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Zarametia Chendyr Wanynbrinr CN
Character Name Alignment
Striker (Voidrusher) 4 , Incanter 1 , Legendary Wizard (Familiar Wizard) 1 ,
Summoner Unchained (Champion, Void Conduit) 6
Character Level
Djin Returned Aasimar
Type: Outsider (Native, Aasimar)
PB: 7, 7, 18, 18, 9, 10
M
Race Size
F 136 (379)
Gender Age
6'5" 175
Height Weight
- -
Hair Eyes
Chaos Itself
Player
- Bayt
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
7 -2 12 +1
Dex
Dexterity
9 -1 14 +2
Con
Constitution
22 +6 25 +7
Int
Intelligence
26 +8 30 +10
Wis
Wisdom
7 -2 N/A -2
Cha
Charisma
10 +0 N/A +0
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
112
0
17
Initiative
Dex
Modifier
-2
+2
-4
BAB
+5
ARMOUR CLASS
Total AC
Armour
Shield
Dex
18
+5
+0
+2
Size
Natural
Deflection
Misc
+0
+1
+0
+0
Touch
13
Flat Footed
16
Flat Footed + Touch
11
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +15 +4 CON +7 +1 +3 +0
Reflex +10 +4 DEX +2 +1 +3 +0
Will +3 +5 WIS -2 +1 -1 +0
Saving Throw Notes

Outfit Dependant vs. Environmental

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

Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+6 +5 +1 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
18 10 +5 +1 +2 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
35' float
-
-
-
-
-
Languages

Mortal TonguesHumanoid
Common, Elven
Dead Languages
Ancient Osirian
Magic TonguesElemental
Aquan, Auran, Ignan, Terran
Fey
Aklo, Sylvan
Monstrous
Draconic, Sphinx
Outsider
Abyssal, Celestial, Infernal

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Per Day
3
4
0
0
0
0
0
0
0
0
DC
16
17 P
18
19 C
20
21
22
23
24
Spell List

Spherecasting

Conjuration CL 8+2Wanynbrinr - CL 10+2
Archetype: Avatar; Base Form: Biped;Forms (4+1): Otherworldly Paragon, Natural Aspect (Fast Healing 1), (x2) Battle Creature, Armored Companion, Sage Companion
Zindembar
Bound Creature - Archetype: Mage; Base Form: Serpentine; Forms (1): Magical Companion, Implement Bearer, Altered Size (Small to Tiny)
Warp CL7+1Teleport
Standard Action; Teleport self and up to heavy load to a location within close range. You must of have line of sight to your destination.
  • +1 SP: reduce casting time to Move Action
  • +1 SP: increase range to Long
  • +1MP: Visualize your destination before you or your warped targets fully materialize there, gaining sensory information of the area as though using the Viewing talent of the Divination sphere. After gaining this sensory information, you can choose to alter your teleportation destination by up to 100 feet in any direction. The new destination must be a legal location for the effect.
Lamp Storage
She can use her Genie lamp as an extradimensional space, which can store up to 25lbs per CL plus the weight limit added by the Pocket Space trait (+10lbs; 210lbs total). This space cannot hold anything larger than a small object (or a number of smaller objects roughly equal in size). only inanimate, unattended objects can be pulled into of retrieved from the space as a move action--which counts as drawing equipment normally. A portal can be made to store or retrieve objects anywhere within arm's reach.
Spatial Reach
You can imbue a creature with magic that bridges the distance between them and anything they reach or move towards, contorting space to their benefit. The target gains a +10 feet enhancement bonus to their movement speed and adds 10 feet to their natural reach, though they do not threaten with this additional reach. Both bonuses increase by 5 feet per 5 caster levels. This effect lasts as long as you concentrate, but you may spend a spell point to allow it to remain for 1 minute per caster level without concentration.

Vancian Spellcasting

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

Spellcasting Notes

Spell Points

Vanican Spell Points: 2+3=5
Sphere Spell Points: 11+20+6=37
Warp/Form Talent SP: +6
Casting Tradition
  • Casting Type: Divine
  • Casting Modifier: Cha
  • Focus Casting, Somatic Casting x2, Verbal Casting, Magical Signs
  • Boon: +1/odd class level, Bound Creature
  • Proficiencies
  • Class: Proficient with all simple weapons, light armor, and bucklers.
  • Equipment Sphere:
    1. Firearm Proficiency: Gain Proficiency with all Firearms (except siege weapons).
    2. Archery Bash: Bows, Crossbows, or Firearms as Improvised Melee Weapons
  • Weapon Familiarity: Orc Hornbow & Kopesh
  • CL
  • Conjuration Sphere: 8+2 (8 talents)
  • Creation, Life, and Warp Spheres: 7+1 (Warp 5 talents)
  • Power Spheres: 4
  • Tinker: 5 (4 talents)
  • Might Spheres: 4 (Equipment 2tal, Barrage 7tal)
  • Vancian: 1 (Wizard 1)
    • Conjuration: 4
  • Barrage
    Base, Blitz Focus, Mobile Focus, Spinning Shot, (x2) Vigilant Sharpshooter, Ceaseless Ammo
    Conjuration
    2 companions, 6 forms (see the companions)
    Equipment
    Archery Bash, Firearm Proficiency
    Warp
    Base, Personal Warp -> Quick Teleport, (x2) Extradimensional Storage, Distant Teleport, Spatial Reach

