{"player":"[spoiler]PB: 10, 10, 18, 12, 11, 14|Won Truth[\/spoiler]","name":"Guy Tacoria","race":"[spoiler]Humanoid (Half-Construct)|Natura Morta[\/spoiler]","imageid":"","class_and_level":"Armorist (Martial Armorist, Collector)|5;Blacksmith (Iron Chef)|5","size":"M","age":"130","gender":"Male","alignment":"N","deity":"","homeland":"","domain":"","height":"","weight":"","hair_color":"","eye_color":"","xp":"","strength":"16","dexterity":"7","constitution":"28","intelligence":"12","wisdom":"10","charisma":"16","total_health":"116","hd":"6d10+54+8-6","damage_reduction":"3\/-","spell_resistance":"","armor_ac_modifier":"11","shield_ac_modifier":"","dex_ac_modifier":"","size_ac_modifier":"","natural_ac_modifier":"1","deflection_ac_modifier":"","misc_ac_modifier":"-2","fortitude_save_base":"5","fortitude_save_magic_modifier":"","fortitude_save_misc_modifier":"2","temporary_fortitude_save_modifier":"","reflex_save_base":"4","reflex_save_magic_modifier":"","reflex_save_misc_modifier":"2","temporary_reflex_save_modifier":"","will_save_base":"5","will_save_magic_modifier":"","will_save_misc_modifier":"2","temporary_will_save_modifier":"","save_notes":"","base_attack_bonus":"6","initiative_dex_modifier":"","initiative_modifier":"4","cmb_bab_modifier":"","cmb_str_modifier":"","cmb_size_modifier":"","cmb_modifier":"1","cmd_bab_modifier":"","cmd_str_modifier":"","cmd_dex_modifier":"","cmd_size_modifier":"","cmd_modifier":"","weapon_table":"","armor_table":"","known_spells":"","spell_per_day":"","bonus_spells":"","spell_dc":"","spellbook_txt":"[table][tr][th]Dark (Polished) CL 4[\/th][td][ul][li]Darkness Talents: [spoiler]As a standard action, the caster is affected by the chosen (meld) or (shadow) option (Will negates). The duration of this effect lasts as long as the caster concentrates, but can be extended without concentration by spending a single spell point. When the duration is extended, a meld talent lasts 1 hour\/CL and a shadow talent lasts 1 minute\/CL.[ul][li]Meld: affects the target by granting it abilities or effects while the target is either within a gloom you created or an area of Dim Light or darker.[\/li][li]Shadow: functions in any area, regardless of light. A cloak modified with a (shadow) talent gains the shadow descriptor.[\/li][\/ul]|Cloak[\/spoiler][spoiler]As a standard action, the light level in a 10'+5'\/2CL radius area within medium range (100'+10'\/CL) is reduced by up to 2 steps (bright light > normal light > dim light > darkness) (minimum 1 step, and cannot reduce to magical darkness). Non-magical light sources only produce dim light in a 5-foot radius, and non-magical sources of dim light are suppressed. Creatures with the appropriate vision (i.e. darkvision for darkness, low-light for dim light) can see in the area\u2019s modified light level without penalty.[br][br]If a gloom has additional effects, these effects affect all creatures in the gloom (1) when the gloom is first created, (2) at the end of the caster\u2019s turn, or (3) whenever an individual creature enters the gloom (affecting only that creature; including if the creature would \u201center\u201d when the gloom moves over them). An individual creature can only be affected by an individual gloom once per round, even if they could be affected more than once per round (such as moving into and out of the gloom). This \u201conce per round\u201d limitation resets at the start of the caster\u2019s turn each round. If a gloom's additional effects do not require an attack roll, combat maneuver, or saving throw, they affect a creature without a check (provoking a check versus spell resistance as normal, if required).[br][br]When casting a gloom, the caster may choose to create a two-dimensional gloom with no (blot) options; this creates the normal two-dimensional area of a blot but with no additional effects. Options with the (blot) or (darkness) tag modify a gloom\u2019s effects. Only 1 (blot) or (darkness) can be added to a single gloom. Gloom areas can have overlapping effects; however, if multiple glooms with the same effects would overlap (i.e. the same (blot) or (darkness) options), the highest caster level gloom would affect the target controls.[ul][li]Blot: effects cause the gloom to become a two-dimensional effect that covers contiguous two-dimensional surfaces (such as wall, the ground, a set of stairs, etc.) in addition to the (blot)\u2019s other effects. A (blot) does not affect the light level (and instead manifests as a visible dark \u201cstain\u201d across the two-dimensional surface). A (blot) counts as a gloom\u2019s area with respect to Dark sphere abilities and interactions with magical light effects; a creature is considered to be within the (blot) if they occupy any of the squares it covers.[\/li][li]Darkness: effects add additional effects to the created area of gloom.