{"player":"[spoiler]PB: 7, 10, 10, 18, 16, 12|Won Truth[\/spoiler]","name":"Taliesin Arkenrahel","race":"[spoiler]Outsider (Extraplanar)|Fosc[\/spoiler]","imageid":"","class_and_level":"L. Occultist (Stigmatophile)|2;L. Wizard (Diligent)|1;Mystic Theurge (Sage)|8;L. Psychic|10;Bokor|1;Mythic Archmage Path|4","size":"M","age":"151","gender":"Male","alignment":"N","deity":"-","homeland":"Kotima","domain":"","height":"5'6\"","weight":"100 lbs","hair_color":"White","eye_color":"Red","xp":"","strength":"7","dexterity":"12","constitution":"10","intelligence":"30","wisdom":"18","charisma":"14","total_health":"38","hd":"2d8+9d6-44+12","damage_reduction":"","spell_resistance":"","armor_ac_modifier":"4","shield_ac_modifier":"","dex_ac_modifier":"","size_ac_modifier":"","natural_ac_modifier":"3","deflection_ac_modifier":"","misc_ac_modifier":"4","fortitude_save_base":"5","fortitude_save_magic_modifier":"3","fortitude_save_misc_modifier":"","temporary_fortitude_save_modifier":"4","reflex_save_base":"3","reflex_save_magic_modifier":"3","reflex_save_misc_modifier":"2","temporary_reflex_save_modifier":"4","will_save_base":"7","will_save_magic_modifier":"3","will_save_misc_modifier":"2","temporary_will_save_modifier":"4","save_notes":"","base_attack_bonus":"5","initiative_dex_modifier":"7","initiative_modifier":"4","cmb_bab_modifier":"","cmb_str_modifier":"-1","cmb_size_modifier":"","cmb_modifier":"","cmd_bab_modifier":"","cmd_str_modifier":"","cmd_dex_modifier":"","cmd_size_modifier":"","cmd_modifier":"","weapon_table":"","armor_table":"Protective Markings|+4|Magic|-|-|-|-","known_spells":"6\/4& 9|8\/7&9|7\/7&9|5\/5&8|3\/4&8|-\/3&6|-\/-&4","spell_per_day":"348 VSP|11 SSP","bonus_spells":"","spell_dc":"|20|21|22|23|24|25|26|27|28|29","spellbook_txt":"[spoiler][\/spoiler][right][\/right][table][tr][td][center][h1]Spherecasting[\/h1][\/center][\/td][\/tr][tr][td][table][tr][td]Death CL 9[\/td][td][spoiler]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).[br][br]A normal corpse\u2019s 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\u2019s 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.[br][br]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.|Gravetongue[\/spoiler][\/td][\/tr][tr][th]Divination CL 10[\/th][td]Divine: [spoiler]You may spend a spell point to divine for knowledge from nearby animals, asking one question with a call that can be heard up to a mile away as though speaking to them using Speak With Wildlife. Over the next minute, animals will reply and give you a general consensus answer to your question based on their knowledge. For example, you could ask if there is nearby drinkable water, directions to a nearby place, the location of hostile predators, and so on, and local animals will answer to their best ability. If there are no animals in range, this ability has no effect and you do not receive a response.|Entreat the Animals[\/spoiler][br]Sense: [spoiler]You may spend a spell point to gain a sense that reduces the distance-based DC adjustment for Perception checks by an amount equal to your caster level. While this sense is active, you also reduce environmental and range increment-based penalties to your ranged attack rolls by an amount equal to half your caster level. This can only ever reduce penalties, and can never grant a bonus.[br][i]Benefit:[\/i] Reduces perception penalty for distance to 0 if within 14 increments and by 14 if beyond 14 increments.|Sniper's Eye[\/spoiler][\/td][\/tr][tr][th]Nature CL 14[\/th][td]Air: [spoiler]You gain the Auran language, and may speak with clouds of fog or mist. This is not truly accomplished with speech, but rather by interacting with the cloud you may learn what else has touched it, passed through it, is hidden within it, etc. You can tell depth, weight, size, and number of passers-by, but not more detailed information.|Speak with Clouds[\/spoiler][spoiler]Immediate Action, only 1 Wreath spell per round. Make a check adding your caster level and casting ability modifier vs. the bull rush CMD of a target within your reach. On a success, the target is pushed 5 feet directly away from you.|Wreath of Air[\/spoiler][br]Earth: [spoiler]You gain the Terran language, and may speak with natural or worked stone. This is not truly accomplished through speech, but rather by touching a stone you may learn what else has touched it, passed by it, what is hidden underneath it, etc. You can tell depth, weight, size, and number of passers-by, but not more detailed information.|Speak with Stone[\/spoiler][spoiler]Immediate Action, only 1 Wreath spell per round. You gain temporary hit points equal to your caster level against one attack.|Wreath of Earth[\/spoiler][br]Fire: [spoiler]You gain the Ignan language, and may speak with fire or smoke. This is not truly accomplished through speech, but rather by gazing into the flames and smoke you may learn what else has touched it, passed by it, what is responsible for creating it, etc. You can tell weight, size, and number of passers-by, but not more detailed information.|Speak with Fire[\/spoiler][spoiler]Immediate Action, only 1 Wreath spell per round. You attack a target within your reach with fire, dealing fire damage equal to your caster level (Reflex half).|Wreath of Fire[\/spoiler][br]Metal: [spoiler]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.|Speak with Metal[\/spoiler][spoiler]Immediate Action, only 1 Wreath spell per round. You reach out with a magnetic field, gaining a deflection bonus to AC and CMD equal to 2 +1 per 5 caster levels against one attack.|Wreath of Metal[\/spoiler][br]Plant: [spoiler]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\u2019s 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.|Speak with Plants[\/spoiler][spoiler]Immediate Action, only 1 Wreath spell per round. Make a check using your caster level + your casting ability modifier vs. the grapple CMD of a target within your reach. On a success, the target is entangled for 1 round.|Wreath of Plants[\/spoiler][br]Water: [spoiler]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.|Speak with Water[\/spoiler][spoiler]Immediate Action, only 1 Wreath spell per round. Make a check using your caster level + your casting ability modifier vs. the trip CMD of a target within your reach. On a success, the target is knocked prone.|Wreath of Water[\/spoiler][br]Spirit: [spoiler]For purposes of Spirit Talents, Taleisin possesses all Geomancy packages.|Master of Elements[\/spoiler][spoiler]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.|Speak with Wildlife (Animals)[\/spoiler][\/td][\/tr][\/table][\/td][\/tr][tr][td][center][h1]Vancian Spellcasting CL 12\/13 divination[\/h1][\/center][\/td][\/tr][tr][td][table][tr][td]Wizard Spellbooks[\/td][td][spoiler][block:1523118]|Arcanis Arachnis[small][small](Free Wizard Spell Book)[\/small][\/small][\/spoiler][spoiler][block:1540169]|Archive-All Data[\/spoiler][\/td][\/tr][tr][td]Spells Prepared[\/td][td][spoiler][li][b]Occultist:[\/b][br]Detect Poison, Know Direction, Light, Mending, Purify Food and Drink, Stabilize[\/li][li][b]Psychic:[\/b][br]Bleed, Daze, Detect Psychic Significance, Ghost Sound, Grave Words, Mage Hand, Message, Open\/Close, Telekinetic Projectile[\/li][li][b]Wizard:[\/b][br]Arcane Mark, Detect Fiendish Presence, Four-Fingered Punch, Prestidigitation[\/li][li][i]Undercast:[\/i][br]Detect Magic[\/li]|Cantrips[\/spoiler][spoiler][li][b]Occultist:[\/b][br]Calm Animals, Cure Light Wounds, Faerie Fire, Flare Burst, Goodberry, Liberating Command, Nature's Path, Produce Flame[\/li][li][b]Psychic:[\/b][br]Aburing Steps, Charge Object, Deja Vu, Discern Next of Kin, FLoating Disk, Hermean Potential, Memorize Page, Skim, True Skill[\/li][li][b]Wizard:[\/b][br]Arcane Pocket, Chastise, Crafter's Fortune, Implant Urge [cost 2], Mount, Unlock Flesh[\/li][li][i]Undercast:[\/i][br]Ant Haul, Endure Elements, Mind Thrust I, Purification I, Share Language, Spectral Servant I[\/li][li][i]Divine Source[\/i][br]Comprehend Languages, Identify[\/li]|1st Level[\/spoiler][spoiler][li][b]Occultist:[\/b][br]Alpha Instinct, Burst of Radiance, Communal Endure Elements, Eagle Eye, Pack Empathy, Protection from Energy, Restful Cloak[\/li][li][b]Psychic:[\/b][br]Assumed Likeness, Communal Ant Haul, Communal Share Languages, Greater Detect Magic, Hypercognition, Make Whole, Mental Block, Object Reading, Passing Fancy[\/li][li][b]Wizard:[\/b][br]Arcane Lock, Blood Transcription, Greensight, Knock, Mirror Image, Undeath Sense[\/li][li][i]Undercast[\/i][br]Animus Mine, Id Insinuation I, Imperative I, Mind Thrust II, Purification II, Spectral Servant II, Spider Climb[\/li][li][i]Divine Source[\/i][br]Detect Thoughts, Magic Mouth[\/li]|2nd Level[\/spoiler][spoiler][li][b]Occultist:[\/b][br]Communal Spider Climb, Hydraulic Torrent, Insect Spies, Life Bubble, Vengeful Comets[\/li][li][b]Psychic[\/b][br]Akashic Communion, Draconic Malice, Emotive Block, Ego Whip I, Haste, Id Insinuation II, Mass Feather Step, Synethesia[\/li][li][b]Wizard:[\/b][br]Bleed Glory, Countless Eyes, Skyshroud, Slow, Water Breathing[\/li][li][i]Undercast:[\/i][br]Imperative II, Lesser Object Possession, Mind Thrust III, Purification III, Spectral Servant III, Tongues[\/li][li][i]Divine Source[\/i][br]Dispel Magic, Speak with Dead[\/li]|3rd Level[\/spoiler][spoiler][li][b]Psychic:[\/b][br]Communal Tongues, Deathless, Imperative III, Parchment Swarm, Spectral Servant IV, Thoughtsense, Mind Thrust IV[\/li][li][b]Wizard:[\/b][br]???, ???, ???, ???[\/li][li][i]Undercast:[\/i][br]Purification IV[\/li]|4th Level[\/spoiler][spoiler][li][b]Psychic:[\/b][br]Greater Animus Mine, Object Possession, Psychic Crush I, Purification V, ???[\/li]|5th Level[\/spoiler][\/td][\/tr][tr][td]Constant Vision SLA[\/td][td][spoiler]Visual Sensory Gizmos grant constant Read Magic, as a Sp effect. Any Vancian or Pisonic spellcasting or manifesting detected can possibly be recorded into a storage routine.|Read Magic [small][small](Arcana Unraveler)[\/small][\/small][\/spoiler][spoiler]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 IT IS THE RANGE OF MY VISION! this is a supernatural effect.|See Invisibility[\/spoiler][spoiler]Constant Thoughtsense, as the spell to a range of 60'. HOWEVER it stacks with the range of any other source of thoughtsense, including casting the spell.|Thoughtsense[\/spoiler][\/td][\/tr][tr][td]SLA[\/td][td][spoiler]1\/day, self only; immediate action upon death, cast your choice of Breathe of Life or Raise Dead on yourself|Renewal[\/spoiler][spoiler]1\/day|Dancing Lights[\/spoiler][spoiler]1\/day|Darkness[\/spoiler][spoiler]can cast any one spell of each spell level, so long as it is listed under Divine Source in the prepared spells section. each day only one such spell of each level may be cast as an SLA.|Divine Source[\/spoiler][spoiler]you can impart power onto any object you touch as a standard action. If the object is a weapon or armor you may apply an enhancement bonus to the object up to 1\/4 of your class level (rounded down) to a maximum of a +5 enhancement bonus. If it is some other object you can grant it a magical circumstance bonus to a skill related to the object. For example a pair of well worn boots may grant a bonus to survival checks or an old cloak may provide a bonus on stealth checks. This skill bonus is equal to 1\/3 of your class level (rounded down). At any time you can maintain only as many imbued objects as your casting ability modifier.