    Talent Sources
    Blended Talents: 10 TalentsMight Talents: 5 TalentsPower Talents: 11 Talents
    • Champion Summoner: 4 Talents
    • Oath 3op: 2 Talent
    • Voidrusher: 4 Talents
    • Martial Tradition: 4 Talents
    • Voidrusher: 1 Equipment Talent
    • Extra Combat Talent: 1 Talent
    • 1st Casting Class: 2 Talents
    • Bound Creature: 1 Companion
    • Incanter: 1 Talent and 1 Conjuration Talent
    • Void Conduit: 1 Extra Companion (Wanynbrinr), 3 Form Talents on Wanynbrinr, & 1 Warp Talent
    • Voidrusher: 1 Form Talent on Wanynbrinr

    Adventuring Skills
    CS Skill Total AB Mod Ranks Misc
    Acrobatics +8 (DEX)  +2 +6 +0
      Bluff +5 (CHA)  +0 +6 -1
    Climb -2 (STR)  +1 +0 -3
      Diplomacy -4 (CHA)  +0 +0 -4
      Disguise -4 (CHA)  +0 +0 -4
    Escape Artist -1 (DEX)  +2 +0 -3
    Fly -1 (DEX)  +2 +0 -3
    Heal -6 (WIS)  -2 +0 -4
    Intimidate -4 (CHA)  +0 +0 -4
    Knowledge: Arcana +19 (INT)  +10 +6 +3
    Knowledge: Dungeoneering +19 (INT)  +10 +6 +3
    Knowledge: Local +19 (INT)  +10 +6 +3
    Knowledge: Nature +19 (INT)  +10 +6 +3
    Knowledge: Planes +19 (INT)  +10 +6 +3
    Knowledge: Religion +19 (INT)  +10 +6 +3
    Knowledge: Psionics +19 (INT)  +10 +6 +3
    Knowledge: Martial +19 (INT)  +10 +6 +3
    Perception -6 (WIS)  -2 +0 -4
    Ride -1 (DEX)  +2 +0 -3
    Sense Motive -6 (WIS)  -2 +0 -4
    Spellcraft* +17 (INT)  +10 +4 +3
    Stealth -1 (DEX)  +2 +0 -3
    Survival -6 (WIS)  -2 +0 -4
    Swim -2 (STR)  +1 +0 -3
    Background Skills
    CS Skill Total AB Mod Ranks Misc
    Appraise +19 (INT)  +10 +6 +3
    Craft: Arcatech +19 (INT)  +10 +6 +3
    Knowledge: Engineering +10 (INT)  +10 +0 +0
    Knowledge: Geography +10 (INT)  +10 +0 +0
    Knowledge: History +20 (INT)  +10 +6 +4
    Knowledge: Nobility +20 (INT)  +10 +6 +4
    Linguistics* +19 (INT)  +10 +6 +3
    Perform: Puppet Shows +5 (CHA)  +0 +6 -1
    Perform: Other -4 (CHA)  +0 +0 -4
    Profession: All -6 (WIS)  -2 +0 -4
    Custom Skills
    CS Skill Total AB Mod Ranks Misc

    * only usable when trained (rank 1 and higher)
    Skill Notes
    Skill BonusesCircumstance Bonus
    +1 to Swim Tool: Diving Suit
    Competence Bonuses
    +1 to Knowledge (History & Nobility) (Background)
    Untyped Bonus
    +3 to Bluff (Familiar: Viper)
    Conditional Skill BonusesTrait Bonus
    +5 to bluff to tell believable lies (Innocent)
    Untyped Bonus
    +3 to skill checks made to identify abilities or weaknesses of creatures. (Conduit Vissage: Sage Form)
    Skill PenaltiesMadnesses
    -4 penalty to Wisdom and Charisma skills and cannot take 10 on such checks (Disonant Realities)
    Skill RanksSkill Points: 94
    (2(summoner)+2(background)+8(int))*6(lvl)+10(incanter/striker)+2(int-sage:Dungeoneering, Appraise)*6(lvl)
    Associated Ranks
    Tinker: 4 talents = 20 ranks of Craft Arcatech
    Feats

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

    Item Creation Feats (Firearm Proficiency ∴ lvl 1, L. Wiz 1 ∴ lvl 3)
    Gunsmithing (Firearm Proficiency), Scribe Scroll (L. Wiz 1)
    Leveling Feats1) Companion Teleport
    When you teleport yourself, you may also teleport a companion creature with you. Both you and the touched companion creature count as a single creature for the teleport. This functions regardless of the Personal Warp drawback.
    3) Rapid Reload (Firearm)
    Reduce the time to reload a firearm by 1 step.
    Extra Combat Talent
    Gain Transportation Mastery talent of the Tinker sphere

