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The Titan's Grace LG
Character Name Alignment
Armorist (Spirit Blade) 5 , Scholar (Doctor) 5
Character Level
Permanent Spirit Blade
Was Oggr
This matters for subtypes, and starting languages, but nothing else. Permanent Spirit Blade is a stupid race.
Type: Construct (Earthblood, Giant, Human, Shapechanger
M
Race Size
Objectified ~1,000,000,000,000,000,000
Gender Age
- -
Height Weight
SWORD SWORD
Hair Eyes
Hyron
Player
- -
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
10 +0 N/A +0
Dex
Dexterity
10 +0 N/A +0
Con
Constitution
16 +3 N/A +3
Int
Intelligence
22 +6 N/A +6
Wis
Wisdom
12 +1 N/A +1
Cha
Charisma
5 -3 N/A -3
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
65
Delay:
G25
0
Initiative
Dex
Modifier
+0
+0
+0
BAB
+5
ARMOUR CLASS
Total AC
Armour
Shield
Dex
0
+0
+0
+0
Size
Natural
Deflection
Misc
+0
+0
+0
-10
Touch
0
Flat Footed
0
Flat Footed + Touch
0
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +3 +4 CON +3 +0 +0 -4
Reflex +0 +4 DEX +0 +0 +0 -4
Will +1 +4 WIS +1 +0 +0 -4
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+5 +5 +0 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
15 10 +5 +0 +0 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
-
-
-
-
-
-
Languages

Common, Dwarven, Elven, Giant, Gnoll, Tortoise (Sp), Undercommon

Spell List

Alchemy SphereFormulae Package - 4/2
All formulae have a base crafting DC as noted in their descriptor, and their saving throw DCs, if any, are determined using the normal formula for combat sphere talents, using the practitioner’s ranks in Craft (alchemy) in place of their base attack bonus. The necessary ingredients for creating formulae are gathered over the course of a given day; there is no monetary cost to creating a formulae. You may craft any item whose formulae you know in 30 minutes, or 15 minutes if you have access to an alchemist’s lab or alchemist’s crafting kit, but due to the volatile nature of the enhanced formulae you cannot have more formulae prepared at one time than a number equal to 1/2 your ranks in Craft (alchemy) (minimum 1) + the number of formulae talents you possess. For every 4 ranks in Craft (alchemy) you possess, you may craft 1 additional formulae as part of the same 30/15 minute time period.
The overly refined and unstable nature of formulae means that they cannot be further refined or enhanced by items such as focusing flasks or hybridization funnels. You cannot fail to craft an alchemical item you know the formulae for; failure to meet the DC instead means you create the item but at its minimum potency, without additional effects or benefits for having additional Craft (alchemy) ranks or having increased the crafting DC.
Any creature affected by splash damage from an improved formulae is entitled to a Reflex save to reduce the damage by half. Additional damage dice in formulae for having multiple ranks in Craft (alchemy) are always treated as bonus damage dice and are not multiplied by Vital Strike or a critical hit.

Formulae: Elixer of Life - 2
Craft DC: 25+10/bonus use, viability round, and HP healed to.
You create an elixir that can be used as a standard action to restore a dead target within your natural reach back to life. As long as the target has not been dead for longer than 1 round, the creature is healed to 1 hit point, and gains a temporary negative level.
Focussing Formula - 2
Craft DC: 15+10/bonus use
You create a concoction you can draw and drink as a move action to restore your martial focus. You may also draw and administer this formulae to an ally within your reach as a standard action, granting them its benefits as though they had drunk it themselves.
Brute SphereShove
As a move action, you may move up to half your speed and make a melee touch attack against a creature. If successful, the target takes bludgeoning damage equal to your Strength modifier (or whichever attribute was used to make the check) and gains the battered condition until the end of your next turn. You may perform a shove in place of the attack granted by a charge, although this does not grant the extra movement.
Muscular Surge
As a free action, you gain a bonus equal to 1/2 your base attack bonus (+2) on Acrobatics checks made to jump, to all Strength checks and Strength-based skill checks, as well as to your Strength for determining your carrying capacity, for a number of rounds equal to your Constitution modifier (3 rounds). This does not apply to combat maneuver checks nor attack and damage rolls. You are fatigued for 1d4 rounds after the duration ends, even if you would normally be immune to fatigue. If you are fatigued when you begin or end this effect, you are instead exhausted. If you are already exhausted, you cannot use this ability.Your total carrying capacity is also multiplied by 2. This does not stack with other effects that multiply carrying capacity, such as the ant haul spell.
If you expend your martial focus, this bonus increases to become equal to your full base attack bonus, but automatically leaves you exhausted for 1d4 rounds afterward. For this duration, you also count as being one size larger than you are for the purpose of targeting creatures with combat maneuvers and for talents that have effects dependent on size, such as Rock Toss or Thrower’s Reflexes from the Equipment sphere, the Terrain Trasher legendary Brute talent, or Living Weapon from the Wrestling sphere.
Scout SphereScout
As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.
Mana SphereBond: Mystical Bond
You can assist the recipient of your manabond in their spherecasting, or hamper their efforts. When creating this manabond, you can choose to apply either a +1 competence bonus or a -1 penalty to their caster level with all sphere effects from a single sphere, chosen at the time of casting. This bonus and penalty increases by 1 for every 8 caster levels you possess, and cannot reduce a creature's caster level below 1.
Soulmate
As a manabond, you can create a warm bond between yourself and a willing creature. Whenever you (but not the recipient) are targeted by a harmless magical effect that lasts for at least 2 rounds and does not require concentration, you may clone the effect and grant it to the recipient for 2 rounds, plus 1 round for every 10 caster levels you possess, or a number of rounds equal to half the original effect's duration, whichever is fewer.
Additionally, whenever the recipient of this manabond benefits from magical healing, a consumable item (such as a potion, alchemical item, etc.), or food, you may choose to clone the benefits of that effect for yourself, as though you were the target of that effect. You may not redirect effects shared to you by the recipient of this bond to other creatures.