|Enhance Object[\/spoiler][spoiler]1\/day|Fastidiousness[\/spoiler][spoiler]Constant, when unarmored and without a shield|Mage Armor[\/spoiler][\/td][\/tr][\/table][\/td][\/tr][\/table]","spell_notes":"","speed_base":"30'","speed_armor":"","speed_fly":"","speed_swim":"","speed_climb":"","speed_burrow":"","acrobatics_cs":"1","acrobatics_attr":"DEX","acrobatics_att_modifier":"","acrobatics_rank":"","acrobatics_modifier":"4","bluff_cs":"1","bluff_attr":"INT","bluff_att_modifier":"","bluff_rank":"11","bluff_modifier":"9","climb_cs":"1","climb_attr":"STR","climb_att_modifier":"","climb_rank":"","climb_modifier":"4","diplomacy_cs":"1","diplomacy_attr":"CHA","diplomacy_att_modifier":"","diplomacy_rank":"11","diplomacy_modifier":"9","disable_device_cs":"1","disable_device_attr":"DEX","disable_device_att_modifier":"","disable_device_rank":"","disable_device_modifier":"4","disguise_cs":"1","disguise_attr":"CHA","disguise_att_modifier":"","disguise_rank":"","disguise_modifier":"7","escape_artist_cs":"1","escape_artist_attr":"DEX","escape_artist_att_modifier":"","escape_artist_rank":"","escape_artist_modifier":"4","fly_cs":"1","fly_attr":"DEX","fly_att_modifier":"","fly_rank":"","fly_modifier":"4","heal_cs":"1","heal_attr":"WIS","heal_att_modifier":"","heal_rank":"","heal_modifier":"10","intimidate_cs":"1","intimidate_attr":"CHA","intimidate_att_modifier":"","intimidate_rank":"","intimidate_modifier":"9","know_1_cs":"1","know_1_attr":"INT","know_1_att_modifier":"","know_1_rank":"11","know_1_modifier":"12","know_5_cs":"1","know_5_attr":"INT","know_5_att_modifier":"","know_5_rank":"11","know_5_modifier":"9","know_6_cs":"1","know_6_attr":"INT","know_6_att_modifier":"","know_6_rank":"11","know_6_modifier":"12","know_7_cs":"1","know_7_attr":"INT","know_7_att_modifier":"","know_7_rank":"11","know_7_modifier":"12","know_9_cs":"1","know_9_attr":"INT","know_9_att_modifier":"","know_9_rank":"11","know_9_modifier":"14","know_10_cs":"1","know_10_attr":"INT","know_10_att_modifier":"","know_10_rank":"11","know_10_modifier":"12","know_11_cs":"1","know_11_name":"Psionics","know_11_attr":"INT","know_11_att_modifier":"","know_11_rank":"11","know_11_modifier":"9","know_12_cs":"1","know_12_name":"Martial","know_12_attr":"INT","know_12_att_modifier":"","know_12_rank":"11","know_12_modifier":"9","know_13_cs":"1","know_13_name":"Other","know_13_attr":"INT","know_13_att_modifier":"","know_13_rank":"","know_13_modifier":"9","know_14_cs":"1","know_14_name":"","know_14_attr":"INT","know_14_att_modifier":"","know_14_rank":"","know_14_modifier":"9","know_15_cs":"1","know_15_name":"","know_15_attr":"INT","know_15_att_modifier":"","know_15_rank":"","know_15_modifier":"9","perception_cs":"1","perception_attr":"WIS","perception_att_modifier":"","perception_rank":"11","perception_modifier":"24","ride_cs":"1","ride_attr":"DEX","ride_att_modifier":"","ride_rank":"","ride_modifier":"4","sense_motive_cs":"1","sense_motive_attr":"WIS","sense_motive_att_modifier":"","sense_motive_rank":"11","sense_motive_modifier":"13","spellcraft_cs":"1","spellcraft_attr":"INT","spellcraft_att_modifier":"","spellcraft_rank":"11","spellcraft_modifier":"7","stealth_cs":"1","stealth_attr":"DEX","stealth_att_modifier":"","stealth_rank":"","stealth_modifier":"1","survival_cs":"1","survival_attr":"WIS","survival_att_modifier":"","survival_rank":"11","survival_modifier":"7","swim_cs":"1","swim_attr":"STR","swim_att_modifier":"","swim_rank":"","swim_modifier":"4","use_magic_device_cs":"1","use_magic_device_attr":"CHA","use_magic_device_att_modifier":"","use_magic_device_rank":"","use_magic_device_modifier":"7","appraise_cs":"1","appraise_attr":"INT","appraise_att_modifier":"","appraise_rank":"","appraise_modifier":"7","artistry_1_cs":"1","artistry_1_name":"","artistry_1_attr":"INT","artistry_1_att_modifier":"","artistry_1_rank":"","artistry_1_modifier":"7","artistry_2_cs":"1","artistry_2_name":"","artistry_2_attr":"INT","artistry_2_att_modifier":"","artistry_2_rank":"","artistry_2_modifier":"7","artistry_3_cs":"1","artistry_3_name":"","artistry_3_attr":"INT","artistry_3_att_modifier":"","artistry_3_rank":"","artistry_3_modifier":"7","artistry_4_cs":"1","artistry_4_name":"","artistry_4_attr":"INT","artistry_4_att_modifier":"","artistry_4_rank":"","artistry_4_modifier":"7","artistry_5_cs":"1","artistry_5_name":"","artistry_5_attr":"INT","artistry_5_att_modifier":"","artistry_5_rank":"","artistry_5_modifier":"7","craft_1_cs":"1","craft_1_name":"All","craft_1_attr":"INT","craft_1_att_modifier":"","craft_1_rank":"","craft_1_modifier":"9","craft_2_cs":"1","craft_2_name":"Mechanical","craft_2_attr":"INT","craft_2_att_modifier":"","craft_2_rank":"11","craft_2_modifier":"12","craft_3_cs":"1","craft_3_name":"Alchemy","craft_3_attr":"INT","craft_3_att_modifier":"","craft_3_rank":"11","craft_3_modifier":"12","craft_4_cs":"1","craft_4_name":"","craft_4_attr":"INT","craft_4_att_modifier":"","craft_4_rank":"","craft_4_modifier":"9","craft_5_cs":"1","craft_5_name":"","craft_5_attr":"INT","craft_5_att_modifier":"","craft_5_rank":"","craft_5_modifier":"9","craft_6_cs":"1","craft_6_name":"","craft_6_attr":"INT","craft_6_att_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er":"","custom_8_rank":"","custom_8_modifier":"","custom_9_cs":"1","custom_9_name":"","custom_9_attr":"INT","custom_9_att_modifier":"","custom_9_rank":"","custom_9_modifier":"","skill_notes":"[table][tr][td]Skill Bonuses[\/td][td][spoiler]+4 Perception [small][small](Gizmosz: Cognitive Jack)[\/small][\/small], +3 to (Craft Mechanical, Knowledges: {Arcana, Dungeoneering, Engineering, Local, Nature, Planes, Religion}, Linguistics, Perception) [small][small](Enhance Object)[\/small][\/small] |Circumstance Bonuses[\/spoiler][spoiler]+4 to Int, Wis, & Cha-based skills [small][small](Gizmos: Cognitive Jack)[\/small][\/small], +4 to Str, Dex, & Con-based skills [small][small](Gizmos: Bio-Boost Cables)[\/small][\/small], +7 to Craft (Alchemy) & Heal checks [small][small](Gizmosz: Cognitive Jack)[\/small][\/small]|Competence Bonuses[\/spoiler][spoiler]+2 Insight to all skill checks, lol [small][small](Bonded Spellbook)[\/small][\/small], +5 to all Knowledge Skills [small][small](Akashic Knowledge)[\/small][\/small], +3 to all Wis, Int, & Cha-based skills [small][small](Gizmos: Cognitive Jack)[\/small][\/small]|Insight Bonuses[\/spoiler][spoiler]+2 to Perception & Spellcraft to identify magic items [small][small](Elven Traits)[\/small][\/small], +4 Linguistics & +2 Knowledge (Planes) [small][small](Template Bonus)[\/small][\/small]|Racial Bonuses[\/spoiler][spoiler]+2 to Bluff, Diplomacy, Intimidate, & Sense Motive [small][small](Charming Smile, Cunning Soul)[\/small][\/small], +4 to Linguistics to communicate without a shared language [small][small](Slang Talker)[\/small][\/small]|Trait Bonuses[\/spoiler][spoiler]+2 to all Craft checks [small][small](Familiar: Gadget)[\/small][\/small], +4 to Perception checks [small][small](Gizmos: Cognitive Jack)[\/small][\/small], +4 to Perception & Sense Motive checks [small][small](Alertness)[\/small][\/small]|Untyped Bonuses[\/spoiler][\/td][\/tr][tr][td]Skill Penalties[\/td][td][spoiler]-2 penalty to all Str, Dex, & Con skill checks.|Flaws[\/spoiler][\/td][\/tr][tr][td]Occult Unlocks[\/td][td][spoiler]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\u2019s 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\u2014such as a glimpse of the last owner\u2019s appearance or its emotional state when it last used the item\u2014determined by the GM.[br][br]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\u2019t learn any information. If you fail this check by 5 or more, the item appears to be psychically significant even if it\u2019s not, and the information you gain is wildly inaccurate.[br][br]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.[br][br]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\u2019s history. You don\u2019t reroll the saving throw to determine if a psychic imprint is false.|Appraise [small][small](Psychometry)[\/small][\/small][\/spoiler][spoiler]You can use hypnotism once per day. The DC of a Diplomacy check to hypnotize is 20 + the subject\u2019s 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.[ul][li][b]Implant Suggestion:[\/b] 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.[\/li][li][b]Recall Memory:[\/b] 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.[\/li][\/ul]|Diplomacy [small][small](Hypnotism)[\/small][\/small][\/spoiler][spoiler]You can use faith healing once per day. The DC and effect of the Heal check depend on the task you attempt. You can\u2019t use faith healing on yourself. A creature can\u2019t be the subject of faith healing more than once per day. Faith Healing takes 1 hour in a quiet environment.[ul][li][b]Restore Vitality:[\/b] 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.[\/li][li][b]Suspend Affliction:[\/b] 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\u2019t count against the effect\u2019s duration (if any). The affliction can still be cured by other means while it\u2019s suspended.[\/li][li][b]Remove Affliction:[\/b] 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.[\/li][\/ul]|Heal [small][small](Faith Healing)[\/small][\/small][\/spoiler][spoiler]Once per day, you can use your fingertips to examine the shape of a creature\u2019s skull. Reading a creature\u2019s 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\u2019t 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\u2019s 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\u2019s 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.[table][tr][th]Task[\/th][th]DC[\/th][\/tr][tr][td]Determine Race & Age[\/td][td]10[\/td][\/tr][tr][td]Determine Gender[\/td][td]15[\/td][\/tr][tr][td]Determine Alignment[\/td][td]15+Target Creature HD[\/td][\/tr][tr][td]Determine Class[\/td][td]20+Target Creature HD[\/td][\/tr][tr][td]Determine Level or HD[\/td][td]25+Target Creature HD[\/td][\/tr][\/table]|Knowledge[small][small][sub]Arcana[\/sub][\/small][\/small] [small][small](Phrenology)[\/small][\/small][\/spoiler][spoiler]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\u2019ll try to meet before attempting the check. The GM rolls the check and d% roll secretly, so that you can\u2019t 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.|Linguistics [small][small](Automatic Writing)[\/small][\/small][\/spoiler][spoiler]Once per day, you can examine the natural aura of a creature or object to discern the subject\u2019s 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\u2019t 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\u2019s 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.[ul][li][b]Read Alignment Aura:[\/b] You attempt to read the alignment aura, learning the alignment and its strength. An alignment aura\u2019s strength depends on the creature\u2019s Hit Dice or item\u2019s caster level, as noted in the description of the detect evil spell.[\/li][li][b]Read Emotion Aura:[\/b] The colors within the target\u2019s aura reveal its emotional state. If successful, you learn the target\u2019s 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\u2019s DC, you gain a +2 circumstance bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against the target.[\/li][li][b]Read Health Aura:[\/b] Viewing the flow of vital force, you assess a creature\u2019s 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.[\/li][li][b]Read Magic Aura:[\/b] 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\u2019s 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.[\/li][\/ul][table][tr][th]Task[\/th][th]DC[\/th][\/tr][tr][td]Read Alignment Aura[\/td][td]15+Target Creature HD [small]or[\/small] Item CL[\/td][\/tr][tr][td]Read Emotion Aura[\/td][td]20+Target Creature HD [small]or[\/small] Item CL[\/td][\/tr][tr][td]Read Health Aura[\/td][td]15+Target Creature HD[\/td][\/tr][tr][td]Read Magic Aura[\/td][td]15+Target Creature HD [small]or[\/small] Item CL[\/td][\/tr][\/table]|Perception [small][small](Read Aura)[\/small][\/small][\/spoiler][spoiler]Once per day, you can predict a creature\u2019s 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\u2019s Hit Dice (see the table below). The result of the check can give you basic insight into the subject\u2019s nature, including its alignment, class, and levels or Hit Dice, and might reveal clues to the creature\u2019s 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\u2019s alignment and class, but not its level, HD, or fortune. You can attempt to read a particular creature\u2019s fortune repeatedly, but only once per 24 hours.