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Theresa Ophelia Preston LE
Character Name Alignment
Prodigy(Exploitant, Gutter Rat) 3 , Incanter 3
Character Level
Fetchling (Kayal) Medium
Race Size
Female 21
Gender Age
5ft 8in 143lbs
Height Weight
Light-Blue Purple
Hair Eyes
Stiftquadrat
Player
Dark Tapestry (R'lyeh) IreLand
Deity Homeland
- -
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
9 -1 N/A -1
Dex
Dexterity
17 +3 N/A +3
Con
Constitution
15 +2 N/A +2
Int
Intelligence
13 +1 N/A +1
Wis
Wisdom
5 -3 N/A -3
Cha
Charisma
19 +4 N/A +4
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
30
0
0
Initiative
Dex
Modifier
+3
+3
+0
BAB
+2
ARMOUR CLASS
Total AC
Armour
Shield
Dex
7
+0
+1
+3
Size
Natural
Deflection
Misc
+0
+0
+0
-7
Touch
6
Flat Footed
4
Flat Footed + Touch
3
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude -1 +1 CON +2 +0 -4 +0
Reflex +2 +3 DEX +3 +0 -4 +0
Will +0 +3 WIS -3 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+1 +2 -1 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
14 10 +2 -1 +3 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30 ft
30
-
-
-
-
Languages

  • Common
  • Aklo
  • Draconic
  • Deep Speech
  • Orc

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

Spheres of Might

Equipment Sphere [BAB: 2] [DC: +0]

  • [Base] Shield Training (discipline)
    Show spoiler
    You gain proficiency with all shields, including tower shields, and are proficient in all shield bashes. Associated Feat: Shield Proficiency, Tower Shield Proficiency.
  • [M-Trad] Knightly Training (discipline)
    Show spoiler
    You gain proficiency with the greatsword, halberd, heavy flail, heavy pick, light flail, light pick, lance, longsword, shortsword, and warhammer, and may wield the bastard sword and estoc, but only as two-handed martial weapons. When performing a charge, you only suffer a -1 penalty to your AC rather than -2.

Shield Sphere [BAB: 3] [DC: +0]

  • [Base] Active Defense
    Show spoiler
    If you are using a shield and you are attacked by a creature you are aware of while not flat-footed, you may spend an attack of opportunity to increase your shield bonus to AC against that attack by +2. This decision must be made before the roll is made. For every 4 points of base attack bonus you possess, the increase to your shield bonus provided by this talent increases by 1. Talents with the (deflect) tag grant additional effects to this ability. Each use of active defense may only benefit from one (deflect) talent. You may expend your martial focus to use active defense in place of spending an attack of opportunity.
  • [VProd1] Bashing Shield
    Show spoiler
    You do not lose your shield bonus to AC when making an attack with your shield. Additionally, you may make shield bash attacks with a buckler as if it were a light shield. Reduce the damage as if the shield bash was one size smaller when used this way. Associated Feat: Improved Shield Bash.

Guardian Sphere [BAB: 3] [DC: +0]

  • [Base] Delayed Damage Pool
    Show spoiler
    You gain a delayed damage pool equal to your 3 x your base attack bonus. When you receive damage, as part of taking the damage you may redirect all or part of it to your delayed damage pool. Apply damage reduction and resistance before redirecting the damage. You may not redirect damage that would exceed the maximum capacity of the damage pool. Your delayed damage pool empties at the end of your turn each round, inflicting any damage stored in the pool on you, bypassing any damage reduction or resistance you possess and resetting to 0. Any additional effects of the attack, such as poison, are still incurred immediately even if the entire damage of the attack is redirected to the delayed damage pool. Any healing you receive in excess of your maximum hp automatically reduces the amount of damage in your delayed damage pool.
  • [Base] Challenge
    Show spoiler
    As a move action, you may issue a challenge to a creature you can see. You may expend martial focus to reduce this to a swift action. A creature must be able to perceive your challenge to be affected by it. The creature takes a -2 penalty on attack rolls that do not include you as a target and a +2 bonus on attack rolls targeting only you. Creatures receiving this effect are aware of it, though do not gain insight to its duration. This penalty (but not bonus) increases by 1 for every 4 points of base attack bonus you possess. The challenge lasts for a number of rounds equal to 3 + 1/2 your base attack bonus. When you issue a new challenge, any previous challenge you have active ends. Multiple challenges do not stack; if a creature is affected by challenges from more than one creature, they suffer no penalty against the source of any challenge against them and likewise gain the bonus against the sources of all of the challenges. Creatures with no Intelligence score (Intelligence score of (-)) cannot be targeted by your challenge.
  • [VProd2] Berserker Sphere [BAB: 3] [DC: +0]

