
    • Note: The standard DC to hear a key being turned in a lock is 20. GMs should treat most uses of similar tools as being a similar DC to notice. “Louder” tools decrease the starting DC as appropriate (for example, the sounds of using a pickaxe is easier to notice than the sounds of using a file on a metal bar).
    Versatile Weapon (Minor)
    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.

    Prosthetics: Multifunctional Prosthetics
    Your prosthetics’s secondary functions are considered multiple options by the Multifunctional Augmentations ability, allowing you to select multiple secondary functions and change between them as though they were different options. If you could craft a prosthetic with more than 1 secondary function, only a single secondary function may have multiple options selected.

    Limb Prosthetic
    This prosthetic grants the full utility of the equivalent limb. You can craft an arm or leg prosthetic. A leg or arm prosthetic may be crafted as a single prosthetic or matching pair.
    Sensory Prosthetic
    You can craft prosthetics for any of the 5 senses (sight, eyes; hearing, ears; smell, nose; taste, tongue; touch, haptic feedback “skin” or similar).
    • Secondary Functions: Recording Prosthetics (Any)
      The prosthetic gains an innate sensory gizmo of each kind.
      Sensory Extension (Sensory)
      The prosthetic gains an innate sense amplifier for Perception checks of the appropriate kind (i.e. visual for an eye prosthetic, etc.).
      Sensory Shielding (Sensory)
      Whenever the user of the prosthetic is subject to an effect that would deny or limit a use of a sense (such as blindness, deafness, numbness), or requires that sense for the effect to work (such as language-dependent or sonic effect that requires the target to be able to hear), the user gains a +2 competence bonus to their saving throw, +1 for every 4 gizmo levels.
      Storage Capacity (Any)
      Your prosthetics can store items such as weapons, tools, or other non-augmentation gizmos for quick retrieval. The maximum size of the stored item depends on the prosthetic used, assuming the creature is Medium-sized: arm/leg (Small), head/tail (Tiny), other (Diminutive, unless otherwise specified). A storage capacity secondary function can store 1 item, +1 item per 5 gizmo levels. This does not allow larger items to be stored, only additional items of an appropriate or smaller size.

      A stored item can be stored or retrieved as a move or immediate action without provoking attacks of opportunity. This is treated as storing or retrieving an item into or from a container respectively; the user cannot retrieve a stored item without using the storage capacity’s ability to do so (even if they could normally retrieve an item faster). The user gains a 10 + 1/2 gizmo level circumstance bonus to Sleight of Hand checks to hide objects stored in the prosthetic.
      • Your storage capacity secondary function may store weapons or shields up to one size larger than the storage capacity’s normal limitation (matching the creature’s size when inside an arm/leg, 1 size smaller in a head/tail, or 2 sizes smaller in miscellany prosthetics). A weapon or shield may be attached or detached from the prosthetic with 1 minute of work (the “attached equipment”). The attached equipment may be withdrawn or stored from the storage capacity secondary function normally and way may be wielded as though the prosthetic provided an additional hand, such as a blade attached to an arm could still be used to hold and manipulate objects (including other weapons) while threatening and attacking with the attached blade, or a blade attached to a leg could still be walked on normally. The attached equipment cannot be disarmed while attached to the prosthetic and if the attached equipment would require more than one hand to use, the user must use an additional hand (other than the prosthetic). Attached equipment used this way does not grant the user extra attacks.

        Multiple weapons or shields may be attached to the prosthetic this way (up to the storage capacity’s normal maximum storage) but only a single attached equipment may be in use; attached equipment may be switched with another piece of attached equipment as part of the immediate action to store an object into the prosthetic.
      • Hidden Inventory: The user gains a 10 + 1/2 gizmo level circumstance bonus on Sleight of Hand checks to retrieve stored items unnoticed from their storage capacity secondary function. The user may attempt Sleight of Hand checks to retrieve stored items from their storage capacity as part of retrieving the item; drawing a stored item faster than a move action this way is not treated as drawing a hidden object or weapon for the purposes of other abilities or effects.
    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).

    Storage (Minor)
    This routine stores information. A storage routine can retain a combination of either: 10,000 pages (with an average of 250 words per page) of text, 1,000 images, 100 hours of sound, or 1 hour of video, with each unit being equivalent in storage space. A storage routine’s capacity increases by an additional unit (10,000 pages, 1,000 images, etc.) per gizmo level. This information can be a mixture of different media types, previously stored data may be deleted to accommodate new data, and data may be copied, altered, or spliced with a successful Linguistics check (as though creating a virtual forgery). This routine does not need to be activated to be used, and cannot be used to store spells (or other forms of magical writing).
    Targetting Routine
    A targeting routine routine grants no benefits unless its battery use ability is activated.
    • Battery Use: The user can deplete 1 battery as a swift action to activate this routine’s effects for 1 minute per gizmo level (designating a target as part of activating this effect). For the gizmo’s duration, the user gains a +1 insight bonus to their attack rolls and AC, +1 per 5 gizmo levels against their designated target. The user must be able to see or otherwise perceive the target to gain these benefits.

      Once per round, the user may designate a new target as a free action. Doing so reduces the routine’s duration by 1 minute. If the target would be reduced to 0 hit points, killed, or rendered helpless, the user may immediately designate a new target (without reducing the routine’s duration).
    • Special: If the user possesses the Scout sphere scout ability, the slayer’s studied target ability, or the investigator’s studied combat ability (or other similar ability, subject to GM discretion), this routine’s battery use ability can be activated as part of that other ability’s use (provided the ability requires the user spend at least a swift action). If the user’s ability would target multiple creatures, the routine only grants its benefits against a single target. The targeting routine may be used alongside other similar abilities at GM discretion (such as a cavalier’s challenge or paladin’s smite evil).
    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.

    Transmitters: Locator Chips
    Transmitters you craft may constantly broadcast their location; this signal may be enabled or disabled as a swift action. A gizmo receiving this signal informs its user of the relative distance and direction of the transmitter. This information is sufficient to inform the user of other gizmos within signal range (such as using a communicator to send a message to the user of the locator chipped gizmo). When crafting a gizmo with a transmitter (such as the communicator accommodation), you may specify additional data to be broadcast by their locator chip ability (such as keywords or a name, colors for a visual display, and other identifying information).

    Tracking Device (Minor)
    You may craft a tracking device transmitter that constantly produces a signal. Gizmos capable of receiving a tracking device’s signal returns the following information: (1) type of gizmo, (2) relative direction of the gizmo from the detector. A creature in possession of a gizmo receiving a tracking device’s signal may ignore any concealment a tracked creature or object is benefiting from (as though pinpointing them with a detector).

    Tracking devices can be attached to creatures or objects with a successful melee or ranged touch attack or by applying the tracking device to a weapon (and the tracking device attaching to the first target struck). A tracking device can be removed from a creature or object as a move action or requiring a melee touch attack if the target is not willing.

    Active Gizmo: (Limit 24+rank+(rank+1)/2=32

    Batteries
    ? Batteries

    AI: (Limit 1; Max 5 GL)

    Multifunctional Routines
    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).

    Mechanoid: (Limit 5 Gizmo Levels; Max 5 GL/Mech)

    • Passives: Additional Upgrade
      The maximum number of upgrades your mechanoids can be crafted with increases by +1.
      Discounts
      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 (minimum 1 gizmo level when determining project costs).
      Passanger Seat Upgrades
      • Compact Pilot Seat: 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 (rather than one size smaller than the mechanoid).
      • Covered Mechanoids: When you craft a mechanoid, you may grant the mechanoid the cover upgrade (this does not count against the mechanoid’s maximum upgrades; the mechanoid must still possess the passenger seat upgrade to qualify for the cover upgrade).
      • Ejector Seats: You improve the passenger seats upgrade. 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).
        • Special - Aviation Set: If you possess the Aviation Set talent, an ejector seat may be built with an innate glider gizmo. This innate glider gizmo is exclusive to the ejector seat and is destroyed when the ejected passenger reaches the ground, stops moving, or after 1 minute per gizmo level, whichever comes first. When the pilot spends a swift action to adjust the ejector seats, the pilot may disable or enable the innate glider gizmo for any number of ejector seats.
      • Quick Entry Seats: Whenever you craft a mechanoid with the passenger seats upgrade, you 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).
      Enclosure Upgrades
      • Environmental Cabin: You improve the enclosure upgrade. While the environmental cabin is closed (and is granting total cover to its passengers), the passengers are protected from environmental effects as though they were benefiting from the sheltering armor modification with its additional function active (granted by the Exploration talent). Just like when creating a sheltering armor modification, you must choose the type of breathable environment when granting this upgrade to a mechanoid (such as air-breathing, aquatic, etc.).

        An environmental cabin can be crafted with an airlock (creating a protected and an unprotected section of the mechanoid) allowing a creature to enter the mechanoid without compromising the protected section. Entering and moving through an airlock requires the same action as entering an enclosure (normally a move action). Creating an opening from a closed interior to the exterior (such as opening a latch or opening the airlock while the environment is not stabilized) compromises the protected environment and suppresses any benefits it grants. An environmental cabin restores the protected environment to the interior after being closed for 1 minute.
        • Battery Use: The mechanoid or a passenger inside the environmental cabin can deplete 1 battery as a free action to immediately generate a protected environment in any closed part of the environmental cabin (rather than require 1 minute). This effect does not function if the environmental cabin is not sealed.
    • Upgrades: 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
      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.
      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.
      Immersive Cockpit
      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 freely use their actions and benefit from their abilities and equipment normally as though they were the mechanoid (moving normally, making attacks, using the mechanoid or pilot’s abilities or gear, including equipment or magic items, and benefiting from the mechanoid or pilot’s skill bonuses). The pilot and mechanoid may still be targeted separately, as a pilot and their piloted mechanoid (such as for 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). The mechanoid is still treated as an attended object if the mechanoid is separately targeted.
      • 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).