    Special Abilities

    Combat Spheres

    Barrage SphereMelee Archer
    You gain a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 ft. Ranged weapons threaten a within 5' of you while you have martial focus, and you do not provoke attacks of opportunity for making ranged attacks of opportunity.
    Ceaeless Ammo
    If she has 10 of an ammo type, she has infinite of that ammo type... lol! This is supernatural.
    Barrage
    Special Attack Action; Makes 2 ranged attacks, each at -2. At +6 BAB, can expend martial focus to make an additional attack for each itterative attack, increasing the penalty to hit for all attacks by an additional -2 for each attack. By choosing to make all attacks against different targets, make another attack, increasing to two more attacks at +10 BAB, these attacks do not increase the pentalty on attack rolls.
  • Blitz Focus: If at least two barrage attacks hit, she regains martial focus.
  • Mobile Focus
    by moving between 10' and half her maximum movement speed as part of a move action, she regains martial focus.
    Equipment SphereArchery Bash
    you suffer no penalties for using a bow, crossbow, or firearm as an improvised melee weapon, the enhancement bonus on such weapons apply to the melee attack roll and damage, attacks made using such weapons as improvised melee weapons do not provoke attacks of opportunity, and you threaten normally in melee, as if such weapons were non-reach melee weapons.
    Tinker SphereTradition: Bayt
    • Associated Skill
      Craft (Arcatech)
    • Boon Points
      4 point: +1 gizmo limit, increasing by 1 for each rank of the lower associated skill and by another 1 for every even rank of the lower associated skill. (+2 at 1 rank, +4 at 2 ranks, +5 at 3 ranks, +7 at 4 ranks, etc.)
      Expeditious Construction
      Some might call the techniques of the Bayt tinkers “rustic” and “slapdash” but they are effective. A Tinker practitioner with this boon crafts 1 additional gizmo, +1 per 4 ranks in the associated skill whenever they craft and maintain their gizmos.
    • Environmental Vulnerability (Heat)
      Whenever your activated gizmos are exposed to an environmental vulnerability, the gizmo must attempt a Fortitude save against the originating effect’s DC. If the environmental vulnerability does not have a saving throw DC (such as a gizmo being submerged in a pool of water, dropped in a sandy dune, or exposed to unfavorable weather), the gizmo instead attempts its Fortitude saving throw against 10 + 1/2 its gizmo level. If a gizmo fails its saving throw against an environmental vulnerability, the gizmo deactivates within a number of rounds equal to 1 + its practitioner modifier and becomes depleted until the Tinker practitioner can repair it when maintaining their gizmos. If the gizmo leaves the environmental vulnerability before this number of rounds ends, it does not deactivate. Environmental vulnerabilities that are ongoing (such as rain or a sandstorm) require the gizmo to attempt a new saving throw every 10 minutes of continuous exposure after the initial saving throw.
      Mana Engineering
      Gizmos you craft, as well as any effects generated by your gizmos, are considered magical effects with a caster level equal to their gizmo level. Gizmos, and their effects, can likewise be dispelled, are subject to spell resistance, and can be suppressed by antimagic field and similar effects. Gizmos use their crafter’s ranks in the associated skill as their magic skill bonus (“MSB”) for the purposes of magic skill checks and calculating their magic skill defense. When a gizmo is dispelled, it is depleted for 1d4 rounds, deactivated, and must be activated normally after this duration. The gizmos also generate a magical aura.
      Augmentation, Mechanoid, ModificationDetector, TransmitterProstheticRoutineOther
      EnhancementDivinationAlterationMindEnhancement
      Production Facility
      You may only craft and maintain their gizmos in a “production facility”. You may establish a production facility with 8 hours of work in a safe and/or stable environment. You may only have one production facility established at a time and establishing a new production facility abandons the previous production facility. A production facility must be in a relatively fixed location, or a location that does not move faster than 10 miles per hour (or other distance increment, subject to GM discretion). For example, a production facility located in a citystate that occupies a sky fortress would be ok, whereas the truck bed of an oddly large “steampunk pickup truck” would likely not be.
      • A Tinker practitioner may use another Tinker practitioner’s production facility, provided they belong to the same Tinker tradition.
      Explosive Instability
      Whenever a gizmo you crafted would be destroyed, it explodes, dealing 1d6 + gizmo level points of electricity damage to all creatures (and objects) within 5 feet. A successful Reflex save (DC equal to the gizmo’s gizmo DC) halves this damage. A combined gizmo only explodes a single time; each gizmo that is part of a combined gizmo is destroyed when one of the included gizmos explodes this way. If a creature would be subject to multiple exploding gizmos simultaneously, each gizmo’s explosion damage is halved (after the first)
      • A gizmo crafted with this Tinker drawback may also be primed as a standard action, exploding at the end of your turn. If the gizmo is small enough to be thrown, the gizmo may be thrown as a splash weapon with a range increment of 10 feet.
      Mechanical Signs
      These gizmos create tell-tale signs of technology while activated; they may spew smoke, have flashing lights, make loud noises, tick and tock, or are otherwise noticeable and obvious while functioning.

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

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

    Talent List: Transportation
    Transportation Package (Base), Transportation Mastery, Advanced Transportation, Full Integration
    Universal
    Multifunctional Gizmos

    Gizmos:


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

    When a battery is depleted by a gizmo to activate its battery use ability (or other battery-depleting effect), the battery cannot be used to power another gizmo until restored (generally by maintaining your gizmos). If a battery is abandoned or removed from a gizmo it is powering, any battery-related effects immediately end.