    • [Base] Berserking
      Show spoiler
      As a free action at the start of each turn, you may choose to take a -2 penalty to AC in exchange for 3 temporary hit points. The penalty and the temporary hit points end at the start of your next turn. For every point of base attack bonus you have, the granted temporary hit points increase by 1.
    • [Base] Brutal Strike
      Show spoiler
      As a special attack action, you may make a melee attack against a target. Creatures damaged by a brutal strike gain the battered condition until the end of your next turn. You may expend martial focus to have the attack deal additional damage equal to twice your base attack bonus.
      Each brutal strike may be modified by a single (exertion) talent.

    [VProd3] Fencing Sphere [BAB: 2] [DC: +0]

    Drawbacks: Defensive Style, Virtuous
    • [DBTalent] Masterful Defense
      Show spoiler
      Whenever you fight defensively, you only suffer a -2 penalty to attack rather than the usual -4. In addition, you gain an additional +1 dodge bonus whenever you fight defensively or take the total defense action. Associated Feat: Crane Style.
    • [DBTalent] Read Foe [utility]
      Show spoiler
      You have learned to read the subtle cues of your enemy, and to see through enemy feints. You gain 5 ranks in the Sense Motive skill, plus 5 ranks per additional talent spent in the Fencing sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Sense Motive skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.

    [ECT3] Brute Sphere [BAB: 2] [DC: +0]

    Spheres of Power

    [Caster1] Veilweaving Sphere [CL: 3] [DC: +0]