        Instead of the normal benefits of the immersive cockpit, the integrated pilot and their mechanoid are indistinguishably a single creature and cannot be separately targeted. The integrated pilot uses the mechanoid’s physical ability scores and natural armor bonus, and uses their own mental ability score and base attack bonus. The integrated pilot can still use any of the mechanoid’s abilities normally (such as internal gizmos, upgrades, and so on) in addition to their own abilities. Any damage suffered by the integrated pilot is taken from the mechanoid’s hit points first (as though the mechanoid’s hit points were a pool of temporary hit points for the integrated pilot’s benefit).

        Just like a normal immersive cockpit, the integrated pilot cannot benefit from their own armor (but may use and benefit from armor appropriately fitted for the mechanoid, as normal). The integrated pilot is treated both as their mechanoid’s creature type (usually construct) and their own type for any effect related to type.
      Infiltrator Vehicle
      The mechanoid is crafted with an innate auto-pick, silencer, and advanced sound dampener. The innate silencer, advanced sound dampener, and advanced trace eraser and sound dampener gizmos automatically grant their effects to any appropriate weapon or tool the mechanoid uses (such as the innate auto-pick). In addition, the mechanoid gains 1 bonus skill rank in Disable Device for every Hit Die it possesses.
      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.
      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 upgrade. 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 the mechanoid is within their natural reach.
      Reinforced Enclosure
      Requires Enclosure Upgrade: 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.
      Traceless Vehicle
      The mechanoid is crafted with an innate advanced trace eraser. The mechanoid shares the effects of this innate gizmo with any creature piloting, riding, inside of the mechanoid, or moving within the mechanoid's natural reach. In addition, the mechanoid gains 1 bonus skill rank in Stealth for every Hit Die it possesses.
      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 part of a 1 minute uninterrupted period. The mechanoid also gains the following battery use:
      • Battery Use: The user may deplete 1 battery as a swift action to change between the two granted upgrades.
      • You may grant the transforming parts upgrade 1 additional time per 7 ranks in the associated skill you possess.
      Weapon Mount
      Requires Passenger Seats Upgrade: The mechanoid can be mounted with a weapon that may be wielded by a mechanoid’s passenger. A mounted weapon is only usable by passengers (and cannot be operated by the mechanoid). A mounted weapon must be at least 1 size category smaller than the mechanoid and requires 1 minute to mount or remove. A mounted weapon cannot be removed or disarmed from the mechanoid but can be wielded by passengers to attack creatures outside the mechanoid; the passenger using the mounted weapon is called the “wielding passenger”. A mounted weapon is treated as being braced or mounted when appropriate (such as for the culverin or double hackbut firearm).

      A wielding passenger still requires line of sight to use a mounted weapon, and takes penalties for nonproficiency, using an oversized weapon, etc. as normal. If the wielding passenger does not have line of sight (such as without an opened hatch, transparent enclosure, or similar), the wielding passenger is treated as being blind when making attacks with the weapon (suffering 50% miss chance). Mounted weapons can be sundered, targeting the wielding passenger or mechanoid’s CMD (whichever is lower). This upgrade can be granted multiple times.

    Projects

    Energy Cables
    Energy cables allow for long distance transfers of energy. Every 10 feet of energy cable requires 1 gp of project material; longer cables may be constructed by paying the appropriate cost (such as 5 gp of project material for a single 50-foot cable). An energy cable can be attached or detached to an unattended gizmo within the user’s reach as a swift action. An energy cable can be connected to other energy cables, and connecting gizmos to an energy cable does not need to be done at the cable’s end points (such as attaching a gizmo to a midpoint of the energy cable).

    Gizmos attached to the ends of the energy cable cannot move further than the energy cable’s total length and the energy cable must be able to occupy all the spaces it passes through (such as bending around corners, threaded through holes, etc.). If two gizmos connected by an energy cable would be moved further apart from each other than the energy cable’s length, they must first be disconnected from the cable or the energy cable must be broken.

    Any gizmo attached to an energy cable treats any batteries attached to the energy cable as being attached to them and can use those batteries to power their functions (similar to a power pack).
    • Signal Cables: While your energy cables are attached to a transmitter or other gizmo capable of generating a signal, all gizmos attached to that energy cable are treated as being within the transmitter’s signal range (regardless of distance, intervening materials, etc.).
    Power Plant
    This gizmo creates batteries. Each power plant requires an engineering kit as an additional component, which cannot be removed without first disassembling the power plant.

    A power plant crafts batteries at a set rate, has a maximum number of batteries they can craft in a 24-hour period, and a maximum number of batteries they can have crafted at any given time. Batteries generated by a power plant do not count towards your gizmo limit. Power plants will naturally stop crafting batteries once they reach their daily limit (or maximum crafted).

    Alternatively, a power plant may be activated to recharge depleted batteries. The user may place a number of batteries equal to 5 times the power plant’s speed, recharging the batteries in 1 minute (as opposed to the 15 normally required to craft or maintain batteries). Recharging batteries counts against the power plant’s craft limit for that day.
    SizeSpeedLimitMaxWeightRankCost
    S210+1/5GL250lbs1100
    M415+1/5GL4250lbs3200
    L625+2/5GL81250lbs5400
    H830+3/5GL126250lbs7800
    G1045+4/5GL1631250lbs101600
    C1260+5/5GL32156250lbs153200
    Speed: This is the number of batteries the plant produces every hour.
    Limit: This is the power plant's limit for how many batteries it can produce in a 24 hour period. This limit increases by the listed rate for every 5 gizmo levels the power plant possesses.
    Maximum: This is the power plant’s limit for how many batteries it can maintain independently.
    Ranks: This is the minimum number of ranks you must possess before you can craft a power plant of that size. In addition, the power plant itself must be constructed with a minimum gizmo level equal to this rank in order to be functional.
    Cost: This is the power plant's project material cost in gp per gizmo level.

    Power plants deactivate if made smaller than their original size (such as by a size altering effect) and cannot be activated until returned to their normal size. This includes any power plants made as innate gizmos for mechanoids.

    You may only maintain one power plant at a given time.
    Veil Schematic
    The Gilt Magiorg gains the ability to create a kind of project gizmo called a Veil Schematic, with a project cost of 10gp per gizmo level. A Veil Schematic may detail information of how to shape a single veil that is on the creator’s veil list. She cannot shape any veil for which she does not have a Schematic Routine stored in her task center. Her effective veilweaving level with any given veil is reduced to its Schematic Routine’s gizmo level, if it is less than her veilweaving level.

    Traits

    TraitsCombat) Heavy Machinery
    Any mechanoid you create gets +1 hit point, +1 per 2 gizmo levels.
    Equipment) Maintenance Expert
    If you possess the Tinker sphere, you increase your gizmo limit by +1 and increase the number of minor gizmos you can maintain as a single gizmo (as a “set”) by +1.
    Race) Mixed Blood (Human)
    +1 trait bonus on Knowledge (Local) checks.
    Social) Industrial Worker
    You gain a +5 trait bonus on all checks to gather Tinker sphere project materials and Knowledge (Engineering) is always a class skill for you.
    DrawbacksDrawback) Sleepy
    You must sleep or rest for at least 12 hours each night to get the benefits of a full night’s rest. You take a –2 penalty on saving throws against sleep effects.
    Flaw) Vulnerable
    You take a -1 penalty to Armor Class.
    Major Drawback) Animal Animosity
    You suffer a -2 penalty on all Handle Animal and Ride skill checks, and cannot take 10 with these skills. Additionally animals and magical beasts select you as a target in preference of other targets (as long as doing so does not put the attackers in some obvious additional risk), and such creatures gain a +2 morale bonus to attack rolls made against you.
    Major Drawback) Overly Cautious
    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.
    OathsForbidden Knowledge (+2 points)
    Oath: The secrets you carry weigh heavy on you, and the only way to cope is the numbing joy of liquid sugar. You gain a moderate addiction to honey, using the DC of 16 as the addiction DC, as a severance.

    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.
    Oath BoonsMagical Gleaning (-1 point)
    You gain Advanced Magic Training as a bonus feat even if you do not meet the prerequisites.
    Renown (-1 point)
    At 3rd level, you gain the renown social talent as a vigilante of your character level, choosing to be treated as either a social identity or a vigilante identity and being able to swap between the two perceptions in a process that takes 10 minutes. At 7th level, you gain the great renown talent. At 11th level, you gain the incredible renown talent.
    This renown grants him favorable treatment in civilized company and lends him an air of menace while facing down his enemies. While he is in his social identity, a vigilante can spend 1 week gaining renown among the locals of any community of no more than about 200 individuals (a village, if using settlement population ranges on page 203 of the Pathfinder RPG GameMastery Guide). This could be the entire community or a smaller neighborhood in a larger settlement. He must spend at least 4 hours each day socializing and making contacts. After spending 1 week doing this, whenever he is in his social identity, all NPCs in the community have a starting attitude toward him that is one category better, as long as each person’s initial attitude would have at least been indifferent (see the Diplomacy skill description on pages 93– 94 of the Pathfinder RPG Core Rulebook for more information). While he gains renown in an area using his social identity, he also spreads rumors and tales about his vigilante identity. Once he has gained renown in a community, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This bonus applies only while he is near the community in which he has gained renown; he must be within a number of miles equal to his vigilante level.