[table][tr][th]Task[\/th][th]DC[\/th][\/tr][tr][td]Determine Alignment[\/td][td]15+Target Creature HD[\/td][\/tr][tr][td]Determine Class[\/td][td]20+Target Creature HD[\/td][\/tr][tr][td]Determine Level or HD[\/td][td]25+Target Creature HD[\/td][\/tr][tr][td]Determine Fortune [small](Augury)[\/small][\/td][td]25+Target Creature HD[\/td][\/tr][\/table]|Sense Motive [small][small](Prognostication)[\/small][\/small][\/spoiler][spoiler]Once per day, you can follow a dowsing rod\u2019s 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\u2019s 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.[ul][li][b]Find Water:[\/b] DC 15; the dowsing rod points toward the largest source of fresh water within range, including aquifers, lakes, ponds, and springs.[\/li][li][b]Grave Dowsing:[\/b] DC 20; the dowsing rod points in the direction of the largest burial site, cairn, or tomb within range.[\/li][li][b]Locate Metal and Gems:[\/b] 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.[\/li][\/ul]You can try to dowse from the same location more than once, but still only once per day.|Survival [small][small](Dowsing)[\/small][\/small][\/spoiler][\/td][\/tr][tr][td]Skill Ranks[\/td][td][spoiler](4{class}+10{int}+2{background}+4{oath})*11=220|SP\/HD[\/spoiler][spoiler]Tinker: 4+ talents = 20 ranks of Craft Mechanical|Associated Ranks[\/spoiler][\/td][\/tr][\/table]","feats":"[table][tr][td]Bonus Feats[\/td][td][spoiler]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\u2019s 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\u2019 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.|Absolute Poverty [small][small](Background)[\/small][\/small][\/spoiler][spoiler]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.|Advanced Magic Training [small][small](Oath: Magical Gleaning)[\/small][\/small][\/spoiler][spoiler]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.|Alertness [small][small](Legendary Psychic 1)[\/small][\/small][\/spoiler][spoiler]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.|Wildspeaker [small][small](Major Drawback)[\/small][\/small][\/spoiler][spoiler]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.[br]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.[br]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.[br]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\u2019s discretion, effects allowing travel to normal dreams can enter the dreamspace, and it may count as a dreamscape for certain effects.[br]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.|Dreamspace [small][small](Dual Sphere; Familiar 1)[\/small][\/small][\/spoiler][spoiler]Your gizmos (including AI and mechanoids) gain +1 additional hit point per gizmo level, increase their hardness by +2 (even if it does not possess hardness), and a +1 circumstance bonus to their saving throws.|Durable Gizmos [small][small](Antihero 7)[\/small][\/small][\/spoiler][spoiler]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.|Eschew Materials [small][small](Legendary Psychic 1)[\/small][\/small][\/spoiler][spoiler]Can perform the following actions, if the requirements are met.[small][li][b]Flare - Alchemy 5 Ranks:[\/b] 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 \u20132 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\u2019t 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.[\/li][li][b]Like the Sun - Cast Spells With Light Descriptor:[\/b] 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.[\/li][li][b]Lure - Handle Animal 5 Ranks:[\/b] 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\u2019s 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\u2019s 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.[\/li][li][b]Twice as Brightly - Alchemy 5 Ranks:[\/b] 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.[\/li][\/small]|Equipment Trick [small][small](Sunrod; Oath: Bonus Feats 2)[\/small][\/small][\/spoiler][spoiler]You can undercast some spells that are not explicitly undercastable. You can undercast the following spells:[ul][li]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][li]spells which are denoted as \u201ccommunal\u201d, \u201cgreater\u201d, or \u201cmass\u201d 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[\/li][li]any spell can be undercast as a \u201clesser\u201d version of itself, if it exists[\/li][\/ul]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.|Expanded Undercasting [small][small](Flaw)[\/small][\/small][\/spoiler][spoiler]Gain an additional Tinker Sphere Talent (Sensory Set).|Extra Combat Talent [small](Antihero 1)[\/small][\/spoiler][spoiler]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.|Extra Gizmo Limit [small][small](Flaw)[\/small][\/small][\/spoiler][spoiler]You gain 1 moldable Tinker talent. This moldable Tinker talent functions as per the innovator technician\u2019s moldable inventorship class feature.[quote][small][small]Whenever the innovator rests and regains their resources (such as regaining their daily uses of gadgets, etc.), the innovator is able to change their moldable Tinker talents for other Tinker sphere talents, losing the previous ones and gaining the new ones in their place. Only the moldable Tinker talents granted by this feature can be changed this way.[\/small][\/small][\/quote]|Moldable Tinker Talent [small][small](Oath: Bonus Feats 10)[\/small][\/small][\/spoiler][spoiler]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.[ul][li]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\u2019s base sphere, or else must activate the scroll through the Use Magic Device skill.[br]A scroll has a base cost of 25 gp x caster level x complexity.[\/li][\/ul]|Scribe Scroll [small][small](Legendary Wizard 1)[\/small][\/small][\/spoiler][spoiler]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.|Undercast Echo [small][small](Oath: Bonus Feats 6)[\/small][\/small][\/spoiler][\/td][\/tr][tr][td]Leveling Feats[\/td][td][spoiler]Gain 1 combat talent at each even level|1,5,9,13,17) Combat Talent Progression[\/spoiler][spoiler]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.|3) Dedicated Upgrade [small][small](Reading Chair)[\/small][\/small][\/spoiler][spoiler]Any spell you scribe in your spellbook costs half as much as normal and takes up only half the room it normally would (round all fractions up). It takes you only 10 minutes per spell level to scribe a spell into your spellbook (5 minutes for cantrips).|7) Cypher Script[\/spoiler][\/td][\/tr][tr][td]Mythic Feats[\/td][td][spoiler]Increase CL from Advanced Magic Training to Mid-Caster|M1) Mythic Advanced Magic Training[\/spoiler][\/td][\/tr][\/table]","special_abilities":"[table][tr][th][h1]Combat Spheres[\/h1][\/th][\/tr][tr][td][table][tr][th]Equipment Sphere[\/th][td][spoiler]Equipment (Natural Materials x2), Tinker (Multifunctional Gizmos, Movment Set)|Martial Tradition[\/spoiler][spoiler]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\u2019s 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.|Natural Materials[\/spoiler][\/td][\/tr][tr][th]Tinker Sphere[\/th][td][b]Tradition: Eldorian[\/b][ul][li][spoiler]Craft Mechanical[sup][small]Primary[\/small][\/sup] & Knowledge Arcana[sup][small]Secondary[\/small][\/sup]|Associated Skills[\/spoiler][\/li][li][spoiler]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.)|Boon Points[\/spoiler][spoiler]When crafting your anchor, you may instead designate one AI you have created. The AI\u2019s housing gizmo is treated as your anchor for the purposes of the Anchored Craftsmanship Tinker drawback.[br][br]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.|Central Intelligence[\/spoiler][\/li][li][spoiler]You may craft an \u201canchor\u201d 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.[br][br]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\u2019s signal range (returning to normal functionality).[br][br]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)|Anchored Craftsmanship[\/spoiler][spoiler]Choose 1 skill other than the Tradition\u2019s associated skill (the \u201csecondary chosen skill\u201d). All Tinker sphere effects and abilities that would depend on the Tinker practitioner\u2019s ranks in the associated skill depend on the lower of the practitioner\u2019s 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\u2019s bonus between the associated skill and secondary chosen skill.[br][br]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[small][ul][li][b]Example:[\/b] A Tinker tradition has the double major Tinker drawback for Profession (glassmaker) and has the default associated skill for Craft (mechanical). The Tinker practitioner\u2019s 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\u2019s effects would rely on the 7 ranks when determining abilities and effects[\/li][\/ul][\/small]|Double Major[\/spoiler][spoiler]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.[br][br]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|Expensive Craft[\/spoiler][spoiler]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\u2019s ranks in the associated skill as their magic skill bonus (\u201cMSB\u201d) 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. [small][table][tr][td]Augmentation, Mechanoid, Modification[\/td][td]Detector, Transmitter[\/td][td]Prosthetic[\/td][td]Routine[\/td][td]Other[\/td][\/tr][tr][td]Enhancement[\/td][td]Divination[\/td][td]Alteration[\/td][td]Mind[\/td][td]Enhancement[\/td][\/tr][\/table][\/small]|Mana Engineering[\/spoiler][spoiler]You may only craft and maintain their gizmos in a \u201cproduction facility\u201d. 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 \u201csteampunk pickup truck\u201d would likely not be.[br][br]A  Tinker practitioner may use another Tinker practitioner\u2019s production facility, provided they belong to the same Tinker tradition.|Production Facilities[\/spoiler][spoiler]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|Slow Craft[\/spoiler][spoiler]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.[ul][li]Spider Mech - Session ID 47: Advanced Transportation|Limitation[\/spoiler][\/li][\/ul][hr]\r\nTalent List: [spoiler]Augmentation Package (Expanded Tinkering), Advanced Movement, Primal Augmentations, Prosthetics Mastery|Augmentation[\/spoiler][spoiler]Computation Package (Expanded Tinkering), Advanced Computation|Computation[\/spoiler][spoiler]Modification Package (Expanded Tinkering)|Modification[\/spoiler][spoiler]Transmission Package (Expanded Tinkering), Transmission Mastery|Transmission[\/spoiler][spoiler]Transportation Package (Base), Transportation Mastery, Advanced Transportation|Transportation[\/spoiler][spoiler]Cognitive Set, Energy Set (Earned: Shockburst Poison Generator - Session ID 50), Expanded Tinkering x2, Movement Set, Multifunctional Gizmos, Sensory Set, Medical Set|Universal[\/spoiler]\r\n[hr][h2]Gizmos:[\/h2]\r\nBasic Gizmos: [spoiler]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).|Improved Signal Range[\/spoiler][spoiler]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).[ul][li][b]Battery Use:[\/b] The user may deplete 1 battery as a free action to improve this gizmo\u2019s functions for 1 minute per gizmo level. For the gizmo\u2019s duration, the user may benefit from 2 of the augmentation\u2019s 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.[\/li][\/ul]|Multifunctional Augmentations[\/spoiler][spoiler]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).[ul][li][b]Battery Use:[\/b] The user may deplete 1 battery as a free action to improve this gizmo\u2019s functions for 1 minute per gizmo level. For the gizmo\u2019s duration, the user may benefit from 2 of the modification\u2019s 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.[\/li][\/ul]|Multifunctional Modifications[\/spoiler][spoiler]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.|Wireless Sensory Streaming[\/spoiler][spoiler]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.|Accelerator[\/spoiler][spoiler]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.