    • [Base] Veilweaving
      Show spoiler
      You count your combined levels in your casting classes and any veilweaving classes as your veilweaving level and your casting ability modifier as your veilweaving modifier for the purposes of the veils you shape, abilities that determine their effects based on your veilweaving level, and for acquiring and utilizing akashic feats. You also count as having levels in a veilweaving class when you take this sphere for the purposes of abilities and feats that require you to have levels in such a class. If a single class is both a veilweaver and a casting class at the same time it only counts as a single level in a veilweaving class for these purposes.
      • [Base] Known Veils
        Show spoiler
        When you gain this sphere, you immediately learn a veil of your choice. This veil must be able to be shaped in one of the following chakra slots: Belt, Body, Chest, Feet, Hands, Head, Headband, Neck, Shoulders, or Wrists.
        • [Base] Shape Veil
          Show spoiler
          When you rest to recover your spell points for the day, you can choose to shape a single veil you know. This follows the normal rules for shaping veils (you can only shape a single veil in any slot).
          If you are able to bind that veil to the chakra you shaped it to, you may bind that veil as part of this process. You can shape veils to the following chakra slots: Belt, Body, Chest, Feet, Hands, Head, Headband, Neck, Shoulders, or Wrists. Shaping veils, and the veils you shape using this sphere do not count as sphere effects for any purposes.
          If you take this sphere on a character who can shape veils from a non-sphere source (such as a base-class veilweaver like vizier), this ability does not increase the maximum number of veils you may shape each day. This restriction does not apply if you only have the ability to shape a specific veil from a racial trait or class feature, or a subset of veils from a class feature, such as the sphere daevic’s passions class feature or the stormbound’s stormweaving ability.
          • [Base] Condense and Draw Essence
            Show spoiler
            As a swift action, you can spend any number of spell points to gain half that many points of temporary essence (rounded down, minimum 0). You may only ever have a total amount of temporary essence using this ability at any time equal to your caster level with this sphere. These points of temporary essence persist until you rest to recover your spell points.
            Additionally, as a swift action, you can choose to burn any number of points of temporary essence granted by this ability to gain a number of temporary spell points equal to the amount of temporary essence burned. These temporary spell points last for 1 minute.
            • [Base] Essence Capacity
              Show spoiler
              Your veils and essence receptacles gained through this sphere have a maximum amount of essence that can be invested into them, based on your character level. This maximum may be increased by talents, feats, or magic items. Character Level Essence Capacity 0 - 5 1 6 - 11 2 12 - 17 3 18 - 20 4
              • [Base](VEIL) Juggernaut Blade
                • [EMT1.1] Shape Additional Veil (VEIL) Superior Reflexes
                  Show spoiler
                  When you rest to recover spell points for the day, you may shape an additional veil you know. If you do not have a (tradition) talent, you learn an additional veil of your choice as well. You may take this talent an additional time at 6th caster level and every 3 caster levels thereafter; the effects stack. If you have the ability to shape veils from a non-sphere source, this talent cannot be taken if it would allow you to shape more veils than 1 + 1 per 3 Hit Dice you possess. This restriction does not apply if you only have the ability to shape a specific veil from a racial trait or class feature, or a subset of veils from a class feature, such as the sphere daevic’s passions class feature or the stormbound’s stormweaving ability.
                • [EMT1.2] Enhanced Capacity x1
                  Show spoiler
                  When you rest to recover your spell points for the day, choose one essence receptacle such as a veil, a talent that can be invested, a magic item designed to contain essence, or a class feature. Your essence capacity for that receptacle is increased by 1. Each time you rest to recover spell points, you can change the receptacle that benefits from this talent.
                  You may take this talent an additional time at 7th caster level and every 6 caster levels thereafter. Each time you take this talent, you can apply its effects to one additional receptacle while shaping your veils. You can’t apply this talent’s effects more than once to the same receptacle. Associated feat: Enhanced Capacity.

                [Caster2] Time Sphere [CL: 3] [DC: +0]

                [Inc1.1] Warp Sphere [CL: 3] [DC: +0]

                 

                Spheres of Guile

                Vocation Sphere

                1. Interlocutor (trade) [utility]
                  Show spoiler
                  You gain Bluff, Diplomacy, Linguistics, and Sense Motive as class skills. You may use your Wisdom modifier in place of your Charisma modifier for Diplomacy checks to improve an attitude and for Bluff checks to make a claim.
                  Priest (trade) [utility]
                  Show spoiler
                  You gain Knowledge (planes), Knowledge (religion), Sense Motive, and Spellcraft as class skills. You gain a +2 insight bonus on all skill checks regarding your specific faith or members of your specific faith (this includes checks such as Diplomacy checks and Sense Motive checks against members of the faith in addition to Knowledge checks regarding your faith).
                  Commander (trade) [utility]
                  Show spoiler
                  You gain Diplomacy, Knowledge (history), Knowledge (nobility), and Ride as class skills. You get a +1 competence bonus to your Leadership modifier for mass combat.
                  Undead Slayer (trade) [utility]
                  Show spoiler
                  You gain Intimidate, Knowledge (religion), Knowledge (planes), and Survival as class skills. You can attempt Intimidate checks against undead creatures to influence their attitude as if they were not immune to mind-affecting effects.