    A vigilante can hold renown in a limited number of communities (normally one, with other social talents allowing two). If he gains renown in a new community, he must decide which one of his previous communities to lose. These effects are subject to GM approval. For example, the GM might rule that an NPC or monster has not heard any tales about the vigilante. Or, a foe may have a starting attitude toward him that’s one category worse, rather than one category better.
    RaceFCB
    +5/5 Utility Talents
    Akashic Subtype
    Akashic Creatures are immune to Sleep effects and gain an Essence Pool equal to their Racial HD.
    Vision
    60' Darkvision & Low-Light Vision
    Essential Life
    Living veils have a Constitution score and can be targeted by spells and effects that target living creatures or constructs, as well as effects that require Fortitude saving throws. They do not gain an immunity to ability damage, ability drain, energy drain, exhaustion, or fatigue. They do not gain Size Bonus Hit Points from their construct typing. Living veils are not destroyed when they reach 0 hit points. A living veil reduced to -1 or fewer hit points is knocked unconscious and automatically stabilizes. Their physical form becomes nearly transparent while unconscious due to the suppression of their base veil. A living veil that has an amount of negative hit points equal to its Constitution score is destroyed, leaving behind a mass of faintly glowing ash and dust as its corpse. This ash and dust begins to decay at the same rate as the corpse of a living creature, and can be affected by spells or effects that would slow its decay.
    Living Veil (Armory of the Infinite)
    The living veil is a veil given life, which forms their core which their body builds its makeup from. The living veil selects a single veil of any slot (including esoteric chakra, such as Blood, Interface, Ring, Storm, or Voice), to act as their base veil, which determines their appearance and abilities. They are always treated as having this veil shaped, and it does not count against their veils shaped or their veil slots. They use their highest mental ability score as their veilweaving modifier, their character level as their veilweaving level with this veil, and they always treat this veil as if it were invested with its maximum possible allotment of essence. If their base veil can be shaped in multiple chakra slots, they choose a single slot to consider it shaped in, and can change this slot by spending one hour in meditation. If the living veil chooses a veil shaped in an esoteric chakra, this ability does not grant the living veil to normally shape veils in that slot. This veil cannot be disguised and cannot be sundered. If this veil would be suppressed (such as if the living veil chooses to suppress it, if it is dispelled, or if the living veil enters an anti-magic field), the living veil is staggered for the duration of the suppression. This veil cannot be permanently suppressed or unshaped. If their veil would be affected by such an effect, it is instead only suppressed temporarily for 1 hour. While the living veil’s base veil is suppressed the living veil’s appearance becomes dull and translucent.
    Malleable Form
    Living veils have a great deal of control over their physical form, however it will always be affected by their base veil which affects the color, textures, and shapes of their form. As a standard action they can change their appearance and the structure of their body, however their appearance must always resemble a bipedal Medium-sized Humanoid creature with two arms, and a head. The living veil otherwise has full cosmetic control over their form, allowing them to mimic the forms of other Humanoids or to take on a more alien or unique appearance. These cosmetic changes provide no mechanical benefits or penalties to the living veil (if they choose to have wings, they don’t provide flight, for example).
    Sentient Magic
    Living veils do not gain the normal immunity to mind-affecting effects possessed by a Construct, and possess a soul which allows them to be raised and resurrected as if they were a living creature, but they cannot be affected by the reincarnate spell.
    TemplateAbility & Skill Increase
    +2 Cha, +4 Knowledge (Engineering), +2 Knowledge (Psionics)
    T.Drawback) Power Cycling
    The strains of being simultaneously a creature with a soul, a veil of woven magic, and a technological marvel is too much for many creatures to handle. Every hour the Gilt Magiorg is awake, they gain 1 point of Fragmentation. If the Gilt Magiorg ever reaches 24 or more points of fragmentation, she immediately shuts down, as if effected by a Powerful Sleep Charm per the Mind Sphere with a caster level equal to twice the amount of Fragmentation points she possesses. The Gilt Magiorg automatically fails saving throws against this effect until her number of fragmentation points is reduced below 24. The Gilt Magiorg is never immune to this sleep effect by her own power, but can be made temporarily immune through the magic of others.

    When the Gilt Magiorg is exposed to a sleep effect from a source with a CR higher than her HD, or when exposed to one or more sleep effects from a lower CR mythic source for the entire span of a minute, she must make a fortitude saving throw against the DC of the effect (or highest DC of the effects when exposed to multiple). This saving throw is against a sleep effect, and the roll is modified as appropriate for such an effect, but no immunity conferred to the Gilt Magiorg by her own abilities is applicable for this secondary effect. If she fails this fortitude saving throw, she gains 1 point of Fragmentation, plus an additional Fragmentation point for every 5 points below the DC her saving throw was (for instance, if the DC was 30, but her save result was 14, she would gain 4 points of Fragmentation).

    The Gilt Magiorg reduces their number of Fragmentation points by 1 for every 2 hours they sleep. If the Gilt Magiorg sleeps for a number of contiguous hours equal to the number of fragmentation points they had when they started sleeping, they reduce their fragmentation points to 0 and may either immediately wake up or attempt to finish getting a full 12 hours of sleep, in order to gain the benefits of a full night’s rest.

    The Gilt Magiorg can maintain her gizmos in her sleep, as long as they are within her transmitter range.
    T.Drawback) Veiled Gizmos / Tech-Adjacent Veils
    The Gilt Magiorg’s Gizmos are considered to be Veils for effects outside of this template and are treated as having an amount of essence invested in them equal to the amount of essence she has invested in the Tinker Sphere, via the Invested Spheres talent. This does not change the hit points of her gizmos, but does reduce the hardness of her gizmos to the lesser of her Veilweaving Level or 5+½ Gizmo Level. Her non-project gizmos can be suppressed in the same ways as a veil ordinarily can be. The DC of her gizmos is always the lesser of 10+½ Gizmo Level+Cha & 10+Essence Invested+Cha

    Similarly, her Veils are considered to be Gizmos for effects outside of this template. Her veils do not change their hardness or the amount of damage they can take before being suppressed. The DC of her veils is always the lesser of 10+½ Gizmo Level+Cha & 10+Essence Invested+Cha. Her veils must receive essence normally, and do not benefit in any way from the effective essence granted to her gizmos, per the previous paragraph.

    She gains the ability to create a kind of project gizmo called a Veil Schematic, with a project cost of 10gp per gizmo level. A Veil Schematic may detail information of how to shape a single veil that is on the creator’s veil list. She cannot shape any veil for which she does not have a Schematic Routine stored in her task center. Her effective veilweaving level with any given veil is reduced to its Schematic Routine’s gizmo level, if it is less than her veilweaving level.

    As a living veil, the Gilt Magiorg herself becomes considered to be a gizmo in the same manner as her veils, though her base veil is always considered to have the maximum amount of Gizmo Levels she can assign to a gizmo and need not be detrimentally affected by tinker tradition drawbacks which alter or restrict the process of crafting a gizmo. If for some reason her base veil stops being shaped, she does not need a Veil Schematic to shape it again.
    Arcana Clipped Veils / Re-Woven Gizmos
    Iris’s akashic form and her technologically compatible mind have developed into a more anomalous union. Her veils and gizmos inching ever-closer to becoming one and the same. As she manipulates the physical fabric of the world to birth her gizmos, motes of her akashic essence drift within the contraptions. As she weaves her veils, they warp and twist into her form in ways indescribable under the light.

    For purposes of her gizmo limit, the Gilt Magiorg counts all of her Veilweaving Sphere talents as Tinker Sphere talents. Her Gizmos, Veils, and Veilweaving Sphere effects are all treated as either being technology or not being technology, whichever would be most beneficial to her or her allies.

    The Magiorg can additionally create the following gizmo:
    Essential Sleep-Wear (Minor): The Gilt Magiorg’s regular extended rest cycles have helped it learn to create the most efficient unenchanted sleep-wear known to the Clarosian Nobility. The Essential Sleep-Wear can be worn by any medium or small creature, and doubles the speed at which they can rest, gaining a full night’s rest in only 4 hours (or half the normal time, in the case the creature normally needs more or less rest). In addition, the Essential Sleep-Wear doubles the amount of natural healing a creature receives from rest while using it.

    While the Gilt Magiorg benefits from the doubling of natural healing, she does not benefit from the reduction in the amount of time it takes to gain the benefits of a full night’s rest.

    The Essential Sleep-Wear can be created as an Advanced Gizmo, allowing it to be invested with essence. The first point of essence allows the wearer to recover from essence burn in half the time, and the wearer recovers an additional point of essence burn for each halved minute for every 3rd point of essence invested in this gizmo.

    Arms & Equipment

    Eiris's Encumbrance

    Eiris's Carry Capacity


    StrLightMediumHeavy
    6204060
    8265380
    21153306460
    21153306460
    Eiris's Funds

    Eiris's Coin Purse


    Coin TypeQuantityWeight
    Total GP Value860.983.86 lbs
    Plat761.52 lbs
    Gold1002 lbs
    Silver90.18 lbs
    Copper80.16 lbs
    Eiris's Magic Items

    Eiris's Magic Item Slots


    SlotItem
    Head-
    Headband+2 Headband of Vast Intelligence
    Eyes-
    Shoulders-
    Neck-
    Chest-
    BodyLeast Akashic Catalyst
    Armor-
    Belt-
    WristsBracers of the Armory +1
    Hands-
    Rings- -
    Feet-

    Eiris's Other Magic Items

    Aura:Caster Level:Body Slot:Price:Weight:

    Slotted ItemsBracers of the Armory +1
    These bracers function as, and can be upgraded as per bracers of Armor, however, when worn while the veil of armory of the infinite is shaped it automatically invests 1 essence, which can exceed the wielder's essence capacity. Bracers of armor surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both bracers of armor must be worn for the magic to be effective.
    Headband of Vast Intelligence +2
    This intricate gold headband is decorated with several small blue and deep purple gemstones. The headband grants the wearer an enhancement bonus to Intelligence of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. A headband of vast intelligence has one skill associated with it per +2 bonus it grants. After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer’s total Hit Dice. These ranks do not stack with the ranks a creature already possesses. These skills are chosen when the headband is created. This headband grants Knowledge (Arcana)
    Least Akashic Catalyst
    Bands of woven cloth studded with gems, embroidered with strings of metal forming faintly glowing mandalas.