    Active Gizmo: (Limit 5+5/3rank+1/4rank+1=18)


    uhhh... 18 batteries lol... what the fuck else can she make?

    Mechanoid: (Limit 6 Gizmo Levels)


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

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

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

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

    May choose to make the passenger seats be quick entry seats. Quick entry seats can be mounted or dismounted as a move or swift action (instead of only a move action).
    Covered Mechanoids
    When you craft a mechanoid, you may grant the mechanoid the cover upgrade.
    Improved Size
    When granting the alternate size upgrade, the mechanoid’s base size may be up to 2 size categories larger or smaller than Medium. This upgrade counts as the alternate size upgrade and does not stack with the alternate size upgrade or similar upgrades.
    Mechanoid Templates
    Whenever you craft a mechanoid, you may choose to grant the mechanoid 1 construct template. Unless otherwise stated, a mechanoid may only have a single template this way.
    Focused Design
    Choose Strength or Dexterity. The mechanoid gains a +2 enhancement bonus to the chosen ability score, +2 per 5 gizmo levels. This upgrade can be granted a second time; when this upgrade is granted a second time, the mechanoid gains this bonus to the other ability score not initially chosen.
    Immersive Cockpit - Full Integration
    The mechanoid is crafted with a specialized cockpit that allows a pilot to operate with increased precision. An immersive cockpit is treated as a single passenger seat for other effects. A pilot must be of the same size category or smaller than the mechanoid. A pilot using an immersive cockpit may always choose to pilot the mechanoid normally (granting the mechanoid actions as a standard or move action, but does not benefit from the immersive cockpit if piloted this way). When piloting a mechanoid with an immersive cockpit, the pilot may still perform actions not related to the mechanoid (for example, throwing a bomb out an open window or other using another gizmo).

    An immersive cockpit allows the pilot and mechanoid to act as a single creature, using the mechanoid’s physical statistics and the pilot’s mental statistics. The mechanoid is treated as being continuously piloted (instead of piloting the mechanoid as a full or partial action) and the pilot may use their actions, abilities, and gear normally as though they were the mechanoid (moving normally, making attacks, using the mechanoid or the pilot’s abilities, benefiting from the mechanoid or pilot’s skill bonuses). The pilot and mechanoid may still be targeted separately (such as by targeted spells, Intimidate skill checks to demoralize, etc. the enclosure upgrade (or similar) can protect the pilot from being attacked directly. A pilot treats an immersive cockpit-piloted mechanoid as though they were wearing armor (and cannot benefit from their own worn armor while piloting this way).
    Your immersive cockpit upgrade may be further improved to allow for full integration. A pilot may initiate full integration as a 1 minute process; once complete, the pilot is “fully integrated” with the mechanoid (the integrated pilot).
    • The integrated pilot treats the mechanoid as a full extension of their body, gaining its physical ability scores, statistics, and all abilities possessed by the mechanoid. Any ongoing effects are shared by the pilot and mechanoid (provided the effect could target the other creature normally), such as a barkskin spell, cast on the integrated pilot would affect the mechanoid and the integrated pilot’s resulting statistics. Magic item slots are shared between the integrated pilot and mechanoid (even if the mechanoid does not possess the appropriate magic item slot in case of a conflict, the integrated pilot selects which magic item slot is active between their own magic item slots or the mechanoid’s magic item slots (the unchosen magic item slot becoming dormant while integrated). The integrated pilot and mechanoid are treated as a singular creature for all effects (but may be targeted separately by targeted effects, applying resistances, bonuses, and immunities as appropriate). The integrated pilot may choose to be affected by an effect in place of their mechanoid (such as for beneficial spells, healing, etc., but not substituting themselves for hit point damage taken by the mechanoid). Attacks made against the integrated pilot and mechanoid deal damage to the mechanoid first, and saving throws are attempted by the integrated pilot on behalf of both the integrated pilot and mechanoid.
    Lightweight
    The mechanoid weighs as if it were 2 size categories smaller (minimum Fine). When deactivated, the mechanoid reduces its size to be 2 size categories smaller (this does not change its weight further) and returns to its normal size when activated. For every 5 gizmo levels, the weight and reduced size decrease by +1 additional size category. This does not cost an upgrade
    Magic Item Slot
    The mechanoid gains two magic item slots of your choice (even if the mechanoid lacks the appropriate body shape to wear it this upgrade can be granted multiple times. A mechanoid cannot have more than one of a given magic item slot (with the exception of rings being limited to 2).
    Reinforced Enclosure (Requires Enclosure)
    The enclosure treats the mechanoid’s CMD as 3 + 1 per 2 gizmo levels higher for the purposes of the enclosure’s latch (being grappled open or opened with a Disable Device check). In addition, the enclosure gains an additional +3 hit points per gizmo level. This upgrade can be granted multiple times; each time this upgrade is granted after the first, increase the enclosure’s hit points calculation by an additional +3 per gizmo level.
    Transforming Parts
    You grant the mechanoid two upgrades (other than this upgrade the mechanoid may only use one of these two upgrades at any given time, but may switch between these two upgrades as a Full-Round Action. You may grant the transforming parts upgrade 1 additional time per 7 ranks in the associated skill you possess.
    • Battery Use: The user may deplete 1 battery as a Free action to change between the two granted upgrades.
    • If multiple Transforming Parts upgrades are employed by the same mechanoid, any and all can switch their subordinated upgrades as part of the same full round or free action use of a singular battery.