                Bluster Sphere

                Moldable Talents

                1. [MProd2] Rogue Talent: Cunning (Ex) (Will)
                  Show spoiler
                  You are good at getting yourself out of scrapes by being wilier and craftier than your enemies. Choose a saving throw. You receive a bonus to this saving throw equal to your Charisma modifier (minimum 1). You lose this bonus whenever you are denied your Dexterity bonus to AC or you wear armor heavier than light armor. You may choose this talent multiple times. Each time, choose a different saving throw.
                2. [MProd5]
                3. [MProd8]
                4. [MProd11]
                5. [MProd14]
                6. [MProd17]
                7. [MProd20]

Spellcasting Notes

Martial Tradition

The Greatsword Duelist

  • Shield Training (discipline)
  • Knightly Training
  • Shield Sphere
  • Guardian Sphere

Spellcasting Tradition

Arcane, Charisma; The Sorcerous Dark Blood

Drawbacks

  • Verbal Casting
    Show spoiler
    You must speak in a loud, clear voice to cast spells. Using magic alerts all nearby hearing creatures to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly.
  • Magical Signs
    Show spoiler
    Your magic is accompanied by tell-tale signs; for example, your body glows brightly, the sound of tortured souls shriek as you cast, a deep chill affects all nearby creatures, etc. Using magic automatically breaks stealth, and whenever you use magic all creatures within 60 feet who are observing you are considered to have automatically succeeded at a Spellcraft check to know which sphere effect, talents, and casting tradition you used.
  • Innate Curse: Covetous
    Show spoiler
    You find yourself drawn to the luster of wealthy living. You must wear fine non-magical clothing and jewelry worth at least 50 gp + 100 gp per character level you have beyond 1st. If you do not have sufficient wealth to purchase this additional equipment, you feel a strong desire (but are not compelled) to sell existing items or steal from others to obtain it. You are sickened whenever you do not meet this requirement; you are also sickened for 24 hours after anything worth 25 gp × your character level or more is taken from you against your will.
  • Focus Casting
    Show spoiler
    Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. The focus must be wielded or equipped to be used (for example, a wand must be held, a ring must be equipped in a ring slot, etc.) Using magic without your focus requires you to attempt a concentration check (DC 20 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it. At the GM’s discretion, however, another caster’s focus may be used instead. If you are carrying your focus when subject to a polymorph effect that would normally meld your equipment into your new form, your focus melds into your body as well, causing this drawback to function as the center of power drawback for the duration of the effect.
  • Somatic Casting x2
    Show spoiler
    You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.
  • Burdened Magic
    Show spoiler
    Without expending proper energy, it becomes difficult for you to utilize your magic. Whenever you attempt to create a sphere effect that costs less than 2 spell points, you must succeed at a concentration check (DC 15 + your caster level if the effect costs no spell points, or DC 10 + your caster level if it costs 1 spell point) or else the sphere effect fails to manifest and any actions and spell points spent on it are wasted. As part of creating a sphere effect, you may raise the spell point cost of the sphere effect to 2 if it would be lower. When using any effect that can enhance or change a sphere effect by spending additional spell points such as (amp) effects, metamagic feats, and dual sphere feats you may include the spellpoint cost of the effect when determining the cost of the sphere effect for this drawback. This includes the cost from spending a spell point to allow an effect to remain without concentration, but only if it is spent as part of the action to create the sphere effect.

Boons

  • Essence Pool: 5
    Show spoiler
    Your magic gathers within your body, allowing you to utilize it to fuel your akashic abilities. Rather than the normal cost of exchanging 2 general drawbacks, you may exchange between 1 and 5 general drawbacks for this boon, gaining a pool of essence based on the number of general drawbacks exchanged (see Table: Essence Pool Boon). If you have the Advanced Magic Training feat, treat half your combined total racial Hit Dice not granting spherecasting and levels in non-spherecasting classes as levels in casting classes for the purposes of this boon (rounded down, minimum 1). 5 +1 per level in a casting class.
  • Overcharge
    Show spoiler
    You may overcharge your magic, giving yourself great power at the cost of your own strength. Whenever you use a sphere ability, you may give yourself a +2 competence bonus to your caster level for that ability, but you become fatigued afterward. If you are already fatigued, you become exhausted. If you are exhausted, you collapse to the ground unconscious for 1d4 rounds. Creatures immune to fatigue cannot benefit from this boon.