    Akashic catalysts are woven bands of gem studded cloth or metal inscribed with glowing mandalas. An akashic catalyst may be worn in one of the following magic item slots, reinforcing and fortifying the power of invested essence within veils that are shaped in a matching chakra slot: hands, feet, head, wrists, shoulders, headband, neck, belt, chest, or body. If you have the ability to shape Ring slot veils, you may also wear an akashic catalyst as if it were a ring to affect veils shaped in the Ring slot.

    Veils shaped in a slot matching the slot an akashic catalyst are worn in are treated as if being invested with additional essence for all purposes, based on the strength of the akashic catalyst (+1 Least, +2 Lesser, +3 Greater). This does not count as essence in your essence pool, and can bypass your normal essence capacity. If you have multiple veils shaped in a single slot affected by this item, each such veil is affected.

    You cannot wear more than one akashic catalyst of each type (Least, Lesser, Greater), and putting on or taking off an akashic catalyst is a full round action that provokes attacks of opportunity.


     
    Eiris's Mundane Items

    Eiris's Mundane Items

    Aura:Caster Level:Body Slot:Price:Weight:  

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

    Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.
    Deer Horn Knife (10gp)
    Cost 10 gp Weight 3 lbs.;
    Damage 1d3 (small), 1d4 (medium
    Critical x3; Range 20 ft.; Type P; Special blocking, monk;
    Category Light; Proficiency Exotic;
    Weapon Groups Blades, Light; Monk; Thrown
    Description: This flat, metal weapon consists of two joined crescent-shaped blades overlapping to form a hollow center with four projecting points. The blades can differ in length. One side of the center is wrapped to serve as a grip while the other acts as a guard. Deer horn knives are traditionally used in pairs.
    Ammunition50 Bolts (5gp)
    Cost 5 gp; Weight 5 lb.;
    Category Ammunition; Proficiency Ammunition;
    Description: A crossbow bolt used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2). Bolts come in a case or quiver that holds 10 bolts. All crossbows except repeating crossbows use these kinds of crossbow bolts, which are sometimes called “quarrels.”
    ToolsFolding Ladder (2gp)
    Price 2 gp; Weight 16 lbs;

    The hook, pole, and rungs of this 10-foot ladder are hinged, allowing you to fold it into a 3-foot-by-1-foot-by-1-foot bundle. Folding or unfolding it is a standard action.
    Shovel (2cp)
    Price 2 cp; Weight 3 lbs;

    This tool lets you dig a pit at a rate of 2 cubic feet per minute.
    Camp GearPavilion Tent (100gp)
    Cost 100 gp; Weight 50 lbs;

    Tents come in a variety of sizes and accommodate between one and 10 people. A small tent holds one Medium creature and takes 20 minutes to assemble, a medium tent holds two creatures and takes 30 minutes, a large tent holds four creatures and takes 45 minutes, and a pavilion holds 10 creatures and takes 90 minutes (two Small creatures count as a Medium creature, and one Large creature counts as two Medium creatures). Pavilion tents are large enough to accommodate a small fire in the center. Packing up a tent takes half as long as assembling it.
    ClothingSecret Nudity (Free)
    She has this funny Racial Trait, "Malleable Form," that lets her change her physical appearance however she wants, "As a standard action they can change their appearance and the structure of their body, however their appearance must always resemble a bipedal Medium-sized Humanoid creature with two arms, and a head. The living veil otherwise has full cosmetic control over their form, allowing them to mimic the forms of other Humanoids or to take on a more alien or unique appearance." This ability says nothing about not being able to shapeshift the appearance of clothing, so that is what she does.
    Purchased AnimalsHeavy Horse (200gp)
    Argen (see Creatures & Mounts)


     

    Class Features

    ArmigerTask Centers
    The taskmaster may craft a unique routine known as a “task center”; the taskmaster’s task center is a personal gizmo and 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).
    Switching between active task-sets may be done as a free action during the taskmaster’s turn.

    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). 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).
    Config Exerptise
    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).
    Config Engage
    At 5th level, the taskmaster may designate an opponent to gain heightened combat prowess against. Once per round as a free action, the taskmaster may designate a single creature that they can see. The taskmaster gains a +2 untyped bonus on attack rolls and damage rolls against the target; this bonus increases by +1 per 4 levels after 5. This effect lasts until the taskmaster designates a new creature; the taskmaster may designate a new opponent whenever they reduce a foe to 0 or fewer hit points as free action that can be taken even when it is not the taskmaster’s turn.

    This alters enhanced customization; the taskmaster's config. engage otherwise counts as the armiger’s enhanced customization bonus for the purposes of armiger prowesses and other effects.
    Config Overclock
    At 5th level, the taskmaster may overclock their active task-set to perform a number of effects. Overclocking a task-set renders it inactive and unusable for a number of rounds indicated on the overclock (becoming available at the start of the taskmaster’s turn). If an overclock would have a listed duration, the task-set remains unusable until the overclock ends (although the taskmaster may choose to end the overclock’s effects early as a free action). Whenever the taskmaster overclocks a task-set, the taskmaster may immediately switch to another task-set (provided one is still usable).

    At 5th level, the taskmaster can use the following overclock abilities:
    • Overdrive (1 round): After successfully performing an attack action or combat maneuver as a standard action, as a swift action the taskmaster expends martial focus and overclocks 1 task-set. The taskmaster performs an additional attack at a -2 penalty. At 10th level and every 5 levels thereafter, if the taskmaster’s additional attack is successful, the taskmaster may overclock 1 additional task-set to perform 1 additional attack at a cumulative -2 penalty (-2, -4, etc.), as long as each additional attack is successful. The taskmaster may spend a move action to move at any point during this overclock between the triggering action and additional attacks. Overdrive is treated as the rapid assault ability for the purposes of other effects.
    • Rerouting (1 round): When targeted by an attack or included in the area of effect of an ability, as an immediate action the taskmaster overclocks 1 task-set. The taskmaster immediately moves up to half their speed (this provokes attacks of opportunity as normal, except for the first square exited) and gains a dodge bonus to their AC and saving throws against the effect equal to their config. engage bonus in addition to the evasion ability (suffering no secondary effects on a successful Reflex save).
    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).
    Prowess
    2) Artificial Assistance: The taskmaster gains the Tinker sphere Multifunctional Gizmos talent as a bonus talent. In addition, the taskmaster’s task center may be a host gizmo for the taskmaster’s other routines, including Artificial Intelligence (despite being a routine itself).

    An AI installed in the taskmaster’s task center treats the taskmaster as its host gizmo for all purposes (sharing the taskmaster’s senses, etc.), may communicate with the taskmaster telepathically, and may activate or use any gizmo in the taskmaster’s possession (as though it were also their host gizmo). Installed AI cannot compete with the taskmaster for control of their body, and may only control the taskmaster’s body if the taskmaster allows it (treated as the AI piloting the taskmaster, as though the taskmaster were a mechanoid). The AI cannot take physical actions that the taskmaster has already taken (i.e. a move action to move if the taskmaster already moved, standard action to attack if the taskmaster already used their standard action, and so on), but may use and operate gizmos in the taskmaster’s possession. While piloting the taskmaster, an AI is subject to any effects (bonuses, penalties, conditions, etc.) the taskmaster is under; if the taskmaster is dead, the AI treats the taskmaster as a deactivated gizmo.

    The taskmaster’s AI counts as possessing the currently active task-set’s talents for all purposes. If the AI is not installed in the taskmaster’s task center (and instead in a mechanoid or other host), the AI must be able to hear and see the taskmaster to benefit from the taskmaster’s active task-set.

    Special - (Transmission) Package: If the taskmaster possesses the (transmission) package, the task center now also functions as a transmitter which transmits a signal to share its active task-set talents to the taskmaster’s AI (no longer requiring hearing and sight).

    4) Skillful Armaments: The armiger’s customized weapons may grant skill talents in place of combat talents. For each of the armiger’s customized weapons, she selects a single skill. While wielding that customized weapon, the armiger adds her enhanced customization bonus to skill checks attempted with that skill. This prowess may be selected a second time, in which case the armiger also gains the skill unlock with the selected skill while wielding her corresponding customized weapon. The armiger may use her operative modifier as her practitioner ability modifier, or vice versa.
    AegisAstral Suit
    Every aegis learns to draw forth ectoplasm and form an astral suit around their form. The aegis can select from three different types when forming his astral suit— skin, armor, or juggernaut. An aegis is always considered to be proficient with his astral suit, even if he does not have the appropriate armor proficiency. The amount of time forming this astral suit takes depends on the type of suit being formed. Different astral suit forms grant different free customizations. These free customizations never count against the aegis’s total number of customization points spent on his astral suit. An astral suit can be dismissed as a free action. An astral suit does not function in areas where psionics do not work, such as a null psionics field. Dismiss ectoplasm can be used against an astral suit; treat the manifester level as the aegis’s class level, although the aegis can simply form his astral suit again on his next turn.