[\/li][\/ul]|Gloom[\/spoiler][\/li][li]Meld Talents: [spoiler]The target gains darkvision with a range of 60 feet. If the target already possesses darkvision, instead improve the target\u2019s darkvision range by +30 feet (if the result would be more beneficial). This Meld grants its benefits to the target even if not within a darkened area.[ul][li][b]Augment 1 sp [Greater Darkvision]:[\/b] The darkvision granted by this option increases to 60 feet, +10 feet per 2 caster levels. If the target already possesses darkvision, instead improve the target\u2019s darkvision range by + 30 feet, +10 feet per 2 caster levels (if the result would be more beneficial).[\/li][\/ul]|Darkvision[\/spoiler][\/li][li]Shadow Talents: [spoiler]All Shadow effects--or any other ability which requires the target to have a shadow--can affect any target, even those without a shadow.|Shadow Actualization[\/spoiler][spoiler]Summon 1 dark minion. A dark minion must be summoned as a standard action from an area of darkness within close range, or from the caster\u2019s own shadow, appearing in a square adjacent to the caster. A dark minion remains present as long as the caster concentrates, or for 1 minute.CL if the caster spends a spell point. A caster can summon and control up to 2+1\/4CL minions at one time.[ul][li][b]Lurking Shadow:[\/b] When targetting the caster's shadow, instead of summoning a Dark Minion, the caster may summon a Shadow Lurk. A shadow lurk is a visibly shaded silhouette of the original target, is weightless, and its equipment is cosmetic and nonfunctional. Only a single shadow lurk may be created from an individual target\u2019s shadow at any given time. A shadow lurk cannot move more than your Dark sphere gloom range from the target (Medium Range - 100'+10'\/CL). A shadow lurk may willingly discorporate itself and return to its target\u2019s shadow as a move action (or be dismissed by the caster as a free action). When a shadow lurk rejoins its target\u2019s shadow, the target gains knowledge of everything the shadow lurk observed and did while it was created. If a shadow lurk is destroyed before returning to its target\u2019s shadow (i.e. by being dismissed), the target cannot have a shadow lurk summoned using its shadow for 1d4 rounds (or the caster must spend 1 additional spell point on that target). Shadow Lurks linger for 10 minutes\/Cl when a spell point is spent in place of concentrating.[ul][li][b]Free Augment[Empowered Shadow Lurk]:[\/b] The shadow lurk gains additional abilities and statistics as noted in the shadow lurk simplified stat blocks \u201cempowered shadow lurk\u201d section.[\/li][li][b]Augment 1 sp [Lurking Surprise]:[\/b] The shadow lurk is imbued with a single Dark sphere effect, paying any additional spell point costs for the effect or its options as appropriate. The shadow lurk may cast the imbued Dark sphere effect as a standard action, dismissing itself and returning to the original target\u2019s shadow when it successfully casts. The lurking surprise augment refunds any spell points spent on the imbued Dark sphere effect if the shadow lurk effect ends before using the imbued Dark sphere effect.[\/li][li][b]Augment 2 sp [Shadow Double]: [i]Locked (15CL)[\/i][\/b][\/li][\/ul][\/li][li][b]Minions of the Deathlord:[\/b] You may treat any minion you summon as an undead creature you reanimated, allowing it to benefit from your Death sphere talents and other abilities. A minion is always treated as a willing creature for your other abilities and effects (such as Corpse Bomb and Dark Sacrifice, even if the minion is not mindless).[\/li][\/ul]|Dark Calling (<Minion> 3, Shadow, Summoning)[\/spoiler][spoiler]You gain a shadow stash, a permanent extradimensional magical storage tied to your shadow. Items can be stored or retrieved from a shadow stash as a move action. A shadow stash can hold up to 20 lbs. per caster level, and may only be used to store objects. You may directly store items into or retrieve items from containers (i.e., bags, backpacks, etc.) stored in your shadow stash, provided they are not locked or otherwise sealed. If a container would require longer than a move action to store or retrieve an item from (such as from a bag of holding with enough contents to require a full-round action), storing or retrieving an item from that container requires the longer action (and cannot be reduced by the shadow retrieval augment).[br][br]Storing or retrieving an item from your shadow stash provokes attacks of opportunity as normal, unless retrieving the item would not provoke an attack of opportunity (such as from a handy haversack), but otherwise is not treated as casting a spell (and does not otherwise provoke an attack of opportunity to use). As a constant sphere ability, storing or retrieving an item from your shadow stash is affected by your casting tradition (and limits your ability to store or retrieve items from it as appropriate). A shadow stash continues to function normally even if your casting tradition would make you unable to create a sphere effect.[br][br]Items stored in the shadow stash are visible on your shadow (such as a greatsword slung over your back, or a bag or satchel being worn by the shadow but not by you). An item stored this way must be able to be worn or held on your person (or otherwise in a container or appropriate means of storage). Other creatures may attempt a Perception check opposed by your Dark sphere DC to notice your shadow being different from your physical appearance. If items would be stored in excess of your shadow stash\u2019s capacity, you must immediately remove items from the shadow stash, harmlessly ejecting them into an adjacent square.[br][br]Items stored in your shadow stash cannot be subject to Sleight of Hand attempts to pickpocket or disarm, sunder, and steal combat maneuvers unless the creature attempting the action also possesses the Dark sphere and spends 1 spell point as part of any attempt to interact with your shadow stash. If your shadow stash is suppressed, any items stored on your shadow become inaccessible until your shadow stash becomes available again. If you die and your shadow stash\u2019s duration ends, the contents of your shadow stash are expelled into the nearest unoccupied space. If your shadow is ever removed, animated, or suppressed, such as having the vampire\u2019s shadowless ability or animating your shadow with the Master Of Shadows shadow double option, your shadow stash becomes inaccessible until your shadow returns.[ul][li][b]Augment 1 sp [Shadow Retrieval]:[\/b] You may store or retrieve 1 item into or from your shadow stash as a free or immediate action. Retrieving an item from your shadow stash this way does not provoke attacks of opportunity. You cannot retrieve an item from a container that would require longer than a move action to interact with (such as from a bag of holding with enough contents to require a full-round action).[\/li][li][b]Shadow Arsenal:[\/b] When storing equipment in your shadow stash you may choose to have your shadow wear that equipment. When retrieving equipment in your shadow stash, you may choose to have that equipment be worn, donned, or equipped. Equipment worn by your shadow is treated as though you were also wearing or using that equipment, gaining the benefits and penalties of that equipment as normal (if any, such as an armor check penalty, movement speed adjustments, curses, etc.). This does not grant you any additional magic item slots, magic item slots you do not possess, or the ability to use more equipment than you normally could. If you and your shadow both wear an item in the same slot, you only gain the benefit of the item worn on your physical body. This does not allow you to wield weapons or shields or activate magic items that must be held in hand while they are stored in your shadow stash. If you would be subject to a polymorph effect, stored items that would normally be suppressed or cease to function (such as armor) do not function unless you would possess an ability to meld or alter your equipment to fit (such as the wild special armor ability).[\/li][li]Umbral Transposition: use higher of Warp and Dark sphere CLs. Extradimensional Storage and Shadow Stash are the same space, can be accessed through either talent, and is treated as the most favorable of the two talents for all purposes.[\/li][\/ul]|Shadow Stash (Darkness, Shadow)[\/spoiler][\/li][\/ul][\/td][\/tr][tr][th]Death Sphere CL 4[\/th][td][spoiler]You can alter a corpse in one of the following ways by touching it as a standard action:[ul][li]You grow flesh on a decomposed or skeletonized corpse, providing it with sufficient flesh that it can be animated as a zombie rather than a skeleton. The corpse looks as it did just before death. The new flesh is not fit for eating.[\/li][li]You decompose the flesh from a corpse, leaving behind a perfectly cleaned skeleton.[\/li][li]You can spend a spell point to touch a collapsed or destroyed undead corpse, mending it so it is a valid target to be reanimated again.[\/li][li]You can spend a spell point to preserve the remains of a dead creature for 1 day per caster level so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead. Days spent under the influence of this spell do not count against the time limit. Additionally, this makes transporting a slain (and thus decaying) comrade less unpleasant. This ability also works on severed body parts and the like.[\/li][li]You can reshape the dead body to look like another creature or even a specific person so long as you have firsthand knowledge of how that creature or person actually looks. You can make the corpse one size larger or smaller or change its apparent type, gender, or age. Attempt a Disguise check to determine how convincing the change is, though you may substitute your caster level for ranks in Disguise if desired.[\/li][\/ul]|Corpse Manipulation[\/spoiler][spoiler]You can make a melee touch attack against a living creature up to your size to attempt to absorb it into your body, similar to the swallow whole ability (Reflex negates).[br][br]Being absorbed causes a creature to take negative energy damage each round equal to 1d6 + 1d6 for every three caster levels you have (undead are not affected). An absorbed creature gains the grappled condition, while you do not. An absorbed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1\/10 your total hit points), or it can just try to escape as if escaping a grapple (using your CMD or your MSD, whichever is higher). The armor class of your interior is 10 + 1\/2 your caster level, with no modifiers for size or Dexterity. If an absorbed creature cuts its way out, you cannot use this talent again until the damage is healed.[br][br]Alternatively, you can touch a corpse or undead that you control as a move action to absorb it into your body or to expel an absorbed corpse or undead into an adjacent square. While absorbed, an undead cannot use any of its senses or take any actions, and time passes normally - corpses rot and reanimate\u2019s duration continues to pass.[br][br]You can have a number of corpses or controlled undead absorbed at a time equal to 1 plus 1 for every 3 caster levels you have. You can spend a spell point to expel all absorbed corpses and undead with a single swift action. While you have at least one undead absorbed, you give off an aura that can be detected by Divine Undead equal to the highest Hit Dice undead absorbed, but your appearance is not otherwise changed. Any minion created by a sphere effect with the <Minion> universal spell tag can be absorbed in the same manner as an undead under your control, however they do not count against the 1+1\/3CL limit. When a <Minion> effect is absorbed in this way, it cannot retain any items that were not part of the original Minion spell effect.[br][br]Creatures and bodies stored within your tomb of flesh are stored in an extradimensional space; you do not increase in size no matter how many creatures and bodies are stored inside you.|Tomb of Flesh (2 Undead, \u221e Minions)[\/spoiler][\/td][\/tr][tr][th]Nature Sphere CL6+2[\/th][td][ul][li]Metal Package: [spoiler][table][tr][th]CL[\/th][th]Ore Size[\/th][th]Damage[\/th][th]Weight[\/th][th]Required Earth[\/th][\/tr][tr][td]1[\/td][td]fine[\/td][td]1[\/td][td].8 lbs[\/td][td]1' cube[\/td][\/tr][tr][td]1[\/td][td]diminutive[\/td][td]1d2[\/td][td]1 lb[\/td][td]5' cube[\/td][\/tr][tr][td]1[\/td][td]tiny[\/td][td]1d3[\/td][td]8 lbs[\/td][td]10' cube[\/td][\/tr][tr][td]1[\/td][td]small[\/td][td]1d4[\/td][td]60 lbs[\/td][td]25' cube[\/td][\/tr][tr][td]2[\/td][td]medium[\/td][td]1d6[\/td][td]500 lbs[\/td][td]50' cube[\/td][\/tr][tr][td]4[\/td][td]large[\/td][td]1d8[\/td][td]2 tons[\/td][td]75' cube[\/td][\/tr][tr][td]8[\/td][td]huge[\/td][td]2d6[\/td][td]16 tons[\/td][td]125' cube[\/td][\/tr][tr][td]16[\/td][td]gargantuan[\/td][td]3d6[\/td][td]125 tons[\/td][td]350' cube[\/td][\/tr][tr][td]32[\/td][td]Colossal[\/td][td]4d6[\/td][td]2,500 tons[\/td][td]500' cube[\/td][\/tr][\/table]|Ore Size[\/spoiler][spoiler]Instantaneous, requires metal. As a standard action, you may spend a spell point to cause an unattended object (or object that you are holding) consisting mostly of metal whose size is not larger than your Ore Size to be reshaped into a different object of the same size. For example, you could reshape a longsword into a mace. You may not reshape metal objects into forms with complex moving parts. If targeting a magical item, the effect is not instantaneous, but lasts for only 1 minute before the object reverts to its original form. If reshaping a magical item would make it no longer qualify for specific enhancements, those enhancements are suppressed for the effect\u2019s duration. Reforge does not function on artifacts.|Reforge[\/spoiler][\/li][li]Plant Package: [spoiler]Concentration, requires grass, weeds, vines, or underbrush. You cause plants to grow rapidly, wrapping themselves around everything in a 15-foot radius + 5 feet per 5 caster levels area centered within range. Creatures within this area must succeed at a Reflex save or gain the entangled condition and become unable to move. Creatures that succeed at their save can move as normal, but those that remain in the area must save again at the end of each turn you maintain the effect. Creatures that move into the area must save immediately.[br][br]Those that fail end their movement and gain the entangled condition. Entangled creatures can break free as a move action, if they succeed at a Strength or Escape Artist check against a DC equal to the effect\u2019s Reflex save DC. This area is also considered difficult terrain for the duration of the effect. If the area contained plants with thorns, all creatures suffer 1 point of piercing damage each round they are within this area.|Entangle[\/spoiler][spoiler]Instantaneous, requires fruit trees, berry bushes, or food crops. You may spend a spell point to cause plants to sprout food spontaneously. You may affect up to 1 plant per caster level within range. Each plant produces enough food to provide 3 Medium-sized creatures or 1 horse with food for a day.|Harvest[\/spoiler][spoiler]Concentration, requires a tree. You cause a tree branch to come alive and attack a foe you designate. The tree cannot move, but it makes one slam attack each round against the designated target until you spend a move action to designate another target or until the target dies or moves out of range. Slam attacks from the pummel deal damage as if it were a primary attack, may be enhanced as a natural weapon as if the tree branch were a creature, and are not subject to spell resistance. You cannot designate a target you cannot perceive.[br][br]The branch has a Strength score equal to 10 + your caster level, and a to-hit modifier equal to your caster level + its Strength modifier + its size modifier. You may animate a Large branch at 1st caster level, and your maximum size increases by 1 category per 5 caster levels. An entire tree can count as a branch, provided the tree is not larger than your maximum Pummel size.[br][br]In place of animating a branch of Large-size or larger, you may animate a pair of branches that are two sizes or smaller on the same tree. You can only do this once per branch that you otherwise could animate with pummel. For example, at CL 20, when targeting a Colossal tree, they can choose to animate: 1 Colossal-sized branch, or 2 Huge-sized branches, or 2 Large-sized branches, or 2 Medium-sized branches, etc. Branches are still objects, and as such always fail saving throws, can gain the broken condition (suffering a -2 penalty to attack and damage rolls), and are destroyed when reduced to 0 hit points.[table][tr][th]Size\/reach[\/th][th]To Hit[\/th][th]Damage[\/th][th]AC\/hard\/HP[\/th][\/tr][tr][td]S\/5'[\/td][td]1.5CL+1[\/td][td]1d4+1.5x(1\/2)CL[\/td][td]8\/5\/2[\/td][\/tr][tr][td]M\/5'[\/td][td]1.5CL[\/td][td]1d6+1.5x(1\/2)CL[\/td][td]7\/5\/5[\/td][\/tr][tr][td]L\/10'[\/td][td]1.5CL-1[\/td][td]1d8+1.5x(1\/2)CL[\/td][td]6\/5\/15[\/td][\/tr][tr][td]H\/15'[\/td][td]1.5CL-2[\/td][td]2d6+1.5x(1\/2)CL[\/td][td]5\/5\/50[\/td][\/tr][tr][td]G\/20'[\/td][td]1.5CL-4[\/td][td]3d6+1.5x(1\/2)CL[\/td][td]4\/5\/150[\/td][\/tr][tr][td]C\/30'[\/td][td]1.5CL-8[\/td][td]4d6+1.5x(1\/2)CL[\/td][td]3\/5\/500[\/td][\/tr][\/table]|Pummel[\/spoiler][\/li][li]Water Package: [spoiler]Concentration, requires rain, mist, or at least 5 cubic feet of water. You call up a rolling fog, cutting off people\u2019s vision within a 15-foot radius + 5 feet per 5 caster levels area centered within range. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance and the attacker cannot use sight to locate the target). The ability does not function underwater. If using a body of water, the fog must be at least partially over the water itself. If you spend a spell point to maintain this effect without concentration, a moderate wind (11+ mph) will disperse it within 4 rounds. In the presence of a strong wind (21+ mph), you cannot use this ability.|Fog[\/spoiler][spoiler]Instantaneous, requires water. You may spend a spell point to flash freeze water, turning it into ice. You may freeze a 1 inch thick, 5-foot-by-5-foot square of water per caster level. Alternatively, you may cover up to 2 wet Medium-sized creatures with 1 inch of ice per caster level. You may increase the size of the frozen area or size\/number of pairs of frozen creatures, but divide the ice\u2019s thickness by the equivalent number of pairs of Medium-sized creatures.[br][br]Creatures smaller than Medium count as Medium-sized creatures for this effect, with the exception of multiple creatures occupying the same space. Add the sizes of multiple creatures occupying the same space together when determining their size for this purpose. For swarms, count each 5-foot square as being 2 Medium-sized creatures occupying the same space. You may affect both squares and creatures, but all affected targets and spaces must be contiguous and must have the same thickness of ice.[br][br]Creatures are allowed a Reflex save to avoid being frozen. On a failure, they are encased and cannot move, and suffer 1 point of cold damage per round per inch of ice. To escape, they must succeed at a Strength check or Escape Artist check as a full-round action to escape the ice (DC 15 +1 per inch of thickness) or another creature must break the ice around the trapped creature (3 hit points per inch). While encased, a target can only take mental or verbal actions, or attempt to escape. Being encased in ice blocks line of effect, but not line of sight (the creature may still be targeted, but effects that deal damage to the target must break through the ice first before dealing damage to the target). On a successful save, the target is still entangled for 1 round. Ice melts 1 inch of thickness per minute on the average day.