Trade Tradition

Zealot

  • Automatic Trade Talents: Interlocutor, Priest
  • Trade Talent Class Skills: Bluff, DiplomacyR, Knowledge (planes)R, Knowledge (religion)*, Linguistics, Sense MotiveR, and SpellcraftR Knowledge (local) in place of redundant Sense Motive.
  • Automatic Skill Sphere: Bluster sphere
  • Adroit Trade Talents: Commander, Undead Slayer
  • Trade Talent Class Skills: Intimidate, Knowledge (history), Knowledge (nobility), Ride, and SurvivalR Heal in place of redundant Diplomacy and Knowledge (planes) skills, * increased class skill bonus to Knowledge (religion) checks.
  • Adroit Bonus Skill Talent: Bluster sphere (Embarrassing Critique) talent.

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
Acrobatics +9 (DEX)  +3 +3 +3
Bluff +12 (CHA)  +4 +3 +5
  Climb -1 (STR)  -1 +0 +0
Diplomacy +12 (CHA)  +4 +3 +5
  Disguise +4 (CHA)  +4 +0 +0
  Escape Artist +3 (DEX)  +3 +0 +0
  Fly +3 (DEX)  +3 +0 +0
Heal -3 (WIS)  -3 +0 +0
Intimidate +4 (CHA)  +4 +0 +0
  Knowledge: Arcana +1 (INT)  +1 +0 +0
  Knowledge: Dungeoneering +1 (INT)  +1 +0 +0
Knowledge: Local +5 (INT)  +1 +1 +3
  Knowledge: Nature +1 (INT)  +1 +0 +0
Knowledge: Planes +5 (INT)  +1 +1 +3
Knowledge: Religion +6 (INT)  +1 +1 +4
  Knowledge: Martial +1 (INT)  +1 +0 +0
  Knowledge: Psionics +1 (INT)  +1 +0 +0
Perception +4 (WIS)  -3 +3 +4
Ride +3 (DEX)  +3 +0 +0
Sense Motive +10 (CHA)  +4 +3 +3
  Stealth +3 (DEX)  +3 +0 +0
Survival -3 (WIS)  -3 +0 +0
  Swim -1 (STR)  -1 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +1 (INT)  +1 +0 +0
  Knowledge: Engineering +1 (INT)  +1 +0 +0
  Knowledge: Geography +1 (INT)  +1 +0 +0
Knowledge: History +1 (INT)  +1 +0 +0
Knowledge: Nobility +1 (INT)  +1 +0 +0
Linguistics* +7 (INT)  +1 +3 +3
Perform: Dance +10 (CHA)  +4 +3 +3
Custom Skills
CS Skill Total AB Mod Ranks Misc
Autohypnosis +10 (CHA)  +4 +3 +3

* only usable when trained (rank 1 and higher)
Skill Notes

Skillranks

  • Base Skills (4 x lvl): 12
  • BG Skills (2 x lvl): 6
  • Intelligence (1 x lvl): 3
  • Bluster Sphere Ranks (Bluff): 10 (limited by HD)
  • Fencing Sphere Ranks (Sense Motive): 5 (limited by HD)