[br]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.|Battery[\/spoiler][spoiler]A body bag gizmo is a water and air-tight container that slows the rate of decomposition and allows for storage of creatures. A body bag can fit 1 Medium-sized or smaller willing, helpless, or dead creature stored as a full-round action. A body bag can be crafted to count as more than one minor gizmo (effectively taking multiple minor gizmo \u201cslots\u201d). For each minor gizmo a body bag counts as beyond the first, the body bag can accommodate a creature 1 size larger (Large, Huge, etc.).[br]A corpse stored in a body bag slows the passage of time and decay. While a corpse is stored, every 2 days is treated as 1 day passing for the purposes of reanimation effects (such as the raise dead spell), +1 day per 4 gizmo levels (treating every 6 days as 1 day at gizmo level 20). A body bag can only effectively preserve a single body at a time - no matter how many bodies could fit.[ul][li][b]Battery Use:[\/b] The user may deplete 1 battery as a free action to improve this gizmo\u2019s functions for 24 hours. For the gizmo\u2019s duration, a body stored in the body bag is preserved and does not decay (treating the time passed as though it were 0 days for the purposes of reanimation effects; this can keep a body preserved indefinitely if gizmos are continually used).[\/li][\/ul]|Body Bag [small](Minor)[\/small][\/spoiler][spoiler]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).|Camera [small](Minor, Sensory)[\/small][\/spoiler][spoiler]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.|Familiar Arsenal [small](Minor)[\/small][\/spoiler][spoiler]This worn gizmo can be donned or removed as a swift action. The health monitor records and tracks whether the creature is affected by any conditions, including whether they are harmed or unharmed, have lost hit points within the previous minute, or are suffering from the bleed, confused, death, disabled, dying, staggered, or other status conditions. The monitor also shows the existence of magical effects afflicting them, noting them as anomalous or unnatural, but cannot identify them.[br]Creatures gain a +2 insight bonus on skill checks to identify an ongoing affliction affecting the user. This bonus increases by +1 for every 4 gizmo levels.[br]When you craft a health monitor, you may choose to have it constantly transmit data. Your transmitters can receive information from your health monitors, allowing the transmitter\u2019s user to know the relative position of the health monitor and status of the creature at all times (as though able to read the health monitor at range).[ul][li][b]Health Optimizer (+1 gizmo cost, +1 expensive gizmo cost):[\/b] A health optimizer routine records and assists the user when they receive medical attention. This routine only provides benefits when installed in a health monitor. This routine records all hit point damage (lethal and nonlethal), ability damage and drain, as well as any status conditions gained or lost. This information is stored as 10 words per recorded event (i.e. individual change of hit points, status condition gained or lost) and is retained in the health monitor for up to 24 hours (and may be stored in a storage routine).[ul][li][b]Battery Use:[\/b] The user may deplete 1 battery as a free action that can be taken even when it is not the user\u2019s turn to improve this gizmo\u2019s functions for 1 round per gizmo level. For the gizmo\u2019s duration, whenever the user benefits from an effect that restores hit points or removes ability damage or ability drain, the healing, ability damage removal, or ability drain removal increases by up to +1 per gizmo level (to a maximum of the original amount restored).[\/li][\/ul][\/li][\/ul]|Health Monitor [small](Minor)[\/small][\/spoiler][spoiler]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.[br][br]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.|Machine Speaker[\/spoiler][spoiler]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).|Microphone [small](Minor, Sensory)[\/small][\/spoiler][spoiler]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\u2019s 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.[ul][li][b]Battery Use:[\/b] 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\u2019s level (minimum 1). This bonus is in addition to the bonus granted by the tool (and the modified tool benefit).[\/li][\/ul]|Modified Tool[\/spoiler][spoiler]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.[ul][li][b]Battery Use:[\/b] 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\u2019s 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.[\/li][li][b]Mental Augmentations:[\/b] A mental augmentation functions as a physical augmentation, except the crafter assigns the augmentation\u2019s 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.[\/li][\/ul]|Physical\/Mental Augmentation[\/spoiler][spoiler]This gizmo can play back, project, and\/or transmit data stored on other sensory gizmos to a \u201cnon-technological display\u201d (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\u2019s gizmo DC (performed as a move action) or by directly interacting with the projection (such as making physical contact).[br][br]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.[br][br] A playback system may be crafted as a transmitter and may project data onto a non-technological surface within its signal range.|Playback System [small](Minor, Sensory)[\/small][\/spoiler][spoiler]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.[br][br]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\u2019s cables automatically detach.[br][br]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\u2019s 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).|Power Pack [small](Minor)[\/small][\/spoiler][spoiler]This augmentation can store 1 potion or liquid consumable, +1 liquid per 5 gizmo levels. Storing a liquid into an rapid injector gizmo takes 1 full-round action; liquids stored in an rapid injector do not need to be homogenous (such as being separated by chambers or sections, etc.). As a move action that does not provoke attacks of opportunity, the user can choose one of the stored consumables to inject into themselves, gaining the benefits of that consumable. This augmentation can be crafted to allow creatures adjacent to the user to activate this gizmo as a move action (if the user is willing or helpless; this injects one of the stored liquids into the user).[ul][li][b]Battery Use:[\/b] The user can deplete 1 battery to inject one stored consumable as a swift action.[\/li][\/ul]|Rapid Injector[\/spoiler][spoiler]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\u2019s 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.[br][br]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\u2019s gizmos. A remote harness can pair with any number of mechanoids but may only pilot a single mechanoid each round.|Remote Harness[\/spoiler][spoiler]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).|Scent Recorder [small](Minor, Sensory)[\/small][\/spoiler][spoiler]This modification is attached to any \u201csensory assisting device\u201d (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).[ul][li][b]Battery Use:[\/b] The user may deplete 1 battery as a free action to improve this gizmo\u2019s functions for 1 minute per gizmo level. For the gizmo\u2019s duration, the user is not flat-footed when benefiting from this gizmo\u2019s effects (but may still become flat-footed normally).[\/li][\/ul]|Sense Amplifier[\/spoiler][spoiler]A signal repeater is a transmitter that generates a signal that sends no transmission of its own. Other transmitters treat a signal repeater\u2019s signal as part of their own signal (connecting their signal to the signal repeater\u2019s 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.|Signal Repeater [small][small](Minor)[\/small][\/small][\/spoiler][spoiler]This modification is attached to a manufactured weapon. The attached weapon\u2019s 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\u2019s damage is changed accordingly (regardless of the ammunition used).[ul][li][b]Battery Use:[\/b] The user can deplete 1 battery as a free action to immediately change the weapon\u2019s base damage type to bludgeoning, piercing, or slashing.[\/li][\/ul]|Versatile Weapon[\/spoiler][br]\r\nAccommodations: [spoiler]This routine can only be attached to a storage routine, and prevents it from storing anything but spell and Spell information obtained from the Arcana unraveler. Spells stored in the Arcana Storage can be prepared as if it were a spellbook.[br]If all components of a spell have been stored in an Arcana Storage routine, then it can be decrypted and converted into any prepared spell system that the Arbiter can access in a process that requires a number of hours and pages of space in the storage routine equivalent to the spell level. [br]Spells stored in an Arcana Storage routine can be used to prepare any casting system that the arbiter has access to, provided that those casting systems have access to those spells.|Arcana Storage [small](Routine, Requires Storage)[\/small][\/spoiler][spoiler]This routine can be attached to a sensory device. If attached to a visual sensory device, it gains the Read Magic as a constant (Sp) effect. If the arbiter detects a Vancian or Psionic spell casting attempt, they may attempt to record knowledge of the spell into a storage routine.|Arcana Unraveler [small](Routine, Requires Visual Sensory Device)[\/small][\/spoiler][spoiler]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.|Communicator[\/spoiler][spoiler]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\u2019s 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.|Display & Input[\/spoiler][spoiler]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.[br][br]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.|Multimedia[\/spoiler][spoiler]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.[br][br]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.|Technopathic Controls[\/spoiler][spoiler]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. \u201cComputer, activate and chart a course\u201d) 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).[br][br]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.|Voice Controls [small](Requires Microphone)[\/small][\/spoiler]\r\n[br]Detectors: [spoiler]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.|Multipurpose Detectors[\/spoiler][spoiler]Whenever you craft a detector, you may adjust it to return signature strength relative to the user or an object in the user\u2019s possession or natural reach (rather than the normal signature strength tables).[table][tr][th]Strength[\/th][td]Equivalent[\/td][td]Diluted[\/td][td]Weak[\/td][td]Considerate[\/td][td]Potent[\/td][td]Astounding[\/td][\/tr][tr][th]Type[\/th][td]Equal to Relative Variable[\/td][td]-3 or less[\/td][td]-2[\/td][td]-1 or +1[\/td][td]+2[\/td][td]+3 or more[\/td][\/tr][\/table]|Relativistic Detection[\/spoiler][spoiler]This detector senses alchemical items, including alchemical poisons. Determine the detected alchemical items signature strength:[table][tr][th]Gizmo Level[\/th][td]1-5[\/td][td]6-11[\/td][td]12-20[\/td][td]21+[\/td][\/tr][tr][th]Strength[\/th][td]Weak[\/td][td]Considerate[\/td][td]Potent[\/td][td]Astounding[\/td][\/tr][tr][th]Lingering Signal Duration[\/th][td]1d6 rounds[\/td][td]1d6 Minutes[\/td][td] 1d6 x 10 minutes[\/td][td]1d6 days[\/td][\/tr][\/table]In addition to learning the signature strength, the user may attempt a Craft (alchemy) check to identify a detected alchemical item and its properties.