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Taliesin Arkenrahel N
Character Name Alignment
L. Occultist (Stigmatophile) 2 , L. Wizard (Diligent) 1 , Mystic Theurge (Sage) 3 , L. Psychic 6 , Mythic Archmage Path 2
Character Level
Fosc
Humanoid (Drow, Elf)
M
Race Size
Male 151
Gender Age
5'6" 100 lbs
Height Weight
White Red
Hair Eyes
Won Truth
PB: 7, 10, 10, 18, 16, 12
Player
- Kotima
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
7 -2 N/A -2
Dex
Dexterity
12 +1 N/A +1
Con
Constitution
8 -1 N/A -1
Int
Intelligence
24 +7 N/A +7
Wis
Wisdom
18 +4 N/A +4
Cha
Charisma
14 +2 N/A +2
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
22
0
0
Initiative
Dex
Modifier
+9
+6
+3
BAB
+3
ARMOUR CLASS
Total AC
Armour
Shield
Dex
19
+4
+0
+1
Size
Natural
Deflection
Misc
+0
+0
+0
+4
Touch
15
Flat Footed
18
Flat Footed + Touch
14
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +7 +4 CON -1 +1 +0 +3
Reflex +8 +1 DEX +1 +1 +2 +3
Will +14 +4 WIS +4 +1 +2 +3
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+2 +3 -1 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
12 10 +3 -2 +1 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30'
-
-
-
-
-
Languages

Mortal TonguesHumanoid
Common, Elven, Undercommon
Sign
Common, No Shared Language (Gesture Expertise)
Secret
Fosc Sign Language, Arcadian Slang (Sense Motive DC 5+My Bluff Check)
Strange
Androffan
Magic TonguesArcane
Gravetongue (see Whispers of the Lost), Wildspeaker (see Speak with Wildlife & Wildspeaker)
Monstrous
Draconic, Necril, Sylvan
Outsider
Abyssal, Celestial, Infernal
Secret
Ancient Necril, Druidic
TranslatorsTranslator Key
Slang Ancient Necril
Expert Translations
Androffan (1,000,000 pgs)
Developed Translations
Echidna (380 pgs), NeoCommon (180 pgs), NeoNecril (180 pgs)
Unassigned
33 Unassigned Translator Language Slots

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
6/4& 7+1
4/5&5
3/4&3
-&2
0
0
0
0
0
0
Per Day
79 VSP
6 SSP
0
0
0
0
0
0
0
0
DC
16
17
18
19
20
21
22
23
24
Spell List

Spherecasting

Death CL 4Gravetongue
You may speak with undead and corpses. You can communicate with, ask questions of, and receive answers from them. A mindless undead or corpse spoken to with gravetongue does not maintain any memory of its life or death - only the time that has elapsed since its death (and reanimation).

A normal corpse’s sense of its surroundings is limited, so it will not be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity. The spell does not make undead creatures any more friendly or cooperative than normal, and while mindless undead and corpses will always answer truthfully, their ability to answer more than simple questions is restricted. You do not need to share a language with the target. At the GM’s discretion, in worlds where magic can more easily access the afterlife or spiritual remnants of creatures, those with the Gravetongue talent and at least 5th caster level may be able to pull information from the remaining traces of a spirit in a corpse they can touch. By remaining in contact with a corpse for 1 minute while under the effects of the Gravetongue talent and spending a spell point, you may ask it up to 1 question per 5 caster levels you possess.

If the corpse is unwilling, it may attempt a Will save to either refuse or attempt to deceive you (such as by attempting a Bluff check). Questions asked and answers given this way must be brief; no more than ten words each, plus two additional words per caster level above 5th, and a corpse cannot be questioned more than once per week this way. If the corpse is particularly old (older than 100 years), is heavily damaged, only a partial corpse or otherwise in poor shape, any answers given may be vague and incomplete or only partially correct.
Nature CL 4Air:
Earth
Fire:
Metal: Speak with Metal
You may spend a spell point to commune with the element for 1 minute per caster level. You gain the Aklo language, and may speak with natural ore or worked metal. This is not truly accomplished through speech, but rather by touching a piece of metal you may learn what else has touched it, worn it, passed by it, what is hidden inside it, details of its forging, etc. You can tell depth, weight, size, and number of passers-by, but not more detailed information.

Plant: Speak with Plants
You may spend a spell point to commune with the element for 1 minute per caster level. You gain the Sylvan language, and may speak with normal plants and plant creatures. You can communicate with normal plants and plant creatures and can ask questions and receive answers from them. A normal plant’s sense of its surroundings is limited, so it will not be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity.

Water: Speak with Water
You may spend a spell point to commune with the element for 1 minute per caster level. You gain the Aquan language, and may speak with pools or bodies of water. This is not truly accomplished through speech, but rather by dipping a limb into the water you may learn what else has touched it, passed by it, what is hidden inside it, etc. You can tell depth, weight, size, and number of passers-by, but not more detailed information. You can speak with both fresh or salt bodies of water, and if attempting to converse with particularly large bodies of water, such as oceans, you can only acquire information from a portion of the body of water, to a maximum distance of 1000 feet + 100 feet per caster level.

Spirit: Master of Elements
For purposes of Spirit Talents, Taleisin possesses the Metal, Plant, and Water packages.
Speak with Wildlife (Animals)
Choose either animals or vermin. You may spend a spell point to gain the ability to speak with your chosen creature type for 1 minute per caster level. You can ask questions of and receive answers from them, but this does not make them any more friendly than normal. Mindless vermin cannot understand or answer with more than basic information, wary and cunning animals are likely to be terse and evasive, and stupid creatures make inane comments. If a creature is friendly toward you, it may do some favor or service for you. You may take this talent twice, gaining both options.

Vancian Spellcasting

Wizard SpellbooksArcanis Arachnis(Free Wizard Spell Book)

Arcanis Arachnis

Aura:Caster Level:Body Slot: None;  Price: Free;  Weight: 3 lbs. 

An old spellbook left to Dranoth by his father, contained within its pages are a small, curated assortment of spells. He continues to add new spells to these pages.

Spells

  • Cantrips: Acid Splash, Arcane Mark, Bleed, Chameleon Scales, Dancing Lights, Detect Fiendish Presence S, Detect Magic S, Detect Poison S, Disrupt Undead, Flare, Ghost Sound, Grasp S, Haunted Fey Aspect, Light, Mage Hand, Mending, Message, Oath of Anonymity, Open/Close, Prestidigitation, Ray of Frost, Read Magic S, Resistance, Scrivener's Chant, Spark, Sotto Voce, Touch of Fatigue, Vacuous Vessel
  • 3pp Cantrips, included for my own sanity: Chaos Mote, Create Popcorn, Finger Gun, Flash of Hellfire, Four-Fingered Punch, Inform S, Secluded Recliner, Shadow Puppets, Touch of Shadow, Vicious Claw
  1. Arcane Pocket, Comprehend Languages S, Deja Vu, Flare Burst, Mount, Skim S, Unlock Flesh


 
Soul-Bound Tome

Soul-Bound Tome

Aura:Caster Level:Body Slot: None;  Price: 15gp+30gp worth of spells added;  Weight: 3 lbs. 

A spellbook granted unto Dranoth via a trade with a daemon, contained within its pages are a handful of rare spells.

Spells

  • Cantrips: Breeze, DrenchS, JoltOp, Penumbra, RootOp, Scoop


 
Spells PreparedCantrips
  • Occultist:
    Detect Magic, Detect Poison, Know Direction, Light -> Scrivener's Chant, Read Magic, Spark
  • Psychic:
    Bleed, Daze, Detect Psychic Significance, Mage Hand, Message, Open/Close, Sift, Stabilize
  • Wizard:
    Arcane Mark, Four-Fingered Punch, Prestidigitation, Touch of Shadow
1st Level
  • Occultist:
    Cure Light Wounds, Faerie Fire, Goodberry, Produce Flame
  • Psychic:
    Abjuring Step, Charge Object, Discern Next of Kin, Memorize Page, Spectral Servant I, True Skill
  • Wizard:
    Arcane Pocket, Comprehend Languages, Deja Vu, Mount, Skim, Unlock Flesh
  • Undercast:
    Ant Haul, Endure Elements, Mind Thrust I, Purification I
2nd Level
  • Occultist:
    Burst of Radiance, Pale Flame, Restful Cloak
  • Psychic:
    Ant Haul Communal, Endure Elements Communal, Id Insinuation I, Object Reading
  • Undercast
    Mind Thrust II, Purification II
  • 3rd Level
    • Psychic
      Mind Thrust III, Object Possession lesser, Purification III
    SLABreath of Life
    1/day, self only; immediate action upon death by hp damage.
    Dancing Lights
    1/day
    Darkness
    1/day
    Fastidiousness
    1/day
    Mage Armor
    Constant, when unarmored and without a shield
    See Invisibility
    Constant See Invisibility, as the spell. HOWEVER it stacks with the range of any other source of seeing invisible things, including the spell... EXCEPT THAT THIS MAKES NO SENSE, BECAUSE THE RANGE OF MY VISION! this is a supernatural effect.

    Adventuring Skills
    CS Skill Total AB Mod Ranks Misc
    Acrobatics +4 (DEX)  +1 +0 +3
    Bluff +23 (INT)  +7 +6 +10
    Climb +1 (STR)  -2 +0 +3
    Diplomacy +9 (CHA)  +2 +0 +7
    Disguise +7 (CHA)  +2 +0 +5
    Escape Artist +4 (DEX)  +1 +0 +3
    Fly +4 (DEX)  +1 +0 +3
    Heal +9 (WIS)  +4 +0 +5
    Intimidate +9 (CHA)  +2 +0 +7
    Knowledge: Arcana +22 (INT)  +7 +6 +9
    Knowledge: Dungeoneering +22 (INT)  +7 +6 +9
    Knowledge: Local +22 (INT)  +7 +6 +9
    Knowledge: Nature +22 (INT)  +7 +6 +9
    Knowledge: Planes +22 (INT)  +7 +6 +9
    Knowledge: Religion +22 (INT)  +7 +6 +9
    Knowledge: Psionics +22 (INT)  +7 +6 +9
    Knowledge: Martial +22 (INT)  +7 +6 +9
    Knowledge: Other +13 (INT)  +7 +0 +6
    Perception +25 (WIS)  +4 +6 +15
    Ride +4 (DEX)  +1 +0 +3
    Sense Motive +22 (WIS)  +4 +6 +12
    Spellcraft* +21 (INT)  +7 +6 +8
    Stealth +1 (DEX)  +1 +0 +0
    Survival +9 (WIS)  +4 +0 +5
    Swim +1 (STR)  -2 +0 +3
    Background Skills
    CS Skill Total AB Mod Ranks Misc
    Appraise +12 (INT)  +7 +0 +5
    Craft: All +12 (INT)  +7 +0 +5
    Craft: Mechanical +21 (INT)  +7 +6 +8
    Knowledge: Engineering +22 (INT)  +7 +6 +9
    Knowledge: Geography +22 (INT)  +7 +6 +9
    Knowledge: History +22 (INT)  +7 +6 +9
    Knowledge: Nobility +22 (INT)  +7 +6 +9
    Linguistics* +24 (INT)  +7 +6 +11
    Perform: All +7 (CHA)  +2 +0 +5
    Custom Skills
    CS Skill Total AB Mod Ranks Misc

    * only usable when trained (rank 1 and higher)
    Skill Notes
    Skill BonusesCircumstance Bonuses
    +3 Perception (Gizmosz: Cognitive Jack)
    Competence Bonuses
    +3 to Int, Wis, & Cha-based skills (Gizmos: Cognitive Jack), +3 to Str, Dex, & Con-based skills (Gizmos: Bio-Boost Cables)
    Insight Bonuses
    +2 Insight to all skill checks, lol (Bonded Spellbook), +3 to all Knowledge Skills (Akashic Knowledge), +2 to all Int-based skills (Gizmos: Cognitive Jack)
    Racial Bonuses
    +2 to Perception & Spellcraft to identify magic items (Elven Traits)
    Trait Bonuses
    +2 to Bluff, Diplomacy, Intimidate, & Sense Motive (Charming Smile, Cunning Soul), +4 to Linguistics to communicate without a shared language (Slang Talker)
    Untyped Bonuses
    +3 to Linguistics (Familiar: Parrot)
    Skill PenaltiesFlaws
    -2 penalty to all Str, Dex, & Con skill checks.
    Occult UnlocksAppraise (Psychometry)
    Once per day, you can concentrate for 1 minute while in physical contact with an item or location, during which you receive flashes of insight regarding the subject’s nature and ownership. After 1 minute, you attempt a DC 15 Appraise check to decipher the visions. You gain one piece of information about the historical significance or the last previous owner—such as a glimpse of the last owner’s appearance or its emotional state when it last used the item—determined by the GM.

    You learn one more piece of information for every 10 by which your check result exceeds the DC, as long as you concentrate for 1 additional minute for each piece of information. If you fail the check by less than 5 or the item has no significant psychic imprint, you don’t learn any information. If you fail this check by 5 or more, the item appears to be psychically significant even if it’s not, and the information you gain is wildly inaccurate.

    If you attempt to use psychometry on an item affected by charge object or implant false reading, you automatically learn all information imprinted by the spell. You must also attempt a Will save. If the item is affected by an implant false reading spell, on a success, you realize the information was false, and can determine the true information as well. On a failure, or if the item is affected by a charge object spell, you believe the information is true.

    Multiple readings on an object or place always give the same results unless its circumstances or ownership have changed, but additional checks might reach further back into an object’s history. You don’t reroll the saving throw to determine if a psychic imprint is false.
    Diplomacy (Hypnotism)
    You can use hypnotism once per day. The DC of a Diplomacy check to hypnotize is 20 + the subject’s Will save modifier against mind-affecting enchantment (compulsion) effects. All uses of hypnotism are mind-affecting enchantment (compulsion) effects. Hypnotism takes 1 minute of calm interaction. You can try to hypnotize the same creature more than once, but only once per day.
    • Implant Suggestion: You can implant a suggested course of reasonable action in the mind of a willing creature, along with a defined trigger. To implant a suggestion, you spend 1 minute inducing a trance-like state in the subject, after which you attempt a Diplomacy check. If the check is successful, you implant the course of action, as a suggestion spell with a duration of 10 minutes plus 10 additional minutes for every 1 by which your check result exceeds the DC. If the subject ceases to be willing, it can attempt a Will save once each round to shake off the effects. The save DC is equal to 10 + 1/2 your character level + your Charisma modifier. You can attempt to subtly implant a suggestion in the mind of an unwilling creature with an attitude of indifferent or better after 1 minute of continuous, calm interaction with that creature, but the DC is 10 higher.
    • Recall Memory: You can draw out forgotten memories from a willing subject. You spend 1 minute inducing a calming, trance-like state in the subject, after which you attempt a Diplomacy check. If you succeed at the check, the hypnotized creature can reroll any previously failed Intelligence or Knowledge check to recall the forgotten information with a +4 bonus. The information must be something the subject once knew or was exposed to.
    Heal (Faith Healing)
    You can use faith healing once per day. The DC and effect of the Heal check depend on the task you attempt. You can’t use faith healing on yourself. A creature can’t be the subject of faith healing more than once per day. Faith Healing takes 1 hour in a quiet environment.
    • Restore Vitality: You suppress ability damage. You perform a 1-hour ceremony, after which you attempt a Heal check against the DC of the effect that caused the ability damage. If you succeed at the check, you temporarily suppress 1 point of ability damage for 1 hour, plus 1 additional point and hour for every 5 by which the check result exceeds the DC. A creature can benefit from this treatment no more than once per day.
    • Suspend Affliction: You treat one curse, disease, or poison affecting a creature. You enter into a deep trance for 1 hour while you treat the subject, after which you attempt your Heal check. If the check is successful, you suspend the effects of the affliction by 1 hour, plus 1 hour for every 5 by which you exceed the DC. This time doesn’t count against the effect’s duration (if any). The affliction can still be cured by other means while it’s suspended.
    • Remove Affliction: You can attempt to permanently remove an affliction in an 8-hour ceremony, after which you attempt a Heal check. If the result of the check is at least double the DC of the original affliction, the sufferer can attempt another saving throw using the original DC to permanently cast off the effect.
    KnowledgeArcana (Phrenology)
    Once per day, you can use your fingertips to examine the shape of a creature’s skull. Reading a creature’s skull requires 1 minute of concentration and scrutiny while you physically manipulate the skull. This technique can be used on a willing, helpless, or paralyzed creature, or on decomposed remains (as long as the skull is intact or can be pieced together). This skill can’t be used on creatures without discernible skulls, such as constructs, elementals, oozes, or plants. After the minute is up, the GM attempts a secret Knowledge (arcana) check. The DC is typically modified by the subject’s Hit Dice. With a single check, you determine all the information whose DC you meet. For instance, if you had a result of 22 when examining a creature with 2 HD, you would learn that creature’s race and age, gender, alignment, and class, but not its level or HD. Reexamining a skull may provide new insights. You can attempt only one such check per day.
    TaskDC
    Determine Race & Age10
    Determine Gender15
    Determine Alignment15+Target Creature HD
    Determine Class20+Target Creature HD
    Determine Level or HD25+Target Creature HD
    Linguistics (Automatic Writing)
    Once per week, you can spend 1 hour posing questions while your hand unconsciously scribbles messages of varying legibility and accuracy. At the end of this hour, you attempt a DC 20 Linguistics check to decipher the meanings of these messages. If successful, you gain information as though you had used augury. If you have 10 or more ranks in Linguistics, you may instead attempt a DC 30 check to gain information as though you had used divination. The chance of successfully producing coherent or meaningful writing from any of these effects equals 60% plus 5% for every 1 by which your check result exceeds the DC (to a maximum of 90%). You must choose which DC you’ll try to meet before attempting the check. The GM rolls the check and d% roll secretly, so that you can’t tell whether the messages are accurate. Additional checks may be made to learn more about a subject, but only one check can be made each week.
    Perception (Read Aura)
    Once per day, you can examine the natural aura of a creature or object to discern the subject’s alignment, emotions, health, or magic. This requires 10 minutes of concentration, after which you attempt a Perception check. Each time, you must pick one of four auras to read: alignment, emotion, health, or magic. The result of the check applies only to the selected aura. You must be within 30 feet of the subject at all times during the reading. Objects typically have only magic auras, though some also have alignment auras (and intelligent items have emotion auras). You can still attempt to detect a type of aura an object doesn’t have, but you get no results. The DC varies depending on the aura, as shown on the table. You can read a creature or object’s aura more than once, whether you read the same aura or a different one. You can still attempt only one skill check to read an aura per day.
    • Read Alignment Aura: You attempt to read the alignment aura, learning the alignment and its strength. An alignment aura’s strength depends on the creature’s Hit Dice or item’s caster level, as noted in the description of the detect evil spell.
    • Read Emotion Aura: The colors within the target’s aura reveal its emotional state. If successful, you learn the target’s disposition and its attitude toward any creatures within 30 feet of it. For a number of rounds equal to the amount by which you exceeded the skill check’s DC, you gain a +2 circumstance bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against the target.
    • Read Health Aura: Viewing the flow of vital force, you assess a creature’s physical condition. You learn if the creature is unharmed or wounded, if it is poisoned or diseased, and whether it is affected by any of the following conditions: confused, disabled, dying, nauseated, panicked, staggered, stunned, and unconscious. You also learn the total number of points available in its ki pool, grit pool, or similar resource.
    • Read Magic Aura: You attempt to determine the number and power of all magical auras on a target creature or object (see detect magic to determine a magic aura’s power). If the check is successful, you can attempt Knowledge (arcana) or Spellcraft checks to determine the school or identify properties of a magic item, as normal. If the item is affected by magic aura or a similar spell, you can realize this and determine the actual properties of the item if your check result exceeds the DC by 5 or more. If the spell is of a higher level (such as aura alteration), increase this threshold DC by 2 for every spell level beyond 1st.
    TaskDC
    Read Alignment Aura15+Target Creature HD or Item CL
    Read Emotion Aura20+Target Creature HD or Item CL
    Read Health Aura15+Target Creature HD
    Read Magic Aura15+Target Creature HD or Item CL
    Sense Motive (Prognostication)
    Once per day, you can predict a creature’s fortune for the near future. You spend 10 minutes interpreting the divination means at your disposal. The GM then attempts a secret Sense Motive check with a DC modified by the subject’s Hit Dice (see the table below). The result of the check can give you basic insight into the subject’s nature, including its alignment, class, and levels or Hit Dice, and might reveal clues to the creature’s immediate future. Determining the immediate future as an augury spell has a chance of successfully interpreting meaningful readings equal to 60% plus 5% for every point by which the check result exceeds the DC (to a maximum of 90%). With a single check, you determine all the information whose DC you meet. For instance, if you had a result of 22 when telling the fortune of a creature with 2 HD, you would learn that creature’s alignment and class, but not its level, HD, or fortune. You can attempt to read a particular creature’s fortune repeatedly, but only once per 24 hours.
    TaskDC
    Determine Alignment15+Target Creature HD
    Determine Class20+Target Creature HD
    Determine Level or HD25+Target Creature HD
    Determine Fortune (Augury)25+Target Creature HD
    Survival (Dowsing)
    Once per day, you can follow a dowsing rod’s movements to locate a particular type of location. Each attempt requires 10 minutes of intense concentration, after which you attempt the Survival check with the DC listed on the table below. The maximum range at which you can detect anything using dowsing is 400 feet + 40 feet per rank in Survival you possess. The rod’s directions persist for up to 10 minutes. You choose a particular target each time you dowse, and get the following information on a successful check.
    • Find Water: DC 15; the dowsing rod points toward the largest source of fresh water within range, including aquifers, lakes, ponds, and springs.
    • Grave Dowsing: DC 20; the dowsing rod points in the direction of the largest burial site, cairn, or tomb within range.
    • Locate Metal and Gems: DC 25; you concentrate on a specific metal or mineral. On a successful check, the dowsing rod points to the largest quantity of the selected mineral within range.
    You can try to dowse from the same location more than once, but still only once per day.
    Skill RanksSP/HD
    (4{class}+6{int}+2{background}+4{oath})*6=96
    Associated Ranks
    Tinker: 5 talents = 20 ranks of Craft Mechanical
    Feats