    The three basic forms an Aegis's astral suit can take are listed below:
    Astral SkinAction Type: Swift; Armor Type: NULL; Weight: 2lbs;
    AC: +0; Max Dex: -; ACP -0;
    Spell Failure: 0%; Speed: unmodified
    Free Customizations: speed (2), nimble
    2nd level Free Customizations: evasion
    12th level Free Customizations: improved evasion

    An astral suit in this form does not count as any type of armor, but does count as a psychoactive skin and follows all the rules of a psychoactive skin.
    Astral ArmorAction Type: Move; Armor Type: Medium; Weight: 40lbs;
    AC: +6; Max Dex: +2; ACP -5;
    Spell Failure: 30%; Speed: reduced
    Free Customizations: brawn, improved damage
    2nd level Free Customizations: flexible suit

    Should the aegis be wearing armor when forming his astral suit in this fashion, the astral suit encloses the armor and the aegis gains the benefits of only his astral suit and not that from his armor, even if his armor would confer better benefits.
    Astral JuggernautAction Type: Full-Round; Armor Type: Heavy; Weight: 50lbs;
    AC: +8; Max Dex: +0; ACP -7;
    Spell Failure: 40%; Speed: reduced
    Free Customizations: fortification, hardy
    2nd level Free Customizations: stalwart

    Should the aegis be wearing armor when forming his astral suit in this fashion, the astral suit encloses the armor and the aegis gains the benefits of only his astral suit and not that from his armor, even if his armor would confer better benefits.

    A Mekanikos Aegis gains only an amount of customizations points equal to her class level - 1.

    While wearing her Astral suit, an Aegis gains Damage Reduction 2/-.
    Astral Repair
    An aegis is capable of repairing mundane items, restoring 2 hit points of damage to the touched item as a standard action usable at will. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this ability to function. This ability has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
    Craftsman
    Gain a +1 bonus to Craft (Alchemy) checks.
    Invigorating Suit
    An aegis of at least 3rd level wearing his astral suit gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation
    Reconfigure
    Starting at 3rd level, an aegis can reconfigure up to his Charisma modifier in customization points on his astral suit once per day as a standard action.
    StormboundStorm Weaving
    The stormbound gains access to a unique veil slot: the Storm slot. When the stormbound shapes a Storm veil using a stormbound veil slot, they cannot invest it normally with essence.

    At the beginning of each of their turns while in combat, the stormbound gains a single point of storm essence which they can use to invest their Storm veils shaped using their stormbound veil slots or their storm powers that can be invested with storm essence. The stormbound's storm essence persists for as long as they are in combat, and then for 1 minute after combat ends. If they enter combat again before this minute passes, the duration is reset. The stormbound must invest this essence in one of their Storm veils or storm powers as part of gaining this storm essence; if they have no essence receptacle in which they can invest it, the point of storm essence is lost. Whenever the stormbound reinvests their essence, they can reinvest their storm essence between their Storm veils and storm powers as well.

    While not in combat, the stormbound can meditate as a full-round action to draw their powers of the storm out, treating each round they meditate in this way as a round of combat. However, they can only generate a maximum number of points of storm in this way equal to half their maximum essence capacity at once, rounded up (minimum 1). These points of storm essence have a duration of 1 minute, with each full-round action spent meditating refreshing the duration of all of these points.

    Storm essence functions similarly to temporary essence; save that the stormbound cannot choose to willingly burn their storm essence to fuel their abilities that require essence burn, it can only be invested in Storm veils and storm powers, and it does not count as essence in their essence pool for abilities that scale off of their total essence pool (such as the Essence of the Immortal feat). When suffering from essence burn caused by a hostile creature, their storm essence is treated as temporary essence. If a storm power or Storm veil allows the stormbound to burn essence invested, they instead must burn their storm essence to fuel that ability before burning essence from other sources.
    Weatherproofing
    The stormbound's ability to call upon and control storms has granted them a measure of immunity to their effects, an immunity which they can also bestow to their allies. The stormbound gains the effects endure elements as a constant effect. If the stormbound would be subject to a saving throw from a Storm veil they have shaped, they are treated as automatically passing that saving throw if they wish to. If they are subjected to an attack roll from a Storm veil they have shaped, that attack automatically misses if they wish it to. If they would take damage from a Storm veil they have shaped, they may choose to reduce the damage dealt to them to 0. If one of their Storm veils imposes other penalties that do not require a saving throw (such as a reduction in vision range, making its area difficult terrain, or filling the area with high winds) this ability does not protect against those penalties.

    The stormbound can also bestow the benefits of this ability to their allies as a free action on their turn. They choose a number of creatures equal to 1/2 their class level plus their veilweaving modifier to grant the effects of this ability. The resistance to Storm veils granted by this ability only applies to Storm veils the stormbound has shaped, and this immunity persists until the stormbound uses this ability again, or loses consciousness.
    Clear the Skies
    You have learned how to temporarily halt storms in their tracks and to thwart the efforts of other stormbound. As a standard action, you can attempt to disrupt a single Storm veil or spell that alters or controls the weather in Medium range (100 feet + 10 feet per stormbound level). Make a veilweaving check (1d20 + your veilweaving level) and compare that to a DC of 11 + the veil's veilweaving level or the spell's caster level. If successful, you suppress the effects of that veil or spell for 1d4 rounds, or for one minute if you beat the opposed check by 10 or more. In addition, if you choose to willingly suppress your Storm veils, you can choose to unsuppress them on your turn as a free action instead of as a move action, or as an immediate action outside of your turn.

    While you have all of your Storm veils willingly suppressed, the natural weather in an area equal to the area of your suppressed Storm veils becomes calm and of a normal temperature for the current season. This is a supernatural effect.
    Sphere WizardFamiliar
    teehee get familiar, best class feature to ever exist. FREE KITTY!
    Sphere Specialization (Veilweaving)
    A sphere wizard gains a sphere specialization of his choice from the list of sphere specializations included in the incanter class description. He treats his wizard levels as incanter levels for this purpose. He gains +1 CL with that sphere and other abilities that aren't worth mentioning in this 1-level-dip.
    Mythic Path of the GiftedUnfocused Focus (Astral Suit)
    If you have more than one class, you may select a single class ability (other than spellcasting) from one of your classes (such as wildshape, channel energy, or sneak attack). You may treat your class level for that ability as up to 4 higher than your class level in that class, up to a maximum equivalent class level equal to your Hit Dice.
    Mythic Sphere Mastery (Tinker)
    At 1st tier, you gain one mythic sphere mastery (see Mythic Sphere Talents). You must know the base sphere associated with it.

    Hard to Kill
    Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
    Mythic Power
    Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
    Mythic Surge
    You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

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

    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    Eiris's Animal Allies

    Gilly Goldentrove (Gilligan Chrysos)

    A plump creamy orange cat with thick, silky fluff.
    Familiar (Protector) 1
    N T Magical Beast, Cat
    Senses: low-light vision, scent; Perception +7
    Defense

    AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
    HP: 30 (5 HD)
    Fort +3, Ref +6, Will +5
    Offense

    Speed: 30'
    Melee: 2 claws +9 (1d2–4), bite +9 (1d3–4)
    Space: 2&1/2'
    Reach: 0'
    Statistics

    Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
    Base Attack: +5 CMB: +5 CMD: 11 (15 vs. trip)
    Feats: Bodyguard, Combat Reflexes, Guardian's Return
    Skills: Appraise +3, Autohypnosis +6, Bluff +0, Climb +6, Craft (Alchemy) -1, Disguise +3, Handle Animal +3, Knowledge (Engineering, Nobility, Psionics) +3, Knowledge (Martial) +0, Perception +7, Ride +7, Sense Motive +5, Sleight of Hand +7, Stealth +14
    Racial Modifiers: +4 Climb, +4 Stealth
    Description

    Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

    Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

    Loyal Bodyguard (Ex): A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is sharing its master’s square, it can use Bodyguard to aid another to improve its master’s AC even if it doesn’t threaten the attacking foe, though it still needs line of effect to its master and the attacker.
     
     
     
     
     

    Kardi Goldentrove

    A phantasmal wolf of golden akashic energy, bearer of countless eyes.
    Companion (Martial Beast) 3
    N M Animal, Wolf
    Senses: low-light vision, scent, Perception +9
    Defense

    AC 17, touch 13, flat 14 (+4 natural, +3 dex)
    HP: 10 (5HD)
    Fort +4, Ref +4, Will +1
    Offense

    Speed: 50'
    Melee: +7+1 Bite (1d6+3+1 plus trip)
    Space: 5'
    Reach: 5'
    Statistics

    Str 14, Dex 16, Con 15, Int 3, Wis 12, Cha 6
    Base Attack: +5 CMB: +7 CMD: 20 (26 vs trip, 20 vs disarm)
    Feats: Muscular Reflexes, Deft Maneuvers, ???
    Tricks: Combat Training, Attack (2), Track
    Talents: Open Hand (Base, Snap Kick)
    Skills: Perception +7, Knowledge (Nature) -2
    Description

    Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

    Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
     
     
     
     
     

    Argen

    Tame 2
    N L Animal, Horse
    Senses: low-light vision, scent; Perception +8
    Defense

    AC 15, touch 13, flat-footed 11 (+4 Dex, –1 size, +2 Natural)
    HP: 26(2d8+10)
    Fort +8, Ref +7, Will +4
    Offense

    Speed: 50'
    Melee: 2 hooves +5 (1d6+5), 1 Bite +5 (1d4+5)
    Space: 10'
    Reach: 5'
    Statistics

    Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
    Base Attack: +1 CMB: +7 CMD: 21 (25 vs trip)
    Feats: Endurance, Run
    Tricks: Combat Training [attack, come, defend, down, guard, heel], Attack (+1), Work, Track, Watch, Get Help (Mom & Dad), Rescue, Flee, Flank
    Skills: Perception +8

    Eiris's Tinker Companions

    Bonded Vessel - Titania

    Mechanoid 3
    N M Construct, Mechanoid
    Senses: Darkvision 20' (40'), Perception +0
    Defense

    AC 32, touch 13, flat-footed 24 (+3 Dex, +6 natural, +8 Armor, +5 Shield)
    HP: 64 (4d10+16+10+5+3+8)
    Fort +5, Ref +10, Will +5
    Hardness: 5
    Offense

    Speed: 70' -> 50'
    Melee: Slam +?+5 (1d8+5), Greatsword +?+5+1 (2d6+7+3+2, 19-20/x2), Longsword +?+5+1 (1d8+5+3+2, 19-20/x2)
    Ranged: 110' Long Bow +?+5+1 (1d8+5+3+2, x3), 120' Heavy Crossbow +?+4+1 (1d10+2, 19-20/x2)
    Ranged Touch: 20' Pistol +?+5+1 (1d8+3+2, x4), 40' Musket +?+5+1 (1d12+3+2, x4)
    Dance Daggers: 30' Dagger +?+5+1 (1d4+5+2, 18-20/x2)
    Space: 5'
    Reach: 5'
    Statistics

    Str 21, Dex 20, Con -
    Base Attack: +? CMB: +?+5 CMD: 20+?
    Skills: Disable Device +13, Autopick +15
    Talents: Equipment (Armor Training, Shield Training, Gallowglass Training)
    Description

    Upgrades (10/10): The mechanoid has the following upgrades: Focused Design (Str & Dex), Armor Slot (no armor), Biomechanical Upgrade (Animalistic Land Speed), Multimedia Accommodation, Prosthetic Arms, Passenger Seats (Covered, Ejector), Immersive Cockpit, Durability, Infiltration Vehicle, Innate Augment (Darkvision)

    Veils: 530' Telepathy with allies, manufactured and natural weapons inflict 3 bleed damage
     
     
     
     
     

    Ferrias

    Mechanoid 3
    N M Construct, Mechanoid
    Senses: Darkvision 20' (40'), Perception +0
    Defense

    AC 32, touch 13, flat-footed 24 (+3 Dex, +6 natural, +8 Armor, +5 Shield)
    HP: 64 (4d10+16+5+3+8)
    Fort +5, Ref +8, Will +5
    Hardness: 5
    Offense

    Speed: 70' -> 50'
    Melee: Slam +?+5 (1d8+5), Butchering Axe +?+5 (3d6+7+2, x3)
    Dance Daggers: 30' Dagger +?+3+1 (1d4+5+2, 18-20/x2)
    Space: 5'
    Reach: 5'
    Statistics

    Str 21, Dex 16, Con -
    Base Attack: +? CMB: +?+5 CMD: 20+?
    Skills: ACP -6
    Talents: Equipment (Armor Training, Shield Training, Gallowglass Training)
    Description

    Upgrades (8/8): The mechanoid has the following upgrades: Focused Design (Str), Armor Slot (Tatami-do), Biomechanical Upgrade (Animalistic Land Speed), Multimedia Accommodation, Prosthetic Arms, Passenger Seats (Covered, Ejector), Immersive Cockpit, Arsenal Slot (Butchering Axe), Innate Augment (Darkvision)

    Veils: 530' Telepathy with allies, manufactured and natural weapons inflict 3 bleed damage
     
     
     
     
     

    Ethan Goldentrove

    AI (Guardian) 4
    N M Construct, AI
    Senses: Perception +0
    Defense

    HD: 4
    Fort +8, Ref +8, Will +13
    Statistics

    Int 14, Wis 17, Cha 12
    Base Attack: +4
    Feats: Extra Combat Talent (x2)
    Talents: Equipment (Gauntlet Shield, Armored Armaments, Armor Training), Equipment Temp (Armor Training, Shield Training, Gallowglass Training, Dagger Bravo), Guardian (Patrol Package), Shield (Base, Cover Ally, Extensive Defense, Shielded Focus)
    Skills: Acrobatics +10, Climb +10, Escape Artist +10, Intimidate +11, Knowledge (Arcana) +6, Perception +13, Stealth +10
    Description

    Veils: 530' Telepathy with allies, manufactured and natural weapons inflict 3 bleed damage

    Routine: The user gains a +1 insight bonus on Will saving throws and a +2 insight bonus to AC to avoid attacks of opportunity caused by moving out of or within a threatened area; each bonus increases by +1 per 4 gizmo levels.

    Emulated Loyalty (Ex): While within close range of another ally, the Guardian AI gains a +1 circumstance bonus to AC, CMD, and saving throws, increasing by +1 per 6 gizmo levels. This bonus increases by an additional +1 against any effect that would forcibly move, impair, or otherwise make the Guardian AI unable to protect its allies (such as, but not limited to, effects that forcibly move, prevent movement, prevent taking actions, slow, compel, etc.). This increased bonus also applies to any skill check or ability check to remove a movement-impairing effect (such as escaping from an entangle spell).

    Ward (Ex): Guardian AIs are proficient with all simple and martial weapons, light and medium armor, and all shields in addition to any proficiencies included with their martial tradition.

    Active Defense: If you are using a shield and you are attacked by a creature you are aware of while not flat-footed, you may spend an attack of opportunity to increase your shield bonus to AC against that attack by +2. This decision must be made before the roll is made. For every 4 points of base attack bonus you possess, the increase to your shield bonus provided by this talent increases by 1. Talents with the (deflect) tag grant additional effects to this ability. Each use of active defense may only benefit from one (deflect) talent. You may expend your martial focus to use active defense in place of spending an attack of opportunity.
    • Cover Ally: As long as you have martial focus, you may use active defense to benefit an ally when an ally within your shield’s reach is targeted by an attack.
    • Extensive Defense: You may expend martial focus as a free action that can be taken even when it’s not your turn to apply your active defense against all valid triggering attacks until the start of your next turn without spending attacks of opportunity. If you possess the Cover Ally talent, you may apply this benefit to all allies within reach.
    • Shielded Focus: whenever an attack misses a creature benefiting from your active defense, you may regain your martial focus as an immediate action.

     
     
     
     
     

    Erie of the Gilded Archives

    AI (Archivist) 4
    N M Construct, AI
    Senses: Perception +11
    Defense

    HD: 4
    Fort +8, Ref +8, Will +9
    Statistics

    Int 19, Wis 12, Cha 12
    Base Attack: +4
    Feats: Extra Skill Talent (x2)
    Talents: Equipment (Bounty Hunter's Tools, Natural Materials), Equipment Temp (Armor Training, Shield Training, Gallowglass Training, Dagger Bravo), Scout (Base), Lancer (Base, Ranged Impalement, Pincushion Punishment), Artifice (Fabrication Package -> Makeshift Tools, Functional Artifice)
    Skills: Craft (Mechanical) +14, Knowledge (Arcana, Dungeoneering, C. Local, C. Nature, Planes, Religion) +16, Knowledge (the rest) +9, C. Linguistics +16, C. Perception +11, C. Stealth +10
    Rewire: Knowledge (Geography) +16
    Description

    Veils: 530' Telepathy with allies, manufactured and natural weapons inflict 3 bleed damage

    Routine: Whenever the user attempts an Intelligence, Wisdom, or Charisma-based skill check, the user may choose to gain an insight bonus on that skill check equal to 1d4 + 1 per 4 gizmo levels. This effect may only be used once every 1d4 rounds.

    Composure (Ex): Archivist AI may select a number of skills equal to 1+their practitioner modifier. The Archivist may take 10 on these skills even when distracted or threatened. The Archivist may reselect these skills after 8 hours of rest.

    Data Repository (Ex): Archivist AIs gain a circumstance bonus on all Knowledge and Linguistics checks equal to 1/2 their gizmo level (minimum 1). Archivist AI may attempt Knowledge checks untrained.

    Rewire Specialties (Ex): An Archivist AI selects 1 skill. The Archivist treats this skill as a class skill and gains 1 bonus skill rank in the chosen skill for every Hit Die it possesses. If the Archivist already possesses ranks in the chosen skill, the Archivist does not retrain these skill ranks (the skill ranks granted by this ability are temporary). The Archivist AI may reselect this skill after 8 hours of rest, losing any previously selected benefits.

    Trinket: You can create a trinket—a makeshift version of an object—in 1 minute with an artisan’s kit. You must succeed a Craft check against the object’s Craft DC to create a fully-functioning trinket—you can take 10 on this check, even while distracted or in combat. A trinket lasts for 1 hour + 10 minutes per point you exceed the DC (maximum 1 day), or 30 minutes on a failure. After this time, it breaks down into its base components.

    You can only craft certain objects as a trinket (as determined by the package(s) you possess), and cannot be alchemical, magical, have limited uses, involve special materials, or require knowledge you do not possess (such as a specific key). A trinket shares the same statistics as the replicated item.
    • Fabrication: your trinkets can replicate the function of objects that increase your carrying capacity (such as a basket or backpack), offer a different or enhanced mode of transport (such as a rope, ladder, sledge, etc.), or are tools suitable for skill checks (such as a crowbar or magnifying glass).

    A trinket’s size must be at least two size categories smaller than you, but you can increase its Craft DC by +5 and craft time by +5 minutes to increase its size category by one–this is cumulative, to a maximum size equal to one size larger than you. Some trinkets must be made at a larger size to be functional (like clothing, a ladder, etc.).

    The necessary materials for creating a trinket are gathered over the course of a given day—there is no monetary cost to creating a trinket, and has no monetary value (DC 0 Appraise check to determine).
    • Note: You cannot create a trinket that replicates an item from another sphere talent (even if you possess that sphere), such as an Alchemy sphere formulae, Trap sphere trap, etc.
    • [Approach] Cobbled Creation: You can adopt this approach as a swift action. While maintaining this approach, you can create a trinket as a full-round action, even if you do not have access to an artisan’s kit. When you create a trinket this way, it only lasts for 1 round per associated skill rank you possess. You can create a larger trinket this way by spending 1 round (not a full-round action) for each minute normally required.
    • Functions: When making a trinket, a single function option can be applied at the cost of increasing the DC
      • Tool (+5 DC): When you apply this function, choose a Strength- or Dexterity-based ability check (excluding initiative checks) or skill check or an Artistry, Craft, or Profession skill. The trinket functions as a masterwork tool of the chosen skill, but grants a +4 circumstance bonus to the chosen skill (instead of the normal +2). Additionally, the user temporarily unlocks skill leverage with the chosen skill while using the tool.


    Flourishes:You can add (or replace) a flourish to an object in 8 hours using an artisan’s kit, or as part of crafting it (this includes trinkets). An object can only have a single flourish added to it at one time–you cannot apply the same flourish more than once on an object (unless otherwise specified).

    A flourish that can only be added to certain objects (or objects that occupy a certain item slot) will note such a restriction in its description. If applied to a double weapon, the flourish is added to both ends; depending on how each end differs, the flourish’s effects may differ. A flourish does not increase an item’s value when sold, due to its unstable nature.
    • Maintenance: You must spend 1 minute providing maintenance to a flourish each day for it to function–you can only maintain your own flourishes, and can only do so once per day. If a flourish does not receive maintenance for 24 hours, the flourish ceases to function until it receives maintenance. If an object has multiple flourishes, you can provide maintenance to all of its flourishes in the same 1-minute period.

      The function of certain flourishes can be improved through particular methods–you can spend 1 minute and 1 use of skill leverage to provide special maintenance to a number of flourishes equal to your operative modifier (minimum 1).
    • Flourishes Known
      • Durable (container) (Requires Skill Leverage - Craft [baskets]): The container’s hit points increase by 5 × your operative modifier (minimum 1), and its hardness increases by your operative modifier (minimum 1).
      • Sturdy (construct) (Requires Skill Leverage - Craft [clockwork or mechanical]): The construct’s hit points increase by twice your ranks in Craft (clockwork or mechanical), and any damage reduction it possesses is converted to DR/–.

        If this flourish receives special maintenance, the construct is treated as if it were two size categories higher for determining its bonus hit points.
      • Padded (clothing) (Requires Skill Leverage - Craft [clothing]): The clothing confers an armor bonus equal to 1 + 1 per 5 ranks in Craft (clothing) to the wearer (which replaces and does not stack with armor bonuses the clothing may normally confer).

        This clothing does not count as armor for any purpose, and cannot be granted enhancement bonuses or similar benefits.
      • Secure (lock) (Requires Skill Leverage - Craft [locks]): The Disable Device DC to open the lock increases by 5 + 1/2 your ranks in Craft (locks)–a creature that fails such a check by 5 or more causes any tools being used (usually thieves’ tools) to be destroyed, or broken if they are magical (Fortitude negates).
      • Sturdy (Feet) (Requires Skill Leverage - Craft [shoes]): The wearer can move through up to 5 feet of difficult terrain each round as if it were normal terrain, +5 feet per 10 ranks in Craft (shoes), and may 5-foot step into difficult terrain. Additionally, the wearer can run and charge across difficult terrain (this movement still costs twice as much as normal).

        If this flourish receives special maintenance, the wearer can ignore double the amount of feet of difficult terrain per round.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

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

    Eiris's Gizmos

    Augmentor's Neural Core



    Composed of several objects reshaped into a sculpture of a miniature brain, simultaneously formed of wood, gold, and what is clearly a very nice vase, this augmentation has no clear means of interfacing with well understood creature's physiology. According to its creator, it is applied directly to the brain stem in a process described as, "just shoving it in there."

    Composition: 3 GL5 Mental Augmentors (Int/Cha, Wis/Cha, Cha/Int) + Brainjack (Effective 15GL of storage routines) + 3 instances of GL5 Multimedia Accommodation
    Locator Chip Signal: Sends Unique Node Number: Aug(1), Relative Location, and Visual, Auditory, and Scent sensory data - all piping to the Task Center for processing
    Aura: Alteration, Enhancement, Illusion, Mind ---- Faint Psionic
    Effect: +3 competence bonus to all ability and skill checks for active mental ability scores. The active mental ability scores can be changed one at a time with either a standard action.Can store 120,000 pages of information, and can record the user's memory as per a video recording.
    • 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 any set of options simultaneously. Any penalties or limitations of the augmentation are applied to the user as normal for both options. 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.



     

    Augmentor's Abdominal Core



    This small, paper-thin trapezoid is clearly made out of an alloy of ceramic, gemstones, and an unknown material that all blueprints only refer to as "a positive outlook". The way to use this strange object is apparently to wear it like a corset, and then--without taking it off--fold it up into an origami crane using just your abdominal muscles.

    Composition: 1 GL4 Physical Augmentors (Str/Dex) & 2 GL 5 Physical Augmentors (Dex/Con, Con/Dex) + Aerobic Enhancer + 1 instance of GL4 & 2 instances of GL5 Multimedia Accommodation
    Locator Chip Signal: Sends Unique Node Number: Aug(2), Relative Location, and Visual, Auditory, and Scent sensory data - all piping to the Task Center for processing
    Aura: Alteration, Enhancement ---- Faint Psionic
    Effect: +3 competence bonus to all ability and skill checks for active physical ability scores. The active physical ability scores can be changed one at a time with either a standard action. The user gains an effective +4 to their constitution score, when determining how many rounds they can run or hold their breath.
    • 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 any set of options simultaneously. Any penalties or limitations of the augmentation are applied to the user as normal for both options. 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.
    • GL 5 Aerobic Enhancer Battery Use: The user can 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 suffers no penalties or negative effects from the fatigued or exhausted conditions (but is still considered fatigued or exhausted for the purposes of effects which cannot be used while fatigued or exhausted, such as using a barbarian’s rage class feature).



     

    A Lady's Hidden Purse



    Through a process of rubbing a 3.142" aggressively glowing neon cyan cube against the inside of one's elbow, eventually it will phase into the user's arm, allowing them to, with slight effort, phase other objects into and out of their arms as well. Strangely enough, when used by someone who is missing sections of their arm, it need only be rubbed in the general area where the inside of their elbow should have been, and produces an aggressively existent, mostly functional arm which is colored in a checkerboard of neon blue and a violently matte puke green; even its creator doesn't know why it does this.

    Composition: 1 GL5 Arm Prosthetic (Storage Capacity/Storage Capacity) + GL4 Multimedia Accommodation
    Locator Chip Signal: Sends Unique Node Number: CC(1), Relative Location, and Visual, Auditory, and Scent sensory data - all piping to the Task Center for processing
    Aura: Alteration ---- Faint Psionic
    Effect: This gizmo can switch between 2 storage bays as a standard action. Each storage bay can hold 2 small sized or smaller objects. An object can be stored or retrieved as a move or immediate action, without provoking attacks of opportunity--this storage is treated as storing or retrieving a stored item from a container, and the action cost cannot be reduced. The user gains a +12 circumstance bonus to Sleight of Hand checks to hide objects stored within this gizmo.
    • Weapons: weapons or shields can be stored in this gizmo, as if the gizmo could hold items 1 size category larger than normal. Weapons and Shields can be attached or detached from the gizmo with 1 minute of work. The attached equipment may be withdrawn or stored from the gizmo as normal, and may be wielded as though the gizmo provided an additional hand. attached equipment used this way do not provide additional attacks.
    • 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 access and use both storage bays.



     

    Iridescent Eye



    At first glance, this looks like a fairly ordinary glass eye; however, the longer someone looks at it, the more they realize it is in fact an uncountable amount of tiny beads, off of which the light reflects what looks like an ordinary glass eye. On the closest of inspections, it is clearly made entirely out of--somehow--still living plant matter, save for the miniaturized flower pot at its core. All design documents of this unholy abomination refer to in ways that would suggest it is rather refined headwear, suitable for the social events of nobility--and for no other occasion. According to the design documents, it "refuses" to be referred to in any other way.

    Composition: 1 GL4 Visual Prosthetic (Sensory Shielding/Sensory Extension) + GL4 Multimedia Accommodation
    Locator Chip Signal: Sends Unique Node Number: Eye(3), Relative Location, and Visual, Auditory, and Scent sensory data - all piping to the Task Center for processing
    Aura: Alteration ---- Faint Psionic
    Effect: This gizmo can switch between two effects as a standard action.
    • Sensory Extension: +2 circumstance bonus to visual perception checks. While making a perception check, the user may choose to make themselves flat-footed until the start of their next turn to reduce the DC increases applied to their percpetion check to +1 for every 30 feet of distance between them and any targets they are checking against to perceive.
    • Sensory Shield: Whenever the user is subject to an effect that would deny or limit the use of their vision, the user gains a +2 competence bonus to the saving throw against the effect.
    • 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 options above simultaneously. Any penalties or limitations of the options are applied to the user as normal for both options. 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.



     

    2 Cute Glove Embroideries of Command



    A very nice embroidery of a black rose with golden thorns. It is made of only the finest thread... and for some reason it isn't embroidered into anything. It almost looks like it was once embroidered into something, and then somehow plucked off of it. Now it can be used to control Titania by merely pressing it into the back of a glove or gauntlet, seeming to embed the embroidery into the article of clothing or armor. The embroidery can also be pulled back off, like a sticker.