|Alchemical Sensor[\/spoiler][spoiler]This detector senses manufactured weapons and armor. Determine the detected objects\u2019s signature strength:[table][tr][th]Gizmo Level[\/th][td]Unremarkable[\/td][td]Masterwork[\/td][td]1-2 enchant[\/td][td]3-4 enchant[\/td][td]5+ enchant[\/td][\/tr][tr][th]Strength[\/th][td]Diluted[\/td][td]Weak[\/td][td]Considerate[\/td][td]Potent[\/td][td]Astounding[\/td][\/tr][\/table]In addition to the signature strength, the user may attempt a Craft (weapons) or Craft (armor) to determine the detected object\u2019s properties and qualities.|Armament Sensor[\/spoiler][spoiler]This gizmo functions as both an alchemy lab and a healer\u2019s kit with 10 uses. When using this gizmo, the user gains a competence bonus equal to 2 +1 per 2 gizmo levels on Craft (alchemy) and Heal checks, as well as skill checks made to identify diseases, poisons, and chemical substances.[br]In addition, the user may spend a swift action to determine if a substance within signal range of this gizmo has chemical qualities (such as being a disease, poison, alchemical or manufactured substance, etc.). If the chemalyzer detects chemical qualities, the user may immediately attempt a skill check to determine its nature (such as Craft (alchemy) for a substance, Heal or Knowledge (nature) for a disease or poison, or other appropriate check subject to GM discretion).[ul][li][b]Battery Use:[\/b] The user may deplete 1 battery as a free action to replenish the healer\u2019s kit uses possessed by this gizmo.[\/li][\/ul]|Chemalyzer[\/spoiler][spoiler]This detector senses creatures of a specific creature type or subtype (chosen when crafted). Determine a creature\u2019s signature strength:[table][tr][th]HD[\/th][td]1 or less[\/td][td]2-4[\/td][td]5-10[\/td][td]11+[\/td][\/tr][tr][th]Strength[\/th][td]Weak[\/td][td]Considerate[\/td][td]Potent[\/td][td]Astounding[\/td][\/tr][\/table]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\u2019s 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).|Ecology Sensor[\/spoiler][spoiler]This detector senses temperatures. Determine the temperature of each square, object, and creature:[table][tr][th]Temp C\/F[\/th][td]-273.15\/-459.67[\/td][td]-30\/-22[\/td][td]0\/32[\/td][td]10\/40[\/td][\/tr][tr][th]Reference[\/th][td]Absolute Zero[\/td][td]Arctic Temperatures[\/td][td]water freezes, Cold subtype creatures[\/td][td]Incorporeal Undead[\/td][\/tr][tr][th]Temp C\/F[\/th][td]20\/70[\/td][td]37\/98[\/td][td]38\/100[\/td][td]100\/212[\/td][\/tr][tr][th]Reference[\/th][td]Room Temperature, Corporeal Undead[\/td][td]Human Temperature[\/td][td]Desert Temperature[\/td][td]Water Boils[\/td][\/tr][tr][th]Temp C\/F[\/th][td]230\/450[\/td][td]233\/451[\/td][td]500\/930[\/td][td]510\/950[\/td][\/tr][tr][th]Reference[\/th][td]Tin Melts[\/td][td]Flashpoint of paper[\/td][td]Campfire[\/td][td]Fire subtype creatures[\/td][\/tr][tr][th]Temp C\/F[\/th][td]620\/1150[\/td][td]1500\/2750[\/td][\/tr][tr][th]Reference[\/th][td]Wood-Fueled Forge[\/td][td]Iron Melts[\/td][\/tr][\/table]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\u2019s temperature significantly differs from the temperature of the square they occupy, subject to GM discretion).|Heat Sensor[\/spoiler][spoiler]This detector senses mechanical items and gives information about their effects. Determine the detected objects\u2019s signature strength:[table][tr][th]Gizmo Level[\/th][td]1-5[\/td][td]6-11[\/td][td]12-20[\/td][td]21+[\/td][\/tr][tr][th]Strength[\/th][td]Weak[\/td][td]Considerate[\/td][td]Potent[\/td][td]Astounding[\/td][\/tr][tr][th]Lingering Signal Duration[\/th][td]1d6 rounds[\/td][td]1d6 Minutes[\/td][td] 1d6 x 10 minutes[\/td][td]1d6 days[\/td][\/tr][\/table]In addition to the signature strength, the user may attempt a Knowledge (engineering) check to identify a detected mechanical object and its properties.|Mechanical Sensor[\/spoiler][spoiler]This detector senses creatures the user has successfully identified with a Knowledge check within the last minute per gizmo level. Determine the signature strength:[table][tr][th]HD[\/th][td]1 or less[\/td][td]2-4[\/td][td]5-10[\/td][td]11+[\/td][\/tr][tr][th]Strength[\/th][td]Weak[\/td][td]Considerate[\/td][td]Potent[\/td][td]Astounding[\/td][\/table]The user may pinpoint detected targets.|Scouter Sensor[\/spoiler][spoiler]This detector senses signals generated by other gizmos. The user must succeed at a Knowledge (engineering) check (DC equal to 10 + the detected signal\u2019s gizmo level). A successful Knowledge check informs the user of the signal\u2019s presence within the area, including the direction and distance to the signal\u2019s source of origin; for every 5 points you beat the skill check DC, you gain 1 additional piece of information from the information below:[ul][li]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.).[\/li][li]The gizmo level of the signal as well as the identity of the gizmo\u2019s crafter (if you have previously identified any of their signals, giving their name, signature, or similar \u201cidentity\u201d you identified on one of their gizmos).[\/li][\/ul]|Signal Sensor[\/spoiler][spoiler]This detector detects the speed of moving targets. The user is notified of the number of creatures or objects that passed through the detector\u2019s 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\u2019s turn. This detector does not provide any additional information beyond sensing creatures and objects that have moved faster than the listed distance.|Speed Radar[\/spoiler]\r\n[br]Prosthetics: [spoiler]Arachnid prosthetic is a leg prosthetic. Arachnid prosthetic grants the user a 40 foot land speed and a 40 foot climb speed (including the +8 racial bonus for gaining a climb speed); each movement mode increases by +10 feet per 3 gizmo levels. The user can use this climb speed without using their hands and at no penalty. The user can stand up from prone as a free action that does not provoke attacks of opportunity. The user treats each individual arachnid prosthetic as though they were two legs (instead of a single leg) for the purposes of carrying capacity and the user\u2019s CMD against the trip (such as a quadruped creature, or creature with more legs).[ul][li][b]Battery Use:[\/b] The user may deplete 1 battery as a free action to improve this gizmo\u2019s functions for 1 minute per gizmo level. For the gizmo\u2019s duration, the user gains an insight bonus on all Climb checks equal to the prosthetic\u2019s gizmo level and may always attempt Climb checks to traverse a surface (even those normally not climbable). An unclimbable surface (such as a sheer wall, ceiling, etc.) has a Climb DC of 40.[\/li][\/ul]|Arachnid Prosthetic[\/spoiler][spoiler]Aquatic prosthetic is a leg prosthetic. Aquatic prosthetic grants the user a 40 foot swim speed, +10 feet per 3 gizmo levels (including the +8 racial bonus for gaining a swim speed).[ul][li][small]Battery Use:[\/small] The user can deplete 1 battery as a free action as part of taking the charge or run action using this prosthetic\u2019s swim speed. The user can move 10 times their normal swim speed when taking this charge or run action.[\/li][\/ul]|Aquatic Prosthetic[\/spoiler][spoiler]Ophidian prosthetic is a leg prosthetic. The user\u2019s legs are bound together into a snake-like torso ending in a tail; the user\u2019s legs become nonfunctional and the user cannot benefit from any additional legs while using the ophidian prosthetic\u2019s movement (including other prosthetics). Ophidian prosthetic grants the user a base land speed of 40 feet, +10 feet per 3 gizmo level, the user is treated as a quadruped for the purposes of carrying capacity, and cannot be tripped (but may still be knocked prone by other means). The user may end their movement in, make attacks from, occupy and otherwise share the same square (or squares) with other creatures without penalty (and without penalizing those other creatures); in addition, the user may move through an enemy\u2019s threatened area or through an enemy\u2019s space at full speed without increasing the DC of the Acrobatics check.|Ophidian Prosthetic[\/spoiler][spoiler]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).[ul][li][b]Advanced:[\/b] 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.[\/li][\/ul]|Rail Wheel Prosthetic[\/spoiler][spoiler]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.|Limb Prosthetic[\/spoiler][spoiler]This prosthetic grants the full utility of a head and requires being implanted. The creature's existing sensory organs are transferred to the prosthetics (or can be crafted and provided separately if you possess the Sensory Set talent).|Prosthetic Head[\/spoiler][spoiler]You can craft prosthetics for any of the 5 senses (sight, eyes; hearing, ears; smell, nose; taste, tongue; touch, haptic feedback \u201cskin\u201d or similar).|Sensory Prosthetic[\/spoiler][spoiler]You can craft a prosthetic tail; a prosthetic tail is treated as an arm prosthetic for other abilities and effects (such as secondary functions). This tail can be used to hold objects as if it were a hand and can be used to retrieve objects from a belt, pouch, or other similar container as a swift action; a prosthetic tail cannot cannot wield weapons or shields or make attacks.|Tail Prosthetic[\/spoiler][spoiler]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).[ul][li][b]Advanced:[\/b]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).[\/li][\/ul]|Tread Prosthetic[\/spoiler][spoiler]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).[ul][li][b]Advanced:[\/b] 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 \u201cdrift\u201d 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.[\/li][li][b]Battery Use:[\/b] The user can deplete 1 battery as a free action as part of taking the charge or run action using this prosthetic\u2019s 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.[\/li][\/ul]|Wheel Prosthetic[\/spoiler][br]\r\n[b]*[\/b] Secondary Functions: [spoiler]Prosthetics you craft can have 1 additional secondary function (allowing each prosthetic you craft to have 2 secondary functions, before other sources of additional secondary functions).|Additional Secondary Function[\/spoiler][spoiler]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.|Multifunctional Prosthetics[\/spoiler][spoiler]When a prosthetic gizmo you craft would become depleted or destroyed, instead of losing its functionality as a limb or body part of that kind, the prosthetic continues to function as a regular limb or body part of that kind for the creature (but loses any and all additional functions as a gizmo, secondary functions, abilities, etc.).|Reliable Prothetic[\/spoiler][spoiler]You can craft any prosthetic you can craft normally as a supplemental prosthetic. Instead of replacing the user\u2019s normal limbs or organs, a supplemental prosthetic grants the user additional limbs or organs (for example, a supplemental arm prosthetic would be in addition to the user\u2019s existing arms, rather than replacing one). Supplemental prosthetic are inferior to a \u201cnatural\u201d limb or body part, the Tinker sphere Advanced Prosthetics talent is required to make \u201cnatural\u201d prosthetics (limbs and body parts with true, full functionality)[br][br]Because a supplemental prosthetic does not replace a creature\u2019s normal physiology, its functions are more limited than a normal prosthetic of its kind. Each supplemental prosthetic functions as noted in its entry (instead of as a normal body part of its kind). Supplemental prosthetics may be modified by effects that require limbs or body parts of that kind. Supplemental prosthetics never grant the user extra attacks. A supplemental prosthetic\u2019s bonuses (if any) do not stack with other supplemental prosthetic of that kind (unless otherwise stated).[br][br][i]Hiding Supplemental Prosthetic:[\/i] Supplemental prosthetics can be retracted to be hidden against the user\u2019s normal physical profile (such as collapsing against the body to appear flat, folding up against the user\u2019s arms, etc.). A retracted prosthetic may not be used for any of its normal functions except to be extracted and usable. Retracting or extracting a supplemental prosthetic can be done as a swift action, and may be done for any number of the user\u2019s supplemental prosthetics. When retracting a supplemental prosthetic, the user may attempt a Sleight of Hand check (as though hiding an object) with a 10 + 1\/2 gizmo level circumstance bonus to hide the presence of the supplemental prosthetic.