    Traits

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

    WEAPONS
    Name AB Critical Type Range Ammo Dmg
    Kopesh +6 19-20x2 S - - 1d8
    Orc Hornbow +7 x3 P 80' - 2d6
    Battered Pistol +7 x4 B&P 20' 1 cap 1d8
    Revolver +7 x4 B&P 20' 6 cap 1d8
    Wanynbrinr Slam +14 x2 B - - 1d4+11
    Wanynbrinr Kopesh +14 19-20/x2 S - - 1d8+9
    Wanynbrinr Revolver +16 x4 B&P 20' 6 cap 1d8+2
    Wanynbrinr Longbow +16 x3 P 110' - 1d8+9
    ARMOUR
    Name ACB Type Check Penality Spell Failure Weight Properties
    Armored Companion+5Armor---Conduit Visage
    Medium Load+0Encumbrance-3--20' speed, Max Dex +3
    Otherworldly Shield+11Class Feature---Void's Comfort
    Arms & Equipment

    Encumbrance
    Total Weight 67.4 lbs.Medium Load
    Light38 lbs.no penalty
    Medium76 lbs.Max Dex +3 Check Penalty -3 Speed 20' Run x4
    Heavy115 lbs.Max Dex +1 Check Penalty -6 Speed 20' Run x3
    Coin Purse
    PP: 20GP: 0SP: 0CP: 0
    Goods: 0Influence: 0Labor: 0Magic: 0
    WeaponsBattered Pistol
    Source: Firearm Proficiency Martial Tradition
    Value: 4d10gp; Weight: 4lbs; Hardness: 5; HP: 5
    Category: One-Handed; Proficiency: Exotic, Yes; Weapon Groups: Firearms
    Misfire: 1 (5' Capacity: 1; Firearm Category: Early
    Kopesh
    Value: 20gp; Weight: 8lbs; Hardness: 10; HP: 5
    Category: One-Handed; Proficiency: Exotic, Yes; Weapon Groups: Heavy Blades
    Special: Trip
    Orc Hornbow
    Value: 130gp; Weight: 7lbs; Hardness: 5; HP: 5
    Category: Ranged; Proficiency: Exotic, Yes; Weapon Groups: Bows
    Mighty: +0
    Revolver
    Value: 4000 (400)gp; Weight: 4lbs; Hardness: 5; HP: 5
    Category: One-Handed; Proficiency: Exotic, Yes; Weapon Groups: Firearms
    Misfire: 1; Capacity: 6; Firearm Category: Advanced
    AmmoBlack Powder
    Value: 1000 (100)gp; Weight: 5lbs; Unit Count: 100 doses
    Firearm Bullets
    Value: 100 (10)gp; Unit Count: 100 bullets
    Metal Cartridges
    Value: 780 (78)gp; Unit Count: 52 rounds
    ClothingOutfits: Cold-Weather
    Combines both the Cold Weather Outfit and additional Furs
    Value: 20gp; Weight: 12lbs
    Provides a +5 Circumstance bonus and a +2 untyped bonus to Fotitude saves to resist cold weather. The untyped bonus does not stack with the bonus provided by the survival skill.
    Diving Suit
    Value: 10gp; Weight: 2lbs
    This one-piece suit of clothing reduces one’s drag in the water, making swimming easier. It provides a +1 circumstance bonus on Swim checks. This clothing item does not provide its benefits in conjuction with wearing armor or other clothing items over top of it, and damage from slashing or piercing attacks over multiple rounds can render the suit useless until repaired.
    Hot-Weather
    Value: 8gp; Weight: 4lbs
    +2 bonus on Fortitude saves to resist warm or hot weather. This bonus does not stack with the bonus gained from the survival skill.
    Noble
    Value: 180gp; Weight: 10lbs
    Includes 100 gold worth of jewelry and a signet ring of the Wanynbrinr family.

    Head: Snow Goggles
    Value: 12gp
    You are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You take a –4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance). In addition, they provide immunity to polar mirages.
    Summoner's Rings (+1 Conjuration Implement)
    Value: 2000gp; Weight: 1lbs; Slot: none
    These large hoop earings act as a +1 conjuration implement
    Underwater Goggles
    Value: 5gp
    Any Land-dweller wearing goggles can use visual perception like an aquatic native (do not take -4 penalty and risk of harm to eyes).
    ToolsMasterwork Backpack
    Value: 50gp; Weight: 5lbs
    Increase strength score for purposes of carry capacity by +1.
    Pavilion Tent
    Value: 115gp; Weight: 65lbs
    Holds 10 Medium creatures comfortably, additionally has space to include a small fire inside the tent. This tent takes 90 minutes to set up.
  • Tent Cover: increasing setup time by 1 minute, tent grants occupants +5 circumstance bonus to saves against dust storms, rain, snow, and other harmful weather conditions. Also grants DR 5/- against swarm damage caused by diminutive or smaller swarms that are outside the tent. such a swarm can enter the tent with a DC 20 reflex save made as a full round action.
  • MiscBound Genie Lamp (Integral Oath of Burdens)
    Weight: enough to bring her into the minimum for Medium Load on its own (Currently 39 lbs)
    The Lamp with which she was transformed into a djin and bound to the service of her former masters for 300 years. The Lamp still binds her and is bound to her, though it can be difficult to notice the trickling mist that links them. It is as much a part of her as her hips from which it hangs.
    Storing 88 of 130 lbs. (see Warp spells):
      • Weapons: Battered Pistol, Orc Hornbow
      • Ammo: 1 keg of black powder, 100 firearm bullets
      • Clothing: Diving Suit, Hot Weath Outfit, Noble Outfit
      • Tools: Pavilion Tent, Tent Cover
      • Supplies: Water Barrel