Profession

Professional IreLand Princess

  • Acrobatics, UMD, Perception
  • Combat Stamina
Feats

HD & Misc

  • [MDB] Focused Stamina
    Show spoiler
    Prerequisites: Martial focus, combat stamina.
    Benefit: Whenever you would expend your martial focus, you may instead spend 5 stamina points.
  • [Occ] Combat Stamina
    Show spoiler
    You stop at nothing to drive your attack home.
    Prerequisites: Base attack bonus +1.
    Benefit: You gain a stamina pool. After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost.
    Special: Since you have a stamina pool, you can spend your stamina points to use any combat tricks associated with combat feats you possess.
  • [Flaw 1] Combat Sphere Specialization (combat) (Shield)
    Show spoiler
    Your knowledge of one particular combat sphere is without peer.
    Prerequisite: 1 or more combat spheres.
    Benefit: Select one combat sphere you possess, you treat your base attack bonus as 1 higher for the purposes of its effects, but not for attacks made with talents from that sphere. At 5th level and every 4 levels afterwards, the chosen sphere’s base attack bonus is treated as an additional 1 higher, although the sphere’s effective base attack bonus cannot be higher than your character level.
    Special: You may select this feat multiple times, each time selecting a different sphere.
  • [Flaw 2] Combat Sphere Specialization (combat) (Guardian)
    Show spoiler
    Your knowledge of one particular combat sphere is without peer.
    Prerequisite: 1 or more combat spheres.
    Benefit: Select one combat sphere you possess, you treat your base attack bonus as 1 higher for the purposes of its effects, but not for attacks made with talents from that sphere. At 5th level and every 4 levels afterwards, the chosen sphere’s base attack bonus is treated as an additional 1 higher, although the sphere’s effective base attack bonus cannot be higher than your character level.
    Special: You may select this feat multiple times, each time selecting a different sphere.
  • [Shadow Cache] Extra Magic Talent
    Show spoiler
    Prerequisite: Basic Magic Training or casting class feature.
    Benefit: Gain an additional sphere or a talent from a sphere you possess. You may take this feat multiple times. The effects stack.
  • [Darkness Adept] Extra Magic Talent
    Show spoiler
    Prerequisite: Basic Magic Training or casting class feature.
    Benefit: Gain an additional sphere or a talent from a sphere you possess. You may take this feat multiple times. The effects stack.
  • [Lv1] Combat Reflexes (Combat)
    Show spoiler
    You can make additional attacks of opportunity.
    Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
    Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
    Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.
  • [Lv3] Dodge (Combat)
    Show spoiler
    Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks.
    Prerequisite: Dex 13.
    Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
    You can easily move through a dangerous melee.
    Prerequisites: Dex 13, Dodge.
    Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
    Dodge bonuses stack with each other, unlike most types of bonuses.
  • [Lv5]
  • [Lv7]
  • [Lv9]
  • [Lv11]
  • [Lv13]
  • [Lv15]
  • [Lv17]
  • [Lv19]

Incanter Feats

  • [Lv1] Spell Attack (Champion, Combat)
    Show spoiler
    Prerequisites: Casting class feature; any talent with the strike descriptor.
    Benefit: When using a talent with the strike descriptor, the attack is treated as a special attack action. This attack may benefit from Vital Strike, as well as combat spheres that augment attack actions (but not other special attack actions).
  • [Lv2] Spacetime Drift (Dual Sphere)
    Show spoiler
    Prerequisites: Time sphere, Warp sphere.
    Benefit: Whenever you affect a creature with an alter time effect, you may spend a spell point to also teleport them to any place within close range that you could normally teleport them to. If the target is unwilling, you must possess the Unwilling Teleport talent and spend any additional spell points required to affect them with this feat.
  • [Lv4]
  • [Lv6]
  • [Lv8]
  • [Lv10]
  • [Lv12]
  • [Lv14]
  • [Lv16]
  • [Lv18]
  • [Lv18]

Oath Feats

  • [Lv2] Combat Sphere Specialization (combat) (Berserker)
    Show spoiler
    Your knowledge of one particular combat sphere is without peer.
    Prerequisite: 1 or more combat spheres.
    Benefit: Select one combat sphere you possess, you treat your base attack bonus as 1 higher for the purposes of its effects, but not for attacks made with talents from that sphere. At 5th level and every 4 levels afterwards, the chosen sphere’s base attack bonus is treated as an additional 1 higher, although the sphere’s effective base attack bonus cannot be higher than your character level.
    Special: You may select this feat multiple times, each time selecting a different sphere.
  • [Lv6]
  • [Lv10]
  • [Lv14]
  • [Lv18]