|Supplemental Prosthetic[\/spoiler][spoiler]The user can use their ophidian prosthetic to initiate a grapple combat maneuver or maintain a grapple while keeping their arms free (the user takes the penalties associated with the grappled condition but can otherwise act normally, such as taking attacks of opportunity). The user gains a constrict attack (1d6 + Strength modifier damage for a Medium creature) that only applies when grappling with the ophidian prosthetic.|Constricting Coils [small](Ophidian)[\/small][\/spoiler][spoiler]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.|Crushing Legs [small](Legs)[\/small][\/spoiler][spoiler]The prosthetic is a \u201cdual function\u201d body part, granting the user additional benefits. The prosthetic is treated as both body parts and grants the user the benefits listed below. A supplemental prosthetic granted this secondary function treats its dual function as a supplemental prosthetic (instead of gaining the normal benefits).[br][br]If this \u201cdual function\u201d is a creature\u2019s first limb of that kind (such as granting arms to a quadruped through the dual arm option), the creature may treat this first limb (or pair of limbs) as a natural prosthetic of that kind. This secondary function never grants the user extra attacks.[ul][li][b]Dual Arm:[\/b] The prosthetic functions as a normal arm capable of fine manipulation, including wielding weapons, performing dextrous actions, and fulfilling somatic components for spellcasting (creatures which did not previously have an arm or hand may be limited by their own skill or familiarity). A quadruped granted this dual function may walk on two feet.[\/li][li][b]Dual Leg:[\/b] The prosthetic also functions as a normal leg capable of bearing the user's weight and grants the creature a 30-foot base movement speed[\/li][li][b]Dual Sense:[\/b] The limb is crafted with 1 mundane sense (hearing, sight, smell, taste, or touch). The user may use the sense granted to the dual functional limb as a normal sensory organ for that purpose; this allows the user to interact with things in ways that are not ordinarily possible (such as tasting a substance with their fingers, or smelling through their tail, etc.).[\/li][\/ul]|Dual Function [small](Arms, Legs, Head, or Tail)[\/small][\/spoiler][spoiler]This secondary function can only be granted to a prosthetic that grants the user a natural attack (such as a claw or talon). The prosthetic\u2019s natural attacks can be retracted or extended. Retracting or extracting a supplemental prosthetic can be done as a swift action, and may be done for any number of the user\u2019s supplemental prosthetics. When retracting a supplemental prosthetic, the user may attempt a Disguise check with a 10 + 1\/2 gizmo level circumstance bonus to hide the prosthetic\u2019s natural attacks. Extending a prosthetic\u2019s natural attack(s) is treated as drawing a weapon.|Hidden Natural Attacks [small](Requires Natural Attack)[\/small][\/spoiler][spoiler]The prosthetic gains an innate health monitor and the crafter\u2019s choice of either a chemalyzer or rapid injector. Internally implanted prosthetic (i.e. prosthetic organs) can be granted this secondary function, but only gain an innate health monitor.|Prosthetic Doctor[\/spoiler][spoiler]The prosthetic gains an innate sensory gizmo of each kind.|Recording Prosthetics[\/spoiler][spoiler]The user gains the scent special ability with a starting range of 30 feet, +10 feet per 2 gizmo levels.|Scent [small](Sensory)[\/small][\/spoiler][spoiler]The prosthetic gains an innate sense amplifier for Perception checks of the appropriate kind (i.e. visual for an eye prosthetic, etc.).|Sensory Extension [small](Sensory)[\/small][\/spoiler][spoiler]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.|Sensory Shielding [small](Sensory)[\/small][\/spoiler][spoiler]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.[br][br]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\u2019s 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.|Storage Capacity[\/spoiler][spoiler]Choose one movement type: aquatic, arachnid, ophidian, 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 gains one of the following benefits: [ul][li][b]Aquatic or Arachnid:[\/b] User gains +10' to their speed or climb speed, respectively, if they already had one[\/li][li][b]Ophidian:[\/b] The user may take a 5' step as part of the swift action. This 5' step can be in addition, either before or after, another 5' step taken normally during the turn.[\/li][li][b]Rail Wheel, Thread, or Wheel:[\/b] User's land speed with the chosen movement type increases by an additional +10 feet until the end of their next turn, +5 feet per 2 gizmo levels.[\/li][\/ul]|Transport Mode [small](Legs)[\/small][\/spoiler]\r\n[br]Routines: [spoiler]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).|Multifunctional Routines[\/spoiler][spoiler]When crafting this routine, choose 1 skill, +1 skill per 4 gizmo levels and 1 ability score (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). [b]Battery Use:[\/b] The user can deplete 1 battery as a free action to activate this gizmo\u2019s additional functions for 1 minute per gizmo level, choosing one of the routine\u2019s selected skills. For the gizmo\u2019s duration, the user may use the selected ability score instead of the skill\u2019s 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\u2019s gizmo level).|Competency Routine[\/spoiler][spoiler][ul][li][b]Battery Use:[\/b] The user can deplete 1 battery as a free action to activate this gizmo\u2019s functions for 1 minute per gizmo level. For the gizmo\u2019s duration, the user ignores the adverse movement effects of difficult terrain and may take 5-foot steps in difficult terrain.[\/li][\/ul]|Movement Optimizer[\/spoiler][spoiler]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\u2019s 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).|Storage [small][small](Minor)[\/small][\/small][\/spoiler][spoiler]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\u2019s signal range, if it possesses one).[br][br]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\u2019s fluency as a number of pages equal to the required amount of text to gain that level of fluency.[br][br]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.).[table][tr][th]Fluency[\/th][th]Translation Accuracy[\/th][th]Required Pages[\/th][th]Required Time[\/th][\/tr][tr][td]Basic[\/td][td]Content Basics[\/td][td]10 Pages[\/td][td]immediately[\/td][\/tr][tr][td]Developed[\/td][td]Most Content (details sometimes missed)[\/td][td]100 Pages[\/td][td]1 Hour[\/td][\/tr][tr][td]Fluent[\/td][td]As Average Speaker[\/td][td]1,000 Pages[\/td][td]10 Hours[\/td][\/tr][tr][td]Expert[\/td][td]As Fluent Linguist[\/td][td]1,000,000 Pages[\/td][td]1,000 Hours[\/td][\/tr][\/table][small][ul][li][b]Special - Sensory Set:[\/b] 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.[br][br]If the translator\u2019s 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).[\/li][\/ul][\/small]|Translator[\/spoiler][spoiler]This routine enhances a user\u2019s understanding of a subject chosen at the time of the routine\u2019s 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.[ul][li][b]Battery Use:[\/b] 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\u2019s 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\u2019s 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\u2019s duration ends.[\/li][\/ul][br][br]When asked if the routine buffed one or all mental skills, Steven Alpert responded with the following on 3\/21\/25:[quote][url:https:\/\/discord.com\/channels\/533773201549819925\/585184023794679810\/1352737040021585942]Honestly I think that was an editing error. I think it was originally just one and was significantly buffed to be \"all\".[br][br]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[\/url][\/quote]I will be using the more conservative ruling until it is further clarified.|Tutor Routine[\/spoiler]\r\n[hr][h2]Active Gizmo: (Limit 15+[sup]5[\/sup]\/[sub]3[\/sub]rank+Int+4 = 45)[\/h2][h3]Expense: 58gp\/day[\/h3][spoiler][block:1534674]|Cognitive Jack[\/spoiler][spoiler][block:1534867]|Bio-Boost Cables[\/spoiler][spoiler][block:1534960]|Livingwood AI Housing[\/spoiler][spoiler][block:1535273]|6 Power Latices[\/spoiler]\r\n[hr][h2]Non-Gizmo abilities:[\/h2][spoiler]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).|Easy Detection[\/spoiler][spoiler]You may use your bonus in the associated skill in place of your Heal skill bonus whenever you would attempt a check to implant an object, including gizmos. This includes a check to remove a body part or organ, provided you subsequently attempt the check to replace that body part or organ with a prosthetic.[br]If you could already attempt an associated skill check in place of a Heal check when implanting organs (such as with the Tinker Savvy talent), you receive a competence bonus on your associated skill checks made to implant objects equal to 1\/2 your Hit Dice.|Implant Expertise[\/spoiler][spoiler]You may transfer routines into an eligible gizmo within signal range (rather than just a gizmo within your natural reach).|Remote Install[\/spoiler]\r\n[hr][h2]Artificial Intelligence: (Limit 10 Gizmo Levels)[\/h2][spoiler]Archivist Class; Pys --, Int 20, Wis 12, Cha 12[br]Feats: Additional Traits (Slang Talker, Scout's Eyes), Xenoglossy,  Extra Combat Talent (Find Gap), Extra Combat Talent (Discern Condition); Talents: Equipment (Balanced Defense, Unarmored Training), Scout (Base, Veteran Warrior -> Study Technique, Great Senses, Identify Structural Hazards, Advisory Scout, Inimical Gaze)[br]Skills (5+int): Knowledge (Arcana, Dungeoneering, Engineering, Local, Nature, Planes, Psionics, Religion) 8 ranks each, Perception 8(20) ranks; Rewire Specialty: Linguistics|Rosetta Arkenrahel GL6[\/spoiler]\r\n[hr][h2]Mechanoid: (Limit 10 Gizmo Levels)[\/h2][spoiler][block:1525436]|Reading Chair GL6[\/spoiler][br]Upgrades: [spoiler]+2 Upgrade to mechanoids|Additional\/Extra Upgrades[\/spoiler][spoiler]When determining the project cost of your mechanoids, reduce the mechanoid\u2019s effective gizmo level by 1 per 2 ranks in the associated skill.|Discount Fabrication[\/spoiler][spoiler]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.[br][br]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.[br][br]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.[br][br]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).[br][br]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).|Compact Pilot \/ Ejector \/ Quick Entry Seats[\/spoiler][spoiler]When you craft a mechanoid, you may grant the mechanoid the cover upgrade.|Covered Mechanoids[\/spoiler][spoiler]When granting the alternate size upgrade, the mechanoid\u2019s 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.[ul][li][b]Alternate Size, Greater:[\/b] The mechanoid\u2019s base size is 3 size categories larger or smaller than Medium. This upgrade is treated as 2 upgrades.[\/li][\/ul]|Improved Size[\/spoiler][spoiler]Whenever you craft a mechanoid, you may choose to grant the mechanoid 1 construct template from the following list: Alchemical Contruct, Biological Construct, Clockwork Construct, Robot, Steampower Construct, Undead Construct. Unless otherwise stated, a mechanoid may only have a single template this way.|Mechanoid Template[\/spoiler][spoiler]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.