    Bonus FeatsAbsolute Poverty (Background)
    In order to adhere to your Oath of Poverty, you may not possess or use more than one piece of equipment which is worth more than 5 gp per character level (this is in addition to the Oath of Poverty’s normal limitations). However, your Oath of Poverty grants 15 Oath points and so long as you do not break your Oath of Poverty there is no limit to the number of Oath points’ worth of Oath boons you may benefit from. You cannot benefit from Oath of Offerings and Oath of Poverty at the same time if you possess this feat.
    Advanced Magic Training (Oath: Magical Gleaning)
    non-spherecasting classes are low-casters when calculating CL, MSB, & MSD. these false low-caster levels count for gaining SP from a casting tradition. Gain SP equal to Int.
    Alertness (Legendary Psychic 1)
    You gain a +2 bonus on Perception and Sense Motive checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
    Wildspeaker (Major Drawback)
    Speak with Wildlife talent becomes a constant SLA, may be suppressed or resumed as a standard action. Grants additional functions to the Divination sphere, the Illusion sphere, and the Mind sphere.
    Dreamspace (Dual Sphere; Familiar 1)
    When you sleep, you may choose to project your mind into a quasi-real space, or dreamspace. This dreamspace is a single 10-foot cube in size (increasing by a single 10-foot cube every 4 character levels, their arrangement determined when you level) and you can select the ambient light level, temperature, and cosmetic style when entering the dreamspace or as a standard action. The cosmetic style of your dreamspace is only partially under your control, reflecting your current dreams, state of your mind, and conscious desires.
    When you use an action to adjust the style it will always reflect your intended changes, but you do not have fine control over its appearance and your unconscious mind may be reflected in its subtler elements. You can choose to have it appear as a castle, but not a specific castle or place you have seen, and if you are worried it may appear to be under siege or shrouded in shadow.
    You interact with the dreamspace using a copy of your body and all you wear, leaving behind your physical body in the real world. You may also choose to bring up to a heavy load of unattended, inanimate objects within touch range into your dreamspace with you, causing them to disappear when you fall asleep, and may choose to bring them back in a similar manner when you wake. Your dreamspace and any items left within it persist even while you are not in it, though they enter stasis until you return.
    Because the dreamspace is not a true physical location, you cannot take any actions that would cause you to leave the dreamspace other than waking up, or that would affect your body or the real world. In addition, the dreamspace cannot be entered using normal teleportation or planeshifting effects. At the GM’s discretion, effects allowing travel to normal dreams can enter the dreamspace, and it may count as a dreamscape for certain effects.
    Otherwise, actions have their normal effects in the dreamspace. Regardless of how you spend your time in dreamspace, you gain the normal benefits of sleep.
    Eschew Materials (Legendary Psychic 1)
    You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
    Equipment Trick (Sunrod; Oath: Bonus Feats 2)
    Can perform the following actions, if the requirements are met.
  • Flare - Alchemy 5 Ranks: As a standard action, you can expend the remaining life of a sunrod (lit or unlit) in an instant. Sighted creatures within a 20-foot-radius burst of the sunrod must succeed at a DC 15 Fortitude save or be dazzled for 2d4 rounds. Creatures with light sensitivity or light blindness receive a –2 penalty on their saving throws. Alternatively, as a full-round action, you can strike a creature with the sunrod or throw the sunrod as a ranged attack with a range increment of 10 feet. When it strikes a hard surface, it flares as describe above. Since you don’t have to hit a specific target, you can simply aim at the corner of particular 5-foot square. Treat the target corner as AC 5. If a creature is struck by the sunrod and fails its Fortitude save, it is blinded for the first round of its dazzled condition.
  • Like the Sun - Cast Spells With Light Descriptor: You can use a sunrod as an additional material component for any spell that bears the light descriptor. The spell is treated as one spell level higher (to a maximum of 9th level) for all purposes, including the calculation of saving throw DCs and its ability to overcome sources of magical darkness.
  • Lure - Handle Animal 5 Ranks: As a move action while holding a lit sunrod in your hand, you can attempt to move an animal in any direction you desire. Make a Handle Animal check against a DC of 15 + the target animal’s CR. If you are successful, the animal moves 5 feet in the desired direction on its next turn. For every 5 points by which your check exceeds the DC, the animal moves another 5 feet, up to the animal’s maximum speed. This movement provokes attacks of opportunity as normal, though if one is taken, the animal immediately stops moving (whether or not the attack hits). You cannot move an animal into an obvious hazard with this trick, but you can (for example) lure it into an open cage.
  • Twice as Brightly - Alchemy 5 Ranks: As full-round action, you can tamper with an unused sunrod such that it burns out in a single hour, but shines much more brightly. It sheds bright light in a 30-foot radius and increases the light level by two steps for an additional 30 feet beyond that area (darkness becomes normal light, and dim light or normal light becomes bright light). It does not increase the light level in bright light.
  • Expanded Undercasting (Flaw)
    You can undercast some spells that are not explicitly undercastable. You can undercast the following spells:
    • spells that end with a number can be undercast as any version of the spell with exactly the same name but with a lower number[/il]
    • spells which are denoted as “communal”, “greater”, or “mass” versions of other spells can be undercast as a spell with exactly the same name but lacking those words at the end; this does not allow you to cast a spell with one of those endings as another version of the same spell with a different ending
    • any spell can be undercast as a “lesser” version of itself, if it exists
    You can undercast a spell even if the undercast version does not appear on your spell list. Any restrictions placed on a spell apply to an undercasted version of a spell as well.
    Extra Combat Talent (Antihero 1)
    Gain an additional Tinker Sphere Talent (Sensory Set).
    Extra Gizmo Limit (Flaw)
    Increase your gizmo limit by your practitioner modifier (minimum 1). This increase is in addition to the bonus to your gizmo limit for gaining a (gizmo) feat.
    Scribe Scroll (Legendary Wizard 1)
    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.
    • In addition to ritual scrolls (which function the same as scrolls from the core Pathfinder Roleplaying Game), they can create scrolls using the talent-based item creation system. Scrolls have the same requirements for deciphering and activating as core Pathfinder scrolls, and a creature must possess a scroll’s base sphere, or else must activate the scroll through the Use Magic Device skill.
      A scroll has a base cost of 25 gp x caster level x complexity.
    Undercast Echo (Oath: Bonus Feats 6)
    Whenever you cast ego whip, id insinuation, mind thrust, psychic crush, rend body, telekinetic pulse, or thought worm at version III or higher, you can cast the version 2 versions lower as a swift action before the end of your turn. The echo spell does not require a spell slot, and benefits from the same metamagic feats as the original spell.
    Leveling Feats1,5,9,13,17) Combat Talent Progression
    Gain 1 combat talent at each even level
    3) Dedicated Upgrade (Reading Chair)
    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. Gain an additional +1 gizmo to your gizmo limit.
    Mythic FeatsM1) Mythic Advanced Magic Training
    Increase CL from Advanced Magic Training to Mid-Caster

    Special Abilities

    Combat Spheres

    Equipment SphereMartial Tradition
    Equipment (Natural Materials x2), Tinker (Multifunctional Gizmos, Movment Set)
    Natural Materials
    You do not need kits to create combat or skill sphere effects that do not possess a costly material component (such as an alchemy kit to create formulae from the Alchemy sphere). The materials are assumed to be gathered from your natural environment or generated by you. This talent treats you as always possessing the appropriate kit for combat or skill sphere effects (such as an alchemy crafting kit’s reduced poison crafting time for Alchemy sphere). You may substitute your practitioner or operative modifier for your Intelligence modifier when attempting Craft checks to create combat or skill sphere effects. You no longer require a free hand to use combat or skill sphere effects based on your creations. This may mean spitting a formula rather than throwing it (using the same range), licking a weapon to poison it, or disgorging a trap or gizmo as you plant it. This does not reduce the action needed to perform any of these actions. In addition, your creations are stored within your body rather than on your person, preventing them from being stolen or sundered.
    Tinker SphereTradition: Eldorian
    • Associated Skills
      Craft MechanicalPrimary & Knowledge ArcanaSecondary
    • 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.)
      Central Intelligence
      When crafting your anchor, you may instead designate one AI you have created. The AI’s housing gizmo is treated as your anchor for the purposes of the Anchored Craftsmanship Tinker drawback.

      The practitioner receives the (computation) package as a bonus package (if they do not already possess it if the practitioner already possesses the (computation) package (or gains it later, such as with the Expanded Tinkering talent), they gain instead gain a single Tinker sphere talent with the (computation) tag.
    • Anchored Craftsmanship
      You may craft an “anchor” as gizmo that does not count against your gizmo limit. An anchor does not need to be activated and functions for the purposes of this drawback so long as it is not destroyed.

      Other gizmos you craft (including projects) are attuned to an anchor as a 1-minute process. Your gizmos do not function unless within close range of its attuned anchor; this functions as a (transmission) package transmitter and is treated as a signal created by a gizmo you crafted. If a gizmo would leave close range of its attuned anchor, the gizmo becomes depleted until it is within the anchor’s signal range (returning to normal functionality).

      Anchors may be crafted as projects, requiring 10 gp of project material. An anchor crafted as a project may only allow other projects to be attuned to it (i.e. for creating permanent infrastructure)
      Double Major
      Choose 1 skill other than the Tradition’s associated skill (the “secondary chosen skill”). All Tinker sphere effects and abilities that would depend on the Tinker practitioner’s ranks in the associated skill depend on the lower of the practitioner’s ranks in the associated skill and ranks in the secondary chosen skill. Whenever the Tinker sphere would require an associated skill check, such as a proficiency check, the gizmo requires a check using the lower of the user’s bonus between the associated skill and secondary chosen skill.

      The Tinker sphere grants bonus ranks in the associated skill, as it normally does, but does not grant bonus ranks in the secondary chosen skill
      • Example: A Tinker tradition has the double major Tinker drawback for Profession (glassmaker) and has the default associated skill for Craft (mechanical). The Tinker practitioner’s effects would rely on whichever skill has less ranks when using the Tinker sphere. If the practitioner has 10 ranks in Craft (mechanical) and 7 ranks in Profession (glassmaker), the practitioner’s effects would rely on the 7 ranks when determining abilities and effects
      Expensive Craft
      Gizmos you craft require 1 silver piece (1 sp) worth of expensive materials per gizmo level of the crafted gizmo. Maintaining gizmos, and restoring depleted gizmos, costs the same amount. You cannot craft or maintain their gizmos without having these expensive materials. The exact nature of these expensive materials (rare metals, crystals, etc.) should be determined by the GM, but as a general rule, should be as easily accessible as material components for an average spellcaster.

      Projects crafted under this Tinker tradition require 25% increased material costs. This increased cost must be paid for normally and cannot be gathered over time like project materials ordinarily could be
      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 Facilities
      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.
      Slow Craft
      Crafting and maintaining your gizmos twice as long (at base, 1 hour, or 30 minutes if you have access to an engineering kit or sufficient tools). Crafting a project always takes a minimum of 1 hour
      Limitation
      Can gain a base maximum of 2 Legendary Talents (Advanced Computation, Advanced Movement) from either Computation or Augmentation packages, which cannot be used with other packages within the tradition. Additional Legendary Talents may be earned.
      • Spider Mech - Session ID 47: Advanced Transportation

    Talent List: Augmentation
    Augmentation Package (Expanded Tinkering), Advanced Movement
    Computation
    Computation Package (Expanded Tinkering), Advanced Computation
    Modification
    Modification Package (Expanded Tinkering)
    Transmission
    Transmission Package (Expanded Tinkering), Transmission Mastery
    Transportation
    Transportation Package (Base), Transportation Mastery
    Universal
    Cognitive Set, Energy Set, Expanded Tinkering x2, Movement Set, Multifunctional Gizmos, Sensory Set

    Gizmos:

    Basic Gizmos: Improved Signal Range
    The signals created by your gizmos reach further and penetrate deeper. Your detectors transmit their detection signal over a medium range and your transmitters project their signal over a long range. In addition your signals can now penetrate through barriers 5 times deeper (barring other modifications to signal penetration strength, this is generally: 15 feet of wood or dirt, 5 feet of stone, 6 inches of common metal, or a half inch of lead).
    Multifunctional Augmentations
    Whenever you craft an augmentation with multiple options determined at time of its creation, you can craft it with 2 options, +1 option per 10 gizmo levels. The user may switch between chosen options as a standard action; if a battery use ability was active, its remaining duration is shared with the new option (if it is the same battery use ability).
    • Battery Use: The user may deplete 1 battery as a free action to improve this gizmo’s functions for 1 minute per gizmo level. For the gizmo’s duration, the user may benefit from 2 of the augmentation’s chosen options simultaneously. Any penalties or limitations of the augmentation are applied to the user as normal. When the user spends a standard action to switch chosen options, the user may select one or both of the currently active options to change.
    Multifunctional Modifications
    Whenever you craft a modification with multiple potential options determined at the time of its creation, you can craft it with 2 options, +1 option per 10 gizmo levels. The user may switch between chosen options as a standard action (effectively deactivating one option and activating the other if a battery use ability was active upon switching, its remaining battery use duration is shared with the new option (if it is the same battery use ability).
    • Battery Use: The user may deplete 1 battery as a free action to improve this gizmo’s functions for 1 minute per gizmo level. For the gizmo’s duration, the user may benefit from 2 of the modification’s chosen options simultaneously. Any penalties or limitations of the modification are applied to the user as normal. When the user spends a standard action to switch chosen options, the user may select one or both of the currently active options to change.
    Wireless Sensory Streaming
    Sensory gizmos (Camera, Microphone, Scent Recorder, Sensory Prosthetic) may be crafted as transmitters and can transmit information they record directly to other gizmos within signal range. The gizmo receiving the transmitted information must have a means to display and/or store the information (such as the input and display accommodation or a storage routine). The user must still attempt their own Perception checks, as appropriate, but otherwise treats shared sensory information as though it were their own senses.
    Accelerator
    The user of this augmentation gains a +10 foot competence bonus to each mode of movement they possess (land, burrow, climb, fly, and swim), +5 feet per 5 gizmo levels.
    Battery
    Batteries can be attached to another gizmo in your possession as a swift action. Attaching a battery to a gizmo is treated as reloading a ranged weapon (provoking attacks of opportunity as normal) and may have the action required to attach a battery reduced by the Rapid Reload feat (selecting the Tinker sphere as the chosen weapon), the Equipment sphere Expert Reloading talent, and similar abilities (reducing the action required to attach a battery from a swift action to a free action). Multiple batteries can be attached to a single gizmo. A battery that is already attached to a gizmo may be removed or re-attached to a different gizmo with the same action.
    When a battery is depleted by a gizmo to activate its battery use ability (or other battery-depleting effect), the battery cannot be used to power another gizmo until restored (generally by maintaining your gizmos). If a battery is abandoned or removed from a gizmo it is powering, any battery-related effects immediately end.
    Camera (Minor, Sensory)
    This gizmo may be used to record pictures or videos and can display them back to the user. A camera gizmo can store up to 100 pictures or 1 hour of video before its storage is full. Information stored on a camera gizmo may be transferred as though it were a routine (usually to a storage routine).
    Familiar Arsenal (Minor)
    This modification is attached to light and medium armor, bucklers and light shields, and simple and martial weapons. The attached equipment is treated as masterwork and reduces nonproficiency penalties by half. At 5th gizmo level, the familiar arsenal can be attached to heavy armor and heavy shields and the user suffers no penalties for nonproficiency. At 8th gizmo level, the familiar arsenal can be attached to tower shields and exotic weapons.
    Machine Speaker
    You craft a transmitter that allows the user to speak directly to other technology (gizmos, machinery, constructs, other mechanical objects, etc.). The user is treated as having a shared language if the device comes from a studied Tinker Tradition--which can be done through the use of a translator routine--and can speak to and understand the technology (even if the technology could not normally communicate). The technology may communicate what else has touched it, operated it, what is inside of it, details of who crafted it, etc. Any details are given as general properties (weight, size, color, number), but not more detailed information. If the technology can store information (such as a storage routine), it may communicate about its stored information.

    An unwilling piece of technology (or technology with security measures or other means of preventing access) is granted a Will saving throw against this gizmo's gizmo DC; treat the technology as having a gizmo level equal to its CR, caster level, or other appropriate statistic if it lacks a saving throw.
    Microphone (Minor, Sensory)
    This gizmo may record sound and can play back recorded sound to the user. A microphone gizmo can store up to 10 hours of audio recordings before its storage is full. Information stored on a microphone gizmo may be transferred as though it were a routine (usually to a storage routine).
    Modified Tool
    This modification is attached to a tool. The attached tool is treated as a masterwork tool of its kind. If the tool was already masterwork, the attached tool instead grants an additional +2 bonus on skill checks made with the tool. A modified tool gizmo attached to another gizmo (or made as part of a combined gizmo) that allows or prompts the user to perform certain skill checks (such as Infiltration Set’s auto-pick for Disable Device or even Knowledge and other checks prompted by a detector) treats that gizmo as a masterwork tool for that skill check.
    • Battery Use: The user can deplete 1 battery as part of attempting a skill check with the attached tool to gain a circumstance bonus equal to 1/2 the gizmo’s level (minimum 1). This bonus is in addition to the bonus granted by the tool (and the modified tool benefit).
    Physical/Mental Augmentation
    A physical augmentation is assigned to one physical ability score (Strength, Dexterity, or Constitution). The physical augmentation grants the user a +2 competence bonus to ability checks and skill checks based on the assigned ability score (i.e. a Dexterity-based skill or ability check). This bonus increases by +1 every 4 gizmo levels.
    • Battery Use: Whenever the user attempts a skill check or ability check that receives a bonus from this gizmo, the user can deplete 1 battery as a free action that can be taken even when it is not the user’s turn. The user rolls that check twice and takes the highest result. The user must choose to use this battery use ability before the attempt is made.
    • Mental Augmentations: A mental augmentation functions as a physical augmentation, except the crafter assigns the augmentation’s ability score to a mental ability score (Intelligence, Wisdom, or Charisma). However, Mental Augmentations additionally grant the benefits of a Storage Routine which does not count against Gizmo Limit. This Storage routine can be accessed and used through purely mental actions. The user may record their memories into any installed storage routines, treating memories as though video for the purposes of storage limits and for interacting with the stored data in any way.
    Playback System (Minor, Sensory)
    This gizmo can play back, project, and/or transmit data stored on other sensory gizmos to a “non-technological display” (such as using a mirror to play images from a camera, or projecting video onto fog or a brick wall, playing sounds through a rock). The playback system must be in physical contact with the non-technological display and may only play back a single piece of data at a time. Data projected this way may be identified as a projection (and not real) with a Perception check against the gizmo’s gizmo DC (performed as a move action) or by directly interacting with the projection (such as making physical contact).

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

    A playback system may be crafted as a transmitter and may project data onto a non-technological surface within its signal range.
    Power Pack (Minor)
    This gizmo is a container for battery gizmo storage while also allowing stored batteries to be used more easily. A power pack consists of a section to attach batteries and a series of cables that can be attached to other gizmos.

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

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

    A remote harness must be paired to a mechanoid before it can be used; pairing a remote harness can be done as part of maintaining the user’s gizmos. A remote harness can pair with any number of mechanoids but may only pilot a single mechanoid each round.
    Scent Recorder (Minor, Sensory)
    This gizmo may record scents and can emit the scent to the user. A scent recorder gizmo can store up to 10 minutes of scent recordings before its storage is full. Information stored on a scent recorder gizmo may be transferred as though it were a routine (usually to a storage routine).
    Sense Amplifier
    This modification is attached to any “sensory assisting device” (such as a normal pair of glasses or spyglass, a hearing aid or eavesdropping device, or an equivalent sensory gizmo, such as a camera or microphone). The attached object grants a +2, +1 per 4 gizmo levels circumstance bonus on Perception checks using the appropriate sense (i.e. visual for a seeing-based sensory assisting device, hearing, and so on). Whenever the user attempts a Perception check while using the attached object, the user may choose to make themselves flat-footed until the start of their next turn to improve the distance at which Perception check DCs increase by +1 every 20 feet, +10 feet per 2 gizmo levels (up from +1 per 10 feet).
    • Battery Use: The user may deplete 1 battery as a free action to improve this gizmo’s functions for 1 minute per gizmo level. For the gizmo’s duration, the user is not flat-footed when benefiting from this gizmo’s effects (but may still become flat-footed normally).
    Signal Repeater (Minor)
    A signal repeater is a transmitter that generates a signal that sends no transmission of its own. Other transmitters treat a signal repeater’s signal as part of their own signal (connecting their signal to the signal repeater’s signal this extended signal range may include other signal repeaters. Effects that require line of effect still require line of effect from the base gizmo.
    Versatile Weapon
    This modification is attached to a manufactured weapon. The attached weapon’s base damage types are changed to either bludgeoning, piercing, or slashing, which may be changed as a standard action. If the attached weapon is a ranged weapon that uses ammunition (i.e. bow, sling, gun), the attached weapon’s damage is changed accordingly (regardless of the ammunition used).
    • Battery Use: The user can deplete 1 battery as a free action to immediately change the weapon’s base damage type to bludgeoning, piercing, or slashing.

    Accommodations: Communicator
    As an accommodation, you may craft a gizmo with a communicator transmitter. A gizmo built with this accommodation may be used as a swift action to send a text-based message of up to 25 words to one or more active gizmos within signal range, or as a free action that can be taken out of turn to send an audio stream. The user must be aware of the gizmos they are sending a message to (a gizmo outside of signal range does not receive the message). Allows an aid another to be attempted at range and potentially as an immediate action to benefit any ally which can recieve a message.
    Display & Input
    As an accommodation, you may craft a gizmo with a display and input mechanisms (such as buttons, a keyboard, dials, voice commands, etc.). A display allows a gizmo’s user to view information stored inside it (such as information created by a storage routine), as well as perform simple mathematics. An input mechanism generally allows manual data entry of 50 words per minute.
    Multimedia
    As an accommodation, you may craft a gizmo with up to one of each sensory gizmo as an innate gizmo. Sensory gizmos may now be used simultaneously (such as a camera and microphone recording sound and images to create a video with sound). In addition, information recorded by a sensory gizmo can be immediately stored into an installed storage routine rather than onto the recording gizmo.

    A detector with this accommodation may store information it senses as a log (treating each sensed piece of information as 1 page of text) directly into an installed storage routine. The detector may be adjusted to store anything it senses immediately or require manually storing information (as a free action by the user after the detector senses something), and may also be adjusted to store other specific information (such as images or sound from a camera or microphone) as part of creating a log.
    Technopathic Controls
    Your gizmos may be activated or used by issuing mental commands; this allows a gizmo to be activated or used as a mental-only effect (rather than requiring the user to be capable of physical actions). A user that is panicked or incapable of concentrating (such as a raging barbarian) cannot use mental commands.

    Just like the Sensory Set voice controls accommodation, technopathic controls may be customized to only be usable by a chosen creature (or creatures, designated when crafting) to avoid unwanted creatures activating the gizmo. This accommodation also allows a user to remove the ability to activate or use a gizmo through physical means.
    Voice Controls (Requires Microphone)
    A gizmo with an innate microphone (such as one granted by the multimedia accommodation) may be activated or used by issuing a verbal command (similar to casting a spell verbal commands are a chosen keyword or phrase (i.e. “Computer, activate and chart a course”) and must be spoken in a strong, clear voice. Issuing a voice command requires the same action to activate or use a gizmo normally; voice commands may also be used to activate a gizmo at range (normally close range, although shouting or acoustic environments may increase this subject to GM discretion). When issuing verbal commands this way, only a single gizmo may be activated or used (even if multiple would have the same verbal command).

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

    Detectors: Multipurpose Detectors
    Whenever you craft a detector, you may select 1 additional detector type, +1 per 5 gizmo levels. The detector may be used to detect any of the chosen parameter types, but only as a single type of detector at a time (such as a detector functioning as both a mechanical sensor and alchemical sensor, but only detecting for one of the options at a time). While active, once per round as a free action the user may switch to a different parameter.
    Relativistic Detection
    Whenever you craft a detector, you may adjust it to return signature strength relative to the user or an object in the user’s possession or natural reach (rather than the normal signature strength tables).
    StrengthEquivalentDilutedWeakConsideratePotentAstounding
    TypeEqual to Relative Variable-3 or less-2-1 or +1+2+3 or more
    Alchemical Sensor
    This detector senses alchemical items, including alchemical poisons. Determine the detected alchemical items signature strength:
    Gizmo Level1-56-1112-2021+
    StrengthWeakConsideratePotentAstounding
    Lingering Signal Duration1d6 rounds1d6 Minutes 1d6 x 10 minutes1d6 days
    In addition to learning the signature strength, the user may attempt a Craft (alchemy) check to identify a detected alchemical item and its properties.
    Armament Sensor
    This detector senses manufactured weapons and armor. Determine the detected objects’s signature strength:
    Gizmo LevelUnremarkableMasterwork1-2 enchant3-4 enchant5+ enchant
    StrengthDilutedWeakConsideratePotentAstounding
    In addition to the signature strength, the user may attempt a Craft (weapons) or Craft (armor) to determine the detected object’s properties and qualities.
    Ecology Sensor
    This detector senses creatures of a specific creature type or subtype (chosen when crafted). Determine a creature’s signature strength:
    HD1 or less2-45-1011+
    StrengthWeakConsideratePotentAstounding
    The user may pinpoint detected targets. When this detector successfully senses a creature of the chosen type, the user may attempt a Knowledge check appropriate to that creature type (as a monster lore check; DC 10 + the creature’s CR) to determine what kind of creature was detected (such as a detector set to sense vermin differentiating a scorpion from a spider or a trapdoor spider from a black widow).
    Heat Sensor
    This detector senses temperatures. Determine the temperature of each square, object, and creature:
    Temp C/F-273.15/-459.67-30/-220/3210/40
    ReferenceAbsolute ZeroArctic Temperatureswater freezes, Cold subtype creaturesIncorporeal Undead
    Temp C/F20/7037/9838/100100/212
    ReferenceRoom Temperature, Corporeal UndeadHuman TemperatureDesert TemperatureWater Boils
    Temp C/F230/450233/451500/930510/950
    ReferenceTin MeltsFlashpoint of paperCampfireFire subtype creatures
    Temp C/F620/11501500/2750
    ReferenceWood-Fueled ForgeIron Melts
    The user may pinpoint detected targets whose temperature is more than 5 degrees C / 10 degrees F from the square they occupy (if uncertain about temperatures, refer to the table and whether the target’s temperature significantly differs from the temperature of the square they occupy, subject to GM discretion).
    Mechanical Sensor
    This detector senses mechanical items and gives information about their effects. Determine the detected objects’s signature strength:
    Gizmo Level1-56-1112-2021+
    StrengthWeakConsideratePotentAstounding
    Lingering Signal Duration1d6 rounds1d6 Minutes 1d6 x 10 minutes1d6 days
    In addition to the signature strength, the user may attempt a Knowledge (engineering) check to identify a detected mechanical object and its properties.
    Scouter Sensor
    This detector senses creatures the user has successfully identified with a Knowledge check within the last minute per gizmo level. Determine the signature strength:
    HD1 or less2-45-1011+
    StrengthWeakConsideratePotentAstounding
    The user may pinpoint detected targets.
    Signal Sensor
    This detector senses signals generated by other gizmos. The user must succeed at a Knowledge (engineering) check (DC equal to 10 + the detected signal’s gizmo level). A successful Knowledge check informs the user of the signal’s presence within the area, including the direction and distance to the signal’s source of origin; for every 5 points you beat the skill check DC, you gain 1 additional piece of information from the information below:
    • The type of signal (transmission, detection, other), as well as the type of information the signal is searching for or transmitting (searching for alchemical items, transmitting video, etc.).
    • The gizmo level of the signal as well as the identity of the gizmo’s crafter (if you have previously identified any of their signals, giving their name, signature, or similar “identity” you identified on one of their gizmos).
    Speed Radar
    This detector detects the speed of moving targets. The user is notified of the number of creatures or objects that passed through the detector’s signal range since the last round. A creature or object must move at least 30 feet, -5 feet per 5 gizmo levels to be sensed (minimum 5 feet). The user pinpoints a sensed creature or object that is within signal range at the start of the user’s turn. This detector does not provide any additional information beyond sensing creatures and objects that have moved faster than the listed distance.