    Class Features

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

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

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

    When she spends a point of tension, she builds up a pool of expent tension at a one to one value. At the start of her turn, she gains an amount of Umbral Tension equal to half this expent tension, and returns her amount of expent tension to 0. She may only possess a maximum amount of Umbral Tension equal to half her maximum amount of Tension.
    Umbral Tension can be used as a free action in the following ways:
    • X Umbral:
      • Void Gauge: At the start of her turn, she gains a circumstance bonus to all attack and damage rolls equal to the amount of Umbral Tension she has. This does not expend the umbral tension and lasts until the start of her next turn.
      • Enshroud: As a full round action, which can be taken only when she possesses at least half her maximum Umbral Tension, she gains the Enshrouded status and gains a number of Umbral Action Points equal to her BAB/5+1. Attacks made using these action points incur normal penalties as if part of an itterative full attack action. At the start of her next turn, she loses the Enshrouded status and any remaining Umbral Action Points.
    • 0 Umbral:
      • Ingress/Egress: Spend 1 Umbral Action Point and teleport up to 40' plus 10'/4 Voidrusher levels. This movement must either be directly towards or away from a creature.
      • Void Reaping: Spend 1 Umbral Action Point and make a single attack, dealing additional damage equal to her Intelligence modifier.
      • Waxing Slice: Spend 1 Umbral Action Point and make a single attack, if successful, total all damage from the voidrusher's attacks against the struck target before applying DR or Hardness.
    1. Umbral:
      • Regress: Spend 1 Umbral Action Point and teleport to any space where she used Ingress/Egress Since she gained the Enshrouded status. This techinque can optionally be used as an immediate action. if used in response to an attack of area effect, she gains gains evasion and a dodge bonus to AC and Reflexes equal to half her Voidrusher level.
      • Grim Reaping: Spend 1 Umbral Action Point and attack all creatures within a cone of a size equal to her reach+10' (minimum 15') that originates from her space. All targets hit by this area attack must succeed on a DC 10+1/2 Voidrusher level+Int Reflex saving throw or be moved 5' closer to her and into an unoccupied space within the cone.
      • Plentiful Harvest: Spend 1 Umbral Action Point and attack all creatures within a line of a length equal to her reach+5' (minimum 10'). Increase the damage of the attack by 1d6. This Technique can only be used once per round and if used while under the Enshrouded status, she increases her expended tension by 2.
      • Whorl of Death: Spend 1 Umbral Action Point and attack all creatures within her reach. All targets hit by this area attack can be moved 5' in any direction of her choice, unless they would end that movement in a hazardous area (unless they are already in the area of that hazard).
    2. Umbral:
      • Cross Reaping: Spend 1 Umbral Action Point and draw two 15' lines which intersect in the center, such that the center of the lines is within her reach. Attack all creatures within the lines and deal an additional 1d6 damage. This Technique can only be used once per round.
    3. Umbral:
      • Commmunio: Spend 1 Umbral Action Point and creat a close range burst centers on a creature within close range. Attack all creatures within the burst, dealing an additional 1d6 damage. This Technique consumes all remaining Umbral Tension and increases damage by 1 for each additional point of Umbral Tenshin spent beyond the required 3. She Immediately loses the Enshrouded status and all remaining action points once the attack concludes.
    IncanterSphere Specialization (Conjuration)
    +1 Caster Level to Conjuration Sphere.
    Legendary Wizard (Familiar Wizard)Arcane School (Conjuration)
    +1 Caster Level to the Conjuration School.
  • Active: Teleport up to 30' per day as standard actions with no one teleportation being less than 5'. Willing creatures can be brought with her, multiplying the distance consumed by the number of creatures being teleported. This movement does not provoke attacks of opportunity.
  • Familiar
    Gain a familiar, because haha funny meme, me want her have more pets. This is entirely gratuitous at this point.
    Mythic SpheremasterMythic Casting
    +1 to Conjuration and Warp spheres, as if an implement bonus and stacking with implements. Bonus increases by +1 at every odd mythic tier beyond 1st.
    Sphere Mastery (Warp)
    Mythic Tension Techniques
    You gain a daily pool of bonus tension points equal to your tier. You may spend these points to activate your tension techniques, even if you do not otherwise have tension. Once per day, as a free action you may take during your turn, you may expend one mythic power to refill this bonus tension pool.