Traits

Racial Traits

  • Type: Fetchlings are outsiders with the native subtype.
  • Size: Fetchlings are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Base Speed: Fetchlings have a base speed of 30 feet.
  • Languages: Fetchlings begin play speaking Common. Fetchlings with a high Intelligence scores can choose from the following: Aklo, Aquan, Auran, Draconic, D’ziriak (understanding only, cannot speak), Ignan, Terran, and any regional human tongue. See the Linguistics skill page for more information about these languages.
  • Shadow Cache
    Show spoiler
    By utilizing their tie to the Plane of Shadow, some fetchlings gain the ability to create a small, shadowy space that they can store items in. They gain Basic Magic Training in the Warp sphere as a bonus feat at 1st level with the Bender drawback, receiving Extradimensional Storage as their bonus talent. This replaces the shadow blending racial trait.
  • Shadowy Resistance
    Show spoiler
    Fetchlings have cold resistance 5 and electricity resistance 5.
  • Shadow Agent
    Show spoiler
    Families of fetchlings make their livings serving as agents, diplomats, and spies mediating between humans and the powers of the Plane of Shadow. They gain a +2 racial bonus on Bluff and Diplomacy checks. This racial trait replaces skilled.
  • Darkness Adept
    Show spoiler
    Born of shadow, fetchlings are natural practitioners of magics relating to darkness and deception. They gain Basic Magic Training in the Dark sphere at 1st level. At 13th level, they receive the Extra Magic Talent feat. This replaces spell-like abilities.
  • Darkvision
    Show spoiler
    Fetchlings can see perfectly in the dark up to 60 feet.
  • Low-Light Vision
    Show spoiler
    In addition to their ability to see perfectly in the dark up to 60 ft, fetchlings have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

Traits, Drawbacks & Flaws

Traits

  1. Aldori Caution (Combat)
    Show spoiler
    You learned defensive moves from Aldori trainers. Benefit: You gain an additional +1 dodge bonus to Armor Class while you fight defensively or use the total defense action.
  2. Chronosense (Magic)
    Show spoiler
    You have an acute innate sense time. Benefit: You always know the date and time of day. You can automatically sense auras (see the Divination sphere’s divine base ability) left by Time sphere effects (and similar magic, as the GM rules appropriate) within 20 feet.
  3. Trained Autohypnotist (Psionic)
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    Through special training, you learn the secrets of autohypnosis. Benefit: You gain Autohypnosis as a class skill. You may use either Intelligence, Wisdom, or Charisma for Autohypnosis, chosen when you gain this trait.
  4. Empathetic (Social)
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    You may add your Charisma modifier instead of your Wisdom modifier when determining your Sense Motive bonus.

Flaws

  • (Drawback) Pride
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    You can’t abide challenges to your dignity, authority, or honor.
    Effect: When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
  • (Major DB) Easy Target
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    Bane: You suffer a -1 penalty to AC at all times.
  • (Flaw 1) Vulnerable
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    You are not good at defending yourself.
    Effect: You take a -1 penalty to Armor Class.
  • (Flaw 2) Shaky
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    You are relatively poor at ranged combat.
    Effect: You take a -2 penalty on all ranged attack rolls.

Misc Statistics

  • FCB: Add +1/6th of a combat talent. (x3)

WEAPONS
Name AB Critical Type Range Ammo Dmg
Juggernaut Blade +0 (Veil) +1 19/x2 Bludgeoning Melee - 2d6-1
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Superior Reflexes +0Light000Veil
Oaths

CHOSEN OATHS

  1. Oath of Ritual (1 Oath Point)
  2. Forbidden Knowledge [Death Wish] (4 Oath Points)
  3. Oath of Honor [Chivalric Code] (2 Points)

OATH BOONS

  1. Bonus Feats (4 Oath Points): 2nd, 6th, 10th, 14th, and 18th levels
  2. Bonus Talents (3 Oath Points): 2nd, 6th, 10th, 14th, and 18th levels

Mythic

None Yet

Arms & Equipment

Slots

SlotItemVeilTattoo
Head
Headband
Eyes
ShouldersSuperior Reflexes [2 Essence]
Neck
Chest
Body
Belt
Wrist
HandsJuggernaut Blade [2 Essence]
Feet
Ring1
Ring2