|Cable Car [small](Fucking Useless)[\/small][\/spoiler][spoiler]The mechanoid is crafted with an innate rapid injector gizmo. The mechanoid may use the innate rapid injector as a standard action to grant the benefits of the stored liquid to a willing creature within the mechanoid\u2019s reach (or an unwilling creature with a melee touch attack). Creatures riding or inside the mechanoid may also be affected this way. This upgrade can be granted multiple times, each time granting the mechanoid an additional innate rapid injector.|Doctor Mechanoid[\/spoiler][spoiler]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.|Focused Design[\/spoiler][spoiler]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).[br][br]An immersive cockpit allows the pilot and mechanoid to act as a single creature, using the mechanoid\u2019s physical statistics and the pilot\u2019s 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\u2019s abilities, benefiting from the mechanoid or pilot\u2019s 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).|Immersive Cockpit[\/spoiler][spoiler]The mechanoid weighs as if it were 2 size categories smaller (minimum Fine). When deactivated, the mechanoid reduces its size to be 2 size categories smaller (this does not change its weight further) and returns to its normal size when activated. For every 5 gizmo levels, the weight and reduced size decrease by +1 additional size category. This upgrade does not count against the mechanoid's maximum number of upgrades.|Lightweight [small](Accommodation)[\/small][\/spoiler][spoiler]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).|Magic Item Slot[\/spoiler][spoiler]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\u2019s 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.|Multimedia Sensory Gizmos [small](Accommodation)[\/small][\/spoiler][spoiler]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).|Overland Travel[\/spoiler][spoiler]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\u2019s 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\u2019s allies can retrieve one or more batteries crafted by this innate power plant as a swift action when adjacent to the mechanoid.|Portable Plant[\/spoiler][spoiler]Creatures in the mechanoid\u2019s pilot or passenger seats automatically stabilize, and Heal checks attempted on them gain a +2 circumstance bonus. The mechanoid can move a helpless creature adjacent to or within its natural reach (even if it lacks limbs) into a passenger's seat it possesses as a free action; the mechanoid provokes an attack of opportunity when moving another creature this way.|Rapid Rescue [small](Requires: Passenger Seats)[\/small][\/spoiler][spoiler]The enclosure treats the mechanoid\u2019s CMD as 3 + 1 per 2 gizmo levels higher for the purposes of the enclosure\u2019s 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\u2019s hit points calculation by an additional +3 per gizmo level.|Reinforced Enclosure [small](Requires: Enclosure)[\/small][\/spoiler][spoiler]Choose one detector. The mechanoid is crafted with an innate signal repeater and an innate detector of the chosen kind.|Signal Station[\/spoiler][spoiler]You grant the mechanoid two upgrades (other than this upgrade); the mechanoid may only use one of these two upgrades at any given time, but may switch between these two upgrades as a full-round action. You may grant the transforming parts upgrade 1 additional time per 7 ranks in the associated skill you possess. If the mechanoid possesses multiple transforming parts upgrades, the mechanoid can use any number of them as part of the same full-round action (or depleting a single battery to use the battery use ability for any number of transforming parts).[ul][li][b]Battery Use:[\/b] The user may deplete 1 battery as a free action or immediate action to change between the two granted upgrades.[\/li][\/ul]|Transforming Parts[\/spoiler][spoiler]The mechanoid is crafted with 2 innate body bags, +1 per 3 Hit Dice it possesses. An innate body bag can store creatures of the same size as the mechanoid (or smaller). A creature stored in an innate body bag does not count against the mechanoid\u2019s carrying capacity - however, only corpses (or nonliving creatures) can be stored in these innate body bags.|Traveling Morgue[\/spoiler][spoiler]The mechanoid can be mounted with a weapon that may be wielded by a mechanoid\u2019s 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 \u201cwielding passenger\u201d. A mounted weapon is treated as being braced or mounted when appropriate (such as for the culverin or double hackbut firearm).[br][br]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\u2019s CMD (whichever is lower). This upgrade can be granted multiple times.|Weapon Mount [small](Requires: Passenger Seats)[\/small][\/spoiler]\r\n[hr][h2]Projects[\/h2][spoiler]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\u2019s 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\u2019s end points (such as attaching a gizmo to a midpoint of the energy cable).[br][br]Gizmos attached to the ends of the energy cable cannot move further than the energy cable\u2019s 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\u2019s length, they must first be disconnected from the cable or the energy cable must be broken.[br][br]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).[br][br]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\u2019s signal range (regardless of distance, intervening materials, etc.).|Energy Cables[\/spoiler][spoiler]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.[br][br]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\u2019s 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\u2019s craft limit for that day.[table][tr][th]Size[\/th][th]Speed[\/th][th]Limit[\/th][th]Maximum[\/th][th]Weight[\/th][th]Ranks[\/th][th]Cost[\/th][\/tr][tr][td]Small[\/td][td]2[\/td][td]10+1\/5GL[\/td][td]2[\/td][td]50 lbs.[\/td][td]1[\/td][td]100gp[\/td][\/tr][tr][td]Medium[\/td][td]4[\/td][td]15+1\/5GL[\/td][td]4[\/td][td]250 lbs.[\/td][td]3[\/td][td]200gp[\/td][\/tr][tr][td]Large[\/td][td]6[\/td][td]25+2\/5GL[\/td][td]8[\/td][td]1,250 lbs.[\/td][td]5[\/td][td]400gp[\/td][\/tr][tr][td]Huge[\/td][td]8[\/td][td]30+3\/5GL[\/td][td]12[\/td][td]6,250 lbs.[\/td][td]7[\/td][td]800gp[\/td][\/tr][tr][td]Gargantuan[\/td][td]10[\/td][td]45+4\/5GL[\/td][td]16[\/td][td]31,250 lbs.[\/td][td]10[\/td][td]1,600gp[\/td][\/tr][tr][td]Colossal[\/td][td]12[\/td][td]60+5\/5GL[\/td][td]32[\/td][td]156,250 lbs.[\/td][td]15[\/td][td]3,200gp[\/td][\/tr][\/table]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.[br][br]You may only maintain one power plant at a given time.|Power Plant[\/spoiler][spoiler]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 \u201coriented\u201d 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.|Rail Track[\/spoiler][spoiler]You may craft a project-scale storage routine (called a \u201cstorage network\u201d). 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.[br][br]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 \u201clink\u201d 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.|Storage Network [small](Routine)[\/small][\/spoiler][\/td][\/tr][\/table][\/td][\/tr][\/table]","traits":"[table][tr][td]Traits[\/td][td][spoiler]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.[br][small]2 social traits, +2 bonus[\/small]|Charming Smile, Cunning Soul [small][small](Social Exemplar)[\/small][\/small][\/spoiler][spoiler]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.|Feral Speech [small][small](Social)[\/small][\/small][\/spoiler][spoiler]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.|Gesture Expertise [small][small](Social)[\/small][\/small][\/spoiler][spoiler]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|Slang Talker [small][small](regional)[\/small][\/small][\/spoiler][\/td][\/tr][tr][td]Drawbacks[\/td][td][spoiler]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.|Tainted Spirit [small][small](Drawback)[\/small][\/small][\/spoiler][spoiler]You take a -2 penalty on Strength-, Dexterity-, and Constitution-based ability checks and skill checks.|Feeble[small][small](Flaw)[\/small][\/small][\/spoiler][spoiler]-2hp\/hd, LMAO|Frail[small][small](Flaw & Major Drawback)[\/small][\/small][\/spoiler][\/td][\/tr][tr][td]Oaths[\/td][td][spoiler][b]Oath:[\/b] Taliesin has lost his ability to walk, physically crushed by the metaphorical weight of ancient secrets he has read.[br][b]Defiance Penalty:[\/b] 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.[br][b]Atonement:[\/b] 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.|Forbidden Knowledge [small][small](Severed Senses)[\/small][\/small]: +4op[\/spoiler][spoiler][b]Oath:[\/b] 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.[br][b]Defiance Penalty:[\/b] 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.[br][b]Atonement:[\/b] 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.|Absolute Poverty: +15op[\/spoiler][spoiler][b]Oath:[\/b] 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.[br][b]Defiance Penalty:[\/b] Any day which you do not perform the ritual, all of your ability scores are treated as being 2 lower for all purposes.[br][b]Atonement:[\/b] 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.|Ritual: +1op[\/spoiler][\/td][\/tr][tr][td]Oath Boons[\/td][td][spoiler]Gain bonus Feats, one each at levels 2, 6, 10, 14, and 18.|Bonus Feats: -4op[\/spoiler][spoiler]Gain bonus Blended Talents, one each at levels 2, 6, 10, 14, and 18.|Bonus Talents: -3op[\/spoiler][spoiler]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.[br][b]+0 str, +0 dex, +2 con, +4 int, +2 wis, +0 cha[\/b]|Enhanced Abilities: -2op[\/spoiler][spoiler]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.|Inhuman Resilience: -1op[\/spoiler][spoiler]Gain Advanced Magic Training feat and a Casting Tradition (complete with 2 Magic Talents)|Magical Gleaning: -1op[\/spoiler][spoiler]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.|Renewal: -2op[\/spoiler][spoiler]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.|Secret Tongues: -2op[\/spoiler][spoiler]all skills are class skill, and gain 4 skill points per HD.|Skillful: -4op[\/spoiler][spoiler]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.|Whisperer to the Lost: -1op[\/spoiler][\/td][\/tr][tr][td]Racial Traits[\/td][td][spoiler]+2 Dex & Cha; -2 to Con|Ability Scores[\/spoiler][spoiler]Legendary Psychic: +3\/2 Legendary Psychic Spells Known (one 1st level spell)|FCB[\/spoiler][spoiler]See in Darkness|Vision[\/spoiler][spoiler]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.|Elven Traits[\/spoiler][spoiler]Fosc gain a +2 racial bonus to all saving throws.|Greater Luck[\/spoiler][spoiler]Gain Dancing Lights and Darkness as 1\/day spell-like abilities, using Character Level as their caster level.|Spell-Like Abilities[\/spoiler][spoiler]Gain proficiency with Longbows, Shortbows, Longsword, & Rapiers and treat weapons with the word Elven in their name as if they were martial weapons.|Weapon Familiarity[\/spoiler][\/td][\/tr][\/table]","languages":"[table][tr][td]Mortal Tongues[\/td][td][spoiler]Common, Elven, Undercommon|Humanoid[\/spoiler][spoiler]Common, No Shared Language [small][small](Gesture Expertise)[\/small][\/small]|Sign[\/spoiler][spoiler]Fosc Sign Language, Arcadian Slang [small][small](Sense Motive DC 5+My Bluff Check)[\/small][\/small]|Secret[\/spoiler][spoiler]Androffan|Strange[\/spoiler][\/td][\/tr][tr][td]Magic Tongues[\/td][td][spoiler]Gravetongue [small][small](see Whispers of the Lost)[\/small][\/small], Wildspeaker [small][small](see Speak with Wildlife & Wildspeaker)[\/small][\/small]|Arcane[\/spoiler][spoiler]Aquan, Auran, Ignan, Terran|Elemental[\/spoiler][spoiler]Draconic, Necril, Sylvan|Monstrous[\/spoiler][spoiler]Abyssal, Celestial, Infernal|Outsider[\/spoiler][spoiler]Ancient Necril, Druidic|Secret[\/spoiler][\/td][\/tr][tr][td]Translators[\/td][td][spoiler]Slang Ancient Necril|Translator Key[\/spoiler][spoiler]Androffan (1,000,000 pgs)|Expert Translations[\/spoiler][spoiler]Echidna (380 pgs), NeoCommon (180 pgs), NeoNecril (180 pgs)|Developed Translations[\/spoiler][spoiler]Abyssal Slug (10 pgs)|Basic Translations[\/spoiler][spoiler]25 Unassigned Translator Language Slots|Unassigned[\/spoiler][\/td][\/tr][\/table]","arms_and_equipment_txt":"","class_features_txt":"[table][tr][th]L. Occultist\/L. Wizard\/Mystic Theurge[\/th][td][spoiler]+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. |Arcane School [small][small](Conjuration)[\/small][\/small][\/spoiler][spoiler]+2 to all skill checks, can enchant the Tome of the Abyssal Call as if a ring|Bonded Spellbook[\/spoiler][spoiler]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.[br][br]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.[br][br]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.|Blended Spells (4th)[\/spoiler][spoiler]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).|Historical Figure[\/spoiler][spoiler]1\/day apply the Extend Spell metamagic feat to a single spell, at no cost.|Ley Lines[\/spoiler][spoiler]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.|Occult Kenning[\/spoiler][spoiler]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.|Personal Mementos[\/spoiler][spoiler]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+)|Prognostic Screening[\/spoiler][spoiler]Gain Mage Armor as a constant SLA, so long as you are not wearing armor or using a shield.|Protective Markings[\/spoiler][\/td][\/tr][tr][th]L. Psychic\/Bokor[\/th][td][spoiler]add 1\/2 Level as an insight bonus to all knowledge checks, and may make knowledge checks untrained.|Akashic Knowledge[\/spoiler][spoiler]At 8th level, you can impart power onto any object you touch as a standard action. If the object is a weapon or armor you may apply an enhancement bonus to the object up to 1\/4 of your class level (rounded down) to a maximum of a +5 enhancement bonus. If it is some other object you can grant it a magical circumstance bonus to a skill related to the object. For example a pair of well worn boots may grant a bonus to survival checks or an old cloak may provide a bonus on stealth checks. This skill bonus is equal to 1\/3 of your class level (rounded down). At any time you can maintain only as many imbued objects as your casting ability modifier|Enhance Object[\/spoiler][spoiler]For purposes of using Spell-Completion items, consider every spell to be on your spell list.|Expansive Knowledge[\/spoiler][spoiler][ul][li][b]Knowing Eyes:[\/b] 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.[\/li][li][b]Toughtsense:[\/b] You possess thoughtsense, as the spell, to a range of 60 feet. If you gain thoughtsense from another source (such as by casting the spell), the range stacks.[\/li][\/ul]|Extra-Sensory Perception[\/spoiler][spoiler]Add the following spells to your spell list, but not to spells known.[table][tr][th]2nd level[\/th][td]Companion Life Link, Merge With Familiar[\/td][\/tr][tr][th]3rd level[\/th][td]Polymorph Familiar[\/td][\/tr][tr][th]4th level[\/th][td]Familiar Melding, Watchful Animal[\/td][\/tr][tr][th]5th level[\/th][td]Companion Transposition, Duplicate Familiar[\/td][\/tr][tr][th]6th level[\/th][td]Transfer Familiar[\/td][\/tr][tr][th]7th level[\/th][td]Familiar Double[\/td][\/tr][\/table]|Horological Spells[\/spoiler][spoiler]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 Defense[\/spoiler][spoiler]They may apply their intuitive ability modifier to their initiative checks in addition to their Dexterity modifier. In addition, they are never surprised.|Prescient Initiative[\/spoiler][spoiler]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.|Second Hands[\/spoiler][\/td][\/tr][tr][th]Mythic Archmage[\/th][td][spoiler]You automatically succeed at concentration checks to cast arcane spells. This ability doesn\u2019t apply to spells of the highest spell level you can cast.|Competent Caster[\/spoiler][spoiler]You can grant divine spells to those who follow your cause, allowing them to select you as their deity for the purposes of determining their spells and domains. Select two domains upon taking this ability. These domains must be alignment domains matching your alignment if possible, unless your alignment is neutral. You grant access to these domains as if you were a deity. Creatures that gain spells from you don't receive any spells per day of levels higher than your tier; they lose those spell slots. In addition, you can cast spells from domains you grant as long as their level is equal to or less than your tier. Each day as a spell-like ability, you can cast one spell of each level equal to or less than your tier (selecting from those available to you from your divine source domains). If you're a cleric or you venerate a deity, you may change your spell domains to those you grant others. At 6th tier and 9th tier, you can select this ability again, adding one domain and two subdomains (see the Advanced Player's Guide) to your list each time and adding their spells to the list of those that you can cast.[br]Knowledge, Magic[i]Domains:[\/i] |Divine Source[\/spoiler][spoiler]Your soul has reached a level of immortality that transcends your body. You are immune to energy drain and negative levels from non-mythic sources.[br]In addition, you are immune to effects and spells from non-mythic sources that would redirect, trap, transform, or otherwise consume your soul (such as magic jar, soul bind, trap the soul, or the Death sphere Possession or Soul Trap advanced talents). You are always granted a save to negate such an effect from a mythic source. You are granted this saving throw even if you are dead or unable to take actions (an effect without a saving throw has a DC equal to that spell or sphere effect\u2019s normal DC, or 10 + 1\/2 the source's Hit Dice + the source's Charisma modifier). Successfully saving against such an effect makes you immune to any further attempts from that source for 24 hours. If you ever fail a saving throw against such an effect, you may attempt a new saving throw to end the effect once every 24 hours even if the effect would not allow for additional saving throws.|Eternal Soul[\/spoiler][spoiler]Whenever you\u2019re 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\u2019t die until your total number of negative hit points is equal to or greater than double your Constitution score.|Hard to Kill[\/spoiler][spoiler]The wizard suffers no penalties to cast spells when his bonded object is not worn or in hand. However, when it is worn or in hand, the wizard\u2019s caster level (for purposes of the effectiveness of spells and caster level checks) is increased by 2.|Mythic Bonded Object[\/spoiler][spoiler]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 Combat Talents[\/spoiler][spoiler]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[\/spoiler][h2]Mythic Power Abilities: 11\/Day[\/h2][spoiler]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\u2019t be used to cast a spell. You can\u2019t gain an extra action in this way more than once per round.|Amazing Initiative[\/spoiler][spoiler]You may expend one use of mythic power to remove a number of negative levels from yourself equal to your mythic tier as a free action that can be taken even when it is not your turn. And you may expend one use of mythic power to roll twice and take the better result when saving against mythic effects which would redirect, trap, transform, or otherwise consume your soul.|Eternal Soul[\/spoiler][spoiler]At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren\u2019t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn\u2019t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.|Recuperation[\/spoiler][spoiler]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.|Surge (+1d8)[\/spoiler][spoiler]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\u2019t 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\u2019t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.|Wild Arcana[\/spoiler][\/td][\/tr][\/table]","creatures_and_mounts_txt":"","possessions_and_property_txt":"[table][tr][th]Class Items[\/th][td][spoiler][block:1523118]|Arcanis Arachnis [small][small](Wizard)[\/small][\/small][\/spoiler][\/td][\/tr][tr][th]Poverty: 8000gp Max[\/th][td] - [\/td][\/tr][tr][th]Absolute Poverty: 19 items, 50gp Max[\/th][td][spoiler]This kit contains the various components needed to assemble the gizmos granted by the Tinker sphere, and other mechanical equipment.[br][b]Currently Used as part of Power Plant, and has no other function until power plant is disassembled.[\/b]|Engineering Kit: 10gp[\/spoiler][spoiler]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\u2019s 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.[br]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.[br]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.[br]Though a talking board can be used for some of the same functions as other gear (such as automatic writing planchettes and hypnotist\u2019s lockets), these items can\u2019t be used in unison to gain multiple bonuses or increase the rate of communication with a haunt to more than double.|Talking Board: 15gp[\/spoiler][spoiler][block:1519131]|Soul-Bound Tome: 45gp [small][small](Bonded Spellbook)[\/small][\/small][\/spoiler][\/td][\/tr][tr][th]Other: \u221e items, 2gp Max[\/th][td][spoiler]8 lbs.|Blanket & Bedroll: 6sp[\/spoiler][spoiler]Can hold 1\u20132 gallons of liquid.|Bucket: 5sp[\/spoiler][spoiler]Lighting a torch with a flint and steel is a full-round action. Lighting any other fire with them takes at least that long.|Flint & Steel: 1gp[\/spoiler][spoiler]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.|soap 50 uses: 1cp[\/spoiler][spoiler]It is watertight and holds about 1\/2 gallon of liquid.|Waterskin: 1gp[\/spoiler][\/td][\/tr][tr][th]Projects: Actually Fucking Worthless[\/th][td][spoiler]Reading Chair: 0gp|Project Supplies[\/spoiler][spoiler]|10' Energy Cable [small][small](Project Cost 1+.25)[\/small][\/small][\/spoiler][spoiler]|Power Plant [small][small](Large, GL5, Project Cost 2000+500)[\/small][\/small][\/spoiler][spoiler]|Project Anchor [small][small](Project Cost 10+2.5)[\/small][\/small][\/spoiler][spoiler]2330' of rail track|Rail Track [small][small](Project Cost 466+116.5)[\/small][\/small][\/spoiler][spoiler]Project Cost 300+75[br]2gp dagger, 2gp Barrel, 2cp Common Shovel (dig pit at rate of 2 cubic feet per minute)|Reading Chair [small][small](Project Cost 600+150+4.02)[\/small][\/small][\/spoiler][spoiler]AI, housed in Reading Chair.|Rosetta Arkenrahel [small][small](Project Cost 0+0)[\/small][\/small][\/spoiler][spoiler]Int network is upgraded with the Arcana Storage accomodation. Free gizmos to be installed in consist of Mental Augmentations, all of which augment a separate mental stat.|Storage Networks [small][small](Project costs: 1000+250 x3[\/small][\/small][\/spoiler][\/td][\/table]","retinue_txt":"","general_notes_1_label":"","general_notes_1":"","general_notes_2_label":"","general_notes_2":"","arms_and_equipment":"","class_features":"","creatures_and_mounts":"1526614","possessions_and_property":"1534674,1534867,1535273","retinue":"","spellbook_0_level_spells":"1519262","spellbook_1_level_spells":"1519265","spellbook_2_level_spells":"1519688","spellbook_3_level_spells":"1537348","spellbook_4_level_spells":"","spellbook_5_level_spells":"1527139","spellbook_6_level_spells":"","spellbook_7_level_spells":"","spellbook_8_level_spells":"","spellbook_9_level_spells":"","health_current":"","health_temp_current":"","health_temp_total":"","strength_temporary_adjustment":"","dexterity_temporary_adjustment":"","constitution_temporary_adjustment":"","intelligence_temporary_adjustment":"","wisdom_temporary_adjustment":"","charisma_temporary_adjustment":"","quick_notes":"","spellslot_available_0":"","spellslot_available_1":"","spellslot_available_2":"","spellslot_available_3":"","spellslot_available_4":"","spellslot_available_5":"","spellslot_available_6":"","spellslot_available_7":"","spellslot_available_8":"","spellslot_available_9":"","tags":"","isShared":"on","templateId":"947","blockId":"1518899","world":""}