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

    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    CR

    Djin's Regalia

    M or H , Robot

    Defense

    AC: AC 35, Touch 19, Flat-Foot 26 (Dex +9, Armor +5, Natural +11)
    Huge:AC 31, Touch 15, Flat-Foot 24 (Dex +7, Armor +5, Natural +11, Size -2)
    HP: 82 5d10+20+12
    Fortitude: +1 Reflex: +10 / Huge: +8 Will: +1 ( can use pilot saves instead, when fully integrated )
    Weaknesses: +50% damage from Electricity

    Offense

    Speed: 30' land
    Space: 5'/15' Reach: 5'/15'
    Spell-like Abilities: Casting Tradition
    Somatic Casting x2, Verbal Casting, +1 spellpoint/odd casting class level; 2SP

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

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

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

    Statistics

    Str 27, Dex 29, Int 10
    Huge: Str 31, Dex 25
    Base Attack: +5 CMB: +13
    Huge: +17
    CMD: 32
    Huge: 34
    Feats: Basic Magic Training (Nature {Plant Package, Limited Nature -> Plant Mastery}), Extra Magic Talent (Warp {Base, Bender -> Extradimensional Room}), World in Minature
    Skills: Climb +21 (+18 if huge), Disable Device +22 (+15 if huge)
    Racial Modifiers: +5 to Climb and Disable Device (+0 if huge)

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


    Mehcanoid Upgrades (9 max)
    Durability (1 Upgrade)+2HP/GL
    Focused Design (2 upgrades)The mechanoid gains a +2 enhancement bonus to Strength and Dexterity, +2 per 5 gizmo levels. (+4 total)
    Immersive Cockpit:
    Fully integrated (1 Upgrade)
    The mechanoid is crafted with a specialized cockpit that allows a pilot to operate with increased precision. An immersive cockpit is treated as a single passenger seat for other effects. A pilot must be of the same size category or smaller than the mechanoid. A pilot using an immersive cockpit may always choose to pilot the mechanoid normally (granting the mechanoid actions as a standard or move action, but does not benefit from the immersive cockpit if piloted this way). When piloting a mechanoid with an immersive cockpit, the pilot may still perform actions not related to the mechanoid (for example, throwing a bomb out an open window or other using another gizmo).

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

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

    The integrated pilot treats the mechanoid as a full extension of their body, gaining its physical ability scores, statistics, and all abilities possessed by the mechanoid. Any ongoing effects are shared by the pilot and mechanoid (provided the effect could target the other creature normally), such as a barkskin spell, cast on the integrated pilot would affect the mechanoid and the integrated pilot’s resulting statistics. Magic item slots are shared between the integrated pilot and mechanoid (even if the mechanoid does not possess the appropriate magic item slot in case of a conflict, the integrated pilot selects which magic item slot is active between their own magic item slots or the mechanoid’s magic item slots (the unchosen magic item slot becoming dormant while integrated). The integrated pilot and mechanoid are treated as a singular creature for all effects (but may be targeted separately by targeted effects, applying resistances, bonuses, and immunities as appropriate). The integrated pilot may choose to be affected by an effect in place of their mechanoid (such as for beneficial spells, healing, etc., but not substituting themselves for hit point damage taken by the mechanoid). Attacks made against the integrated pilot and mechanoid deal damage to the mechanoid first, and saving throws are attempted by the integrated pilot on behalf of both the integrated pilot and mechanoid.
    Passenger Seats (1 Upgrade)The mechanoid can carry a total number of Medium creatures equal to twice its size category (4 Medium creatures can fit inside a Large mechanoid, 8 Medium creatures can fit inside a Huge mechanoid, etc.), which is modified for their size category (Small counts as half a Medium, and Large counts as double a Medium). Creatures can mount or dismount the mechanoid as a move action and gain partial cover while mounted. Any creature seated in the mechanoid is referred to as a “passenger”.
    Ejector, Quick Entry Seats & Cover (0 Upgrades)Ejector seats have an ejector system built into each seat the passenger seats upgrade accommodates. When the mechanoid is destroyed (or its enclosure, if it possesses the enclosure upgrade), each passenger is ejected 30 feet from the mechanoid in a straight line. An individual passenger may willingly use the ejector seat belonging to their seat as an immediate action. The direction an ejector seat moves the passenger is chosen when the mechanoid is first crafted or after being adjusted by the pilot. A passenger seat is depleted after being used (each individual passenger seat may be depleted this way) and may be restored when the crafter maintains their gizmos.

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

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

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

    The mechanoid grants creatures in its passenger seats cover, instead of partial cover, against effects from outside of the mechanoid.
    Innate Prosthetics (3 Upgrades)The Mechanoid possesses 2 arms, 2 legs, and a head. This grants the Mechanoid sight, hearing, smell and speech, as well as the ability to manipulate objects, wield weapons, and a land speed of 30'
    Lightweight (0 Upgrades)The mechanoid weighs as if it were 3 size categories smaller (minimum Fine). When deactivated, the mechanoid reduces its size to be 3 size categories smaller (this does not change its weight further) and returns to its normal size when activated. (Diminutive: 1 lb.)
    Transforming Parts (1 Upgrade)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.
    Battery Use: The user may deplete 1 battery as a swift action to change between the two granted upgrades.
    Alternate Size
    Improved Size
    The mechanoid's base size is up to 2 size categories larger or smaller than Medium. (Huge)
    Skillful DesignGain +2+1/2 Gizmo Level Circumstance Bonus to Climb and Disable Device checks

    Statblocks for companions, followers and other allies.