Misc Inventory

  • Explorer's Outfit

Coin

  • 0pp
  • 3000gp
  • 2sp
  • 0cp

Class Features

Prodigy Class Features

Level 1

  • Incremental Sequence (Ex)
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    Whenever the exploitant performs a finisher, she may subtract any number of links from her sequence rather than ending the sequence. If she does, the finisher treats the sequence’s length as being the number of subtracted links rather than the number of links in the sequence. Any other effects which would cause a sequence to end function as normal. If a finisher has a minimum number of required links, you must spend at least that many links on that finisher.
  • Inspired Sequence (Ex)
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    While the prodigy has an active sequence, she gains an insight bonus on attack and damage rolls and caster level equal to half the length of her sequence (minimum 1).

Level 2

  • Exploitant’s Insights (Ex) (Moldable Talents (Ex)) [Rogueish Adaption]
    Show spoiler
    The exploitant gains a magic, combat, or skill talent at 2nd level and every 3 levels thereafter. However, unlike most talents, an exploitant is able to change these particular talents as she desires. Whenever the exploitant rests to regain spell points, she may change any and all of the moldable talents, losing the previous ones and gaining new spheres and new talents in their place. Only moldable talents can be changed in this way; talents gained from normal progression, as part of levels taken in other classes, as part of traditions, or gained from taking the appropriate feat(s) are not eligible to be changed in this fashion. Roguish Adaptation: At 2nd level, the gutter rat may select rogue talents but not combat talents with her adaptation ability and all abilities that alter adaptation. She may not use this ability to gain combat feats or talents, even via rogue and ninja tricks. She treats her class level as her rogue level for using and qualifying for these talents, stacking with any rogue levels she possesses. She does not gain the ability to take advanced rogue talents.
    While possessing a rogue talent granted by this ability, the gutter rat gains 1d6 sneak attack damage, as the rogue class feature, or increases her existing sneak attack damage by 1d6. This damage increases by +1d6 at 7th and 16th levels.
  • Imbue Sequence (Su)
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    At 2nd level, as part of starting a sequence, the prodigy may infuse himself with mystic energy tied to one magic sphere she possesses. Only a single imbue ability may be applied at a time, though the imbuement may be changed as a swift action. If the sequence ends or the prodigy changes the imbuement, any benefits of the imbuement are lost immediately. Each imbuement also unlocks the (finish) ability or abilities tied to the same sphere. If an ability has a range or save DC, it is defined based on the prodigy’s caster level with that sphere. Imbuement effects do not cost spell points or require concentration unless noted. Beginning an imbuement or activating a finisher are sphere effects, though neither provokes attacks of opportunity
    .

Level 3

  • Steady Skill (Ex)
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    At 3rd level, once per day after the prodigy rests to regain spell points, she may spend 10 minutes practicing to focus her mind on a particular skill. She selects one skill from the prodigy class skill list; the prodigy may take ten on that skill even when rushed or threatened. Additionally, a number of times per day equal to her casting ability modifier, she may expend martial focus as part of making a skill check with the chosen skill to take 15 instead of 10. This otherwise is treated as taking 10, though can be used even when rushed or threatened. This effect lasts until she chooses a new skill after resting to regain spell points.
  • Skill Attunement
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    Starting at 3rd level, when the prodigy would select a steady skill, she may instead select a skill attunement associated with a skill sphere that she possesses. The prodigy may use the variable skill and skill juggler class features to change what skill attunement she is using in the same manner that she may alter her steady skill.

Incanter Class Features

Level 1

  • Bonus Feat
    Show spoiler
    At 1st, 2nd, and every 2 levels thereafter, an incanter gains a bonus feat. This may be spent to gain an extra magic talent, drawback, proxy, and theurge feats, or any feat which has casting as a prerequisite (item creation feats, metamagic feats, Sphere Focus, Circle Casting, etc.).

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

Doublestift.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed