
| 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)
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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
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| Player | |
| - | - |
| Deity | Homeland |
| - | 0 |
| Domain/Oath/Patron/School | XP |
| SAVING THROWS | ||||||
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| 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 |
Common
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| 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. 3+3=6
1+7=8
| Proficiencies
| CL
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| Power | Alteration <2>
Trad) Base
S.Wiz1)Animalistic Transformation Trad) Base
S.Wiz-Spec) Helmsman Tradition S.Wiz1) Bind Veil (Hand) | ||||||||
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| Might | Beastmastery <3>
Trad) Ride Package, Handle Animal Package, & Purposeful Training
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 Trad) Natural Materials, Firearm Proficiency, & Kightly Training
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| Skill | Faction <2>
Trad) Supply Package, & Assured Lifestyle
E.Tal) Base, & Fashionista Drawback -> Martial Disguise
Trad) Artisan, Diletante, False Mage, & Handler
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| Veil Lists | Full Lists
Helmsman, Stormbound
Living Veil: Armory of the Infinite
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| Flex | Task (Int) <+2>
Tinker (Full Integration), Sniper (Base)
Tinker (Arsenal Set, Extra Automations)
Tinker (Energy Set, Exploration Set)
Veilweaving (Invested Spheres, Shape Veil)
Equipment (Armor Training, Shield Training, Gallowglass Training)
Equipment (Dagger Bravo)
Faction (Travel Papers), Tinker (Infiltration Set)
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| Talent Sources | Sources
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| Adventuring Skills | |||||
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| 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 | |
| non-leveling feats | Background) Extra Skill Talent
Gain the Subterfuge sphere
You gain one additional customization point for your astral suit.
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.
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.
Treat any racial Hit Dice not granting spherecasting and your levels in non-spherecasting classes as Low-Casting classes when determining your total caster level, magic skill bonus, and magic skill defense. You gain spell points from casting tradition drawbacks, but otherwise do not add these levels when determining your spell point pool. If you do not possess levels in an actual spherecasting class or racial Hit Dice granting spherecasting, increase your spell point pool to become equal your casting ability modifier (minimum 1).
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| leveling feats | 1) 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. 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. 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.
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| class bonus feats | Talents: 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.
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.
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| mythic feats | Mythic Paragon
Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells. This doesn’t grant you access to mythic abilities or greater versions of mythic spells at a lower tier than you would normally need to be to get them, nor does it grant you additional uses of mythic power or adjust the dice you roll for your surge.
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| Traits | Combat) Heavy Machinery
Any mechanoid you create gets +1 hit point, +1 per 2 gizmo levels.
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.
+1 trait bonus on Knowledge (Local) checks.
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.
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| Drawbacks | Drawback) 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.
You take a -1 penalty to Armor Class.
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.
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.
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| Oaths | Forbidden 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 Boons | Magical Gleaning (-1 point)
You gain Advanced Magic Training as a bonus feat even if you do not meet the prerequisites.
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.
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| Race | FCB
+5/5 Utility Talents
Akashic Creatures are immune to Sleep effects and gain an Essence Pool equal to their Racial HD.
60' Darkvision & Low-Light Vision
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.
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.
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).
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.
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| Template | Ability & Skill Increase
+2 Cha, +4 Knowledge (Engineering), +2 Knowledge (Psionics)
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. 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. 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. |
| Eiris's Encumbrance | Eiris's Carry Capacity
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| Eiris's Funds | Eiris's Coin Purse
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| Eiris's Magic Items | Eiris's Magic Item Slots
Eiris's Other Magic Items
Aura: ;
Caster Level: ;
Body Slot: ;
Price: ;
Weight: 2
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| Eiris's Mundane Items | Eiris's Mundane Items
Aura: ;
Caster Level: ;
Body Slot: ;
Price: ;
Weight:
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| Armiger | Task 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).
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). 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). 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. 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:
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).
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. | ||||||
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| Aegis | Astral 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:
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/-. 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.
Gain a +1 bonus to Craft (Alchemy) checks.
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
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.
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| Stormbound | Storm 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. 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. 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 Wizard | Familiar
teehee get familiar, best class feature to ever exist. FREE KITTY!
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.
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| Mythic Path of the Gifted | Unfocused 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.
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 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.
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.
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The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
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