[br][br]When freezing ice or wet ground, you may also create slick ice. A creature traversing slick ice must spend two squares of movement to first enter a space with ice, and cannot move more than half speed without a successful DC 15 Acrobatic check at the start of the movement, falling prone on a failure.[br][br]Running or charging requires a DC 20 Acrobatics check, falling prone on a failure, but increasing the runner\u2019s move across the ice by 10 feet if successful by 5 or more, though the runner is considered flat-footed until the start of its next turn.).|Freeze[\/spoiler][spoiler]Concentration, requires a large body of liquid. You may create a spinning vortex in a body of liquid that sucks creatures and objects to its center. This vortex is 5 feet wide at its base, is 15 feet high + 5 feet per 5 caster levels, and is half as wide at the top as it is high. Any creature entering this area must succeed at a Reflex save or suffer bludgeoning damage equal to 1d8 + 1\/2 your caster level (minimum 0). If the creature is smaller than the vortex, they must succeed at a second Reflex save or be pulled into the middle of the vortex. Creatures in the middle of the vortex suffer bludgeoning damage once per round with no save, and must succeed at a Reflex save each round or be unable to move, and on a success may only move at half their swim speed. A vortex cannot contain more creatures than would exceed its volume.[br][br]You may move the vortex up to 30 feet per round as part of the action required to concentrate on it. If maintaining the effect through a method other than concentration, you may designate a simple pattern for it to move, which you may alter as a move action. Creatures in the middle of the vortex are carried along with it as it moves.|Vortex[\/spoiler][\/li][li]Straight Bullshit: [spoiler]You may read and use an alchemist\u2019s formulae book, creating extracts for use during the day as an alchemist does. You must have a caster level with the entire Nature sphere equal to 3x the level of the extract, and use your Nature caster level as your caster level for the extracts. You must spend 1 spell point per level of the created extract, and only you can drink the extract to gain its effects.|Formulae Geomancing[\/spoiler][spoiler][ul][li]Journal of the Beast Within (915gp):[ul][li]4th\u2014dragon\u2019s breath[\/li][li]3rd\u2014beast shape I, rage, tongues, water breathing[\/li][li]2nd\u2014barkskin, bull\u2019s strength, cure moderate wounds, elemental touch, resist energy[\/li][li]1st\u2014bomber\u2019s eye, comprehend languages, crafter\u2019s fortune, cure light wounds, disguise self, enlarge person, identify, shield[\/li][\/ul][\/li][\/ul]|Funny Cookbooks[\/spoiler][\/li][\/ul][\/td][\/tr][tr][th]Warp Sphere CL4[\/th][td][ul][li]Space CL5: [spoiler]You gain a permanent extradimensional space that may hold up to 10 pounds per caster level of non-living material. You can create a portal to this extradimensional space within arm\u2019s reach at will. Placing an object in this space or calling an object from this space requires a full-round action, but may be done as a swift action by spending a spell point. Living things and attended objects cannot be placed in your extradimensional storage. If you die (or are destroyed, if you lack a Constitution score), all contents of your extradimensional space appear in your square or the nearest unoccupied space.[ul][li]Extradimensional Capacity: +50 lbs\/CL[\/li][li]Umbral Transposition: +20 lbs\/CL (80 lbs\/CL total), use higher of Warp and Dark sphere CLs. Extradimensional Storage and Shadow Stash are the same space, can be accessed through either talent, and is treated as the most favorable of the two talents for all purposes.[\/li][\/ul]|Extradimensional Storage (400lbs)[\/spoiler][spoiler]The collector may, as an attack action, fire her prizes from her extradimensional storage from her own space as if they were ammunition. Prizes used this way must be weapons and are treated as being thrown for the purposes of feats and abilities that modify attacks, but the collector adds her casting ability modifier to the damage roll instead of Strength. The collector takes no penalties for using melee weapons this way. If arrows or bolts are fired this way, they are treated as if they were daggers and deal 1d4 damage.[br][br]When used this way, the extradimensional storage itself is treated as a throwing ranged weapon with a range increment of Medium (100 feet + 10 feet per collector level, maximum range of 4 increments) and may be modified and affected by abilities or feats as normal.|Launch (120'\/240'\/360'\/480')[\/spoiler][\/li][\/ul][\/td][\/tr][\/table]","spell_notes":"[spoiler]Sphere Spell Points: 6+9=15|Spell Points[\/spoiler][table][tr][td][spoiler][quote][small][small][small][li]Casting Type: Fish Tacos[\/li][li]Casting Modifier: Con (Cha)[\/li][li]Drawbacks: Draining Casting, Galvanized Casting, Magical Signs, Material Casting (exotic ingredients), Skilled Casting (Profession Cook), Substantial Magic[\/li][li]Boon: Drawback Feat (Reinforce Structure), Alien Source (Fish Tacos, Nature Sphere)[\/li][\/small][\/small][\/small][\/quote]|Casting Tradition[\/spoiler][spoiler]Your magic manifests into tangible, corporeal substances, leaving them open to disruption. Any magic sphere effect you cast that has a duration longer than instantaneous manifests as a solid magic object that lasts for as long as the effect does.