Exp: Spellburn
You can damage a creature's capacity for power against a target. This attempt automatically fails against creatures that do not have at least 1 spell point. They are permitted a Will save to negate the effects, otherwise they suffer 1 spell point damage plus 1 per 10 caster levels you possess. You can spend an additional spell point as part of using this ability to also have the creature become spellburned. While spellburned, the creature must succeed at another Will save at the end of their turn for a number of rounds equal to your casting ability modifier or suffer 1d2 spell point damage, increasing by one step for every 4 caster levels beyond 1st (1d2, 1d3, 1d4, 1d6, 1d8, 2d6, etc.). On a success, the effect ends.
If this expunge is used on a creature that is already spellburned, they immediately suffer the normal spell point damage, plus the amount of spell point damage they suffer each round due to being spellburned. Multiple instances of this expunge do not stack; use the highest caster level when determining the spell point damage. A creature may spend a full-round action that provokes attacks of opportunity to re-center their magic, ending the effects of this ability without making a save.
Caster LevelBurn Size
1st-4th1d3
5th-8thBurn Size
9th-12th1d4
13th-16th1d6
17th-20th1d8
21st+2d6
Spheres, Vancian, and Psionic spell point and power point conversation table
SphereVancianPsionic
11+HD/51+HD/4

Manip: Shuffle
You may manipulate the rules of magic within a radius of up to 10 feet + 5 feet per 10 caster levels, centered anywhere within range, affecting all magical and supernatural effects cast within or that pass through the area for up to 1 round per caster level. You must concentrate to maintain this ability, but you may spend a spell point as a free action to allow the effect to persist without concentration for its maximum duration. The caster of an effect changed by this ability is allowed a Will Save to ignore the effects of Shuffle for that effect.
Choose one of the following effects to apply to the area at the time of casting:
  1. Chaotic Rewiring: By actively ruining magical cohesiveness in the area of your shuffle, magic becomes trickier to control. When a spherecaster targets one of their allies with a targeted sphere effect in the area of their shuffle, it instead randomly selects a target from all targetable allies within the area, even if they are otherwise out of range. If the spherecaster targets an enemy with a targeted sphere effect, it instead targets a random targetable enemy within the area. At 10th caster level, any sphere effect that targets a creature within the area of the shuffle randomly targets an enemy or ally within the area, regardless of the original target, as long as they would otherwise be able to be targeted. If the sphere effect targets an area centered within your shuffle, it instead randomly changes its targeted location to a nearby area 10 feet away from the original point it targeted in a random direction (roll 1d8 to determine, moving clockwise). This distance increases by 5 feet for every 4 caster levels you possess.
  2. 2. Elemental Rewiring: Choose two energy types from the following list: acid, cold, electricity, or fire. You convert all energy damage of the first damage type into the second damage type. At 7th caster level, you add sonic to this list. At 12th caster level, you add force to this list.
Only one shuffle can be in effect in an area at a time, with any attempt to overlap areas requiring a magic skill check against the MSD of the initial shuffle effect. On success, the initial shuffle effect is dispelled, but on a failure the shuffle effect fails to cast.
Transfer
You can spend a spell point to bestow your magical potential to a creature other than yourself, granting the target 2 temporary spell points, plus 1 for every 5 caster levels you possess. After the target uses a sphere effect that costs at least 1 spell point, all granted temporary spell points are removed, even if the effect did not use all of them.
Alternatively, you may spend a spell point as a standard action to grant your target a normal spell point (Will negates if unwilling). You may grant spell points to creatures that do not possess a spell pool, temporarily granting them access to a spell pool for as long as the granted spell points last (or until you next rest to regain spell points if they are not temporary).
Radiant DawnCounters: Witness to Glory - 1 Essence
Action immediate Range close (45') Target one ally Duration Instantaneous Effect counter may be activated as part of the target ally rolling initiative, and may even be activated if flat-footed. Grant the tarhget ally a bonus to initiative equal to 7 and a number of temporary HP equal to 10.

Stances: Spoils of War - 1 Essence
Action swift Range Personal Effect While you maintain this stance, allies within close range (45') heal 8 hit points whenever they hit with an attack. Each point of essence invested into this stance increases the amount of healing done by this stance by 2 (10 total).

Strikes: Decree of Torment - 1 Essence
Action standard Range melee or ranged attack Target one creature Duration see text Effect make an attack, if it hits, deal damage as normal and apply 6 brands to the target creature, which last for 1 minute. Whenever a creature attacks the branded target, they may choose to expend a brand to perform a combat maneuver against the target without provoking attacks of opportunity. If the attack which removes the brand is a ranged attack, the maneuevr cannot be a grapple and the attacker cannot move with the target. The attacker may choose to treat their BAB as +8 and may choose to replace their Strength mod with +6 for purposes of this combat maneuver. A single attacker may only remove a single brand per round.

Spellcasting Notes

Spell Points
Spell Points: 20/day (3lvl+Int)
Casting Tradition
  • Casting Type: Psychic
  • Casting Modifier: Int
  • Drawbacks: 3 oath points, Magical Signs, Oathbound Casting (against Harm, 4 drawbacks), Somatic Casting x2
  • Boons: +1 Essence per class level (+5), +1 Spell Point per class level (+10)
  • Martial Tradition
  • Equipment: Bushido Training (double-chained kama, double walking stick katana, dual blade, katana, kama, kusarigama, longbow, naginata, nodachi, tetsubo and wakizashi)
  • Guardian: 3 talents
  • CL
  • Mana CL: 4+2=6 (4 talents)
  • Veilweaving CL: 2 (1 talent)
  • Initiator Level: 8
  • Spheres of Might BAB: 5
  • PoWRadiant Dawn
    (2) Decree of Torment, Witness to Glory
    Stances
    Spoils of War
    SoPMana
    Base Sphere, Transfer, Soulmate, What's Yours Is Ours
    Veilweaving
    Base Sphere (The Gravekeeper)
    SoMAlchemy
    Base Sphere (Formulae Package), Elixer of Life
    Brute
    Base Sphere, Muscular Surge, Giant
    Guardian
    Base Sphere, Indifferent Defender Drawback, Greater Delayed Damage
    Scout
    Base Sphere

    Adventuring Skills
    CS Skill Total AB Mod Ranks Misc
    Acrobatics -3 (DEX)  +0 +0 -3
    Bluff -3 (CHA)  -3 +0 +0
    Climb -3 (STR)  +0 +0 -3
    Diplomacy -3 (CHA)  -3 +0 +0
    Disguise -3 (CHA)  -3 +0 +0
    Escape Artist -3 (DEX)  +0 +0 -3
      Fly -3 (DEX)  +0 +0 -3
    Heal +21 (INT)  +6 +5 +10
    Intimidate -3 (CHA)  -3 +0 +0
    Knowledge: Arcana +16 (INT)  +6 +5 +5
    Knowledge: Dungeoneering +16 (INT)  +6 +5 +5
    Knowledge: Local +16 (INT)  +6 +5 +5
    Knowledge: Nature +16 (INT)  +6 +5 +5
    Knowledge: Planes +16 (INT)  +6 +5 +5
    Knowledge: Religion +16 (INT)  +6 +5 +5
    Knowledge: Martial +16 (INT)  +6 +5 +5
    Knowledge: Psionics +16 (INT)  +6 +5 +5
    Perception +1 (WIS)  +1 +0 +0
    Ride -3 (DEX)  +0 +0 -3
    Sense Motive +1 (WIS)  +1 +0 +0
    Spellcraft* +14 (INT)  +6 +5 +3
    Stealth +5 (DEX)  +0 +5 +0
    Survival +9 (WIS)  +1 +5 +3
    Swim -3 (STR)  +0 +0 -3
    Background Skills
    CS Skill Total AB Mod Ranks Misc
    Appraise +6 (INT)  +6 +0 +0
    Craft: Alchemy +15 (INT)  +6 +5 +4
    Knowledge: Engineering +16 (INT)  +6 +5 +5
    Knowledge: Geography +16 (INT)  +6 +5 +5
    Knowledge: History +16 (INT)  +6 +5 +5
    Knowledge: Nobility +16 (INT)  +6 +5 +5
    Custom Skills
    CS Skill Total AB Mod Ranks Misc

    * only usable when trained (rank 1 and higher)
    Skill Notes
    Ranks
    Class: 8/lvl Int: 6/lvl Background: 2/lvl Spheres 10 Major Drawback: -1/lvl
    Total Ranks: 15/lvl+10=15*5+10=85, 17 skills at 5 ranks.
    Share Skill 6 skills
    Background
    Skills: Craft (Alchemy) +1, Heal +1
    Heal Mods
  • You can use first aid as a swift action instead of a standard action.
  • 5/day, can use Treat Deadly Wounds as a full-round action. Do not take a penalty for not using a healer's kit when treating deadly wounds in this way and can do so upon the same creature more than once a day. The healing from this manner of treating deadly wounds only heals creatures who are healed by positive energy.
  • When you treat deadly wounds, the target recovers hit points and ability damage as if it had rested for a full day. (2x HD healing)
  • When you use the Heal skill to heal HP damage, any healing in excess of bringing the target to their maximum HP is granted to the target as temp Hp for 5 hours.
  • 6/day/target as a standard action that consumes a use of a healer's kit, do one of the following:
    • can make a heal check and heal a target for ((check result-14)*2)
      • Can be added into an alchemical item, while it is being prepared. inoculated allies and the Titan's Grace gain the healing and do not take any damage, if exposed to the area of effect of the alchemical item. non-inoculated creatures take half the normal damage and gain a +2 bonus to saves against the alchemical item.
    • heal target of a number of points of ability damage equal to ((check result)/5-2)
  • 6/day/target as a standard action that consumes 5 uses of a healer's kit, do one of the following:
    • can make a heal check and cure the target of a number of the following conditions equal to ((check result)/10-1): blindness, deafness, paralysis, poison
  • Feats

    Racial Feats1) Spell Focus (Universal)
    +1 to DC of Universal school or Mana sphere Spells
    5) Martial Training II
    Gain the Decree of Torment and Witness to Glory Maneuvers and the Spoils of War stance. Can ready a 2nd maneuver.
    10)
    15)
    20)
    Non-Leveling FeatsFlaw) Varisian Tattoo
    +1 Cl to Universal school or Mana sphere Spells
    Flaw) Bloatmage Initiate
    +1 Cl to Universal school or Mana sphere Spells, but permanently considered under medium encumbrance load.
    Major Drawback) Extra Arsenal Trick
    Gain the Imbued Arsenal armorist trick
    Background) Extra Combat Talent
    Gain the Elixer of Life talent from the Alchemy sphere
    Leveling Feats1) Healer's Hands
    A number of times per day equal to it ranks in Knowledge Planes, The Titan's Grace can perform the Treat Deadly Wounds function of the Heal skill as a full-round action. it does not take a penalty for not using a healer's kit when treating deadly wounds in this way and can do so upon the same creature more than once a day. The healing from this manner of treating deadly wounds only heals creatures who are healed by positive energy.
    3) Martial Training I
    Gain access to the Radiant Dawn discipline, and the Diplomacy skill as a class skill. Your initiation modifier is Intelligence. Your martial initiator level for maneuvers granted by this feat (and subsequent Martial Training feats) is equal to half your character level + your initiation modifier. You may select any two maneuvers from the 1st level maneuvers from this discipline (but you won't use them anyways), and you may ready one of your maneuvers for use. You may recover one maneuver by expending a full round action to recover it. (Initiator Level: 7)
    5) Signature Skill (Heal)
    Gain Skill Unlocks for the Heal skill. lol.
    Antihero Feats1) Absolute Poverty
    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.
    Oath FeatsAdvanced Magic Training
    Treat any racial Hit Dice not granting spherecasting and your levels in non-spherecasting classes as Low-Casting classes when determining your total caster level, magic skill bonus, and magic skill defense. You gain spell points from casting tradition drawbacks, but otherwise do not add these levels when determining your spell point pool. If you do not possess levels in an actual spherecasting class or racial Hit Dice granting spherecasting, increase your spell point pool to become equal your casting ability modifier (minimum 1).
    2) Extra Combat Talent
    Gain the Giant talent of the Brute sphere.
    6)
    10)
    14)
    18)

    Traits



    Racial TraitsPermanent Spirit Blade
    Type: Construct (human) Senses: Low-Light Vision, Darkvision 60', Immunities: Disease, Massive Damage, Poison Healing Can heal from Object targetting spells and positive energy, can be raised or resurrected and affected by Memory of Function.
    OathsOaths: Against Harm
    Oath: You have sworn never to take the life of a living creature. You cannot inflict lethal damage on a living creature with any of your abilities, and you cannot directly kill a living creature by any other means (this might include killing it with ability drain or pushing it off a cliff to its death).
    Defiance Penalty: You feel the pain of those you hurt. Whenever you inflict lethal damage, you take that amount of damage yourself (this damage cannot be reduced or redirected in any way). The damage cannot be healed by any means until you atone. If you kill a creature in any way, you gain the nauseated condition for 24 hours. This ignores any immunity you may possess to the nauseated condition.
    Atonement: Atoning for breaking an oath against harm often requires rectifying any harm you have caused to another creature. This typically requires healing any wounds inflicted or making reparations for any deaths you have caused. If this is not possible, you must spend at least one week nurturing life and allowing it to flourish, spending 100 gp x your character level squared on resources in order to care for your charge. Nurturing life could mean caring for the family of one slain or serving at a temple.
    Candor
    Oath: Your words will betray no falsehood. You are not allowed to deliberately speak any lies, including bluffing, stating half-truths or concealed truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm, you can remain silent.
    Defiance Penalty: Your broken Oath visits its wrath upon you by muddling truth and lie, causing you to take a penalty on all Charisma-based, Intelligence-based, and Wisdom-based rolls as well magic skill checks and saving throws equal to half your character level (minimum 1).
    Atonement: Atonement for breaking your Oath requires you to attempt to correct any falsehoods that your words might have spread. Alternatively, you may donate your wealth to some cause as an offering and assurance that you will not again go against your word. The total value of donated materials must be worth at least 100 gp x your character level squared.
    Forbidden Knowledge (greater)
    Oath: The secrets you carry weigh heavy on you. You are constantly affected by a single madness which never goes dormant no matter how much sanity damage is recovered. Whether this madness represents constant stress from your burden or a perfectly logical path given some horrible secret you are aware of is up to you. Lesser madnesses are worth 2 Oath points while greater madnesses are worth 4 Oath points. A character may only possess one instance of this Oath.
    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 madness, 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 madness associated with this oath.
    Death Wish: The afflicted character cannot or does not want to avoid harm, taking a -10 penalty on AC and a -4 penalty on all saving throws.
    Poverty
    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 an amount of equipment which does not exceed this price equal to twice your character level (the character can carry other forms of equipment worth less than 2 gp without breaking the Oath). You can benefit from equipment used on your behalf (you can drink a potion a friend gives you, receive a spell cast from a wand, ride on your companion’s vehicle, or eat expensive food that a host offers you). You may not, however, “borrow” a worn or wielded item from a companion for even a single round. The Oath may accept the Oathkeeper carrying (but not using) an expensive piece of equipment with intent to deliver it to someone or to keep it away from someone else who would use it against them. Using equipment gained from class features (such as an armorist’s summoned equipment) never violates this oath.
    Defiance: 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.
  • Single Expensive Item: Healer's Satchel (normal) - 1500gp (2000gp limit)

  • Boons: Bonus Feats (4 points)
    See the Feats section of this sheet for when feats become available and what feats are taken through this oath boon.
    Bonus Talents (3 points)
    gain additional talents at 2nd level and every 4th level thereafter.
    Drawback (3 points)
    Every Oath point you spend on this Oath boon is treated as one casting tradition drawback for the purpose of gaining bonus spell points or selecting boons based on the number of drawbacks you possess. Losing the benefits of your Oath causes you to lose any boons or spell points paid for with this Oath boon.
    Enhanced Abilities
    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,+0,+0,+2,+0,+0)
    Enhanced Armaments (3 points)
    Your devotion enhances the abilities of your weapons. At 4th level, one weapon you wield (including a natural weapon) gains a +1 enhancement bonus on attack and damage rolls for as long as you wield it (these bonuses are still applied if the weapon is thrown). This bonus increases by 1 at 7th level and every 3 levels thereafter, to a maximum of +5 at 16th level. Alternatively, you may apply this bonus to an implement, granting an enhancement bonus to caster level with a specific sphere in place of a bonus to attack and damage rolls. This bonus does not stack with any existing enhancement bonus the weapon or implement may have. If you spend a third Oath point, the weapon or implement’s enhancement bonus also increases at 5th level and every 3 levels thereafter (to a maximum of +10 at 17th level).
    The item’s enhancement bonus cannot exceed +5, but the remaining bonus can be spent to grant the item any properties that an armorist of your character level could apply to their weapons or implements. You may take this Oath boon multiple times, each time gaining the ability to apply it to an additional weapon or implement. You may change which item you apply this bonus to or change the nature of the bonus in a process that takes 1 hour. You cannot apply both Enhanced Armaments and Enhanced Defenses to the same piece of equipment. (applied to Bound Unarmed Strike as a Mana implement +2
    Magical Gleaning
    You gain Advanced Magic Training as a bonus feat even if you do not meet the prerequisites. This counts as obtaining the casting class feature. This boon also grants 2 bonus magic talents as though you gained your first level in a casting class (if you had not already gained these two bonus talents).
    Renewal
    Even death cannot impede you. 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.
    Skill Superiority (1 point)
    gain 2+1/2HD competence bonus to Heal checks.
    Flaws & DrawbacksFlaws: Pathetic
    -2 Charisma, haha funny!
    Shaky
    -2 penalty on ranged attack rolls, just in case I ever get a clever idea.

    Drawback: Overprotective
    If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

    M. Drawback: Learning Impaired
    Subtract 1 from your character class’s skill points per level. You cannot take this drawback if you already receive only 1 skill point per level.
    TraitsBeastkin (Social)
    Select one specific type of animal (Tortoises). You were raised from infancy by an animal or pack of animals of that type. You learned their ways and have more in common with your beastly kin than members of any humanoid race. You gain a +1 trait bonus on Survival checks and can use speak with animals as a spell-like ability at will to communicate with the type of animal that raised you.
    Combat Healer (Combat)
    Can Use First Aid as a swift action, and heal is always a class skill.
    Mixed Blood (Plant) (Race)
    Gain the Earthblood subtype and low-light vision. In addition, you do not need food to survive, provided you spend at least 1 hour a day in sunlight.
    Earthblood creatures are related to plants and have odd colorations to their otherwise normal anatomy. They count as plants in addition to their other types and subtypes for effects and prerequisites relating to type. They do not gain any other qualities of the type unless another source grants it.
    Pocket Space (Magic)
    You gain a permanent extradimensional space that can hold up to 5 pounds plus an additional 5 pounds for every five character levels you possess, and nothing larger than a Small-sized object (or a combination of smaller objects equal in size to one Small object). You may place any inanimate, unattended object you touch into your pocket space as a full-round action, and may retrieve any one object from your pocket space as a full-round action. If you die (or are destroyed, if you lack a Constitution score), all contents of your pocket space appear in your square, or the nearest unoccupied space. Any effects interacting with the Extradimensional Storage talent also interact with this space. If you gain the Extradimensional Storage talent later, this pocket space is merged with the space granted by the talent.

    WEAPONS
    Name AB Critical Type Range Ammo Dmg
    +2 Frost Unarmed Strike +13 x2 Bludgeoning 5' reach - 1d6+2+1d6
    +2 Merciful Katana +13 {18-20}x2 Slashing 5' reach - 1d8+2
    ARMOUR
    Name ACB Type Check Penality Spell Failure Weight Properties
    Medium Load-encumbrance-3---
    Class Features

    ArmoristBound Equipment (+3 - 2/1)
    An Armorist gains a bond with a specific weapon, shield, suit of armor, or implement. Bound equipment can be summoned into the possession of the spirit blade's wielder, allowing the wielder to use them as if the wielder were the spirit blade.
    Bound equipment is masterwork quality, and gains a +1 enhancement bonus for every odd armorist level possessed. A piece of bound equipment’s enhancement bonus cannot exceed +1, +1 per 3 armorist levels (maximum +5 all enhancement bonus beyond this must be traded for special abilities.
    An armorist may give her bound weapon special abilities from Table: Bound Equipment, trading enhancement bonus for other benefits. Bound equipment cannot be enchanted through any other means than gaining armorist levels and must retain at least a +1 enhancement bonus. Bound implements use the rules presented in the Magic Items chapter, granting the armorist enhancement bonuses to her caster level with one sphere, chosen when the implement is created. A piece of bound equipment may be an implement or a weapon/shield/suit of armor, but not both at the same time.
    Once a piece of bound equipment has been selected, or once its special abilities have been chosen, they may only be changed if the armorist spends 8 hours (1 day) meditating to dismiss the old piece of bound equipment and create a new piece of bound equipment to take its place. A bound double-weapon must divide its enhancement bonuses and special abilities between the two ends (for example, a +5 bound quarterstaff could have a +3 bonus on one end and a +2 bonus on the other). Alternatively, the armorist may bind each end of the double weapon as a separate piece of bound equipment, thus granting full bonuses to each half. If one end of the double weapon has no bonuses, it is still considered masterwork.
  • Katana: +2 Merciful
  • Unarmed Strike: +2 Frost - +1 Mana CL, Specialized (Creature) <Enhanced Armament>
  • Weapon Form
    At 1st level, the spirit blade may take the form, including all properties (such as masterwork status, enhancement bonus, materials, and special abilities), of one of her bound weapons as a full-round action. This is a polymorph effect and persists until the spirit blade changes back or to a different weapon form. Returning to her normal form is a fullround action. While in weapon form, the spirit blade may be targeted as a magic weapon of the chosen type despite not being an object, though is always counted as being attended. The spirit blade in weapon form may communicate telepathically with her wielder. As part of transforming into weapon form, the spirit blade may touch a willing creature that has at least one hand free; the transformation completes with the weapon form held by that creature. The touched creature may drop a held object to free a hand for this purpose as a free action that can be taken even when it is not that creature’s turn. While wielded, the spirit blade is treated as an object for the purpose of effects that target an area.
    In weapon form, the blade spirit has no Strength or Dexterity scores (they are treated as having a score of 10 for determining bonuses if required, though if making an attack roll with a sphere affect the normal score is used) and gains hardness equal to her class level or the hardness of the bound weapon, whichever is higher, and takes damage as an object. The spirit blade in weapon form retains her normal senses and communication abilities. While in weapon form, the spirit blade is immune to bleed, disease, paralysis, and poison. Ongoing effects of these kinds are suspended while in weapon form, not expending duration or forcing subsequent saving throws, resuming their normal effects and duration when weapon form ends.
    Striking a creature or object as part of an attack does not damage the spirit blade in weapon form, nor forces her to attempt a concentration check to maintain an ongoing effect. If the spirit blade has more than one bound weapon, she may change between their forms with the same action as required to assume weapon form.
    The spirit blade may resize her weapon form to suit her wielder as part of changing form. Should the spirit blade possess the ability to have a bound natural attack, she may graft herself to a willing wielder either as part of her transformation into weapon form or as a move action.
    Arsenal Tricks
  • Natural Materials
    The armorist may summon equipment or create bound equipment out of darkwood, darkleaf cloth, greenwood, or normal wood treated with the ironwood ritual.
    The armorist adds wild (+3) and green-touched (+1) to the special abilities she may add to her bound and summoned armor and shields, and wild fang (+1) to those she may add to bound and summoned weapons.
    The armorist may make a natural attack she possesses or her own unarmed strike into a bound weapon, granting it the bonuses associated with being a bound weapon. The armorist may use her boost equipment class feature on unarmored creatures or on natural weapons and unarmed strikes.
  • Share Skill
    The spirit blade may choose a number of skills equal to her casting ability modifier each day after resting to regain spell points. She may share her skill ranks in the chosen skills with her wielder.
  • Imbued Arsenal
    The armorist can add her casting ability modifier instead of her Strength or Dexterity modifier to attack rolls when she is wielding a bound or summoned weapon.
  • Possess Wielder
    At 2nd level, the spirit blade may spend a spell point to attempt to actively possess any creature that wields her, treating her spirit blade levels as wraith levels for determining the possession DC. The spirit blade’s weapon form body is not absorbed into the host; instead the host may wield it as a weapon while possessed. This otherwise functions as the possession ability of the wraith class.