    CR NULL

    Zarametia Chendyr Wanynbrinr Avatar

    Conjuration Companion (Avatar) CL 10+2 CN M

    Defense

    AC: 32, touch 19, flat-foot 23 (+9 Dex, +6 Armor, +7 Natural Armor)
    HP: 128 8d10+48 ( Fast Healing 1 )
    Fortitude: +16 Reflex: +15 Will: +11 ( +4 morale vs. Charm & Enchantment )
    Defensive Abilities: Evasion

    Offense

    Melee: Ghost Touch Slam +19/+19 (1d4+10) 10' reach
    +2 Ghost Touch Kopesh +19/+14 (1d8+9)
    +2 Ghost Touch Heavy Mace +19/+14 (1d8+9)
    Ranged: +2 Ghost Touch Revolver 20': +21/+16 vs. Touch (1d8+2)
    +2 Ghost Touch Longbow 110': +21/+16 (1d8+9)
    Special Attacks: Barrage +17x4 OR 19x3 vs. Touch (1d8) all attacks must be against different targets.
    Barrage +17x4 OR 19x3 (1d8+7) all attacks must be against different targets.
    OR
    Barrage +17x3 OR 19x2 vs. Touch (1d8)
    Barrage +17x3 OR 19x2 (1d8+7)
    Spell-like Abilities: Martial Tradition
    Custom Training (Revolver, Kopesh, Longbow)

    Statistics

    Str 24, Dex 28, Con 22, Int 14, Wis 12, Cha 12
    Base Attack: +8 CMB: +17 CMD: 34
    Feats: Armory
    Gain 1+1/4HD weapons as per the Battle Creature form talent
    Eternal Transformation
    Gain benefits of the Cosmic Body's Spirit's Reach and Spiritual Touch traits, causing her weapons and natural weapons to be treated as though they possessed the Ghost Touch property and her natural attack to have 5'+5'/10HD more reach. This is done through Anthropomorphic Transformation, and thus acts akin to Blank Transformation and does not alter or remove her physical or racial abilities prior to this transformation.
    Variable Armaments
    Can change the enhancements bonuses on her Battle Creature Form weapons, trading out enhancements for armorist special abilities.
    Skills: +17 Acrobatics, +13 Craft (Arcatech), +16 Knowledge (Planes), +10 Spellcraft
    Racial Modifiers: +4 to skill checks made to idetify abilities or weaknesses of creatures.
    Languages: Ancient Osirian

    Battle Creature (Form)

    Proficient with all simple weapons, gains a martial tradition, and appears with up to 3+1/4HD weapons with which is it proficient. These weapons are Masterwork with an enhancement bonus equal to 1/3HD (max +5). The enhancement bonuses on these weapons can be traded for abilities off of the Armorist Bound Equipment table, but not such that a weapon is reduced below a +1 enhancement bonus.
    Weapon List:
    1. +2 Revolver
    2. +2 Longbow
    3. +2 Kopesh
    4. +2 Heavy Mace
    5. 8HD
    6. 12HD
    7. 16HD
    8. 20HD
    Mirror of the Master
  • The avatar is affected by any non-instantaneous effects which affect its caster, both beneficial and detrimental. An effect applied to the avatar this way ignores all immunities the avatar possesses, and if the effect ends for the caster, it ends for the avatar.
  • Whenever the avatar’s caster would benefit from an effect that restores hit points or removes a condition or effect (such as ability damage, negative levels, etc.), the avatar also benefits from that effect.
  • The avatar shares the effects of any magic items the caster benefits from (with the exception of magic weapons, armor, shields, or which otherwise need to be wielded to function). The avatar does not need to possess the appropriate appendages to benefit from a magic item this way.
  • CR NULL

    Zindembar, Bound Creature

    Conjuration Companion (Bound Creature) CL 8+2 CN T

    Defense

    AC: AC 23, Touch 17, Flat-Foot 18 (+5 Dex, +6 Natural Armor, +2 Size)
    HP: 48 6d6+12
    Fortitude: +4 Reflex: +10 Will: +5 ( +4 morale vs. Charm & Enchantment )
    Defensive Abilities: Evasion

    Offense

    Speed: 20'
    Space: 2.5' Reach: 0'
    Spell-like Abilities: Life Sphere Cl 4+2; 8 SP
    Base, Restore Senses, Deeper Healing

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

    Statistics

    Str 8, Dex 20, Con 14, Int 7, Wis 10, Cha 14
    Base Attack: +2
    Feats: Extra Magic Talent (x3)
    Skills: +7 Knowledge (Arcana)
    Languages: Draconic
    CR NULL

    Ascol, Familiar

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

    Defense

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

    Offense

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

    Statistics

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

    Statblocks for your spells.

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


    Created by

    M.Grom.

    System

    Pathfinder 1e

    Statblock Type

    Character Sheet

    Link/Embed