[br][br]Magic sphere effects that either target one or more creatures, or are centered and move with a creature (such as an aegis, a consecration, or a spirit ability) manifest as a worn item on the creature, such as an amulet or set of armor (which does not occupy an item slot, provides no additional benefits based on its form, and cannot be removed); summoned or polymorphed creatures appear with such an item worn.[br][br]Magic sphere effects that affect a defined area (such as a totem, ward, or entangle) appear as a Tiny-sized object, anywhere within the area. The object cannot be moved unless the sphere effect would normally be able to be moved (such as when using the Redeployment War sphere talent).[br][br]Magic objects created by this drawback do not block line of sight or line of effect. The magic objects have a hardness equal to your casting ability modifier+2 (5), AC equal to 10 + your magic skill bonus + the object\u2019s size modifier (+2 for a Tinysized object)+casting ability modifier (16+size mod), a number of hit points equal to twice your magic skill bonus + your casting ability modifier (9), a Break DC of 15 + 1\/2 your magic skill bonus, and saving throw bonuses equal to 2 + 1\/2 your magic skill bonus. The magic object is immune to its own effects. When worn, a magic object created by this drawback can be sundered, but increases the CMD to do so by your casting ability modifier (+3).[br][br]Magic objects can be identified as being the source of a magic sphere effect (but not what the sphere effect is) with a Spellcraft check against a DC equal to 15 + your magic skill bonus. If the object is destroyed, the sphere effect is immediately dispelled. If a magic sphere effect would already create an object (such as create or the Energy Tether talent), they are not subject to this drawback.|Substantial Magic[\/spoiler][\/td][td][spoiler][quote][small][small][small][li]Class: [small]Proficient with all simple weapons, light armor, and bucklers.[\/small][\/li][li]Equipment Sphere:[ol][li]Armor Training: [small]Proficient with medium and heavy Armor[\/small][\/li][li]Custom Training: [small]butchering axe, flambard, great club[\/small][\/li][li]Duelist Training: [small]bastard sword, butterfly knife, double chicken saber, dual blade, dueling sword, estoc, greatsword, longsword, pistol, rapier, shortsword and swordbreaker dagger[\/small][\/li][li]Firearm Proficiency: [small]all firearms (except siege weapons)[\/small][\/li][li]Rock Toss: [small] thrown rocks[\/small][\/li][li]Shield Training: [small]all shields, including tower shields, and all shield bashes[\/small][\/li][li]Toolkit Training: [small]battle ladder, battle stein, battle wrench, climbing pick, fishing tackle, garrote, grappling hook, iron brush, machete, net, ten foot pole, torch, and whip.[\/small][\/li][\/ol][\/small][\/small][\/small][\/quote]|Proficiencies[\/spoiler][\/td][td][spoiler][quote][small][small][small][li]Nature: 6[\/li][li]Power Spheres: 4[\/li][li]Tinker: 6[\/li][li]Might Spheres: 6[\/li][\/li][\/small][\/small][\/small][\/quote]|CL[\/spoiler][\/td][\/tr][\/table][small][spoiler]Base, Greater Sunder, Mage Masher, Shieldbreaker|Berserker[\/spoiler][spoiler]Base, Personal Darkness -> Living Darkness, Shadow Stash, Master of Shadows, Living Darkness Mastery|Dark (Polished)[\/spoiler][spoiler]Base, Flesh Artisan -> (Corpse Manipulation, Tomb of Flesh)|Death[\/spoiler][spoiler]Armor Training, Crushing Thrower, Custom Training (Butchering Axe, Flambard, Great Club), Duelist Training, Firearm Proficiency[br]Armory of the Infinite: Rock Toss, Shield Training, Toolkit Training|Equipment[\/spoiler][spoiler]Limited Metal Package, Limited Nature -> Nature Lord, Plant Package, Water Package|Nature[\/spoiler][spoiler]Base, Soft Style -> Greater Trip|Open Hand[\/spoiler][spoiler]Transportation Package, Transportation Mastery, Multifunctional Gizmos, Extra Automatons, Full Integration, Excavation Set (M), Expanded Tinkering (Modification, Computation), Emergency Gear (M), Automation Set|Tinker[\/spoiler][spoiler]Base, Bender -> Extradimensional Storage, Extradimensional Capacity|Warp[\/spoiler][br][spoiler][table][tr][td]Blended Talents: 6 Talents[\/td][td]Might Talents: 16 Talents[\/td][td]Power Talents: 4 Talents[\/td][\/tr][tr][td][small][ul][li]Martial Armorist: 1 Talent[\/li][li]Oath: 2 Talent[\/li][\/ul][\/small][\/td][td][small][ul][li]Martial Tradition: 4 Talents[\/li][li]Tinker Tradition: 3 Tinker Talents[\/li][li]Blacksmith: 6 + 1 Equipment Talent[\/li][li]Martial Hedgewitch: 2 Talents[\/li][li]Mythic Sphere Mastery