    Prosthetics: Rail Wheel Prosthetic
    Rail wheel prosthetic is a leg prosthetic. Rail wheel prosthetic grants the user a base land speed of 60 feet, +10 feet per 2 gizmo levels, but only while moving over rails or a sufficiently grooved surface (subject to GM discretion). If being used to move on an insufficient surface, rail wheel prosthetic only grants a base land speed of 10 feet. When using rail wheels for overland travel, the rail wheels grant the user a walk speed of 30 miles an hour, +10 per 2 gizmo levels. This overland movement can only be used while traveling over rails meant for a train or reasonably similar vehicle (such as the rail track project as granted by this talent).
    • Advanced: If the user has rail tracks in their possession, the user may secure those rail tracks to a suitable surface as part of moving with the rail wheels.
    Limb Prosthetic
    This prosthetic grants the full utility of the equivalent limb. You can craft an arm or leg prosthetic. A leg or arm prosthetic may be crafted as a single prosthetic or matching pair.
    Sensory Prosthetic
    You can craft prosthetics for any of the 5 senses (sight, eyes; hearing, ears; smell, nose; taste, tongue; touch, haptic feedback “skin” or similar).
    Tread Prosthetic
    Tread prosthetic is a leg prosthetic. Tread prosthetic grants the user a base land speed of 20 feet, +10 feet per 4 gizmo levels. When used as a primary land speed, the user ignores difficult terrain. When using treads for overland travel, the treads grant the user a walk speed of 10 miles an hour, +10 miles per 4 gizmo levels. The user ignores overland movement speed reductions caused by terrain (except for mountains and swamps).
    • Advanced:When used as a primary land speed, the user not only ignores difficult terrain, but is also immune to ground-based hazards (such as caltrops or a black tentacles spell), do not trigger ground-based traps and hazards (such as pressure plates, trip wires, etc.), and destroys non-magical ground-based hazards they pass through (such as removing caltrops from the ground as they move, or destroying a pressure plate to be nonfunctional, etc.). This immunity does not prevent the user from being affected if remaining in the area of a ground-based hazard would be harmful (such as an entangle spell).
    Wheel Prosthetic
    Wheel prosthetic is a leg prosthetic. Wheel prosthetic grants the user a base land speed of 40 feet, +10 feet per 3 gizmo levels. When used as a primary land speed, the user treats each square of difficult terrain as 3 squares of movement (rather than 2). When using wheels for overland travel, the wheels grant the user a walk speed of 20 miles an hour, +10 miles per 3 gizmo levels. While using wheels, the movement penalty multiplier for trackless movement increases by an additional step (a x3/4 speed would reduce to x1/2, x1/2 to x1/4, and x1/4 to x1/8).
    • Advanced: Your wheel prosthetic base land speed improves to 60 feet, +10 feet per 3 gizmo levels. When used as a primary land speed, the user can “drift” when taking the run or charge actions, allowing the user to make up to 1 turn (up to 90) degrees, plus 1 turn per 5 gizmo levels.
    • Battery Use: The user can deplete 1 battery as a free action as part of taking the charge or run action using this prosthetic’s land speed. While charging or running, the user can move one space left or right (relative to the direction they are moving) for each space moved forward.

    * Secondary Functions: Multifunctional Prosthetics
    Prothetics do not gain multiple selectable options, as normal for Augmentations through Multifunctional Gizmos, instead they treat their Secondary Functions as the option they may select another of. this benefit is tied specifically to only a singular pair of Secondary Functions, even if the prosthetic may possess more functions. this pair increases to a trio at 10 gizmo levels, a quartet at 20 gizmo levels, etc.
    Crushing Legs (Legs)
    When using the prosthetic as a primary land speed, the user gains the trample universal monster ability (2d6 + 1-1/2 Strength modifier damage for a Medium creature). The user may use the trample universal monster ability granted by this secondary function against creatures 1 size larger, +1 size per 10 gizmo levels.
    Recording Prosthetics
    The prosthetic gains an innate sensory gizmo of each kind.
    Sensory Extension (Sensory)
    The prosthetic gains an innate sense amplifier for Perception checks of the appropriate kind (i.e. visual for an eye prosthetic, etc.).
    Sensory Shielding (Sensory)
    Whenever the user of the prosthetic is subject to an effect that would deny or limit a use of a sense (such as blindness, deafness, numbness), or requires that sense for the effect to work (such as language-dependent or sonic effect that requires the target to be able to hear), the user gains a +2 competence bonus to their saving throw, +1 for every 4 gizmo levels.
    Storage Capacity
    Your prosthetics can store items such as weapons, tools, or other non-augmentation gizmos for quick retrieval. The maximum size of the stored item depends on the prosthetic used, assuming the creature is Medium-sized: arm/leg (Small), head/tail (Tiny), other (Diminutive, unless otherwise specified). A storage capacity secondary function can store 1 item, +1 item per 5 gizmo levels. This does not allow larger items to be stored, only additional items of an appropriate or smaller size.

    A stored item can be stored or retrieved as a move or immediate action without provoking attacks of opportunity. This is treated as storing or retrieving an item into or from a container respectively; the user cannot retrieve a stored item without using the storage capacity’s ability to do so (even if they could normally retrieve an item faster). The user gains a 10 + 1/2 gizmo level circumstance bonus to Sleight of Hand checks to hide objects stored in the prosthetic.
    Transport Mode (Legs)
    Choose one movement type: rail wheel, tread, or wheel. The leg prosthetic can be used as a prosthetic of the chosen movement type, activating or deactivating this function as a swift action. After activating this secondary function, the user’s land speed with the chosen movement increases by an additional +10 feet until the end of their next turn, +5 feet per 2 gizmo levels.

    Routines: Multifunctional Routines
    Any number of routines installed into the same host gizmo may be activated simultaneously, using the longest gizmo ability action required (such as activating multiple routines as a swift action). Any battery costs for routines combined this way are still used independently. This allows the crafter to place multiple AI into a single host gizmo (see Mastering Gizmos, Using Installed AI for more details about multiple AI in a single gizmo). AI you craft gain +1 skill rank per gizmo level. Your AI classifications that would gain tasks gain an additional 2 tasks, +1 additional task per 4 ranks in the associated skill. In addition, the action required to command an AI is reduced by 1 step (from move to swift).
    Competency Routine
    When crafting this routine, choose 1 skill, +1 skill per 4 gizmo levels and 1 ability score (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). Battery Use: The user can deplete 1 battery as a free action to activate this gizmo’s additional functions for 1 minute per gizmo level, choosing one of the routine’s selected skills. For the gizmo’s duration, the user may use the selected ability score instead of the skill’s normal ability score (such as replacing the default ability score for Acrobatics, Dexterity, with Intelligence). Alternatively, the user may add the selected ability score modifier as an insight bonus to skill checks with the chosen skill (to a maximum bonus of this gizmo’s gizmo level).
    Movement Optimizer
    • Battery Use: The user can deplete 1 battery as a free action to activate this gizmo’s functions for 1 minute per gizmo level. For the gizmo’s duration, the user ignores the adverse movement effects of difficult terrain and may take 5-foot steps in difficult terrain.
    Storage (Minor)
    A storage routine can retain a combination of either: 10,000 pages (with an average of 250 words per page) of text, 1,000 images, 100 hours of sound, or 1 hour of video, with each unit being equivalent in storage space. A storage routine’s capacity increases by an additional unit (10,000 pages, 1,000 images, etc.) per gizmo level. This information can be a mixture of different media types, previously stored data may be deleted to accommodate new data, and data may be copied, altered, or spliced with a successful Linguistics check (as though creating a virtual forgery). This routine does not need to be activated to be used, and cannot be used to store spells (or other forms of magical writing).
    Translator
    A translator routine is crafted knowing any language you can read, write, or speak fluently, and may store up to 2 languages + 1 language per 2 gizmo levels. The translator can translate the entirety of a designated written text between any languages it knows. As a standard action, the user may designate written text within 10 feet of the host gizmo (or the host gizmo’s signal range, if it possesses one).

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

    A translator can be trained to learn new languages. A gizmo with a translator next to or near (usually within 10 feet) a source of written language it does not already know automatically begins to gain fluency in that language at a rate of 10 pages of text per minute. When gaining fluency in a new language, if the translator processes teaching-quality information from a linguistic guide, speech teacher, or other similar high-quality example of the language, the translator treats that information as being 10 times the amount of progress towards fluency in that language (every 1 page of teaching-quality text is 10 pages, every minute of teaching-quality speech is 10 minutes, etc.).
    FluencyTranslation AccuracyRequired PagesRequired Time
    BasicContent Basics10 Pagesimmediately
    DevelopedMost Content (details sometimes missed)100 Pages1 Hour
    FluentAs Average Speaker1,000 Pages10 Hours
    ExpertAs Fluent Linguist1,000,000 Pages1,000 Hours
    • Special - Sensory Set: If you possess the Sensory Set talent, a translator routine can instantly translate speech of a language it knows into any other language it knows upon recording that speech. A translator routine with a means of recording audio information (such as a microphone from the Sensory Set talent) can gain fluency from speech.

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


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

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

    Active Gizmo: (Limit 12+5/3rank+Int+3 = 32)

    Expense: 21gp/day

    Cognitive Jack

    Cognitive Jack

    Aura: Alteration, Divination, Enhancement, & Mind Moderate;  Caster Level: 6;  Body Slot: None;  Price: 21 gizmos, 126sp/day;  Weight:  

    Allows all Eldorian Technology attuned to it to function within a range of 40' from it, as an anchor.
    Grants a +3 Competence bonus to all Intelligence, Wisdom, and Charisma-based check and skills, a +2 Insight bonus to all Intelligence-based skills, and a +3 Circumstance bonus to Perception with all 5 senses.
    Can Store, Transmit, and Receive data, allowing storage of up to 180,000 pages, and transmission within 160'. The stored data can be interacted with mentally by the user, allowing them to save their memories, as if they were video.
    This device grants the benefit of a Translator Routine which contains a Slang form of Ancient Necril, Expert Androffan, Developed Echidna, Developed NeoCommon, Developed Neo-Necril, and slots for 16 more languages.
    The device is equipped with a Camera, Microphone, Scent Recorder, and Playback System, allowing it to record and display pictures, video, sound, and smells.
    The device can be activated and used through both mental and verbal commands, allowing it to be used through purely mental actions or verbally from range. When verbally commanded, only a single gizmo can be activated with each action.

    In addition to these passive benefits, it grants the user the following active functions:

    • The user is treated as having a shared language if the device comes from a studied Tinker Tradition--which can be done through the use of a translator routine--and can speak to and understand the technology (even if the technology could not normally communicate). The technology may communicate what else has touched it, operated it, what is inside of it, details of who crafted it, etc. Any details are given as general properties (weight, size, color, number), but not more detailed information. If the technology can store information (such as a storage routine), it may communicate about its stored information.
      • An unwilling piece of technology (or technology with security measures or other means of preventing access) is granted a Will saving throw against this gizmo's gizmo DC; treat the technology as having a gizmo level equal to its CR, caster level, or other appropriate statistic if it lacks a saving throw.
    • The User can, as a free action made once per round, swap between the following Detector functions: Alchemical Sensor, Ecology Sensor (Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Undead, Vermin), Heat Sensor, Mechanical Sensor, Scouter Sensor, Signal Sensor.
      Once the detector is activated, it does not require a new minute of activation time if switching between detection functions. Each round, the detector can store what it senses into the storage of this device as 1 page of data. Any checks prompted by these functions gain a +2 bonus, as if made with the assistance of a masterwork tool.
    • As a standard action, the user may temporarily disable their passive Circumstance bonus to Perception checks granted by this device to instead gain a +3 competence bonus to saving throws against effects which would deny or limit his senses or which would require his senses to work. This standard action and change in benefit is performed individually on a sense by sense basis. Another standard action is required to end this active effect.
    • As a swift action, the user can send a written message with up to 25 words to one or more active gizmos within 160'. The user can also send an audio message as a free action with the same range,

    And finally, the user is granted the following Battery Use abilities:

    • Whenever the user attempts an Intelligence, Wisdom, or Charisma-based check or skill check, the user can deplete 1 battery as a free action that can be taken even when it is not the user’s turn. The user rolls that check twice and takes the highest result. The user must choose to use this battery use ability before the attempt is made.
    • Whenever the user attempts a skill check while using one of the detection modes granted by this device, the user can deplete 1 battery as part of that skill check to gain a +3 circumstance bonus in addition to the +2 bonus granted by using the detector.
    • The user may deplete 1 battery as a free action to improve this gizmo’s functions for 1 minute per gizmo level. For the gizmo’s duration, the user may benefit from both the +3 circumstance bonus to perception and the +3 circumstance bonus to saves regarding any one sense.
    • The user can deplete 1 battery as a free action to gain a pool of additional dice for 1 minute per gizmo level. The user gains 2 dice, +1 die per 2 gizmo levels. The die’s size is +1d6. The user may expend 1 die as part of attempting an Intelligence-based skill check and adds that die's result as an insight bonus which stacks with other insight bonuses granted through the tinker sphere. The choice to expand a die is made after the check is rolled and before the results are revealed. Any unspent dice are lost when the gizmo’s duration ends.


    Construction Requirements:
    Anchor, 1 Machine Speaker, 3 Mental Augmentations, 1 Modified Tool attached to 6 Multipurpose Detector ([Alchemical Sensor, Mechanical Sensor, Scouter Sensor],[Ecology Sensor (Aberration, Animal, Undead)], [Ecology Sensor (Construct, Ooze, Vermin)], [Ecology Sensor (Dragon, Magical Beast, Humanoid)], [Ecology Sensor (Monstrous Humanoid, Outsider, Fey)], [Ecology Sensor (Plant), Heat Sensor, Signal Sensor]), 5 Sensory Prosthetics (with Sensory Extension and Sensory Shielding), 5 Translator Routines, and 1 Tutor Routine (Int)   Accommodations: Communicator, Multimedia, Technopathic Controls, & Verbal Controls

     
    Bio-Boost Cables

    Bio-Boost Cables

    Aura: Enhancement Moderate;  Caster Level: 6;  Body Slot: None;  Price: 3 gizmos, 18sp/day;  Weight:  

    Grants a +3 Competence bonus to all Strength, Dexterity, and Constitution-based check and skills. Battery Use: Whenever the user attempts an Strength, Dexterity, or Constitution-based check or skill check, the user can deplete 1 battery as a free, mental action that can be taken even when it is not the user’s turn. The user rolls that check twice and takes the highest result. The user must choose to use this battery use ability before the attempt is made.


    Construction Requirements:
    3 Physical Augmentations

    Accommodations: Technopathic Controls

     
    Livingwood AI Housing

    Livingwood AI Housing

    Aura: Enhancement & Mind Moderate;  Caster Level: 6;  Body Slot: None;  Price: 6 gizmos, 36sp/day;  Weight:  

    Grants a +3 Competence bonus to all Strength, Dexterity, Intelligence, Wisdom, and Charisma-based check and skills
    The device is equipped with a Camera, Microphone, Scent Recorder, and Playback System, allowing it to record and display pictures, video, sound, and smells, and can Store, Transmit, and Receive data, allowing storage of up to 120,000 pages, and transmission within 160'. The stored data can be interacted with mentally by the user, allowing them to save their memories, as if they were video.

    • As a swift action, the user can send a written message with up to 25 words to one or more active gizmos within 160'. The user can also send an audio message as a free action with the same range.
    • Battery Use: Whenever the user attempts an Intelligence, Wisdom, or Charisma-based check or skill check, the user can deplete 1 battery as a free action that can be taken even when it is not the user’s turn. The user rolls that check twice and takes the highest result. The user must choose to use this battery use ability before the attempt is made.
    • Battery Use: The user can deplete 1 battery as a free action to activate this gizmo’s functions for 1 minute per gizmo level. For the gizmo’s duration, the user ignores the adverse movement effects of difficult terrain and may take 5-foot steps in difficult terrain.


    Construction Requirements:
    2 Physical & 3 Mental Augmentations, 1 Movement Optimizer   Accommodations: Communicator, Multimedia

     
    5 Power Latices

    Power Latice

    Aura: Enhancement Moderate;  Caster Level:Body Slot:Price: 1/5 of a Gizmo, 6sp/day;  Weight:  

    The device is equipped with a Camera, Microphone, Scent Recorder, and Playback System, allowing it to record and display pictures, video, sound, and smells.
    The device can be activated and used through both mental and verbal commands, allowing it to be used through purely mental actions or verbally from range. When verbally commanded, only a single gizmo can be activated with each action.

    • The user can don/remove a power pack as a standard action, and can attach/detach the cables to other gizmos in their possession as a free action, even outside of their turn. This connection is very weak however, and if the gizmo ever leaves the user's possession, the power pack’s cables automatically detach.
      • A gizmo attached to the power pack with one of its cables treats batteries attached to the power pack as if they were attached. This does not allow a single battery to be used by multiple gizmos. If a gizmo is detached while depleting a battery stored in the power pack, the gizmo’s effects end and the battery is depleted.
    • As a swift action, the user can send a written message with up to 25 words to one or more active gizmos within 160'. The user can also send an audio message as a free action with the same range.


    Construction Requirements:
    1 Power Pack   Accommodations: Communicator, Multimedia, Technopathic Controls, & Voice Controls

     

    Non-Gizmo abilities:

    Easy Detection
    Detectors you craft do not render the user flat-footed while they are activated and in use, and the user may spend a standard or move action to keep a detector activated (rather than requiring a full-round action).
    Remote Install
    You may transfer routines into an eligible gizmo within signal range (rather than just a gizmo within your natural reach).

    Artificial Intelligence: (Limit 6 Gizmo Levels)

    Rosetta Arkenrahel GL6
    Archivist Class; Pys --, Int 16, Wis 12, Cha 12
    Feats: Additional Traits (Slang Talker, Scout's Eyes), Xenoglossy, Skill Focus (Linguistics Talents: Equipment (Balanced Defense, Unarmored Training), Scout (Base, Veteran Warrior -> Study Technique, Great Senses, Identify Structural Hazards, Advisory Scout)
    Skills (5+int): Knowledge (Arcana, Dungeoneering, Engineering, Local, Nature, Planes, Psionics, Religion) 5 ranks each, Perception 5(20) ranks; Rewire Specialty: Linguistics

    Mechanoid: (Limit 6 Gizmo Levels)

    Reading Chair GL6
    CR Null

    Rosetta Arkenrahel - Reading Chair

    AI (Archivist) 6//Mechanoid 6 N Medium Construct
    Senses: Perception +9

    Defense

    AC: 24, touch 13, flat-foot 21 (+4 Armor, +3 Dex, +6 Natural, +1 Shield)
    When Large: 22, touch 11, flat-foot 20 (+4 Armor, +2 Dex, +6 Natural, +1 Shield, -1 Size)
    HP: 82 ( 5d10+20+12, Enclosure HP:18 )
    ( Fort +1, Ref +10, Will +8 )
    Immune: Construct Traits

    Offense

    Speed: 60' (40mph) wheels, 90' (60mph) rails, 30' (20mph) treads, 40' (8mph) Swim
    Melee: Dagger +11 (1d4+4)
    When Large: Dagger +9 (1d4+4)
    Space: 5', 10' when large Reach: 5', 10' when large

    Statistics

    Str 19, Dex 17, Con --, Int 18, Wis 12, Int 12
    Base Attack: +5 CMB: +9 CMD: 22 (26 vs. trip)
    Feats: Additional Traits (Slang Talker, Scout's Eyes), Xenoglossy, Extra Combat Talent (Find Gap)
    Talents: Equipment (Balanced Defense, Unarmored Training), Scout (Base, Veteran Warrior -> Study Technique, Great Senses, Identify Structural Hazards, Advisory Scout)
    Skills: Craft (Mechanical) +15, Knowledge (Arcana, Dungeoneering, Engineering, Local, Nature, Planes, Psionics, Religion) +18, Knowledge (Other) +10, Linguistics +18 (+22 to communicate without a shared language), Perception +12, Swim +20 (+21 when large)
    Racial Modifiers: Knowledge (All) & Linguistics +3, Swim +8 (swim speed)
    Languages: Ancient Necril, Xenoglossy, Expert Androffan (1,000,000 pgs), Developed Echidna (380 pgs), Developed NeoCommon (180 pgs), Developed NeoNecril (180 pgs)

    Mechanoid Upgrades

    AquaticThe mechanoid gains a means of independent aquatic propulsion (such as propellers, paddles, or a sail) and may automatically float on the surface of liquid. In addition, the mechanoid gains a base swim speed of 40 feet, +20 feet per 5 gizmo levels (including the +8 racial bonus for gaining a swim speed). In addition, the mechanoid gains 1 bonus skill rank in Swim for every Hit Die it possesses.
    Durability+2HP/GL
    Innate ProstheticsGains 2 arms with fully functional hands.
    Multimedia Sensory Gizmos (0 upgrades)The mechanoid gains the following innate gizmos:
    CameraThis gizmo may be used to record pictures or videos and can display them back to the user. Stores 1000 pages of pictures or 10000 pages of soundless video. Can connect to storage.
    MicrophoneThis gizmo may record sound and can play back recorded sound to the user. Stores 1000 pages of sounds. Can connect to storage.
    Scent RecorderThis gizmo may record scents and can emit the scent to the user. Stores what I presume is 1000 pages of scents, totalling 10 minutes. Can connect to storage.
    Playback Systemcan display stored data on non-technological displays. Can project up to a medium size image. Can draw data from storage.
    Innate gizmos from this upgrade may transmit sensory information to the pilot and its passengers (or the mechanoid, if it is able to act independently). This allows the pilot and its passengers to use the mechanoid’s senses as if they were their own (primarily when piloting the mechanoid, using mounted weapons, etc.), but does not allow a passenger to ignore line of effect.
    Passenger Seats
    +Cover (2 upgrades)
    can carry 2 medium creatures as Passengers with a large creature counting as 2 medium creatures and a small creature counting as 1/2 a medium creature. Passengers can mount or dismount as a move action. One passenger seat is designated as the driver seat. Passengers are not treated as mounted for purposes of the Mounted Combat feat or for similar purposes. Passengers are treated as having cover.
    StorageThe mechanoid has a storage compartment, which is a space 1 size smaller than the mechanoid and can fit objects inside the space accordingly. Objects stored this way count against the mechanoid’s carrying capacity, as normal. The storage compartment can be opened or closed as a move action and may be locked (Disable Device DC equal to the mechanoid’s CMD).
    Transforming Parts
    Transforming
    The Mechanoid possesses two upgrades, but may only use one of these two upgrades at any given time, and 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 SizeThe Mechanoid is Large sized, gaining +2 Str, -2 Dex, -1 to AC and Attack rolls, +2 to CMB and CMD, -2 to fly checks, -4 to stealth checks, and increases its space and reach to 10'. It additional increases in weight from 200 lbs to 1 ton, but that makes very little sense.
    EnclosureUpgrades the Passenger Seats and Cover, such that the Passengers can additionally be protected by an enclosure, which can be activated or deactivated as a standard action. While protected by the enclosure, the mechanoid blocks line of sight and line of effect between its enclosed passengers and the outside world. The enclosure is however not airtight, and so cloud effects can still threaten the passengers.

    The enclosure possesses 3HP/GL,benefits from any damage reduction or resistances the mechanoid possesses, and uses the mechanoid's AC. The mechanoid cannot redirect damage dealt to the enclosure, but does not suffer from either damaging or non-damaging effects which target the enclosure. Any attack directed through the enclosure is resolved against the enclosure first, with the intended target benefitting from total concealment. If an attack or effect destroys the enclosure, it can be resolved against the intended target normally, less the damage which destroyed the enclosure.

    The enclosure can be forcibly opened as a standard action to grapple or perform a Disable Device check against the mechanoid's CMD. If the check is successful, the enclosure is opened.
    Wheelsgrants the user a base land speed of 40 feet, +10 feet per 3 gizmo levels. When used as a primary land speed, the user treats each square of difficult terrain as 3 squares of movement (rather than 2).

    When using wheels for overland travel, the wheels grant the user a walk speed of 20 miles an hour, +10 miles per 3 gizmo levels. While using wheels, the movement penalty multiplier for trackless movement increases by an additional step (a x3/4 speed would reduce to x1/2, x1/2 to x1/4, and x1/4 to x1/8).
    Secondary Functions
    The mechanoid may switch between the two secondary functions as a standard action.
    Battery Use: deplete 1 battery as a free action to improve this gizmo’s functions for 1 minute per gizmo level. For the gizmo’s duration, the mechanoid may benefit from 2 of the secondary functions simultaneously. Any penalties or limitations of the functions are applied to the mechanoid as normal. When the mechanoid spends a standard action to switch chosen functions, the user may select one or both of the currently active secondary functions to change.
    Transport Mode
    Rail Wheel
    As a swift action, the mechanoid can change its Wheels into Rail Wheels or its Rail Wheels gained in this way back into Wheels. When gaining Rail Wheels in this way, the Mechanoid increases its movement speed by 10'+5'/2GL until the end of its next turn.
    Rail wheel prosthetic is a leg prosthetic. Rail wheel prosthetic grants the user a base land speed of 60 feet, +10 feet per 2 gizmo levels, but only while moving over rails or a sufficiently grooved surface (subject to GM discretion). If being used to move on an insufficient surface, rail wheel prosthetic only grants a base land speed of 10 feet. When using rail wheels for overland travel, the rail wheels grant the user a walk speed of 30 miles an hour, +10 per 2 gizmo levels. This overland movement can only be used while traveling over rails meant for a train or reasonably similar vehicle (such as the rail track project as granted by this talent).
    Transport Mode
    Tread
    As a swift action, the mechanoid can change its Wheels into Treads or its Treads gained in this way back into Wheels. When gaining Treads in this way, the Mechanoid increases its movement speed by 10'+5'/2GL until the end of its next turn.
    Tread prosthetic is a leg prosthetic. Tread prosthetic grants the user a base land speed of 20 feet, +10 feet per 4 gizmo levels. When used as a primary land speed, the user ignores difficult terrain. When using treads for overland travel, the treads grant the user a walk speed of 10 miles an hour, +10 miles per 4 gizmo levels. The user ignores overland movement speed reductions caused by terrain (except for mountains and swamps).

    Combined Gizmos

    Rosetta ArkenrahelArchivist AI
    AI Housing (3)[block:1534960]
    Storage Currently Contains:
    380 pages of Echidna data pulled from a spider mechanoid found of Session ID:47.
    1667 pages of a 10 minute video of a workstation to make alchemical catalyst - presumably Shockburst Poison and presumably of Echidna origin


    Archivist

    RoutineWhenever the user attempts an Intelligence, Wisdom, or Charisma-based skill check, the user may choose to gain an insight bonus on that skill check equal to 1d4 + 1 per 4 gizmo levels. This effect may only be used once every 1d4 rounds.
    Martial TraditionArchivist AIs gain a martial tradition; this martial tradition must grant the Scout sphere.
    Equipment: Balanced Defense, Unarmored Training
    Scout: Base, Veteran Warrior (sphere specific drawback) -> Study Technique, Great Senses
    ComposureArchivist AI may select a number of skills equal to 1+their practitioner modifier. The Archivist may take 10 on these skills even when distracted or threatened. The Archivist may reselect these skills after 8 hours of rest.
    Selected: Knowledge (Religion), Linguistics, Perception
    Data RepositoryArchivist AIs gain a circumstance bonus on all Knowledge and Linguistics checks equal to 1/2 their gizmo level (minimum 1). Archivist AI may attempt Knowledge checks untrained.
    Rewire SpecialtiesAn Archivist AI selects 1 skill. The Archivist treats this skill as a class skill and gains 1 bonus skill rank in the chosen skill for every Hit Die it possesses. If the Archivist already possesses ranks in the chosen skill, the Archivist does not retrain these skill ranks (the skill ranks granted by this ability are temporary). The Archivist AI may reselect this skill after 8 hours of rest, losing any previously selected benefits.
    Selection: Linguistics

    Sphere Abilities

    Identify Structural HazardsYou may use Perception in place of Knowledge (dungeoneering) to identify underground hazards, in place of Knowledge (engineering) to identify dangerous construction or determine a structure’s weakness, and in place of Knowledge (nature) to identify a natural hazard.
    ScoutAs a swift action, you may identify a creature’s, hazard's, or trap's weaknesses (DC 10 + target's CR or DC 20 if target trap has no CR) as described under the Knowledge skill for creatures or the Disable Device skill for traps and other hazards, but may substitute a Perception check for the appropriate check at no penalty.

    On a successful check, you gain knowledge of the target's weaknesses, BAB, and what Martial Spheres it possesses. With traps and hazards, for every 5 by which the check exceeds the DC, you gain an additional piece of useful information about the traps, such as its trigger, effect, how it resets, or special ways to disable it.

    Any creature which is successfully scouted treats their AC as 2 lower for 2 rounds against Rosetta and her allies within 60'.

    Feat Abilities

    Slang TalkerThe DC for a creature to understand a secret message you pass is increased by 5 unless they are from Kotima.
    XenoglossyWith a successful DC 25 Linguistics check, you can speak with a single individual with whom you share no common languages. You cannot take 10 on this check, nor can anyone aid you. You believe you are speaking your native language, and the listener believes you are speaking its native language; however, to everyone else able to hear you, you sound like you are speaking gibberish. Creatures that have truespeech or that are under the effects of tongues can understand Xenoglossy, and other creatures who succeed at a DC 25 Linguistics check can pick up the gist of what you are saying. Xenoglossy lasts for the length of the conversation or for 1 minute per level, whichever is shorter. You can use Xenoglossy again to continue a longer conversation, and you gain a +2 on Linguistics checks to use Xenoglossy to communicate with someone with whom you previously communicated using this feat. If you fail a Xenoglossy check, you can’t use the Xenoglossy feat to attempt further communication with that creature until you gain additional ranks in Linguistics.


    Upgrades: Additional Upgrade
    +1 Upgrade 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.
    Cable Car (Fucking Useless)
    The mechanoid is crafted with 2 innate energy cable gizmos, plus 1 innate energy cable gizmo per 3 gizmo levels the mechanoid possesses. The mechanoid treats itself as a power pack gizmo for any gizmo in its possession or attached to one of its innate energy cables. The energy cable project materials must still be supplied; you determine the length of each innate cable.
    Focused Design
    Choose Strength or Dexterity. The mechanoid gains a +2 enhancement bonus to the chosen ability score, +2 per 5 gizmo levels. This upgrade can be granted a second time; when this upgrade is granted a second time, the mechanoid gains this bonus to the other ability score not initially chosen.
    Immersive Cockpit
    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).
    Lightweight
    The mechanoid weighs as if it were 2 size categories smaller (minimum Fine). When deactivated, the mechanoid reduces its size to be 2 size categories smaller (this does not change its weight further) and returns to its normal size when activated. For every 5 gizmo levels, the weight and reduced size decrease by +1 additional size category.
    Magic Item Slot
    The mechanoid gains two magic item slots of your choice (even if the mechanoid lacks the appropriate body shape to wear it this upgrade can be granted multiple times. A mechanoid cannot have more than one of a given magic item slot (with the exception of rings being limited to 2).
    Multimedia Sensory Gizmos (Accommodation)
    The mechanoid gains each sensory gizmo as an innate gizmo. Innate gizmos from this upgrade may transmit sensory information to the pilot and its passengers (or the mechanoid, if it is able to act independently). This allows the pilot and its passengers to use the mechanoid’s senses as if they were their own (primarily when piloting the mechanoid, using mounted weapons, etc.), but does not allow a passenger to ignore line of effect. This upgrade does not count against the mechanoid's maximum number of upgrades.
    Overland Travel
    Your mechanoid is crafted with an innate rail wheel, overland wheel (which is a gizmo that doesn't exist and is presumably the Wheel prosthetic, which is available through the default "Wheels" upgrade), or tread prosthetics. This upgrade can be granted multiple times; each time this upgrade is granted after the first, the mechanoid gains 1 additional innate prosthetic (as selectable by this upgrade).
    Portable Plant
    The mechanoid is crafted with an innate power plant gizmo. This power plant counts towards the maximum number of power plants you can maintain; the power plant’s project materials must still be supplied. The power plant must be at least one size category smaller than the mechanoid. A mechanoid with this upgrade can attach a battery crafted by their innate power plant to their other innate gizmos as a free action; the mechanoid’s allies can retrieve one or more batteries crafted by this innate power plant as a swift action when adjacent to the mechanoid.
    Reinforced Enclosure (Requires: Enclosure)
    The enclosure treats the mechanoid’s CMD as 3 + 1 per 2 gizmo levels higher for the purposes of the enclosure’s latch (being grappled open or opened with a Disable Device check). In addition, the enclosure gains an additional +3 hit points per gizmo level. This upgrade can be granted multiple times; each time this upgrade is granted after the first, increase the enclosure’s hit points calculation by an additional +3 per gizmo level.
    Signal Station
    Choose one detector. The mechanoid is crafted with an innate signal repeater and an innate detector of the chosen kind.
    Transforming Parts
    You grant the mechanoid two upgrades (other than this upgrade the mechanoid may only use one of these two upgrades at any given time, but may switch between these two upgrades as part of a 1 minute uninterrupted period. 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 swift action to change between the two granted upgrades.
    Weapon Mount (Requires: Passenger Seats)
    The mechanoid can be mounted with a weapon that may be wielded by a mechanoid’s passenger. A mounted weapon is only usable by passengers (and cannot be operated by the mechanoid). A mounted weapon must be at least 1 size category smaller than the mechanoid and requires 1 minute to mount or remove. A mounted weapon cannot be removed or disarmed from the mechanoid but can be wielded by passengers to attack creatures outside the mechanoid; the passenger using the mounted weapon is called the “wielding passenger”. A mounted weapon is treated as being braced or mounted when appropriate (such as for the culverin or double hackbut firearm).

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

    Projects

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

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

    Any gizmo attached to an energy cable treats any batteries attached to the energy cable as being attached to them and can use those batteries to power their functions (similar to a power pack).

    While your energy cables are attached to a transmitter or other gizmo capable of generating a signal, all gizmos attached to that energy cable are treated as being within the transmitter’s signal range (regardless of distance, intervening materials, etc.).
    Power Plant
    This gizmo creates batteries. Each power plant requires an engineering kit as an additional component, which cannot be removed without first disassembling the power plant.

    A power plant crafts batteries at a set rate, has a maximum number of batteries they can craft in a 24-hour period, and a maximum number of batteries they can have crafted at any given time. Batteries generated by a power plant do not count towards your gizmo limit. Power plants will naturally stop crafting batteries once they reach their daily limit (or maximum crafted). Alternatively, a power plant may be activated to recharge depleted batteries. The user may place a number of batteries equal to 5 times the power plant’s speed, recharging the batteries in 1 minute (as opposed to the 15 normally required to craft or maintain batteries). Recharging batteries counts against the power plant’s craft limit for that day.
    SizeSpeedLimitMaximumWeightRanksCost
    Small210+1/5GL250 lbs.1100gp
    Medium415+1/5GL4250 lbs.3200gp
    Large625+2/5GL81,250 lbs.5400gp
    Huge830+3/5GL126,250 lbs.7800gp
    Gargantuan1045+4/5GL1631,250 lbs.101,600gp
    Colossal1260+5/5GL32156,250 lbs.153,200gp
    Power plants deactivate if made smaller than their original size (such as by a size altering effect) and cannot be activated until returned to their normal size. This includes any power plants made as innate gizmos for mechanoids.

    You may only maintain one power plant at a given time.
    Rail Track
    You can craft rail tracks usable by rail wheels prosthetic and similar vehicles. Every 5 feet of rail track requires 1 gp of project material. Gathered project materials can be allocated towards multiple sets of rail tracks, as though they were a single project. A single track must be designed for one kind of rail wheel of the same size. The track may be distributed in 5-foot segments and intersections of your choice. Each 5 foot segment of track requires a minute to properly secure to or remove from a surface. When placed, rail tracks are “oriented” to allow for movement from one edge of the square to another (such as north to south, north to east, or even diagonally the rail track only allows for movement along its oriented path. Rail tracks can also be secured to horizontal walls or ceilings, allowing for rail wheels to move horizontally across walls, or even vertically up walls, without requiring a Climb check or other assistance.
    Storage Network (Routine)
    You may craft a project-scale storage routine (called a “storage network”). A storage network requires 100 gp of project material per gizmo level. A storage network can retain 1,000 times the information of a storage routine of the same gizmo level. A storage network may be crafted with an in-built host gizmo that does not count against your gizmo limit (rather than installed into another gizmo). Multiple storage networks may be crafted, although each has its own storage.

    The storage network functions as a transmitter; gizmos within signal range may treat the storage network as an installed routine and access, use, upload, or remove information to the storage network. Multiple storage networks may “link” and share information with one another, allowing the stored information to be preserved and updated. These Storage networks need to be either unsecured, or have their security bypassed to be accessible. Some storages may be incompatible.

    Traits

    TraitsCharming Smile, Cunning Soul (Social Exemplar)
    You know how to guilefully weave words, sway hearts and minds, verbally destroy rivals, and pierce cunning lies. You gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks. This bonus increases by 1 for every two other social traits you have.
    2 social traits, +2 bonus
    Feral Speech (Social)
    As a child, he briefly took refuge in a druidic grove, where he trained for a time in order to become a druid, learning the tongue of the fey, Sylvan.
    Gesture Expertise (Social)
    You are adept at nonverbal communication. You can use a sign language or gestural system to send complex messages quickly in combat, and with a successful DC 15 Linguistics check, you can express yourself clearly enough to communicate basic messages to people who do not understand your gestures. You gain a +2 trait bonus to send secret messages via gestures using the Bluff skill, and to understand gestures with the Linguistics skill.
    Slang Talker (regional)
    The rapid paced quick talking people of Arcadis share a way of passing messages which are comprehensible only to themselves. The DC for a creature to understand a secret message you pass is increased by 5 unless they are from your home region. You get a +4 trait bonus on Linguistics checks to communicate with a creature without sharing a language
    DrawbacksTainted Spirit (Drawback)
    Before completing his druidic training, Taliesin made a minor pact with a fiend, sacrificing some of his vitality in exchange for a small boon. At the end of any combat, you must attempt a Fortitude saving throw. The DC is 10 + the number of rounds you acted in combat. If you fail this save, you become fatigued for 10 minutes per round you acted during that encounter.
    Feeble(Flaw)
    You take a -2 penalty on Strength-, Dexterity-, and Constitution-based ability checks and skill checks.
    Frail(Flaw & Major Drawback)
    -2hp/hd, LMAO
    OathsForbidden Knowledge (Severed Senses): +4op
    Oath: Taliesin has lost his ability to walk, physically crushed by the metaphorical weight of ancient secrets he has read.
    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.
    Absolute Poverty: +15op
    Oath: You have sworn off material excesses, employing only what equipment is necessary to complete your tasks. You may not possess or use any piece of equipment which is worth more than 80 gp x your character level squared (to a maximum of 32,000 gp at 20th level). You may use and carry a single piece of equipment which does not exceed this price. You may use and carry an amount of equipment equal to 2 x your character level - 1, which may not exceed a value of 5gp x your character level. You may carry other forms of equipment which may not exceed a value of 2gp per item, but without any limit to the amount of such items. You may benefit from equipment used on your behalf (drinking a potion, eating food, being the subject of a spell cast from a wand, or riding another's vehicle when these or other such things are offered to you). You may not "borrow" a worn or wielded item from a companion for even a single round. You may carry, but not use, items which exceed the value limitations of this oath, with the intent to deliver it to or keep it away from another. Using equipment gained from class features never violates this oath.
    Defiance Penalty: Excess weighs down on your body and soul, causing you to take 1d4 points of ability drain to a random ability score every day (minimum 1). This ability drain cannot be prevented or healed in any way until you atone or until you lose the benefits of this Oath and ignores immunity to ability drain.
    Atonement: To atone for breaking your Oath of Poverty, you must destroy or donate a number of material goods you own so that the total value of goods destroyed or donated is worth at least 200 gp x your character level squared.
    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 Feats: -4op
    Gain bonus Feats, one each at levels 2, 6, 10, 14, and 18.
    Bonus 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, +2 wis, +0 cha
    Inhuman Resilience: -1op
    gain a +1 resistance bonus to all saving throws, increasing by 1 at level 6 and every 3rd level thereafter to a maximum of +5, and gain an enhancement bonus to natural armor of +1 at level 5, increasing by 1 at 8th level and every 3rd level thereafter to a maximum of +5.
    Magical Gleaning: -1op
    Gain Advanced Magic Training feat and a Casting Tradition (complete with 2 Magic Talents)
    Renewal: -2op
    Once per day, if you are killed, you are immediately affected as per breath of life with a caster level equal to your character level. You may choose to improve this to raise dead starting at 9th level, resurrection at 13th level, and true resurrection at 17th level. In addition, if you die, you can choose to return as a prana ghost (see Bestiary 6) after one minute (note that becoming a prana ghost stops you from being resurrected). If you become a prana ghost, you die after 24 hours and cannot be resurrected by this ability. You do not gain the rejuvenation ability as a normal prana ghost would.
    Secret Tongues: -2op
    Gain the Ancient Necril language as a bonus language and a +2 insight bonus to saving throws against the effects of the Mind Sphere or the Death Sphere. Gain the Druidic Language as a bonus language and a +2 insight bonus to saving throws against the effects of the Divination Sphere or the Fallen Fey Sphere. These bonuses increase by +2 at 10th level and every 10 levels thereafter. Teaching these bonus languages to another creature violates his Forbidden Knowledge oath unless they swear an Oath and select this Oath boon as well.
    Skillful: -4op
    all skills are class skill, and gain 4 skill points per HD.
    Whisperer to the Lost: -1op
    gain the benefits of the Gravetongue talent of the Death sphere as a constant supernatural effect. At 10th level any undead or spirit you speak with must succeed a Will saving throw against an Int-based DC, or have their attitude towards you adjusted one step friendlier while answering questions. At 15th level, their attitude adjusts to friendly.
    Racial TraitsAbility Scores
    +2 Dex & Cha; -2 to Con
    FCB
    Legendary Psychic: +3/2 Legendary Psychic Spells Known (one 1st level spell)
    Vision
    See in Darkness
    Elven Traits
    Elves are immune to magic sleep effects, gain a +2 racial bonus to Caster Level checks to overcome SR, and gain a +2 bonus to perception checks and spellcraft checks made to identify the properties of a magic item.
    Greater Luck
    Fosc gain a +2 racial bonus to all saving throws.
    Spell-Like Abilities
    Gain Dancing Lights and Darkness as 1/day spell-like abilities, using Character Level as their caster level.
    Weapon Familiarity
    Gain proficiency with Longbows, Shortbows, Longsword, & Rapiers and treat weapons with the word Elven in their name as if they were martial weapons.

    ARMOUR
    Name ACB Type Check Penality Spell Failure Weight Properties
    Protective Markings+4Magic----
    Class Features

    L. Occultist/L. Wizard/Mystic TheurgeArcane School (Conjuration)
    +1 bonus to Divination caster level, gain Enchantment as opposed school. You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). And you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round.
    Bonded Spellbook
    +2 to all skill checks, can enchant the Tome of the Abyssal Call as if a ring
    Blended Spells
    A mystic theurge can prepare and cast spells from one of his spellcasting classes using the available slots from any of his other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists. At 1st level, a mystic theurge can prepare 1st-level spells from one of his spellcasting classes using the 2nd-level slots of the other spellcasting class. Every two levels thereafter, the level of spells that can be cast in this way increases by one, to a maximum of 5th-level spells at 9th level (these spells would take up 6th-level spell slots). The components of these spells do not change, but they otherwise follow the rules for the spellcasting class used to cast the spell.

    Spontaneous spellcasters can only select spells that they have prepared that day using non-spontaneous classes for this ability, even if the spells have already been cast. For example, a cleric/sorcerer/mystic theurge can use this ability to spontaneously cast a bless spell using a 2nd-level sorcerer spell slot, if the character had a prepared bless spell using a 1st-level cleric spell slot, even if that spell had already been cast that day.

    Whenever a sage casts a spell, it is considered a spell from the magic tradition to which the spent spell slot belongs. This means that an arcane or divine spell cast as an occult spell requires thought and emotio components and can be modified with Logical Spell or Intuitive Spell; an arcane or occult spell cast as a divine spell could require a divine focus; and so on.
    Historical Figure
    The L. Occultist's spells are drawn from the Hunter spell list (druid and ranger spell list, taking the lowest level between the two if a spell is on both lists).
    Ley Lines
    1/day apply the Extend Spell metamagic feat to a single spell, at no cost.
    Occult Kenning
    1/day lose use of one knack he knows, to gain a single knack drawn from the Bard, Cleric, or Sorcerer/Wizard spell list. This knack exchange remains in effect until the Occultist rests and regains their spell points.
    Personal Mementos
    Gain any one spell known (Fastidiousness) as a 1/day SLA. This SLA cannot be cast when wearing armor or heavy amounts of clothing. This ability manifests as a tattoo, and any damage to this tattoo renders the spell unusable until the damage is healed.
    Prognostic Screening
    Int/day, spend 10 minutes to perform the Psychometry occult skill unlock. Divine the following information about a target examined creature: 1 aspect of their alignment (chaotic, evil, good, lawful, or neutral), a general idea of their classes (martial, spellcaster, specialist, or mix), and a general estimate of their HD (low: 1-7; middling: 8-15; high: 16+)
    Protective Markings
    Gain Mage Armor as a constant SLA, so long as you are not wearing armor or using a shield.
    L. PsychicAkashic Knowledge
    add 1/2 Level as an insight bonus to all knowledge checks, and may make knowledge checks untrained.
    Expansive Knowledge
    For purposes of using Spell-Completion items, consider every spell to be on your spell list.
    Extra-Sensory Perception
    • Knowing Eyes: gain permanent See Invisibility as the spell. This vision's range stacks with the range of other sources of seeing invisible things, including the actual See Invisibility spell.
    Horological Spells
    Add the following spells to your spell list, but not to spells known.
    2nd levelCompanion Life Link, Merge With Familiar
    3rd levelPolymorph Familiar
    4th levelFamiliar Melding, Watchful Animal
    5th levelCompanion Transposition, Duplicate Familiar
    6th levelTransfer Familiar
    7th levelFamiliar Double
    Prescient Defense
    Gain Wisdom as a dodge bonus to AC and CMD, applying even against touch attacks. cannot use this ability while immobilized, helpless, wearing armor, carrying a shield, or carrying a medium or heavy load.
    Prescient Initiative
    They may apply their intuitive ability modifier to their initiative checks in addition to their Dexterity modifier. In addition, they are never surprised.
    Second Hands
    Gain a Gadget Familiar (see Legendary Psychics pg11 for base statistics), using psychic level as wizard level. It is a small, crawling creature made with gears and springs, with 2d6+1 legs of varying length, and 2d4-1 eyes of different sizes. In either case, if your familiar is slain you need only spend 8 hours of work and 100 gp per HD to replace it. If you gain the Improved Familiar feat, you must choose a clockwork familiar as your familiar.
    Mythic ArchmageCompetent Caster
    You automatically succeed at concentration checks to cast arcane spells. This ability doesn’t apply to spells of the highest spell level you can cast.
    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 Combat Talents
    You gain one bonus combat talent at each odd tier, including odd tiers gained after taking this ability. You cannot have both this ability and the Mythic Magic Talents ability.
    Mythic Power
    Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

    Mythic Power Abilities: 5/Day

    Amazing Initiative
    At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.
    Surge (+1d6)
    You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
    Wild Arcana
    As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

    Possessions & Property

    Class ItemsArcanis Arachnis (Wizard)

    Arcanis Arachnis

    Aura:Caster Level:Body Slot: None;  Price: Free;  Weight: 3 lbs. 

    An old spellbook left to Dranoth by his father, contained within its pages are a small, curated assortment of spells. He continues to add new spells to these pages.

    Spells

    • Cantrips: Acid Splash, Arcane Mark, Bleed, Chameleon Scales, Dancing Lights, Detect Fiendish Presence S, Detect Magic S, Detect Poison S, Disrupt Undead, Flare, Ghost Sound, Grasp S, Haunted Fey Aspect, Light, Mage Hand, Mending, Message, Oath of Anonymity, Open/Close, Prestidigitation, Ray of Frost, Read Magic S, Resistance, Scrivener's Chant, Spark, Sotto Voce, Touch of Fatigue, Vacuous Vessel
    • 3pp Cantrips, included for my own sanity: Chaos Mote, Create Popcorn, Finger Gun, Flash of Hellfire, Four-Fingered Punch, Inform S, Secluded Recliner, Shadow Puppets, Touch of Shadow, Vicious Claw
    1. Arcane Pocket, Comprehend Languages S, Deja Vu, Flare Burst, Mount, Skim S, Unlock Flesh


     
    Poverty: 2880gp MaxSoul-Bound Tome(Bonded Spellbook)

    Soul-Bound Tome

    Aura:Caster Level:Body Slot: None;  Price: 15gp+30gp worth of spells added;  Weight: 3 lbs. 

    A spellbook granted unto Dranoth via a trade with a daemon, contained within its pages are a handful of rare spells.

    Spells

    • Cantrips: Breeze, DrenchS, JoltOp, Penumbra, RootOp, Scoop


     
    Absolute Poverty: 11 items, 30gp MaxEngineering Kit: 10gp
    This kit contains the various components needed to assemble the gizmos granted by the Tinker sphere, and other mechanical equipment.
    Currently Used as part of Power Plant, and has no other function until power plant is disassembled.
    Talking Board: 15gp
    This thin, rectangular wooden board is printed with an arching array of alphabetical letters, numbers, and short affirmative and negative messages. Paired with a small, heart-shaped pointer on short wooden legs, this device enables communication with spiritual entities or the user’s deep subconscious mind. A talking board can be used in place of a pencil and paper or a writing planchette when attempting a Linguistics check with the automatic writing occult skill unlock, and provides a +2 circumstance bonus on such checks. In addition, given the size of the board, the user can work in conjunction with another psychically sensitive creature who can bolster the attempt with a successful aid another check.
    A user can also use the board alone to initiate the recall memory use of the hypnotism occult skill unlock. The user attempts the skill check as normal, with herself as the subject, and receives a +2 circumstance bonus on the check.
    When used to channel a haunt capable of communication, a talking board doubles the rate of communication with the haunt, and grants the user a +4 circumstance bonus on Linguistics checks to decipher the cryptic messages.
    Though a talking board can be used for some of the same functions as other gear (such as automatic writing planchettes and hypnotist’s lockets), these items can’t be used in unison to gain multiple bonuses or increase the rate of communication with a haunt to more than double.
    Other: ∞ items, 2gp MaxBlanket & Bedroll: 6sp
    8 lbs.
    Bucket: 5sp
    Can hold 1–2 gallons of liquid.
    Flint & Steel: 1gp
    Lighting a torch with a flint and steel is a full-round action. Lighting any other fire with them takes at least that long.
    soap 50 uses: 1cp
    Most soap is made from animal fat and lye derived from ashes. You can use this thick block of soap to scrub clothes, pots, linens, adventurers, or anything else that might be dirty. A bar of soap has approximately 50 uses.
    Waterskin: 1gp
    It is watertight and holds about 1/2 gallon of liquid.
    Projects: Actually Fucking WorthlessProject Supplies
    Reading Chair: 0gp
    10' Energy Cable (Project Cost 1+.25)
    Power Plant (Large, GL5, Project Cost 2000+500)
    Project Anchor (Project Cost 10+2.5)
    Rail Track (Project Cost 466+116.5)
    2330' of rail track
    Reading Chair (Project Cost 600+150+4.02)
    Project Cost 300+75
    2gp dagger, 2gp Barrel, 2cp Common Shovel (dig pit at rate of 2 cubic feet per minute)
    Rosetta Arkenrahel (Project Cost 0+0)
    AI, housed in Reading Chair.

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

    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    Arkenrahel's Companions

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

    Familiar Papu
    CR 1/6

    Papu

    Familiar (Dream Guide) 4 N Tiny Outsider, Extraplanar
    Senses: darkvision 60 ft., low-light vision; Perception +9

    Defense

    AC: 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
    HP: 6 ( 1d8-1 )
    ( Fort +1, Ref +4, Will +5 )
    Defensive Abilities: Improved Evasion DR: ER 5/Acid&Electricity SR: 10

    Offense

    Speed: 10 ft., fly 40 ft. (average)
    Melee: bite +5 (1d3–4)
    Special Attacks:
    True Strike (Su): Once per day, a tapestry-warped creature can gain a +20 insight bonus on a single attack roll as a swift action. Additionally, the tapestry-warped creature suffers no miss chance with this augmented attack due to concealment.
    Space: 2.5 ft. Reach: 0 ft.

    Statistics

    Str 2, Dex 15, Con 8, Int 7, Wis 15, Cha 7
    Base Attack: +1 CMB: +1 CMD: 7
    Feats: Skill Focus (Perception), Additional Traits (Slang Talker,
    Skills: Appraise +1, Fly +10, Knowledge (Arcana, Engineering, Geography, History, Nature, Nobility, Planes. Religion) +1, Linguistics +1, Perception +9, Spellcraft +1
    Languages: Druidic
    SQ: Atlernate Form (DC 10), Alterness, Deliver Touch Spells, Empathic Link, No Breath, Share Spells

    Alternate Form (Su): As a standard action, a tapestry-warped creature can shift their form into a grotesque mass of appendages and eyes (or other appropriately disgusting form as determined by the GM). Despite the changed form, the tapestry-warped creature retains their abilities and statistics. However, all creatures that can see or sense the change take are shaken for 1 minute and take a -1 penalty to attack rolls against the tapestry-warped creature while it maintains this chaotic form. A successful Will save negates the shaken condition. The tapestry-warped creature may maintain this form for 1 round per Hit Die they possess. The save DC is Charisma-based.

    Dreamer (Ex): At 1st level, while a dream guide is within arm’s reach, the dream guide’s master gains the Dreamspace feat even if he does not meet the normal requirements.

    Dream with You (Su): At 3rd level, a dream guide may join its master in his dreamspace provided by the Dreamspace feat. While in its master’s dreamspace, a dream guide’s form may shift and adjust to its master’s subconscious, changing colors, shapes, and taking on surreal properties as it accompanies its master’s dreamspace. These changes are cosmetic and do not grant the dream guide any additional abilities or properties. For example, if the dream guide’s master is worried, the dream guide may appear to be made of sad rainclouds.
    If the dream guide does not possess the speak with master ability, the dream guide gains that ability while in its master’s dreamspace.
    After 8 hours of sleep, the dream guide’s master may change the familiar special ability the dream guide grants to its master (such as a fox’s +2 bonus on Reflex saves or a cat’s +3 bonus on Stealth checks). The dream guide grants the chosen bonus to its master as though it were a familiar of that kind (even if the familiar is an Improved Familiar and would not normally grant this bonus). This change manifests similarly to the cosmetic changes the dream guide may take on while its master is dreaming.
    Familiar Bonus (Parrot: +3 Linguistics)

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

    No Breath (Ex): The monster does not breathe and is immune to effects that require breathing (such as inhaled poison). This does not give it immunity to cloud or gas attacks that do not require breathing.

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

    Mechanoids & AI Reading Chair - Rosetta install
    CR Null

    Rosetta Arkenrahel - Reading Chair

    AI (Archivist) 6//Mechanoid 6 N Medium Construct
    Senses: Perception +9

    Defense

    AC: 24, touch 13, flat-foot 21 (+4 Armor, +3 Dex, +6 Natural, +1 Shield)
    When Large: 22, touch 11, flat-foot 20 (+4 Armor, +2 Dex, +6 Natural, +1 Shield, -1 Size)
    HP: 82 ( 5d10+20+12, Enclosure HP:18 )
    ( Fort +1, Ref +10, Will +8 )
    Immune: Construct Traits

    Offense

    Speed: 60' (40mph) wheels, 90' (60mph) rails, 30' (20mph) treads, 40' (8mph) Swim
    Melee: Dagger +11 (1d4+4)
    When Large: Dagger +9 (1d4+4)
    Space: 5', 10' when large Reach: 5', 10' when large

    Statistics

    Str 19, Dex 17, Con --, Int 18, Wis 12, Int 12
    Base Attack: +5 CMB: +9 CMD: 22 (26 vs. trip)
    Feats: Additional Traits (Slang Talker, Scout's Eyes), Xenoglossy, Extra Combat Talent (Find Gap)
    Talents: Equipment (Balanced Defense, Unarmored Training), Scout (Base, Veteran Warrior -> Study Technique, Great Senses, Identify Structural Hazards, Advisory Scout)
    Skills: Craft (Mechanical) +15, Knowledge (Arcana, Dungeoneering, Engineering, Local, Nature, Planes, Psionics, Religion) +18, Knowledge (Other) +10, Linguistics +18 (+22 to communicate without a shared language), Perception +12, Swim +20 (+21 when large)
    Racial Modifiers: Knowledge (All) & Linguistics +3, Swim +8 (swim speed)
    Languages: Ancient Necril, Xenoglossy, Expert Androffan (1,000,000 pgs), Developed Echidna (380 pgs), Developed NeoCommon (180 pgs), Developed NeoNecril (180 pgs)

    Mechanoid Upgrades

    AquaticThe mechanoid gains a means of independent aquatic propulsion (such as propellers, paddles, or a sail) and may automatically float on the surface of liquid. In addition, the mechanoid gains a base swim speed of 40 feet, +20 feet per 5 gizmo levels (including the +8 racial bonus for gaining a swim speed). In addition, the mechanoid gains 1 bonus skill rank in Swim for every Hit Die it possesses.
    Durability+2HP/GL
    Innate ProstheticsGains 2 arms with fully functional hands.
    Multimedia Sensory Gizmos (0 upgrades)The mechanoid gains the following innate gizmos:
    CameraThis gizmo may be used to record pictures or videos and can display them back to the user. Stores 1000 pages of pictures or 10000 pages of soundless video. Can connect to storage.
    MicrophoneThis gizmo may record sound and can play back recorded sound to the user. Stores 1000 pages of sounds. Can connect to storage.
    Scent RecorderThis gizmo may record scents and can emit the scent to the user. Stores what I presume is 1000 pages of scents, totalling 10 minutes. Can connect to storage.
    Playback Systemcan display stored data on non-technological displays. Can project up to a medium size image. Can draw data from storage.
    Innate gizmos from this upgrade may transmit sensory information to the pilot and its passengers (or the mechanoid, if it is able to act independently). This allows the pilot and its passengers to use the mechanoid’s senses as if they were their own (primarily when piloting the mechanoid, using mounted weapons, etc.), but does not allow a passenger to ignore line of effect.
    Passenger Seats
    +Cover (2 upgrades)
    can carry 2 medium creatures as Passengers with a large creature counting as 2 medium creatures and a small creature counting as 1/2 a medium creature. Passengers can mount or dismount as a move action. One passenger seat is designated as the driver seat. Passengers are not treated as mounted for purposes of the Mounted Combat feat or for similar purposes. Passengers are treated as having cover.
    StorageThe mechanoid has a storage compartment, which is a space 1 size smaller than the mechanoid and can fit objects inside the space accordingly. Objects stored this way count against the mechanoid’s carrying capacity, as normal. The storage compartment can be opened or closed as a move action and may be locked (Disable Device DC equal to the mechanoid’s CMD).
    Transforming Parts
    Transforming
    The Mechanoid possesses two upgrades, but may only use one of these two upgrades at any given time, and 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 SizeThe Mechanoid is Large sized, gaining +2 Str, -2 Dex, -1 to AC and Attack rolls, +2 to CMB and CMD, -2 to fly checks, -4 to stealth checks, and increases its space and reach to 10'. It additional increases in weight from 200 lbs to 1 ton, but that makes very little sense.
    EnclosureUpgrades the Passenger Seats and Cover, such that the Passengers can additionally be protected by an enclosure, which can be activated or deactivated as a standard action. While protected by the enclosure, the mechanoid blocks line of sight and line of effect between its enclosed passengers and the outside world. The enclosure is however not airtight, and so cloud effects can still threaten the passengers.

    The enclosure possesses 3HP/GL,benefits from any damage reduction or resistances the mechanoid possesses, and uses the mechanoid's AC. The mechanoid cannot redirect damage dealt to the enclosure, but does not suffer from either damaging or non-damaging effects which target the enclosure. Any attack directed through the enclosure is resolved against the enclosure first, with the intended target benefitting from total concealment. If an attack or effect destroys the enclosure, it can be resolved against the intended target normally, less the damage which destroyed the enclosure.

    The enclosure can be forcibly opened as a standard action to grapple or perform a Disable Device check against the mechanoid's CMD. If the check is successful, the enclosure is opened.
    Wheelsgrants the user a base land speed of 40 feet, +10 feet per 3 gizmo levels. When used as a primary land speed, the user treats each square of difficult terrain as 3 squares of movement (rather than 2).

    When using wheels for overland travel, the wheels grant the user a walk speed of 20 miles an hour, +10 miles per 3 gizmo levels. While using wheels, the movement penalty multiplier for trackless movement increases by an additional step (a x3/4 speed would reduce to x1/2, x1/2 to x1/4, and x1/4 to x1/8).
    Secondary Functions
    The mechanoid may switch between the two secondary functions as a standard action.
    Battery Use: deplete 1 battery as a free action to improve this gizmo’s functions for 1 minute per gizmo level. For the gizmo’s duration, the mechanoid may benefit from 2 of the secondary functions simultaneously. Any penalties or limitations of the functions are applied to the mechanoid as normal. When the mechanoid spends a standard action to switch chosen functions, the user may select one or both of the currently active secondary functions to change.
    Transport Mode
    Rail Wheel
    As a swift action, the mechanoid can change its Wheels into Rail Wheels or its Rail Wheels gained in this way back into Wheels. When gaining Rail Wheels in this way, the Mechanoid increases its movement speed by 10'+5'/2GL until the end of its next turn.
    Rail wheel prosthetic is a leg prosthetic. Rail wheel prosthetic grants the user a base land speed of 60 feet, +10 feet per 2 gizmo levels, but only while moving over rails or a sufficiently grooved surface (subject to GM discretion). If being used to move on an insufficient surface, rail wheel prosthetic only grants a base land speed of 10 feet. When using rail wheels for overland travel, the rail wheels grant the user a walk speed of 30 miles an hour, +10 per 2 gizmo levels. This overland movement can only be used while traveling over rails meant for a train or reasonably similar vehicle (such as the rail track project as granted by this talent).
    Transport Mode
    Tread
    As a swift action, the mechanoid can change its Wheels into Treads or its Treads gained in this way back into Wheels. When gaining Treads in this way, the Mechanoid increases its movement speed by 10'+5'/2GL until the end of its next turn.
    Tread prosthetic is a leg prosthetic. Tread prosthetic grants the user a base land speed of 20 feet, +10 feet per 4 gizmo levels. When used as a primary land speed, the user ignores difficult terrain. When using treads for overland travel, the treads grant the user a walk speed of 10 miles an hour, +10 miles per 4 gizmo levels. The user ignores overland movement speed reductions caused by terrain (except for mountains and swamps).

    Combined Gizmos

    Rosetta ArkenrahelArchivist AI
    AI Housing (3)[block:1534960]
    Storage Currently Contains:
    380 pages of Echidna data pulled from a spider mechanoid found of Session ID:47.
    1667 pages of a 10 minute video of a workstation to make alchemical catalyst - presumably Shockburst Poison and presumably of Echidna origin


    Archivist

    RoutineWhenever the user attempts an Intelligence, Wisdom, or Charisma-based skill check, the user may choose to gain an insight bonus on that skill check equal to 1d4 + 1 per 4 gizmo levels. This effect may only be used once every 1d4 rounds.
    Martial TraditionArchivist AIs gain a martial tradition; this martial tradition must grant the Scout sphere.
    Equipment: Balanced Defense, Unarmored Training
    Scout: Base, Veteran Warrior (sphere specific drawback) -> Study Technique, Great Senses
    ComposureArchivist AI may select a number of skills equal to 1+their practitioner modifier. The Archivist may take 10 on these skills even when distracted or threatened. The Archivist may reselect these skills after 8 hours of rest.
    Selected: Knowledge (Religion), Linguistics, Perception
    Data RepositoryArchivist AIs gain a circumstance bonus on all Knowledge and Linguistics checks equal to 1/2 their gizmo level (minimum 1). Archivist AI may attempt Knowledge checks untrained.
    Rewire SpecialtiesAn Archivist AI selects 1 skill. The Archivist treats this skill as a class skill and gains 1 bonus skill rank in the chosen skill for every Hit Die it possesses. If the Archivist already possesses ranks in the chosen skill, the Archivist does not retrain these skill ranks (the skill ranks granted by this ability are temporary). The Archivist AI may reselect this skill after 8 hours of rest, losing any previously selected benefits.
    Selection: Linguistics

    Sphere Abilities

    Identify Structural HazardsYou may use Perception in place of Knowledge (dungeoneering) to identify underground hazards, in place of Knowledge (engineering) to identify dangerous construction or determine a structure’s weakness, and in place of Knowledge (nature) to identify a natural hazard.
    ScoutAs a swift action, you may identify a creature’s, hazard's, or trap's weaknesses (DC 10 + target's CR or DC 20 if target trap has no CR) as described under the Knowledge skill for creatures or the Disable Device skill for traps and other hazards, but may substitute a Perception check for the appropriate check at no penalty.

    On a successful check, you gain knowledge of the target's weaknesses, BAB, and what Martial Spheres it possesses. With traps and hazards, for every 5 by which the check exceeds the DC, you gain an additional piece of useful information about the traps, such as its trigger, effect, how it resets, or special ways to disable it.

    Any creature which is successfully scouted treats their AC as 2 lower for 2 rounds against Rosetta and her allies within 60'.

    Feat Abilities

    Slang TalkerThe DC for a creature to understand a secret message you pass is increased by 5 unless they are from Kotima.
    XenoglossyWith a successful DC 25 Linguistics check, you can speak with a single individual with whom you share no common languages. You cannot take 10 on this check, nor can anyone aid you. You believe you are speaking your native language, and the listener believes you are speaking its native language; however, to everyone else able to hear you, you sound like you are speaking gibberish. Creatures that have truespeech or that are under the effects of tongues can understand Xenoglossy, and other creatures who succeed at a DC 25 Linguistics check can pick up the gist of what you are saying. Xenoglossy lasts for the length of the conversation or for 1 minute per level, whichever is shorter. You can use Xenoglossy again to continue a longer conversation, and you gain a +2 on Linguistics checks to use Xenoglossy to communicate with someone with whom you previously communicated using this feat. If you fail a Xenoglossy check, you can’t use the Xenoglossy feat to attempt further communication with that creature until you gain additional ranks in Linguistics.


     

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Arkenrahel's Cantrips

    Aura:Caster Level:Body Slot:Price: 30gp;  Weight:  

    Total - 49Cost: 0 VSP
    Abjuration - 1Resistance
    PFRPG Core Rulebook pg. 334

    Resistance


    Abjuration \ \
    arcanist 0, bard 0, cleric 0, druid 0, hunter 0, inquisitor 0, medium 0, occultist 0, oracle 0, paladin 1, psychic 0, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0, wizard 0-level
    Save: Will Negates (harmless)
    SR: yes (harmless)

    Casting time: 1 standard action
    Range: touch
    Duration: 1 minute
    Targets: creature touched
    Componenent: V, S, M/DF (a miniature cloak)

    Description

    You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.   Resistance can be made permanent with a permanency spell.
    Conjuration - 6Acid Splash
    PFRPG Core Rulebook pg. 239

    Acid Splash


    Conjuration (Creation) [Acid] \ \
    arcanist 0, inquisitor 0, magus 0, sorcerer 0, summoner 0, summoner (unchained) 0, wizard 0-level
    Save: none
    SR: no

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: instantaneous
    Effect: one missile of acid
    Componenent: V, S

    Description

    You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.

    When augmented

    Alchemical Reagents
    Focus Component - Acid: spell deals +1 point of acid damage
    Material Component - Acid: spell lasts 1 round longer than normal
    Chaos Mote
    Legendary Sorcerers pg. 33

    Chaos Mote


    Conjuration [Chaotic] \ \
    arcanist 0, sorcerer 0, wizard 0-level
    Save: none
    SR: yes

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: instantaneous
    Effect: one mote of chaotic energy
    Componenent: V, S

    Description

    You conjure a small mote of energy from a chaotic plane and throw it at your target. if you succeed at a ranged touch attack, the mote violently rearranges a small portion of the target's body dealing 1d3 damage. Creatures immune to precision damage are unaffected by this spell.
    Create Popcorn
    April Augmented: 2018

    Create Popcorn


    Conjuration \ \
    arcanist 0, cleric 0, druid 0, hunter 0, oracle 0, sorcerer 0, warpriest 0, wizard 0-level
    Save: none
    SR: no

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: instantaneous
    Effect: up to 1 ounce bag of popcorn per caster level
    Componenent: V, S

    Description

    Conjures a bag (or bags) of popcorn. Comes with salt and/or butter, although if the caster is of an evil alignment, it can also come with caramel. Although tasty, it is not nutritionally filling and cannot be used as a substitute for actual food. Good for eating with the medic while watching your stalker enact their stupid plan.
    Drench
    Paizo Blog - Ultimate Cantrips

    Drench


    Conjuration (Creation) [Water] \ \
    arcanist 0, sorcerer 0, wizard 0-level
    Save: Reflex Negates (object)
    SR: yes (object)

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: 1 round
    Targets: one creature or object of size Large or smaller
    Componenent: V, S

    Description

    A sudden downpour soaks the target creature or object. The rain follows the subject up to the range of the spell, soaking the target with water. If the target is on fire, the flames are automatically extinguished. Fires smaller than campfires (such as lanterns and torches) are automatically extinguished by this spell.
    Secluded Recliner
    April Augmented: 2018

    Secluded Recliner


    Conjuration (Summoning) \ \
    arcanist 0, magus 0, sorcerer 0, wizard 0-level
    Save: none
    SR: no

    Casting time: 1 standard action
    Range: touch
    Duration: instantaneous
    Targets: couch touched
    Componenent: V, S

    Description

    This spell functions as secluded grimoire, with the exception that the target must be a recliner, throne, couch, glittery bar stool, or other piece of furniture that’s used in sitting. The furniture does not appear in your hands, but in an empty space adjacent to you. Great for sitting on while sharing popcorn with your allies while watching the stalker bungle up their plan.
    Stabilize
    PFRPG Core Rulebook pg. 348

    Stabilize


    Conjuration (Healing) \ \
    adept 0, cleric 0, druid 0, hunter 0, inquisitor 0, medium 0, occultist 0, oracle 0, psychic 0, shaman 0, spiritualist 0, warpriest 0, witch 0-level
    Save: Will Negates (harmless)
    SR: yes (harmless)

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: instantaneous
    Targets: one living creature
    Componenent: V, S

    Description

    Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.
    Divination - 9Detect Fiendish Presence
    PFRPG Core Rulebook pg. 266

    Detect Evil


    Divination \ \
    adept 1, cleric 1, inquisitor 1, oracle 1, shaman 1, spiritualist 1, warpriest 1-level
    Save: none
    SR: no

    Casting time: 1 standard action
    Range: 60 ft.
    Duration: concentration, up to 10 minutes/level (D)
    Area: cone-shaped emanation
    Componenent: V, S, DF

    Description

    You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject. Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.   1st Round: Presence or absence of evil. 2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.   Aura Power: An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two. Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:   Animals, traps, poisons, and other hazards are not evil, and are not detected by this spell. Creatures with active evil intentions are considered evil for the purposes of this spell.  
    Creature/ObjectNo AuraFaint AuraModerate AuraStrong AuraOverwhelming Aura
    Cleric or Paladin of Aligned Deity (levels)-12-45-1011+
    Aligned Outsider (hd)-0-12-45-1011+
    Aligned Undead (hd)-0-23-89-2021+
    Aligned Creature (hd)0-45-1011-2526-5051+
    Aligned Magic Item or Spell (cl)0-56-1011-1516-2021+
    Original StrengthFaintModerateStrongOverwhelming
    Lingering Aura Duration1d6 rounds1d6 minutes1d6x10 minutes1d6 days

    When augmented

    Alignments
    Detect Chaos: Replace all instances of the word "Evil" in this spell's description with "Good"
    Detect Good: Replace all instances of the word "Evil" in this spell's description with "Good"
    Detect Law: Replace all instances of the word "Evil" in this spell's description with "Good"

    Detect Fiendish Presence: Only detects outsiders with the evil subtype, as well as the lingering effects caused by their gifts, presence, and spells. It can also detect clerics and paladins of fiendish deities, including Asmodeus, archdevils, daemonic harbingers, and demon lords.
    Detect Magic
    PFRPG Core Rulebook pg. 267

    Detect Magic


    Divination \ \
    adept 0, arcanist 0, bard 0, cleric 0, druid 0, hunter 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, oracle 0, psychic 0, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0, wizard 0-level
    Save: none
    SR: no

    Casting time: 1 standard action
    Range: 60 ft.
    Duration: concentration, up to 1 min./level (D)
    Area: cone-shaped emanation
    Componenent: V, S

    Description

    You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.   1st Round: Presence or absence of magical auras.   2nd Round: Number of different magical auras and the power of the most potent aura.   3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).   Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.   Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.   Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
    Original StrengthDuration of Lingering Aura
    Faint1d6 round
    Moderate1d6 minutes
    Strong1d6 x 10 minutes
    Overwhelming1d6 days
    Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.   Detect magic can be made permanent with a permanency spell.
    Aura PowerFaintModerateStrongOverwhelming
    Functioning Spell3rd level or less4th to 6th levels7th to 9th levels10th level or greater (divinity)
    Magic ItemCL5 or lessCL6 to CL11CL12 to CL20CL21 or more (artifact)
    Detect Poison
    PFRPG Core Rulebook pg. 268

    Detect Poison


    Divination \ \
    antipaladin 1, arcanist 0, cleric 0, druid 0, hunter 0, inquisitor 0, mesmerist 0, occultist 0, oracle 0, paladin 1, psychic 0, ranger 1, shaman 0, sorcerer 0, warpriest 0, witch 0, wizard 0-level
    Save: none
    SR: no

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: instantaneous
    Targets: one creature, one object, or a 5-ft. cube area
    Componenent: V, S

    Description

    You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
    Detect Psychic Significance
    Occult Adventures pg. 164

    Detect Psychic Significance


    Divination \ \
    medium 0, mesmerist 0, occultist 0, psychic 0, spiritualist 0-level
    Save: none
    SR: no

    Casting time: 1 standard action
    Range: 40 ft.
    Duration: instantaneous
    Area: 40-ft.-radius burst, centered on you
    Componenent: V, S

    Description

    You detect the presence of psychically significant items in your vicinity. Such items are those that might have significant psychic imprints or histories that can be read by the psychometry occult skill unlock (see page 196), or items under the effects of the charge object or implant false reading spells. Items within range that contain significant psychic energy spark a recognition in your mind’s eye, but no other information is imparted. This spell doesn’t automatically detect magic items or strongly aligned items, though such items often have storied histories and might have had previous owners who possessed psychic abilities.
    Grasp
    Heroes of the Darklands pg. 9

    Grasp


    Divination \ \
    arcanist 0, bard 0, cleric 0, druid 0, hunter 0, magus 0, oracle 0, psychic 0, skald 0, sorcerer 0, warpriest 0, witch 0, wizard 0-level
    Save: none
    SR: no

    Casting time: 1 immediate action
    Range: personal
    Duration: instantaneous
    Targets: you
    Componenent: V

    Description

    You can cast this spell as an immediate action when you fail a Climb check and would fall. You can immediately attempt another Climb check as a free action at a –2 penalty. Each successive use of this spell in a particular situation increases the penalty by 2. If successful, you don’t fall, but you don’t progress at climbing.
    Inform
    April Augmented: 2018

    Inform


    Divination \ \
    arcanist 0, sorcerer 0, wizard 0-level
    Save: Will Negates (harmless)
    SR: no

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: 1 minute
    Targets: one creature
    Componenent: S

    Description

    The target of this spell gains a +1 competence bonus to a single intelligence based skill of your choice for 1 minute. This effect does not stack with itself. This is typically enough to inform your party’s stalker on why exactly their latest plan is a stupid idea.
    Know Direction
    PFRPG Core Rulebook pg. 304

    Know Direction


    Divination \ \
    bard 0, druid 0, hunter 0, occultist 0, psychic 0, shaman 0, skald 0-level

    Casting time: 1 standard action
    Range: personal
    Duration: instantaneous
    Targets: you
    Componenent: V, S

    Description

    When you cast this spell, you instantly know the direction of north from your current position. The spell is effective in any environment in which “north” exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction.
    Read Magic
    PFRPG Core Rulebook pg. 330

    Read Magic


    Divination \ \
    adept 0, antipaladin 1, arcanist 0, bard 0, cleric 0, druid 0, hunter 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, oracle 0, paladin 1, psychic 0, ranger 1, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0, wizard 0-level

    Casting time: 1 standard action
    Range: personal
    Duration: 10 min./level
    Targets: you
    Componenent: V, S, F (a clear crystal or mineral prism)

    Description

    You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).   Read magic can be made permanent with a permanency spell.
    Sift
    Advanced Player's Guide pg. 244

    Sift


    Divination \ \
    bard 0, inquisitor 0, medium 0, occultist 0, psychic 0, skald 0-level
    Save: none
    SR: no

    Casting time: 1 standard action
    Range: 30 ft.
    Duration: instantaneous
    Area: one 10-ft. cube
    Componenent: V, S

    Description

    You examine an area at range as if you were searching for fine details with the Perception skill. Make a Perception check with a –5 penalty, modified as normal for conditions. No penalty is applied for distance. Apply the result against the DC for any hidden features, such as secret doors, traps, or hidden treasure. You must be able to see the area you are attempting to search, and you only find details that can be perceived with sight or touch. Sift detects only objects and features, not actual creatures.
    Enchantment - 1Daze
    PFRPG Core Rulebook pg. 264

    Daze


    Enchantment (Compulsion) [Mind-Affecting] \ \
    arcanist 0, bard 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, witch 0, wizard 0-level
    Save: Will Negates
    SR: yes

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: 1 round
    Targets: one humanoid creature of 4 HD or less
    Componenent: V, S, M (a pinch of wool or similar substance)

    Description

    This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.
    Evocation - 11Breeze
    Paizo Blog - Ultimate Cantrips

    Breeze


    Evocation [Air] \ \
    arcanist 0, sorcerer 0, wizard 0-level
    Save: Will Negates (harmless)
    SR: yes

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: 1 hour (D)
    Targets: one creature or object
    Componenent: V, S, M (a miniature fan)

    Description

    You create a light wind that blows against the target, from a direction of your choice. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and saves against cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This spell does not function without air or underwater.   You can only have one breeze active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.
    Dancing Lights
    PFRPG Core Rulebook pg. 263

    Dancing Lights


    Evocation [Light] \ \
    arcanist 0, bard 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, shaman 0, skald 0, sorcerer 0, witch 0, wizard 0-level
    Save: none
    SR: no

    Casting time: 1 standard action
    Range: medium (100 ft. + 10 ft./level)
    Duration: 1 minute (D)
    Effect: up to four lights, all within a 10-ft.-radius area
    Componenent: V, S

    Description

    Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.   You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.   Dancing lights can be made permanent with a permanency spell.
    Finger Gun
    April Augmented: 2018

    Finger Gun


    Evocation \ \
    arcanist 0, magus 0, sorcerer 0, wizard 0-level
    Save: none
    SR: no

    Casting time: 1 swift action
    Range: personal
    Duration: 10 minutes, or until all shots are discharged
    Targets: you; see text
    Componenent: V, S

    Description

    Upon finishing the casting of this spell, the caster gains a number of ‘shots’ equal to the amount of fingers they have. As a standard action, by making a gun with their hand, they may shoot one of these shots towards a creature. Treat this as a ranged touch attack with a range increment of 30 feet that deals 1d3 points of non-lethal force damage. These shots last for 10 minutes or until used.
    Flare
    PFRPG Core Rulebook pg. 284

    Flare


    Evocation [Light] \ \
    arcanist 0, bard 0, druid 0, hunter 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, skald 0, sorcerer 0, wizard 0-level
    Save: Fortitude Negates
    SR: yes

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: instantaneous
    Effect: burst of light
    Componenent: V

    Description

    This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.

    When augmented

    Flare Burst: affects all creatures within a 10' radius burst of target square.

    Alchemical Reagents
    Material Component - Flash Powder: Increase save DC by +2
    Flash of Hellfire
    Legendary Sorcerers pg. 36

    Flash of Hellfire


    Evocation [Evil, Fire] \ \
    arcanist 0, sorcerer 0, wizard 0-level
    Save: none
    SR: yes

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: instantaneous
    Effect: ray of hellfire

    Description

    You unleash a small burst of the fires of hell in the form of a ray. You must succeed on a ranged touch attack with the ray to deal damage to the target. The ray deals 1d3 fire damage but if the target is good-aligned the ray deals an extra 1 unholy damage similar to the Hellfire Ray spell.
    Four-FIngered Punch
    Legendary Sorcerers pg. 36

    Four-Fingered Punch


    Evocation [Acid, Cold, Electricity, Fire] \ \
    arcanist 0, sorcerer 0, wizard 0-level
    Save: none
    SR: yes

    Casting time: 1 standard action
    Range: touch
    Duration: instantaneous (see text)
    Targets: creature touched

    Description

    Your hand glows with a small amount of light as you charge it with energy. You must succeed a melee touch attack to affect the target. The touch deals 1d3 acid, cold, electricity, or fire damage, chosen at the time of casting.
    Light
    PFRPG Core Rulebook pg. 304

    Light


    Evocation [Light] \ \
    adept 0, arcanist 0, bard 0, cleric 0, druid 0, hunter 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, oracle 0, psychic 0, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0, wizard 0-level
    Save: none
    SR: no

    Casting time: 1 standard action
    Range: touch
    Duration: 10 min./level
    Targets: object touched
    Componenent: V, M/DF (a firefly)

    Description

    This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.   You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
    Penumbra
    Paizo Blog - Ultimate Cantrips

    Penumbra


    Evocation [Darkness] \ \
    arcanist 0, sorcerer 0, wizard 0-level
    Save: Will Negates (harmless)
    SR: yes

    Casting time: 1 standard action
    Range: touch
    Duration: 10 minutes/level (D)
    Targets: creature or object touched
    Componenent: V, S, M (a bit of soot)

    Description

    This spell keeps the creature or object touched slightly in shadow. The target of this spell does not suffer any penalties or blindness caused by bright light, such as those from light sensitivity or light blindness. You can have only one penumbra spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.
    Ray of Frost
    PFRPG Core Rulebook pg. 330

    Ray of Frost


    Evocation [Cold] \ \
    arcanist 0, magus 0, sorcerer 0, wizard 0-level
    Save: none
    SR: yes

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: instantaneous
    Effect: ray
    Componenent: V, S

    Description

    A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

    When augmented

    Alchemical Reagents
    Focus Component - Liquid Ice: The spell deals +1 point of damage.
    Material Component - Liquid Ice: The spell creates an icicle of frozen water vapor that strikes the target and deals 1d3 points of piercing damage and 1 point of cold damage.
    Scoop
    Paizo Blog - Ultimate Cantrips

    Scoop


    Evocation [Force] \ \
    -level
    Save: none
    SR: yes

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: concentration
    Effect: 6 inch diameter container of force
    Componenent: V, S

    Description

    You will a small vessel of force into existence. As a move action, you can direct the container up to 15 feet per round in any direction, though the spell ends if the distance between you and the container ever exceeds the spell’s range. You can dip the container to pick up or drop a liquid as a move action. The vessel holds up to 1 pint of liquid or small objects, weighing up to 5 pounds. You can also gather up a pint of liquid or small objects spread cross a surface with 1 minute of careful concentration.
    Spark
    Advanced Player's Guide pg. 246

    Spark


    Evocation [Fire] \ \
    arcanist 0, bard 0, cleric 0, druid 0, hunter 0, magus 0, occultist 0, oracle 0, skald 0, sorcerer 0, warpriest 0, witch 0, wizard 0-level
    Save: Fortitude Negates (object)
    SR: yes (object)

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: instantaneous
    Targets: one Fine object
    Componenent: V or S

    Description

    You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.
    Illusion - 5Ghost Sounds
    PFRPG Core Rulebook pg. 289

    Ghost Sound


    Illusion (Figment) \ \
    adept 0, arcanist 0, bard 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, skald 0, sorcerer 0, wizard 0-level
    Save: Will Disbelief
    SR: no

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: 1 round/level (D)
    Effect: illusory sounds
    Componenent: V, S, M (a bit of wool or a small lump of wax)

    Description

    Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character.   The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.   Ghost sound can enhance the effectiveness of a silent image spell.   Ghost sound can be made permanent with a permanency spell.
    Haunted Fey Aspect
    Ultimate Combat pg. 230

    Haunted Fey Aspect


    Illusion (Glamer) \ \
    arcanist 0, bard 0, medium 0, mesmerist 0, psychic 0, skald 0, sorcerer 0, wizard 0-level

    Casting time: 1 standard action
    Range: Personal
    Duration: 1 round/level (D)
    Targets: You
    Componenent: S

    Description

    You surround yourself with disturbing illusions, making you look and sound like a bizarre, insane fey creature. You gain DR 1/cold iron against a single opponent until the end of the spell, or until you take damage.
    Oath of Anonymity
    Inner Sea Intrigue pg. 60

    Oath of Anonymity


    Illusion (Glamer) \ \
    arcanist 0, bard 0, inquisitor 0, medium 0, paladin 1, skald 0, sorcerer 0, wizard 0-level

    Casting time: 1 standard action
    Range: personal
    Duration: 10 minutes/level
    Targets: you
    Componenent: V

    Description

    You swear an oath not to reveal your identity, magically preventing anyone from discovering it so long as you avoid revealing your face or other easily identifiable features. The spell distorts your voice and subtly alters your body language and the appearance of your gear and any animals you use, whether as companions, mounts, or otherwise. This spell does not make you appear to be a different creature type, nor does it change your apparent height or body type.   This spell provides you with a +10 bonus on Disguise checks to conceal your identity, but not on checks to impersonate anyone in particular. This spell distorts the appearance of your voice, gear, and animals in the same way each time, essentially creating an alternate persona that can be recognized by those who have observed it before.
    Shadow Puppets
    April Augmented: 2017

    Shadow Puppets


    Illusion \ \
    arcanist 0, bard 0, skald 0, sorcerer 0, wizard 0-level
    Save: none
    SR: no

    Casting time: 1 standard action
    Range: 5 ft.
    Duration: concentration
    Effect: visual figment that cannot extend beyond 5 feet
    Componenent: S, F (a source of light)

    Description

    This spell functions like silent image, but can only produce shadows on two dimensional surfaces, such as walls or floors.
    Vacuous Vessel
    Black Markets pg. 27

    Vacuous Vessel


    Illusion (Glamer) \ \
    arcanist 0, bard 0, skald 0, sorcerer 0, wizard 0-level
    Save: Will Negates, see text
    SR: yes, see text

    Casting time: 1 swift action
    Range: touch
    Duration: 1 round/level (D)
    Targets: container touched
    Componenent: V

    Description

    This spell makes a single bag, chest, sack, or other container look and feel empty. The container must be no larger than 1 cubic foot per caster level or the spell fails. Anyone peering into or reaching into the container must succeed at a Will save or perceive the container as being completely empty. All items within the container when the spell was cast are still present, but they can’t be noticed unless removed from the bag—such as by someone who can perceive them, or who upends the container.   Casting vacuous vessel on another container or placing a new item in the existing container immediately dismisses the currently active spell.
    Necromancy - 5Bleed
    PFRPG Core Rulebook pg. 249

    Bleed


    Necromancy \ \
    arcanist 0, cleric 0, inquisitor 0, medium 0, mesmerist 0, occultist 0, oracle 0, psychic 0, shaman 0, sorcerer 0, spiritualist 0, warpriest 0, witch 0, wizard 0-level
    Save: Will Negates
    SR: yes

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: instantaneous
    Targets: one living creature
    Componenent: V, S

    Description

    You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.
    Disrupt Undead
    PFRPG Core Rulebook pg. 273

    Disrupt Undead


    Necromancy \ \
    arcanist 0, inquisitor 0, magus 0, sorcerer 0, wizard 0-level
    Save: none
    SR: yes

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: instantaneous
    Effect: ray
    Componenent: V, S

    Description

    You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.
    Sotto Voce
    Faction Guide pg. 61

    Sotto Voce


    Necromancy [Fear, Mind-Affecting, Sonic] \ \
    arcanist 0, bard 1, cleric 0, oracle 0, skald 1, sorcerer 0, warpriest 0, wizard 0-level
    Save: Will Negates
    SR: yes

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: 1 round
    Targets: one humanoid creature of 4 HD or less
    Componenent: V

    Description

    Your dry, rasping whisper fills a living creature of 4 or fewer Hit Dice with unnatural dread. The affected creature must make a Will save or be shaken for 1 round.   This spell originated among the followers of the Whispering Way, but necromancers and other intimidating folk outside that group are known to use it.
    Touch of Fatigue
    PFRPG Core Rulebook pg. 360

    Touch of Fatigue


    Necromancy \ \
    adept 0, arcanist 0, mesmerist 0, occultist 0, shaman 0, sorcerer 0, witch 0, wizard 0-level
    Save: Fortitude Negates
    SR: yes

    Casting time: 1 standard action
    Range: touch
    Duration: 1 round/level
    Targets: creature touched
    Componenent: V, S, M (a drop of sweat)

    Description

    You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's duration.   This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires.
    Touch of Shadow
    Legendary Sorcerers pg. 38

    Touch of Shadow


    Necromancy [Cold, Shadow] \ \
    arcanist 0, sorcerer 0, wizard 0-level
    Save: none
    SR: yes

    Casting time: 1 standard action
    Range: touch
    Duration: instantaneous (see text)
    Targets: creature touched
    Componenent: V, S

    Description

    You wreathe your hand in freezing shadow-fire and touch your target. You must secceed at a melee touch attack to affect the target. the touch deals 1d4 cold damage and the target's vision is clouded by shadow imposing a 20% miss chance on the next attack roll.
    Transmutation - 9Chameleon Scales
    Kobolds of Golarion pg. 26

    Chameleon Scales


    Transmutation \ \
    alchemist 1, arcanist 0, druid 0, hunter 0, investigator 1, ranger 1, sorcerer 0, wizard 0-level

    Casting time: 1 standard action
    Range: personal
    Duration: 10 minutes/level (D)
    Targets: you
    Componenent: V, S, DF

    Description

    You temporarily alter the color of your skin, hide, or scales to another option legal for your race. You take no penalty for using Disguise to appear as a member of a different race as long as that race has the same type and color of skin, hide, or scales as you.
    Jolt
    Paizo Blog - Ultimate Cantrips

    Jolt


    Transmutation [Electricity] \ \
    arcanist 0, sorcerer 0, wizard 0-level
    Save: none
    SR: yes

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: instantaneous
    Effect: spark of electricity
    Componenent: V, S

    Description

    You cause a spark of electricity to strike the target with a successful ranged touch attack. The spell deals 1d3 points of electricity damage.
    Mage Hand
    PFRPG Core Rulebook pg. 306

    Mage Hand


    Transmutation \ \
    arcanist 0, bard 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, wizard 0-level
    Save: none
    SR: no

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: concentration
    Targets: one nonmagical, unattended object weighing up to 5 lbs.
    Componenent: V, S

    Description

    You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.
    Mending

    Mending


    Transmutation \ \
    adept 0, arcanist 0, bard 0, cleric 0, druid 0, hunter 0, occultist 0, oracle 0, psychic 0, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0, wizard 0-level
    Save: Will Negates (harmless, object)
    SR: yes (harmless, object)

    Casting time: 10 minutes
    Range: 10 ft.
    Duration: instantaneous
    Targets: one object up to 1 lb./level
    Componenent: V, S

    Description

    This spell repairs damaged objects, restoring 1d4 hit points to the object. 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 spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
    Message
    PFRPG Core Rulebook pg. 313

    Message


    Transmutation [Language-Dependent] \ \
    arcanist 0, bard 0, medium 0, mesmerist 0, occultist 0, psychic 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, witch 0, wizard 0-level
    Save: none
    SR: no

    Casting time: 1 standard action
    Range: medium (100 ft. + 10 ft./level)
    Duration: 10 min./level
    Targets: one creature/level
    Componenent: V, S, F (a piece of copper wire)

    Description

    You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.
    Open/Close
    PFRPG Core Rulebook pg. 317

    Open/Close


    Transmutation \ \
    arcanist 0, bard 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, wizard 0-level
    Save: Will Negates (object)
    SR: yes (object)

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: instantaneous
    Targets: object weighing up to 30 lbs. or portal that can be opened or closed
    Componenent: V, S, F (a brass key)

    Description

    You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.
    Root
    Paizo Blog - Ultimate Cantrips

    Root


    Transmutation [Earth] \ \
    arcanist 0, sorcerer 0, wizard 0-level
    Save: Will Negates (harmless)
    SR: yes

    Casting time: 1 standard action
    Range: touch
    Duration: 1 minute (D)
    Targets: creature touched
    Componenent: V, S, M (a pinch of dirt)

    Description

    This spell strengthens the subject’s connection to the ground below, bolstering its defense against combat maneuvers. It gains a +2 insight bonus to its CMD to resist being moved or tripped and a +2 competence bonus on all Acrobatics checks made to balance or remain standing on earth, sand, stone, or a similar rocky substance.
    Scrivener's Chant
    Seekers of Secrets pg. 17

    Scrivener's Chant


    Transmutation \ \
    arcanist 0, bard 0, cleric 0, oracle 0, skald 0, sorcerer 0, warpriest 0, wizard 0-level
    Save: Will Negates (harmless, object)
    SR: yes (object)

    Casting time: 1 standard action
    Range: 5 ft.
    Duration: concentration, up to 1 min./level
    Targets: one or more written objects

    Description

    This spell imbues a quill with animate energy and rapidly transcribes words from one page to another. The quill copies a written work at the rate of one normal-sized page per minute. The Linguistics skill can be used to make a convincing copy, but otherwise the reproduction is written in the hand of the caster. You must concentrate upon the material being duplicated for the spell's duration and provide new blank pages as required. The scrivener's chant requires blank paper and a quill or other writing materials, in addition to the material components.   This spell cannot duplicate magical writing (including spells and magical scrolls), though it can duplicate non-magical writing from a magical source.
    Vicious Claws
    Legendary Sorcerers pg. 38

    Vicious Claw


    Transmutation \ \
    arcanist 0, druid 0, sorcerer 0, wizard 0-level
    Save: none
    SR: no

    Casting time: 1 standard action
    Range: melee
    Duration: instantaneous
    Effect: claw attack
    Componenent: V, S

    Description

    You shift your appendage into a vicious claw and lash out at the target. You must succeed at a melee attack at normal AC to deal damage to the target. The claw deals 1d4 slashing and piercing damage. This is considered a natural weapon attack, and benefits from the finesse property. The attack is considered magic for the purposes of damage resistance.
    Universal - 2Arcane Mark
    PFRPG Core Rulebook pg. 244

    Arcane Mark


    Universal \ \
    arcanist 0, magus 0, psychic 0, shaman 0, sorcerer 0, summoner 0, summoner (unchained) 0, witch 0, wizard 0-level
    Save: none
    SR: no

    Casting time: 1 standard action
    Range: touch
    Duration: permanent
    Effect: one personal rune or mark, all of which must fit within 1 sq. ft.
    Componenent: V, S

    Description

    This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.   See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.   If an arcane mark is placed on a living being, the effect gradually fades in about a month.   Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).
    Prestidigitation
    PFRPG Core Rulebook pg. 325

    Prestidigitation


    Universal \ \
    arcanist 0, bard 0, magus 0, medium 0, mesmerist 0, psychic 0, skald 0, sorcerer 0, wizard 0-level
    Save: see text
    SR: no

    Casting time: 1 standard action
    Range: 10 ft.
    Duration: 1 hour
    Area: see text
    Effect: see text
    Targets: see text
    Componenent: V, S

    Description

    Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.


     

    Level 1 Spells

    Arkenrahel's 1st Level Spells

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

    Total - 22Cost: 1 VSP
    Abjuration - 2Abjuring Step
    Ultimate Combat pg. 221

    Abjuring Step


    Abjuration [Force] \ \
    alchemist 1, arcanist 1, bard 1, investigator 1, magus 1, occultist 1, psychic 1, skald 1, sorcerer 1, wizard 1-level

    Casting time: 1 standard action
    Range: personal
    Duration: 1 round/level or until discharged
    Targets: you
    Componenent: V, S, M (a rabbit's Foot)

    Description

    This spell creates a subtle and complicated force effect that is most effective when used by a still or slow-moving spellcaster or formula user. While you are subject to this spell, you can take two 5-foot steps each round and still cast spells and use spell-like abilities without provoke attacks of opportunity. This spell automatically discharges as soon as you make an attack, cast a harmful spell against another creature, or move more than 5 feet with a single move action. If the action that discharges the spell also provokes attacks of opportunity, that action still provokes attacks of opportunity as normal.
    Endure Elements
    PFRPG Core Rulebook pg. 277

    Endure Elements


    Abjuration \ \
    adept 1, alchemist 1, arcanist 1, bloodrager 1, cleric 1, druid 1, hunter 1, investigator 1, oracle 1, paladin 1, psychic 1, ranger 1, shaman 1, sorcerer 1, spiritualist 1, summoner 1, summoner (unchained) 1, warpriest 1, wizard 1-level
    Save: Will Negates (harmless)
    SR: yes (harmless)

    Casting time: 1 standard action
    Range: touch
    Duration: 24 hours
    Targets: creature touched
    Componenent: V, S

    Description

    A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected.   Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

    When augmented

    Communal: This spell functions like endure elements, except you divide the duration in 1-hour increments among the creatures touched.
    Conjuration - 4Arcane Pocket
    Black Markets pg. 27

    Arcane Pocket


    Conjuration (Creation) \ \
    arcanist 1, sorcerer 1, wizard 1-level
    Save: none
    SR: no

    Casting time: 1 standard action
    Range: touch
    Duration: 1 hour/level
    Effect: extradimensional space up to 1 cu. ft./level
    Componenent: V, F (a pocket and a silver button)

    Description

    With a touch, you conjure an extradimensional space inside a pouch or pocket. The pocket acts as a bag of holding, except it can hold only 10 pounds per caster level. Regardless of what is placed into the pocket, it weighs 3 pounds. Unlike a bag of holding, the pocket created by this ability cannot be overloaded or ruptured—any additional material simply spills out of the top—nor does it have any special interaction with other kinds of extradimensional spaces.   An arcane pocket grants you a +1 bonus on Sleight of Hand checks to conceal its contents. The pocket becomes nonmagical, spilling all of its contents onto the ground unharmed, if it leaves your possession or you create a new arcane pocket.
    Cure Light Wounds
    PFRPG Core Rulebook pg. 263

    Cure Light Wounds


    Conjuration (Healing) \ \
    adept 1, alchemist 1, bard 1, cleric 1, druid 1, hunter 1, inquisitor 1, investigator 1, occultist 1, oracle 1, paladin 1, ranger 2, shaman 1, skald 1, spiritualist 1, warpriest 1, witch 1-level
    Save: Will Half (harmless)
    SR: yes (harmless)

    Casting time: 1 standard action
    Range: touch
    Duration: instantaneous
    Targets: creature touched
    Componenent: V, S

    Description

    When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

    When augmented

    Grade
    Moderate Wounds: cures 2d8 points of damage +1 point per caster level (maximum +10).
    Serious Wounds: cures 3d8 points of damage +1 point per caster level (maximum +15).
    Critical Wounds: cures 4d8 points of damage +1 point per caster level (maximum +20).

    Modifiers
    Inflict: Uses negative energy, healing undead targets as if they were living, and harming other targets as if they were undead.
    Mass: changes range to "Close (25'+5'/2cl)", target to "one creature/level, no two of which can be more than 30' apart", and increases healing granted through high caster level by +20 (such that Mass Cure Light Wounds heals 1d8+25, Mass Cure Moderate Wounds heals 2d8+30, etc.).

    Mythic Effects

    Mythic Cure: The damage cured doubles, and each target is cured of a single point of ability damage per 2d8 of HP healing the spell grants. The type of ability damage cured is chosen separately by each target. Mythic Mass Cure spells additionally dazzle undead targets that fail their saving throws for a number of rounds equal to caster level.

    Mythic Inflict: instead of curing ability damage, living targets are sicked for a number of rounds equal to half the bonus HP healing from high caster level, if they fail their saving throw. Mythic Mass Inflict spells sicken living targets for a number of rounds equal to their caster level and additionally grant undead targets a profane bonus to attack rolls, weapon damage rolls, and saving throws equal to half the d8s of healing the spell grants them. This profane bonus lasts a single round.
    Mage Armor
    PFRPG Core Rulebook pg. 306

    Mage Armor


    Conjuration (Creation) [Force] \ \
    arcanist 1, bloodrager 1, occultist 1, psychic 1, sorcerer 1, spiritualist 1, summoner 1, summoner (unchained) 1, witch 1, wizard 1-level
    Save: Will Negates (harmless)
    SR: no

    Casting time: 1 standard action
    Range: touch
    Duration: 1 hour/level (D)
    Targets: creature touched
    Componenent: V, S, F (a piece of cured leather)

    Description

    An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.   Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

    Mythic Effects

    The armor bonus increases to +6. There is a 50% chance that any critical hit or sneak attack made against the target is negated and treated as a normal hit, as if the target were wearing moderate fortification armor.
    Mount
    PFRPG Core Rulebook pg. 315

    Mount


    Conjuration (Summoning) \ \
    arcanist 1, bloodrager 1, magus 1, occultist 1, sorcerer 1, summoner 1, summoner (unchained) 1, witch 1, wizard 1-level
    Save: none
    SR: no

    Casting time: 1 round
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: 2 hours/level (D)
    Effect: one mount
    Componenent: V, S, M (a bit of horse hair)

    Description

    You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.
    Divination - 5Comprehend Languages
    PFRPG Core Rulebook pg. 258

    Comprehend Languages


    Divination \ \
    adept 1, alchemist 1, arcanist 1, bard 1, cleric 1, inquisitor 1, investigator 1, medium 1, mesmerist 1, occultist 1, oracle 1, psychic 1, shaman 1, skald 1, sorcerer 1, spiritualist 1, warpriest 1, witch 1, wizard 1-level

    Casting time: 1 standard action
    Range: personal
    Duration: 10 min./level
    Targets: you
    Componenent: V, S, M/DF (pinch of soot and salt)

    Description

    You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.   Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.   Comprehend languages can be made permanent with a permanency spell.
    Discern Next of Kin
    Advanced Class Guide pg. 179

    Discern Next of Kin


    Divination [Mind-Affecting] \ \
    arcanist 1, bard 1, medium 1, mesmerist 1, occultist 1, psychic 1, shaman 1, skald 1, sorcerer 1, spiritualist 1, witch 1, wizard 1-level
    Save: Will Negates, see text
    SR: yes

    Casting time: 1 standard action
    Range: 60 ft.
    Duration: concentration, up to 1 minute/level (D)
    Targets: one creature
    Componenent: V, S, F (a copper piece)

    Description

    You can scan the thoughts of one individual and learn the names and locations of the target’s living relatives, as well as the attitude of the target toward those relatives (and vice versa). You learn about one relative per round you concentrate on the target. For example, you might learn that the target’s father’s name is Jarn, the father lives on a nearby farm, and the target and his father don’t get along. Since this spell reads the target’s mind, you can learn only what the target knows or believes.
    Mind Thrust I
    Occult Adventures pg. 177

    Mind Thrust I


    Divination [Mind-Affecting] \ \
    psychic 1-level
    Save: Will Half
    SR: yes

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: instantaneous
    Targets: one creature
    Componenent: S

    Description

    You divine the most vulnerable portions of your opponent’s mind and overload it with a glut of psychic information. This attack deals 1d6 points of damage per caster level (maximum 5d6). The target receives a Will save for half damage. This attack has no effect on creatures without an Intelligence score.

    When augmented

    Mind Thrust II: as Mind Thrust I, except it deals 1d8 points of damage per caster level (maximum 5d8).
    Mind Thrust III: as Mind Thrust II, except the maximum is 10d8.
    Mind Thrust IV: as Mind Thrust II, except the maximum is 15d8 and causes the target to be fatigued for 1 round on a failed save.
    Mind Thrust V: as Mind Thrust IV, except that a failed saving throw inflicts exhaustion instead of fatigue and a successful saving throw inflicts fatigue.
    Mind Thrust VI: as Mind Thrust IV, except it deals a maximum of 20d8 in damage, and inflicts exhaustion and stunned for 1 round on a failed saving throw.

    Undercast: if a version of this spell is known by the caster, she can cast any lower tier version of the spell, even if that version of the spell is not a known spell, using the appropriate spell slot for the lower tier version of the spell with whatever metamagic or lack-there-of which is applied to it.
    True Skill
    Inner Sea Intrigue pg. 63

    True Skill


    Divination \ \
    alchemist 1, arcanist 1, bard 1, investigator 1, magus 1, medium 1, psychic 1, skald 1, sorcerer 1, wizard 1-level

    Casting time: 1 standard action
    Range: personal
    Duration: 1 min./level
    Targets: you
    Componenent: V, S

    Description

    When faced with an important situation, you grant yourself a magical edge to ensure your success. When casting this spell, select one skill for which you can attempt a skill check. The next time you attempt a skill check using the selected skill (before the spell’s duration ends), you gain an insight bonus on the check equal to 1/2 your caster level (minimum 1).
    Skim
    Blood of the Ancients pg. 17

    Skim


    Divination \ \
    alchemist 1, arcanist 1, bard 1, cleric 1, inquisitor 1, investigator 1, magus 1, occultist 1, oracle 1, psychic 1, shaman 1, skald 1, sorcerer 1, warpriest 1, witch 1, wizard 1-level

    Casting time: 1 standard action
    Range: personal
    Duration: 1 hour/level
    Targets: you
    Componenent: V, S, M/DF (a dog-eared page)

    Description

    This spell allows you to read written material in a quarter of the time it would normally take to read it. If you use this spell in conjunction with comprehend languages, you can read otherwise incomprehensible text four times faster than the spell indicates. If the text is fragmented, is particularly difficult to understand, or otherwise requires an ability check or skill check (such as a Linguistics check) to read quickly or at all, this spell doesn’t directly increase your reading speed, but instead grants you a +8 bonus on the check. This bonus also applies to Research checks when you research a particular topic within a library (Pathfinder RPG Ultimate Intrigue 148).
    Enchantment - 2Deja Vu
    Occult Adventures pg. 163

    Deja Vu


    Enchantment (Compulsion) [Mind-Affecting] \ \
    arcanist 1, bard 1, mesmerist 1, psychic 1, skald 1, sorcerer 1, wizard 1-level
    Save: none
    SR: yes

    Casting time: 1 standard action
    Range: medium (100 ft. + 10 ft./level)
    Duration: 2 rounds
    Targets: one creature
    Componenent: V

    Description

    You reach into the target’s mind and put its thought processes into a temporary loop. Whatever full-round, standard, or move actions the creature takes on its first turn after you cast this spell, it must repeat on the turn after that. The creature must take the same type of actions in the same order (for example, making a full attack, casting a specific spell, withdrawing, attempting a bull rush combat maneuver, or activating a magic item) and must act against the same target or targets, but doesn’t have to make exactly the same choices (such as using Power Attack when attacking, moving exactly 15 feet, or choosing “drop” for the command spell). If the circumstances would prevent the target from repeating an action, such as if the target of its attack is dead or the target cannot cast the same spell again, the target instead becomes confused until the spell ends. A creature currently affected by deja vu can’t be targeted with another deja vu spell. A creature affected by deja vu can’t delay, and if it readies an action on its first turn, it must ready the same action on its second turn.
    Memorize Page
    Advanced Class Guide pg. 187

    Memorize Page


    Enchantment [Mind-Affecting] \ \
    arcanist 1, bard 1, mesmerist 1, occultist 1, psychic 1, skald 1, sorcerer 1, witch 1, wizard 1-level
    Save: Will Negates (harmless)
    SR: yes (harmless)

    Casting time: 10 minutes
    Range: touch
    Duration: instantaneous
    Targets: one living creature
    Componenent: V, S, F (the page to be memorized)

    Description

    The target gains a perfect memory of the page you used as a focus component. The target can visualize this page as easily as looking at it in person, including minute details visible to close scrutiny by the naked eye. The memory of the page includes text and images, such as a drawing or a map. Someone unfamiliar with the language on the page (or even an illiterate person) could relay what is written simply by copying the shapes of the letters so another person can read them.

    The maximum number of pages that a particular target can memorize through repeated castings of this spell is equal to the target’s Intelligence modifier (minimum 1 any attempts beyond this limit have no effect, although the target’s memory of a page could be erased (using modify memory or a similar effect) to effectively make room for a different one.

    A creature that memorizes magical writing (such as a scroll or a page from a spellbook) cannot borrow, duplicate, or retain any of the magic in the writing. However, this would allow a wizard to copy a spell into his spellbook so he could prepare the spell from his book (assuming the spell takes up only one page in a spellbook).
    Evocation - 4Faerie Fire
    PFRPG Core Rulebook pg. 280

    Faerie Fire


    Evocation [Light] \ \
    druid 1, hunter 1, mesmerist 1-level
    Save: none
    SR: yes

    Casting time: 1 standard action
    Range: long (400 ft. + 40 ft./level)
    Duration: 1 min./level (D)
    Area: creatures and objects within a 5-ft.-radius burst
    Componenent: V, S, DF

    Description

    A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire take a –20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.

    Mythic Effects

    Outlined creatures are dazzled. The spell outlines figment illusions in the burst, revealing them as such. This effect applies only to figments with a caster level equal to or less than your tier.
    Augmented (2nd): If you expend two uses of mythic power, each creature in the burst must succeed at a Fortitude save or be blinded for 1 round.
    Flare Burst
    PFRPG Core Rulebook pg. 284

    Flare


    Evocation [Light] \ \
    arcanist 0, bard 0, druid 0, hunter 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, skald 0, sorcerer 0, wizard 0-level
    Save: Fortitude Negates
    SR: yes

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: instantaneous
    Effect: burst of light
    Componenent: V

    Description

    This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.

    When augmented

    Flare Burst: affects all creatures within a 10' radius burst of target square.

    Alchemical Reagents
    Material Component - Flash Powder: Increase save DC by +2
    Produce Flame
    PFRPG Core Rulebook pg. 326

    Produce Flame


    Evocation [FIre] \ \
    druid 1, hunter 1, shaman 1-level
    Save: none
    SR: yes

    Casting time: 1 standard action
    Range: 0'
    Duration: 1 min./level (D)
    Effect: flame in your palm
    Componenent: V, S

    Description

    Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment. In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves. This spell does not function underwater.

    When augmented

    Pale Flame: Add Material Component (Caphorite Shard This spell functions as per produce flame, except that the flames never glow brighter than dim light, including any fires started by this spell. These flames cast light only half the distance of a torch and cannot be seen from more than 100 feet away. The flames deal 2d6 points of fire damage + 1 point per caster level (maximum +5). Against plants, this damage increases to 2d6 points + 2 points per caster level (maximum +10).
    Purification I
    Legendary Psychics pg. 26

    Purification I-V


    Evocation \ \
    psychic 1, spiritualist 1-level
    Save: Will Negates (harmless)
    SR: yes

    Casting time: 1 standard action
    Range: personal
    Duration: instantaneous
    Targets: you
    Componenent: V, S

    Description

    You summon positive (or negative, if appropriate) energy to expel harmful effects from your body. This spell cures 1d8 points of damage + 1 point per caster level (maximum +5) and ends any and all of the following adverse conditions affecting you: dazzled, fatigued, and sickened.

    When augmented

    Purification II: as Purification I, except it cures 2d8 + 1/CL (max +10) instead and additionally removes the confused condition and applies the effects of the Remove Disease spell.
    Purification III: as Purification II, except it cures 3d8 + 1/Cl (max +15) instead and additionally removes the blinded and deafened conditions and applies the effects of the Neutralize Poison spell.
    Purification IV: as Purification III, except it cures 4d8 + 1/Cl (max +20) instead and additionally removes the exhausted and nauseated conditions.
    Purification V: as Purification IV, except it cures 5d8 + 1/Cl (max +25) instead and additionally removes all ability damage. When when applying the effects of neutralize poison or remove disease with this spell, take 20 on the caster level check.

    Undercast: if a version of this spell is known by the caster, she can cast any lower tier version of the spell, even if that version of the spell is not a known spell, using the appropriate spell slot for the lower tier version of the spell with whatever metamagic or lack-there-of which is applied to it.
    Illusion - 0-
    Necromancy - 2Spectral Servant I
    Legendary Psychics pg. 27

    Spectral Servant I-IV


    Necromancy \ \
    psychic 1, spiritualist 1-level
    Save: none
    SR: no

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: 1 hour/level
    Effect: one invisible, mindless, shapeless, undead servant
    Componenent: V, S

    Description

    A spectral servant is an invisible, mindless, shapeless, undead spirit that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. It can understand one language you speak (chosen when cast) but cannot speak or read. It can see and hear as well as a normal person, but possesses no other senses. This servant cannot fly, climb, or even swim (though it can walk on water). Its base speed is 15 feet.   The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell's range (measured from your current position), the servant ceases to exist.

    When augmented

    Spectral Servant II: functions as Spectral Servant I, except that it has a range of "medium (100'+10'/cl)". The servant's Str increases to 8 and it is capable of attempting any skill check which can be made untrained. It has 12 HP and a base speed of 20'.
    Spectral Servant III: functions as Spectral Servant II, except that it has a range of "long (400'+40'/cl)". The servant gains an intelligence score and all of its ability scores are set to 10. It can perform complex tasks and follow procedures, but does not react to changing situations beyond how it has been instructed. You can communicate with your servant telepathically while within 100' of it. It can read, but not speak. The servant has 18 HP and a base speed of 25'.
    Spectral Servant IV: functions as Spectral Servant III, except that it has a range of "1 mile". The servant is capable of speech and can read, write and speak any language you know. As a swift action, you have the ability to see through your servant's eyes, but are blind while doing so. You may end this effect as a free action. The servant has 24 HP and a base speed of 30'.

    Undercast: if a version of this spell is known by the caster, she can cast any lower tier version of the spell, even if that version of the spell is not a known spell, using the appropriate spell slot for the lower tier version of the spell with whatever metamagic or lack-there-of which is applied to it.
    Unlock Flesh
    Curse of the Crimson Throne (PFRPG) pg. 453

    Unlock Flesh


    Necromancy \ \
    arcanist 1, sorcerer 1, witch 1, wizard 1-level
    Save: Fortitude Negates
    SR: yes

    Casting time: 1 standard action
    Range: touch
    Duration: 1 round/level (living creature) or instantaneous (undead target see below
    Area: creature touched

    Description

    By touching a creature with a bladed instrument, you cause the creature’s flesh to loosen and slide against its skeletal moorings. A living creature touched becomes staggered by the disturbing and uncomfortable sensation for 1 round per level. Each round on its turn, the subject can attempt a new saving throw to end the effect. This is a standard action that does not provoke attacks of opportunity. A corporeal undead creature targeted by this spell instead takes 1d6 points of damage per caster level (maximum 5d6 at 5th level) as wet, oozing chunks of flesh slough off its desiccated bones (a successful Fortitude save halves this damage). Incorporeal creatures, or creatures that do not have flesh, are immune to this spell’s effects.
    Transmutation - 3Ant Haul
    Advanced Player's Guide pg. 201

    Ant Haul


    Transmutation \ \
    alchemist 1, arcanist 1, cleric 1, druid 1, hunter 1, investigator 1, medium 1, occultist 1, oracle 1, psychic 1, ranger 1, redmantisassassin 1, sorcerer 1, summoner 1, summoner (unchained) 1, warpriest 1, wizard 1-level
    Save: Fortitude Negates (harmless)
    SR: yes (harmless)

    Casting time: 1 standard action
    Range: touch
    Duration: 2 hours/level
    Targets: creature touched
    Componenent: V, S, M/DF (a small pulley)

    Description

    The target’s carrying capacity triples. This does not affect the creature’s actual Strength in any way, merely the amount of material it can carry while benefiting from this spell. It also has no effect on encumbrance due to armor. If the creature wears armor it still takes the normal penalties for doing so regardless of how much weight the spell allows it to carry.

    When augmented

    Communal: divide duration in 2-hour intervals among multiple creatures touched.
    Charge Object
    Occult Adventures pg. 161

    Charge Object


    Transmutation \ \
    medium 1, mesmerist 1, occultist 1, psychic 1, spiritualist 1-level
    Save: none, see text
    SR: no

    Casting time: 10 minutes
    Range: touch
    Duration: permanent
    Targets: object touched
    Componenent: V, S

    Description

    You charge an item with minor psychic energy. The item can be detected by the detect psychic significance spell. If you wish, you can imprint the item with your ownership history. Spells such as object reading and uses of the psychometry occult skill unlock (see page 196) can reveal any information about yourself you impart into the object, including your name, alignment, profession, and a summary of your experiences with the item. You can’t impart false information into the object, but you can omit any details you’d prefer not to divulge. If the target object is already psychically charged, you can add more information to it, but you can’t use charge object to erase existing psychic information.
    Goodberry
    PFRPG Core Rulebook pg. 291

    Goodberry


    Transmutation \ \
    druid 1, hunter 1, shaman 1-level
    Save: none
    SR: yes

    Casting time: 1 standard action
    Range: touch
    Duration: 1 day/level
    Targets: 2d4 fresh berries touched

    Description

    Casting goodberry makes 2d4 freshly picked berries magical. You (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.

    Mythic Effects

    Each berry provides a full day’s nourishment and counts as 1 hour of complete rest for the purpose of removing exhaustion, fatigue, or nonlethal damage.

    Augmented (2nd): You can cast the spell to affect only one berry, imbuing into that berry any harmless druid spell you have prepared. The spell remains stored in the berry for the duration of the goodberry spell or until the berry is consumed. A creature that eats the berry gains the benefits of that spell as if you had cast it upon her. The maximum level of the imbued spell is equal to half your tier, and you must expend one use of mythic power for each spell level of the imbued spell (in addition to the one use needed to cast mythic goodberry). Similar to imbue with spell ability, you can’t prepare a spell in that spell’s slot until the berry is consumed or the mythic goodberry spell ends.


     

    Level 2 Spells

    Arkenrahel's 2nd Level Spells

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

    Total - 11Cost: 3 VSP
    Abjuration - 1Endure Elements, Communal
    PFRPG Core Rulebook pg. 277

    Endure Elements


    Abjuration \ \
    adept 1, alchemist 1, arcanist 1, bloodrager 1, cleric 1, druid 1, hunter 1, investigator 1, oracle 1, paladin 1, psychic 1, ranger 1, shaman 1, sorcerer 1, spiritualist 1, summoner 1, summoner (unchained) 1, warpriest 1, wizard 1-level
    Save: Will Negates (harmless)
    SR: yes (harmless)

    Casting time: 1 standard action
    Range: touch
    Duration: 24 hours
    Targets: creature touched
    Componenent: V, S

    Description

    A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected.   Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

    When augmented

    Communal: This spell functions like endure elements, except you divide the duration in 1-hour increments among the creatures touched.
    Conjuration - 1Restful Cloak
    Adventurer's Armory 2 pg. 21

    Restful Cloak


    Conjuration (Healing) \ \
    cleric 2, druid 2, hunter 2, occultist 2, oracle 2, paladin 2, ranger 2, shaman 2, warpriest 2-level

    Casting time: 1 standard action
    Range: personal
    Duration: 1 hour/level
    Targets: you
    Componenent: V, S, F (cloak)

    Description

    A cloak you are wearing transforms into a canvas tent large enough to hold four Medium creatures, firmly pitched in a flat area adjacent to you (if there is no such area, this spell simply fails). A creature regains 1 hit point for each hour it rests in the tent, in addition to any other benefits of resting. Additionally, a fatigued creature resting within the tent for 1 hour loses the fatigued condition, but a creature cannot recover from being fatigued more than once per casting of restful tent. At the end of the spell’s duration, the tent transforms back into a cloak. If the tent is moved prior to the expiration of the spell’s duration, the spell immediately ends.
    Divination - 3Mind Thrust II
    Occult Adventures pg. 177

    Mind Thrust I


    Divination [Mind-Affecting] \ \
    psychic 1-level
    Save: Will Half
    SR: yes

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: instantaneous
    Targets: one creature
    Componenent: S

    Description

    You divine the most vulnerable portions of your opponent’s mind and overload it with a glut of psychic information. This attack deals 1d6 points of damage per caster level (maximum 5d6). The target receives a Will save for half damage. This attack has no effect on creatures without an Intelligence score.