    Composition: 1 GL5 Remote Harness + GL5 Multimedia Accommodation
    Locator Chip Signal: Sends Unique Node Number: CMDG(1-2), Relative Location, and Visual, Auditory, and Scent sensory data - all piping to the Task Center for processing
    Aura: Alteration, Enhancement, Illusion, Mind ---- Faint Psionic
    Effect: This gizmo is a modification attached to armor or clothing that also functions as a transmitter. The user can use the attached equipment to pilot a single activated mechanoid within 600' as if using an immersive cockpit and may split their actions between piloting the mechanoid or taking their own actions as they wish. The piloted mechanoid must be from the following list: Titania, Ferria.


     

    Several Sided Coin of Understanding



    A strange coin which looks as if made of steel, when held near certain objects, it will flip to sides one cannot ordinarily find upon its surface.
    Composition: 1 GL5 Detector (Mechanical Sensor, Alchemical Sensor) + GL5 Multimedia Accommodation
    Locator Chip Signal: Sends Unique Node Number: CD(1), Relative Location, Any Detection Data, and Visual, Auditory, and Scent sensory data - all piping to the Task Center for processing
    Aura: Alteration, Divination ---- Faint Psionic
    Effect:When this coin is intentionally held within 140' of an object, it will automatically flip from its currently upright side, to a side which corresponds with the power of the item it is being held relatively close to. the side can be determined as per the Mechanical Sensor table. the coin can be flipped between heads and tails as a free action once each round, to change between determining the power of a mechanical or alchemical object.


     

    Cheating Algorithm 31,173



    A routine does not have a physical appearance. It is installed in her fucking brain, alongside the rest of her routines.
    Composition: 1 GL 4 Translator Routine
    Aura: Illusion, Mind ---- Faint Psionic
    Effect:Translator algorithm which can translate between Common and up to 3 other languages.
    • Fluent Orcish



     

    Personal Gizmo: Task Center



    A routine does not have a physical appearance. It is installed in her fucking brain, alongside the rest of her routines.
    Composition: 1 GL5 Augmentor ([Int/Cha]//[Wis/Cha]//[Cha/Wis]) + 3 instances of Brainjack (Effective 15GL of storage routines)
    Aura: Illusion, Mind ---- Faint Psionic
    Effect: acts as a mental augmentor, and is mostly a fucking mess, don't worry about it, I took the Neural Core so I wouldn't have to think about this tomfoolery.


     

    All Stored Data



    A routine does not have a physical appearance. It is installed in her fucking brain, alongside the rest of her routines.
    Composition: 5 GL 5 Storage Routines (25 effective GL), + 27 effective GL worth of storage routines for 52 total.
    Aura: Illusion, Mind ---- Faint Psionic
    Effect: all storage routine data comes to a grand total of 440,000 pages of stored data.


     

    Tutor Routines



    A routine does not have a physical appearance. It is installed in her fucking brain, alongside the rest of her routines.
    Composition: 3 GL 4 Tutor Routines (Int/Wis/Cha).
    Aura: Illusion, Mind ---- Faint Psionic
    Effect: +2 insight bonus to all skill checks of In, Wis, or Cha basis


     

    Signal Stones (5)



    A small wire is coiled around a mobius strip and embedded into an ordinary stone.
    Composition: 1 GL 5 Signal Repeater + GL5 Multimedia Accommodation
    Locator Chip Signal: Sends Unique Node Number: Signal Stone(1-5), Relative Location, and Visual, Auditory, and Scent sensory data - all piping to the Task Center for processing
    Aura: Illusion, Mind ---- Faint Psionic
    Effect: A signal repeater is a transmitter that generates a signal that sends no transmission of its own. Other transmitters treat a signal repeater’s signal as part of their own signal (connecting their signal to the signal repeater’s signal this extended signal range may include other signal repeaters. Effects that require line of effect still require line of effect from the base gizmo.


     

    Essential Sleep-Wear (4)



    Fine silky pajamas, easy to wear under armor or other clothing. They're soft to the touch and come in Pink, Baby Blue, Gold, Silver, and Tyrian Purple. Each has a cute embroidery of the intended wearer's name and is tailor fit.
    Composition: 1 GL 1 Essential Sleep-Wear + GL1 Multimedia Accommodation
    Locator Chip Signal: Sends Unique Node Number: Sleepy(intended wearer's name), Relative Location, and Visual and Auditory sensory data - all piping to the Task Center for processing
    Aura: Illusion, Mind ---- Faint Psionic
    Effect:The Gilt Magiorg’s regular extended rest cycles have helped it learn to create the most efficient unenchanted sleep-wear known to the Clarosian Nobility. The Essential Sleep-Wear can be worn by any medium or small creature, and doubles the speed at which they can rest, gaining a full night’s rest in only 4 hours (or half the normal time, in the case the creature normally needs more or less rest). In addition, the Essential Sleep-Wear doubles the amount of natural healing a creature receives from rest while using it.


     

    Essence-Weaved Essential Sleep-Wear (3)



    Fine silky pajamas, easy to wear under armor or other clothing. They're soft to the touch and come in Pink, Baby Blue, Gold, Silver, and Tyrian Purple. Each has a cute embroidery of the intended wearer's name and is tailor fit.
    Composition: 1 GL 1 Advanced Essential Sleep-Wear + GL1 Multimedia Accommodation
    Locator Chip Signal: Sends Unique Node Number: Sleepy(intended wearer's name), Relative Location, and Visual and Auditory sensory data - all piping to the Task Center for processing
    Aura: Illusion, Mind ---- Faint Psionic
    Effect:The Gilt Magiorg’s regular extended rest cycles have helped it learn to create the most efficient unenchanted sleep-wear known to the Clarosian Nobility. The Essential Sleep-Wear can be worn by any medium or small creature, and doubles the speed at which they can rest, gaining a full night’s rest in only 4 hours (or half the normal time, in the case the creature normally needs more or less rest). In addition, the Essential Sleep-Wear doubles the amount of natural healing a creature receives from rest while using it. The Essence-Weaved Essential Sleep-Wear can be created as an Advanced Gizmo, allowing it to be invested with essence. The first point of essence allows the wearer to recover from essence burn in half the time, and the wearer recovers an additional point of essence burn for each halved minute for every 3rd point of essence invested in this gizmo.


     

    Vethi's Cute Glasses



    A fine pair of glasses, made just slightly too large for its wearer. The lenses are, in fact, nonexistent, and are merely a projection of 7 septillion microscopic golden images of Tig-Tug. This gives the glasses a strange effect where they glitter slightly in the light, and adapt automatically to changing lighting conditions.

    Composition: 1 GL4 Visual Prosthetic (Sensory Shielding/Sensory Extension) + GL4 Multimedia Accommodation
    Locator Chip Signal: Sends Unique Node Number: Vethi Glasses, Relative Location, and Visual and Auditory sensory data - all piping to the Task Center for processing
    Aura: Alteration ---- Faint Psionic
    Effect: Whenever the user is subject to an effect that would deny or limit the use of their vision, the user gains a +2 competence bonus to the saving throw against the effect.


     

    Rolandyne's Portable Sunlight



    A pair of RAD SUNGLASSES that turn night to day and insert 6 smiling suns randomly into the image whenever the wearer looks at the sky, especially at night. It's very distracting. Each sun has a name and they try to talk to the wearer, but its mostly incomprehensible gibbering about "the conspiracies of the east".

    Composition: 1 GL4 Nightvision Augment + GL4 Multimedia Accommodation
    Locator Chip Signal: Sends Unique Node Number: Rolandyne is Blind, Relative Location, and Visual and Auditory sensory data - all piping to the Task Center for processing
    Aura: Alteration ---- Faint Psionic
    Effect: Gives Low-Light vision and 20' Darkvision
    • Battery Use: you can pop a battery as a free action top extend the darkvision of this gizmo out to 40' for 2 hours.



     

    Orb of Motion



    A featureless orb, seemingly made out of gold, silver, and a kettle filled with coffee. By holding it in one's hand, the user can move in abnormal manners, this is referred to as "planck perfect movement tech" in all design documents,

    Composition: 1 GL4 Nightvision Augment + 1 GL4 Trace Eraser + 2GL4 Multimedia Accommodation
    Locator Chip Signal: Sends Unique Node Number: Rolandyne is Blind, Relative Location, and Visual and Auditory sensory data - all piping to the Task Center for processing
    Aura: Alteration Enhancement ---- Faint Psionic
    Effect: grants the following speeds: Glide 10', Swim 10', Climb 10', and Burrow 5'
    • Burrow can move through sand, loose soil, dirt, dense vegetation, and/or gravel. The user cannot charge or run when using this gizmo’s burrow speed, and the user does not leave a tunnel behind them when burrowing.
    • Glide allows the user to take no damage when falling and, when falling, may glide, moving horizontally with their glide speed, but falling 1 foot for every 5 feet traveled. The user falls a minimum of 5 feet per round, regardless of the user’s movement, and cannot hover using this glide speed. This glide speed is treated as a fly speed with average maneuverability.
    Additionally suppresses and removes particles the user leaves naturally (such as fingerprints and DNA evidence) as well as lightens their tracks. The user increases the DC to follow the user’s tracks by 7 (or otherwise detect traces of their presence through mundane means, e.g. tracking with Survival, observation with Perception).


     
    Multimedia Accommodation

    Composition: Each of the Following Gizmos for free, not counting against gizmo limit, and all with Locator Chips installed: Camera, Microphone, Playback System, Scent Recorder
    Aura: Alteration, Illusion, Mind ---- Faint Psionic
    Effect:


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