    Guiding Blade
  • At 1st level, the spirit blade’s influence allows the wielder to focus on other matters; the spirit blade momentarily controls her wielder, spending her actions (free, swift, move, standard, and/or full-round) to cause the wielder to make attacks (including combat maneuvers and sphere abilities that require an attack roll made with the spirit blade) with the spirit blade as a free action even when it is not the wielder’s turn. These actions may also be spent to cause the wielder to reload the spirit blade. If an ability, such as the shove ability of the Brute sphere, grants movement as part of the ability, the wielder may make that movement within the limits of that ability. The wielder may attempt a Will save against the spirit blade’s possession DC (10 + half the spirit blade’s class level + casting ability modifier) if unwilling to attack the chosen target. Attacks made this way use statistics as if the wielder was actively possessed.
    Additionally, the wielder may supply material, somatic, and verbal spell components for the spirit blade’s casting. Attacks of opportunity provoked by the spirit blade’s casting are made against the spirit blade herself.
  • At 3rd level, the spirit blade may grant her skill to her wielder. The spirit blade guides the wielder’s attacks that are made with the spirit blade’s weapon form, allowing them to be made with the spirit blade’s base attack bonus. The spirit blade may choose to share her magic and combat talents with her wielder. Duplicate talents do not grant any benefit unless the talent may be taken more than once; if such a talent allows for selections from a list, the choices made cannot change as part of this ability and any limits on the number of additional times a talent may be taken are unchanged.
    Additionally, the spirit blade may use her Strength or Dexterity modifier (as determined by her attributes when not in blade form) to determine the results of attacks made with her blade form if beneficial.
  • Equip Wielder
    At 5th level, when summoning a bound armor, shield, implement, or weapon while in weapon form and being wielded or possessing a wielder, it may appear on the wielder or possessed creature as if they were the spirit blade. She may resize weapons and reshape armor to suit the wielder as part of summoning it.
    ScholarInnoculations
    Starting at 1st level, the doctor learns to protect her allies from the effects of her abilities. At the start of each day, the doctor can select a number of allies up to her Intelligence bonus (minimum 1 both the doctor and the chosen allies are immune to the negative effects, including hit point damage, of the doctor’s alchemical items and material impositions. Positive effects of alchemical items and material impositions, such as hit point healing, still affect the doctor and her allies normally.
    Medical Training
    The scholar may use her Intelligence modifier in place of her Wisdom modifier as her associated ability score modifier with the Heal skill. In addition, the scholar may expend one use of a healer’s kit and make a special DC 15 Heal check on an ally as a standard action that provokes an attack of opportunity; if this check is successful, the ally recovers 1 hit point +1 for each point by which the scholar exceeds the DC. If the scholar has at least 5 ranks in the Heal skill, she may instead use this ability to restore 1 point of ability damage +1 point for every 5 points by which she exceeds this ability’s DC. The scholar can only attempt to heal a particular creature with this ability a number of times per day equal to her Intelligence bonus (minimum 1). Attempting to heal a creature but failing to meet the DC of this ability still counts towards this daily total.
    From 5th level on, the scholar’s research has taught her advanced medical techniques for treating certain ailments; the scholar may expend 5 uses of a healer’s kit as a standard action that provokes attacks of opportunity and make a DC 20 Heal check to cure any one of the following conditions affecting a creature: blindness, deafness, paralysis, or poison. For each 10 points by which the scholar exceeds the DC of this check, she may cure an additional condition from the list that the target is suffering as part of the same check. If the scholar has at least 8 ranks in the Heal skill, she may instead use this ability to restore 1 point of ability drain +1 point for every 5 points by which she exceeds this ability’s DC. The scholar can only attempt to heal a particular creature with this ability a number of times per day equal to her Intelligence bonus (minimum 1). Attempting to heal a creature but failing to meet the DC of this ability still counts towards this daily total. In addition, the scholar increases healing done by the hit point healing option of the medical training class feature to 2 hit points +2 for each point by which the scholar exceeds the DC, and may activate it as a move action.
    Problem Solver
    A scholar gains the Alchemy sphere with the Formulae package and the Scout sphere as bonus combat talents at 1st level. If she already has either of these talents from another source, she may instead gain any talent she qualifies for from the corresponding sphere.
    Flashbang
    At 2nd level, the scholar learns how to create unstable preparations using various salts and minerals that she can hurl at a creature as a ranged touch attack with a range of 30 ft. + 10 ft. per class level, dealing 1d4 bludgeoning, slashing, and piercing damage, and forcing the target to succeed on a Fortitude save (DC 10 + 1/2 the scholar’s class level + her Intelligence modifier) or be deafened and dazzled for 1d4 rounds; in addition, whenever a creature fails their saving throw against one of the scholar’s flashbangs, she may recover her martial focus as an immediate action. Preparing and throwing a flashbang is a standard action. If the scholar has at least 5 ranks in the Craft (alchemy) skill, the target takes 1d8 bludgeoning, slashing and piercing damage and is instead blinded and deafened for 1d4+1 rounds on a failed Fortitude saving throw.
    Some material impositions grant secondary effects that have the [explosive] descriptor; these impositions allow the scholar to expend her martial focus when using a flashbang to add additional effects as described in their entry. You can only add one [explosive] to a given flashbang.
    Scholar Knacks
  • The scholar adds half her class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained. If the scholar succeeds on a Knowledge check to identify a creature that she has successfully scouted, she may spend a move action to instruct her allies on how best to take it down, granting them a +2 bonus on combat maneuver checks and to the DCs of any abilities used against the creature for 1 minute.
  • The scholar adds half her class level (minimum 1) as a bonus on all Heal checks. Whenever a creature regains hit points due to the scholar’s use of the Heal skill (including her medical training class feature), or from an alchemical item the scholar has prepared (such as the salve formulae from the Alchemy sphere), any healing in excess of their normal maximum hit point total is applied as temporary hit points which last for 1 hour per class level the scholar possesses.
  • Material Impositions
  • From 3rd level on, whenever the doctor prepares an alchemical item, she may make a Heal check as part of the preparation process and expend one use of a healer’s kit as though using the hit point healing option of her medical training class feature; the scholar may take 10 on this check, but cannot take 20. Whenever the doctor or an ally benefiting from her inoculations class feature is within the area affected by the use of an alchemical item modified by this ability, they regain hit points as though they had benefited from a use of the doctor’s medical training class feature with a Heal check equal to the one used when preparing the alchemical item, but all creatures that would normally be damaged by the alchemical item take only half damage (minimum 1), and gain a +2 bonus on any saving throws to resist its effects. This ability can be used to augment alchemical items that normally affect only a single creature, such as the Salve formulae created by the Alchemy sphere. Creatures healed by this ability count each instance of healing received in this manner against the total number of times per day they may be affected by the doctor’s medical training class feature.
  • Advanced research into various chemical reactions has taught the scholar how to create a substance that can drastically lower temperatures, or even freeze an opponent solid. The scholar may activate this imposition in two ways:
    1. she may use it to lower the ambient temperature in an area, protecting herself and every creature within 30 ft. from the effects of extreme heat, such as heat exhaustion and nonlethal damage for 10 minutes; this cooling effect can even protect the scholar and her allies from the heat of lava, cooling molten stone within the radius of the effect and allowing the scholar and her allies to safely traverse it. Creatures within the radius of this effect also gain fire resistance equal to the scholar’s class level, or increase any fire resistance they currently possess by the same amount.
    2. She may make a single ranged touch attack against an opponent within 30 ft.; on a successful attack the opponent takes 1d8 cold damage for every five class levels the scholar possesses (rounded down, minimum 1d8), and must make a Fortitude save or be frozen solid in a block of ice for 1 round, plus 1 round per class level. (this ability can affect objects and undead). While trapped in the ice, the creature is paralyzed but does not need to eat or breathe for the duration of the effect, and any physical attack or damaging spell deals damage to the ice first and cannot harm the trapped creature until the ice is destroyed, which ends all other effects of this ability. The ice has 20 hit points and hardness 0.
    • Glacial Percussion [explosive]: Mixing various freezing compounds into her flashbangs, the scholar allows them to deal an additional 1d6 cold damage per two class levels she possesses, and creatures that fail their Fortitude save are staggered for 1d4 rounds in addition to the flashbang’s normal effects. If the scholar hits a target that is already staggered with this effect, the target is instead paralyzed for 1 round.
  • Possessions & Property

    Single Expensive Item (2000gp limit)Healer's Satchel (Normal)
    This well-worn physician’s bag can be slung over one shoulder or carried easily in one hand. It contains a collection of continually renewing bandages, medicines, and herbs. This acts as a healer’s kit, except spent uses are renewed every day, so the wielder can expend up to 10 uses in any 24-hour period. When the wielder expends 2 uses from a healer’s satchel to treat deadly wounds with the Heal skill, she adds her Wisdom bonus to the amount of hit points restored, and if she exceeds the DC by 5 or more, she adds 2 × her Wisdom bonus to the amount restored. The wielder also gains a +4 circumstance bonus on Heal checks when she expends uses of the healer’s satchel to treat poisons and provide first aid (this does not stack with the normal +2 circumstance bonus granted for using a healer’s kit).
    Other Items (up to 9, 25gp limit)Spell Component Pouch - 5gp
    A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for components that have a specific cost, divine focuses, and focuses that wouldn’t fit in a pouch. Most spell component pouches are waterproof and can be strung onto a belt or bandolier.

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

    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

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


    Created by

    M.Grom.

    System

    Pathfinder 1e

    Statblock Type

    Character Sheet

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