    When augmented

    Mind Thrust II: as Mind Thrust I, except it deals 1d8 points of damage per caster level (maximum 5d8).
    Mind Thrust III: as Mind Thrust II, except the maximum is 10d8.
    Mind Thrust IV: as Mind Thrust II, except the maximum is 15d8 and causes the target to be fatigued for 1 round on a failed save.
    Mind Thrust V: as Mind Thrust IV, except that a failed saving throw inflicts exhaustion instead of fatigue and a successful saving throw inflicts fatigue.
    Mind Thrust VI: as Mind Thrust IV, except it deals a maximum of 20d8 in damage, and inflicts exhaustion and stunned for 1 round on a failed saving throw.

    Undercast: if a version of this spell is known by the caster, she can cast any lower tier version of the spell, even if that version of the spell is not a known spell, using the appropriate spell slot for the lower tier version of the spell with whatever metamagic or lack-there-of which is applied to it.
    Object Reading
    Occult Adventures pg. 179

    Object Reading


    Divination \ \
    medium 1, mesmerist 2, occultist 1, psychic 2, spiritualist 2-level
    Save: none
    SR: no

    Casting time: 1 standard action
    Range: touch
    Duration: concentration, up to 1 round/level (D)
    Targets: one touched object
    Componenent: V, S

    Description

    You read the psychic impressions left upon an object by emotionally or psychically charged events in the item’s history, or the information imprinted by the charge object or implant false reading spells. This spell returns the same information as the psychometry occult skill unlock (see page 196), but gives 1 piece of information when cast and requires 1 round of concentration per additional piece of information instead of 1 minute. You must still attempt an Appraise check to see how much information you gain. You gain a +10 competence bonus on the check.
    See Invisibility
    PFRPG Core Rulebook pg. 339

    See Invisibility


    Divination \ \
    adept 2, alchemist 2, arcanist 2, bard 3, bloodrager 2, inquisitor 2, investigator 2, mesmerist 3, occultist 2, psychic 2, skald 3, sorcerer 2, spiritualist 2, summoner 2, summoner (unchained) 2, witch 2, wizard 2-level

    Casting time: 1 standard action
    Range: personal
    Duration: 10 min./level (D)
    Targets: you
    Componenent: V, S, M (talc and powdered silver)

    Description

    You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures. The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.   See invisibility can be made permanent with a permanency spell.

    When augmented

    Permanency: See Invisibility can be made permanent with the Permanency spell, costing 5,000 gp and requiring a minimum of 10th caster level
    Enchantment - 1Id Insinuation I
    Occult Adventures pg. 173

    Id Insinuation I-IV


    Enchantment (Compulsion) [Mind-Affecting] \ \
    psychic 2-level
    Save: Will Negates
    SR: yes

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: concentration + 1 round
    Targets: one creature
    Componenent: S

    Description

    By invading the mind of a creature with your psychic presence, you can isolate parts of its mind, preventing the target from functioning in a coherent manner. The target is confused as long as you concentrate on it plus 1 additional round. A successful Will save negates this effect.

    When augmented

    Id Insinuation II: 2 target creatures; functions as id insinuation I, In addition, on the first round of the effect, the targets of this spell must roll twice to determine the result of their confused condition. You select which roll is used.
    Id Insinuation III: 3 target creatures; functions as id insinuation II, except afflicted targets roll twice for the first 2 rounds.
    Id Insinuation IV: 4 target creatures; functions as id insinuation I, In addition, on the first round of the effect, you can select the result of each creature’s confused condition without having to roll, but this doesn’t allow you to make any decisions about how that result is applied. On the following rounds of the effect, the targets of this spell must roll twice to determine their confused effect. You select which roll is used.

    Undercast: if a version of this spell is known by the caster, she can cast any lower tier version of the spell, even if that version of the spell is not a known spell, using the appropriate spell slot for the lower tier version of the spell with whatever metamagic or lack-there-of which is applied to it.
    Evocation - 4Burst of Radiance
    Champions of Purity pg. 29

    Burst of Radiance


    Evocation [Good, Light] \ \
    arcanist 2, cleric 2, druid 2, hunter 2, oracle 2, sorcerer 2, warpriest 2, wizard 2-level
    Save: Reflex Partial
    SR: yes

    Casting time: 1 standard action
    Range: long (400 ft. + 40 ft./level)
    Duration: instantaneous
    Area: 10-ft.-radius burst
    Componenent: V, S, M/DF (a piece of flint and a pinch of silver dust)

    Description

    This spell fills the area with a brilliant flash of shimmering light. Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not.
    Darkness
    PFRPG Core Rulebook pg. 263

    Darkness


    Evocation [Darkness] \ \
    adept 2, antipaladin 2, arcanist 2, bard 2, cleric 2, inquisitor 2, magus 2, occultist 2, oracle 2, shaman 2, skald 2, sorcerer 2, warpriest 2, wizard 2-level
    Save: none
    SR: no

    Casting time: 1 standard action
    Range: touch
    Duration: 1 min./level (D)
    Targets: object touched
    Componenent: V, M/DF (bat fur and a piece of coal)

    Description

    This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.   If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.   This spell does not stack with itself. Darkness can be used to counter or dispel any light spell of equal or lower spell level.

    Mythic Effects

    The illumination level in the area drops to darkness regardless of the existing lighting conditions. Non-mythic spells and effects can’t increase the light level in the area. Creatures with darkvision and the power to see in darkness have difficulty seeing through this darkness, and can see as well as a human can in dim light. Creatures in the area of darkness take a –2 penalty on saves against fear.
    Pale Flame
    PFRPG Core Rulebook pg. 326

    Produce Flame


    Evocation [FIre] \ \
    druid 1, hunter 1, shaman 1-level
    Save: none
    SR: yes

    Casting time: 1 standard action
    Range: 0'
    Duration: 1 min./level (D)
    Effect: flame in your palm
    Componenent: V, S

    Description

    Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment. In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves. This spell does not function underwater.

    When augmented

    Pale Flame: Add Material Component (Caphorite Shard This spell functions as per produce flame, except that the flames never glow brighter than dim light, including any fires started by this spell. These flames cast light only half the distance of a torch and cannot be seen from more than 100 feet away. The flames deal 2d6 points of fire damage + 1 point per caster level (maximum +5). Against plants, this damage increases to 2d6 points + 2 points per caster level (maximum +10).
    Purification II
    Legendary Psychics pg. 26

    Purification I-V


    Evocation \ \
    psychic 1, spiritualist 1-level
    Save: Will Negates (harmless)
    SR: yes

    Casting time: 1 standard action
    Range: personal
    Duration: instantaneous
    Targets: you
    Componenent: V, S

    Description

    You summon positive (or negative, if appropriate) energy to expel harmful effects from your body. This spell cures 1d8 points of damage + 1 point per caster level (maximum +5) and ends any and all of the following adverse conditions affecting you: dazzled, fatigued, and sickened.

    When augmented

    Purification II: as Purification I, except it cures 2d8 + 1/CL (max +10) instead and additionally removes the confused condition and applies the effects of the Remove Disease spell.
    Purification III: as Purification II, except it cures 3d8 + 1/Cl (max +15) instead and additionally removes the blinded and deafened conditions and applies the effects of the Neutralize Poison spell.
    Purification IV: as Purification III, except it cures 4d8 + 1/Cl (max +20) instead and additionally removes the exhausted and nauseated conditions.
    Purification V: as Purification IV, except it cures 5d8 + 1/Cl (max +25) instead and additionally removes all ability damage. When when applying the effects of neutralize poison or remove disease with this spell, take 20 on the caster level check.

    Undercast: if a version of this spell is known by the caster, she can cast any lower tier version of the spell, even if that version of the spell is not a known spell, using the appropriate spell slot for the lower tier version of the spell with whatever metamagic or lack-there-of which is applied to it.
    PRPG Core Rulebook pg. 332

    Remove Disease


    Conjuration (Healing) \ \
    adept 3, alchemist 3, cleric 3, druid 3, hunter 3, inquisitor 3, investigator 3, oracle 3, ranger 3, shaman 3, spiritualist 3, warpriest 3, witch 3-level
    Save: Fortitude Negates (harmless)
    SR: yes (harmless)

    Casting time: 1 standard action
    Range: touch
    Duration: instantaneous
    Targets: creature touched
    Componenent: V, S

    Description

    Remove disease can cure all diseases from which the subject is suffering. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means that the disease is cured. The spell also kills some hazards and parasites, including green slime and others.   Since the spell's duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.
    Illusion - 0-
    Necromancy - 0-
    Transmutation - 1Ant Haul, Communal
    Advanced Player's Guide pg. 201

    Ant Haul


    Transmutation \ \
    alchemist 1, arcanist 1, cleric 1, druid 1, hunter 1, investigator 1, medium 1, occultist 1, oracle 1, psychic 1, ranger 1, redmantisassassin 1, sorcerer 1, summoner 1, summoner (unchained) 1, warpriest 1, wizard 1-level
    Save: Fortitude Negates (harmless)
    SR: yes (harmless)

    Casting time: 1 standard action
    Range: touch
    Duration: 2 hours/level
    Targets: creature touched
    Componenent: V, S, M/DF (a small pulley)

    Description

    The target’s carrying capacity triples. This does not affect the creature’s actual Strength in any way, merely the amount of material it can carry while benefiting from this spell. It also has no effect on encumbrance due to armor. If the creature wears armor it still takes the normal penalties for doing so regardless of how much weight the spell allows it to carry.

    When augmented

    Communal: divide duration in 2-hour intervals among multiple creatures touched.


     

    Level 3 Spells

    Arkenrahel's 3rd Level Spells

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

    Total - 3Cost: 5 VSP
    Abjuration - 0-
    Conjuration - 0-
    Divination - 1Mind Thrust III
    Occult Adventures pg. 177

    Mind Thrust I


    Divination [Mind-Affecting] \ \
    psychic 1-level
    Save: Will Half
    SR: yes

    Casting time: 1 standard action
    Range: close (25 ft. + 5 ft./2 levels)
    Duration: instantaneous
    Targets: one creature
    Componenent: S

    Description

    You divine the most vulnerable portions of your opponent’s mind and overload it with a glut of psychic information. This attack deals 1d6 points of damage per caster level (maximum 5d6). The target receives a Will save for half damage. This attack has no effect on creatures without an Intelligence score.

    When augmented

    Mind Thrust II: as Mind Thrust I, except it deals 1d8 points of damage per caster level (maximum 5d8).
    Mind Thrust III: as Mind Thrust II, except the maximum is 10d8.
    Mind Thrust IV: as Mind Thrust II, except the maximum is 15d8 and causes the target to be fatigued for 1 round on a failed save.
    Mind Thrust V: as Mind Thrust IV, except that a failed saving throw inflicts exhaustion instead of fatigue and a successful saving throw inflicts fatigue.
    Mind Thrust VI: as Mind Thrust IV, except it deals a maximum of 20d8 in damage, and inflicts exhaustion and stunned for 1 round on a failed saving throw.

    Undercast: if a version of this spell is known by the caster, she can cast any lower tier version of the spell, even if that version of the spell is not a known spell, using the appropriate spell slot for the lower tier version of the spell with whatever metamagic or lack-there-of which is applied to it.
    Enchantment - 0-
    Evocation - 1Purification III
    Legendary Psychics pg. 26

    Purification I-V


    Evocation \ \
    psychic 1, spiritualist 1-level
    Save: Will Negates (harmless)
    SR: yes

    Casting time: 1 standard action
    Range: personal
    Duration: instantaneous
    Targets: you
    Componenent: V, S

    Description

    You summon positive (or negative, if appropriate) energy to expel harmful effects from your body. This spell cures 1d8 points of damage + 1 point per caster level (maximum +5) and ends any and all of the following adverse conditions affecting you: dazzled, fatigued, and sickened.

    When augmented

    Purification II: as Purification I, except it cures 2d8 + 1/CL (max +10) instead and additionally removes the confused condition and applies the effects of the Remove Disease spell.
    Purification III: as Purification II, except it cures 3d8 + 1/Cl (max +15) instead and additionally removes the blinded and deafened conditions and applies the effects of the Neutralize Poison spell.
    Purification IV: as Purification III, except it cures 4d8 + 1/Cl (max +20) instead and additionally removes the exhausted and nauseated conditions.
    Purification V: as Purification IV, except it cures 5d8 + 1/Cl (max +25) instead and additionally removes all ability damage. When when applying the effects of neutralize poison or remove disease with this spell, take 20 on the caster level check.

    Undercast: if a version of this spell is known by the caster, she can cast any lower tier version of the spell, even if that version of the spell is not a known spell, using the appropriate spell slot for the lower tier version of the spell with whatever metamagic or lack-there-of which is applied to it.
    PFRPG Core Rulebook pg. 316

    Neutralize Poison


    Conjuration (Healing) \ \
    adept 3, alchemist 4, bard 4, cleric 4, druid 3, hunter 3, inquisitor 4, investigator 4, oracle 4, paladin 4, ranger 3, shaman 4, skald 4, spiritualist 4, warpriest 4, witch 4-level
    Save: Will Negates (harmless, object)
    SR: yes (harmless, object)

    Casting time: 1 standard action
    Range: touch
    Duration: instantaneous or 10 min./level; see text
    Targets: creature or object of up to 1 cu. ft./level touched
    Componenent: V, S, M/DF (charcoal)

    Description

    You detoxify any sort of venom in the creature or object touched. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each poison affecting the target. Success means that the poison is neutralized. A cured creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own.

    This spell can instead neutralize the poison in a poisonous creature or object for 10 minutes per level, at the caster's option. If cast on a creature, the creature receives a Will save to negate the effect.
    Illusion - 0-
    Necromancy - 1Object Possession, Lesser
    Occult Adventures pg. 180

    Possession


    Necromancy \ \
    arcanist 5, medium 3, mesmerist 5, occultist 4, psychic 5, sorcerer 5, spiritualist 4, summoner 5, witch 5, wizard 5-level
    Save: Will Negates
    SR: yes

    Casting time: 1 standard action
    Range: medium (100 ft. + 10 ft./level)
    Duration: 1 hour/level (D)
    Targets: one creature
    Componenent: V, S

    Description

    You attempt to possess a creature by projecting your soul into its body. The target creature must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body appears to be dead. Failure to take over a host ends the spell.

    If you are successful, your life force occupies the host body. The host’s soul is imprisoned with you, but can still use its own senses (though it can’t assert any influence or use even purely mental abilities). You can communicate telepathically with the host as if you shared a common language, but only with your consent. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs doesn’t allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can’t activate the body’s extraordinary or supernatural abilities, nor can you cast any of its spells or spell-like abilities.

    As a standard action, you can shift freely back to your own body regardless of range, so long as it remains on the same plane. If the host’s body is killed, you return to your own body and the life force of the host departs (it is dead). If your body is slain, when the spell expires or the host’s body is killed, you are slain. It is possible to cast this spell on a new target from within another creature’s body; this resets the duration. You still return to your original body (not any intermediate body) when you take a standard action to do so or the spell’s duration expires. Returning to your body ends the spell. Creatures whose souls are their bodies, such as incorporeal undead and non-native outsiders, use the effects of greater possession instead.

    When augmented

    Possession, Greater: as Possession, but when you possess a host, you enter the host’s body and your physical body vanishes. You are ejected to the closest empty square upon expiration of the spell or upon the host’s death.

    Object Possession, Lesser: range: touch; target: unattended tiny or small object; duration: 1 min./level (D saving throw/spell resistance: none/no; as possession, except you possess an object instead of a creature. A possessed object becomes capable of animation, gaining the statistics of an animated object of its size (including 1 CP worth of abilities; Pathfinder RPG Bestiary 14). You can’t use any spells or other abilities while possessing an object. A spiritual tether connects your body to the possessed object, in a manner similar to a silver cord (see page 244). If the possessed object and your body are ever farther than close range (25 ft. + 5 ft./2 levels) from one another, this tether breaks, returning your consciousness to your body.
    Object Possesion: target: unattended large or smaller object (minimum tiny duration: 10 min./level (D as Object Possession, Lesser, except that the animated object gains CP as appropriate to their size. Additionally, as a standard action you can return your consciousness to your body; on your next turn, you can attempt to possess a different object as a standard action instead of ending the spell.
    Object Possession, Greater: target: unattended gargantuan or smaller object or construct (minimum tiny as Object Possession, except silver cord range becomes medium (100 ft. + 10 ft./level). If target is a construct, it instead functions as Control Construct.
    Transmutation - 0-


     

    Level 5 Spells

    Arkenrahel's 5th Level Spells

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

    Total - 1Cost: 9 VSP
    Abjuration - 0-
    Conjuration - 1Breathe of Life
    PFRPG Core Rulebook pg. 251

    Breath of Life


    Conjuration (Healing) \ \
    cleric 5, oracle 5, shaman 5, spiritualist 5, warpriest 5-level
    Save: Will Negates (harmless)
    SR: yes (harmless)

    Casting time: 1 standard action
    Range: touch
    Duration: instantaneous
    Targets: creature touched
    Componenent: V, S

    Description

    This spell cures 5d8 points of damage + 1 point per caster level (maximum +25).

    Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day. Creatures slain by death effects cannot be saved by breath of life.

    Like cure spells, breath of life deals damage to undead creatures rather than curing them, and cannot bring them back to life.

    Mythic Effects

    The spell heals 5d12 points of damage + 1 point per caster level (maximum +25). It can revive a creature that died of hp damage within the past 2 rounds. If the target was slain by a death effect that allows a saving throw, this spell allows the creature to attempt another save against that effect. If this save is successful, the creature is revived with –10 hp plus the amount healed by this spell.
    Augmented (9th): If you expend two uses of mythic power, you can target up to one creature per caster level within 30 feet of you. Alternatively, you can target one creature that has been dead for a number of rounds up to your caster level.
    Divination - 0-
    Enchantment - 0-
    Evocation - 0-
    Illusion - 0-
    Necromancy - 0-
    Transmutation - 0-
    Universal - 0-


     

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

    Cognitive Jack

    Aura: Alteration, Divination, Enhancement, & Mind Moderate;  Caster Level: 6;  Body Slot: None;  Price: 21 gizmos, 126sp/day;  Weight:  

    Allows all Eldorian Technology attuned to it to function within a range of 40' from it, as an anchor.
    Grants a +3 Competence bonus to all Intelligence, Wisdom, and Charisma-based check and skills, a +2 Insight bonus to all Intelligence-based skills, and a +3 Circumstance bonus to Perception with all 5 senses.
    Can Store, Transmit, and Receive data, allowing storage of up to 180,000 pages, and transmission within 160'. The stored data can be interacted with mentally by the user, allowing them to save their memories, as if they were video.
    This device grants the benefit of a Translator Routine which contains a Slang form of Ancient Necril, Expert Androffan, Developed Echidna, Developed NeoCommon, Developed Neo-Necril, and slots for 16 more languages.
    The device is equipped with a Camera, Microphone, Scent Recorder, and Playback System, allowing it to record and display pictures, video, sound, and smells.
    The device can be activated and used through both mental and verbal commands, allowing it to be used through purely mental actions or verbally from range. When verbally commanded, only a single gizmo can be activated with each action.

    In addition to these passive benefits, it grants the user the following active functions:

    • The user is treated as having a shared language if the device comes from a studied Tinker Tradition--which can be done through the use of a translator routine--and can speak to and understand the technology (even if the technology could not normally communicate). The technology may communicate what else has touched it, operated it, what is inside of it, details of who crafted it, etc. Any details are given as general properties (weight, size, color, number), but not more detailed information. If the technology can store information (such as a storage routine), it may communicate about its stored information.
      • An unwilling piece of technology (or technology with security measures or other means of preventing access) is granted a Will saving throw against this gizmo's gizmo DC; treat the technology as having a gizmo level equal to its CR, caster level, or other appropriate statistic if it lacks a saving throw.
    • The User can, as a free action made once per round, swap between the following Detector functions: Alchemical Sensor, Ecology Sensor (Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Undead, Vermin), Heat Sensor, Mechanical Sensor, Scouter Sensor, Signal Sensor.
      Once the detector is activated, it does not require a new minute of activation time if switching between detection functions. Each round, the detector can store what it senses into the storage of this device as 1 page of data. Any checks prompted by these functions gain a +2 bonus, as if made with the assistance of a masterwork tool.
    • As a standard action, the user may temporarily disable their passive Circumstance bonus to Perception checks granted by this device to instead gain a +3 competence bonus to saving throws against effects which would deny or limit his senses or which would require his senses to work. This standard action and change in benefit is performed individually on a sense by sense basis. Another standard action is required to end this active effect.
    • As a swift action, the user can send a written message with up to 25 words to one or more active gizmos within 160'. The user can also send an audio message as a free action with the same range,

    And finally, the user is granted the following Battery Use abilities:

    • Whenever the user attempts an Intelligence, Wisdom, or Charisma-based check or skill check, the user can deplete 1 battery as a free action that can be taken even when it is not the user’s turn. The user rolls that check twice and takes the highest result. The user must choose to use this battery use ability before the attempt is made.
    • Whenever the user attempts a skill check while using one of the detection modes granted by this device, the user can deplete 1 battery as part of that skill check to gain a +3 circumstance bonus in addition to the +2 bonus granted by using the detector.
    • The user may deplete 1 battery as a free action to improve this gizmo’s functions for 1 minute per gizmo level. For the gizmo’s duration, the user may benefit from both the +3 circumstance bonus to perception and the +3 circumstance bonus to saves regarding any one sense.
    • The user can deplete 1 battery as a free action to gain a pool of additional dice for 1 minute per gizmo level. The user gains 2 dice, +1 die per 2 gizmo levels. The die’s size is +1d6. The user may expend 1 die as part of attempting an Intelligence-based skill check and adds that die's result as an insight bonus which stacks with other insight bonuses granted through the tinker sphere. The choice to expand a die is made after the check is rolled and before the results are revealed. Any unspent dice are lost when the gizmo’s duration ends.


    Construction Requirements:
    Anchor, 1 Machine Speaker, 3 Mental Augmentations, 1 Modified Tool attached to 6 Multipurpose Detector ([Alchemical Sensor, Mechanical Sensor, Scouter Sensor],[Ecology Sensor (Aberration, Animal, Undead)], [Ecology Sensor (Construct, Ooze, Vermin)], [Ecology Sensor (Dragon, Magical Beast, Humanoid)], [Ecology Sensor (Monstrous Humanoid, Outsider, Fey)], [Ecology Sensor (Plant), Heat Sensor, Signal Sensor]), 5 Sensory Prosthetics (with Sensory Extension and Sensory Shielding), 5 Translator Routines, and 1 Tutor Routine (Int)   Accommodations: Communicator, Multimedia, Technopathic Controls, & Verbal Controls

     

    Bio-Boost Cables

    Aura: Enhancement Moderate;  Caster Level: 6;  Body Slot: None;  Price: 3 gizmos, 18sp/day;  Weight:  

    Grants a +3 Competence bonus to all Strength, Dexterity, and Constitution-based check and skills. Battery Use: Whenever the user attempts an Strength, Dexterity, or Constitution-based check or skill check, the user can deplete 1 battery as a free, mental action that can be taken even when it is not the user’s turn. The user rolls that check twice and takes the highest result. The user must choose to use this battery use ability before the attempt is made.


    Construction Requirements:
    3 Physical Augmentations

    Accommodations: Technopathic Controls

     

    Power Latice

    Aura: Enhancement Moderate;  Caster Level:Body Slot:Price: 1/5 of a Gizmo, 6sp/day;  Weight:  

    The device is equipped with a Camera, Microphone, Scent Recorder, and Playback System, allowing it to record and display pictures, video, sound, and smells.
    The device can be activated and used through both mental and verbal commands, allowing it to be used through purely mental actions or verbally from range. When verbally commanded, only a single gizmo can be activated with each action.

    • The user can don/remove a power pack as a standard action, and can attach/detach the cables to other gizmos in their possession as a free action, even outside of their turn. This connection is very weak however, and if the gizmo ever leaves the user's possession, the power pack’s cables automatically detach.
      • A gizmo attached to the power pack with one of its cables treats batteries attached to the power pack as if they were attached. This does not allow a single battery to be used by multiple gizmos. If a gizmo is detached while depleting a battery stored in the power pack, the gizmo’s effects end and the battery is depleted.
    • As a swift action, the user can send a written message with up to 25 words to one or more active gizmos within 160'. The user can also send an audio message as a free action with the same range.


    Construction Requirements:
    1 Power Pack   Accommodations: Communicator, Multimedia, Technopathic Controls, & Voice Controls

     

    Created by

    M.Grom.

    System

    Pathfinder 1e

    Statblock Type

    Character Sheet

    Link/Embed