Equipment: 2 Equipment Talents[\/li][li]Tinker Talent Mastery: 2 Talents[\/li][\/ul][\/small][\/td][td][small][ul][li]1st Casting Class: 2 Talents[\/li][li]Collector: 1 Warp Talent[\/li][li]Hedgewitch: 3 Talents[\/li][\/ul][\/small][\/td][\/tr][\/table]|Talent Sources[\/spoiler][\/small]","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":"CHA","bluff_att_modifier":"","bluff_rank":"6","bluff_modifier":"2","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":"6","diplomacy_modifier":"4","disable_device_cs":"1","disable_device_attr":"DEX","disable_device_att_modifier":"","disable_device_rank":"","disable_device_modifier":"-4","disguise_attr":"CHA","disguise_att_modifier":"","disguise_rank":"","disguise_modifier":"","escape_artist_attr":"DEX","escape_artist_att_modifier":"","escape_artist_rank":"","escape_artist_modifier":"-4","fly_attr":"DEX","fly_att_modifier":"","fly_rank":"","fly_modifier":"-4","heal_attr":"WIS","heal_att_modifier":"","heal_rank":"","heal_modifier":"","intimidate_cs":"1","intimidate_attr":"CHA","intimidate_att_modifier":"","intimidate_rank":"2","intimidate_modifier":"","know_1_cs":"1","know_1_attr":"INT","know_1_att_modifier":"","know_1_rank":"","know_1_modifier":"","know_5_attr":"INT","know_5_att_modifier":"","know_5_rank":"","know_5_modifier":"","know_6_cs":"1","know_6_attr":"INT","know_6_att_modifier":"","know_6_rank":"6","know_6_modifier":"","know_7_attr":"INT","know_7_att_modifier":"","know_7_rank":"","know_7_modifier":"","know_9_attr":"INT","know_9_att_modifier":"","know_9_rank":"","know_9_modifier":"","know_10_attr":"INT","know_10_att_modifier":"","know_10_rank":"","know_10_modifier":"","know_11_name":"","know_11_attr":"INT","know_11_att_modifier":"","know_11_rank":"","know_11_modifier":"","know_12_name":"","know_12_attr":"INT","know_12_att_modifier":"","know_12_rank":"","know_12_modifier":"","know_13_name":"","know_13_attr":"INT","know_13_att_modifier":"","know_13_rank":"","know_13_modifier":"","know_14_name":"","know_14_attr":"INT","know_14_att_modifier":"","know_14_rank":"","know_14_modifier":"","know_15_name":"","know_15_attr":"INT","know_15_att_modifier":"","know_15_rank":"","know_15_modifier":"","perception_cs":"1","perception_attr":"WIS","perception_att_modifier":"","perception_rank":"6","perception_modifier":"","ride_cs":"1","ride_attr":"DEX","ride_att_modifier":"","ride_rank":"","ride_modifier":"-4","sense_motive_attr":"WIS","sense_motive_att_modifier":"","sense_motive_rank":"","sense_motive_modifier":"","spellcraft_cs":"1","spellcraft_attr":"INT","spellcraft_att_modifier":"","spellcraft_rank":"","spellcraft_modifier":"","stealth_attr":"DEX","stealth_att_modifier":"","stealth_rank":"","stealth_modifier":"-4","survival_cs":"1","survival_attr":"WIS","survival_att_modifier":"","survival_rank":"6","survival_modifier":"","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":"1","appraise_cs":"1","appraise_attr":"INT","appraise_att_modifier":"","appraise_rank":"","appraise_modifier":"","artistry_1_name":"","artistry_1_attr":"INT","artistry_1_att_modifier":"","artistry_1_rank":"","artistry_1_modifier":"","artistry_2_name":"","artistry_2_attr":"INT","artistry_2_att_modifier":"","artistry_2_rank":"","artistry_2_modifier":"","artistry_3_name":"","artistry_3_attr":"INT","artistry_3_att_modifier":"","artistry_3_rank":"","artistry_3_modifier":"","artistry_4_name":"","artistry_4_attr":"INT","artistry_4_att_modifier":"","artistry_4_rank":"","artistry_4_modifier":"","artistry_5_name":"","artistry_5_attr":"INT","artistry_5_att_modifier":"","artistry_5_rank":"","artistry_5_modifier":"","craft_1_cs":"1","craft_1_name":"Arcatech","craft_1_attr":"INT","craft_1_att_modifier":"","craft_1_rank":"6","craft_1_modifier":"9","craft_2_cs":"1","craft_2_name":"Alchemy","craft_2_attr":"INT","craft_2_att_modifier":"","craft_2_rank":"","craft_2_modifier":"1","craft_3_cs":"1","craft_3_name":"Paintings","craft_3_attr":"INT","craft_3_att_modifier":"","craft_3_rank":"6","craft_3_modifier":"2","craft_4_cs":"1","craft_4_name":"","craft_4_attr":"INT","craft_4_att_modifier":"","craft_4_rank":"","craft_4_modifier":"","craft_5_cs":"1","craft_5_name":"","craft_5_attr":"INT","craft_5_att_modifier":"","craft_5_rank":"","craft_5_modifier":"","craft_6_cs":"1","craft_6_name":"","craft_6_attr":"INT","craft_6_att_modifier":"","craft_6_rank":"","craft_6_modifier":"","craft_7_cs":"1","craft_7_name":"","craft_7_attr":"INT","craft_7_att_modifier":"","craft_7_rank":"","craft_7_modifier":"","craft_8_cs":"1","craft_8_name":"","craft_8_attr":"INT","craft_8_att_modifier":"","craft_8_rank":"","craft_8_modifier":"","craft_9_cs":"1","craft_9_name":"","craft_9_attr":"INT","craft_9_att_modifier":"","craft_9_rank":"","craft_9_modifier":"","handle_animal_attr":"CHA","handle_animal_att_modifier":"","handle_animal_rank":"6","handle_animal_modifier":"","know_2_attr":"INT","know_2_att_modifier":"","know_2_rank":"","know_2_modifier":"","know_3_cs":"1","know_3_attr":"INT","know_3_att_modifier":"","know_3_rank":"","know_3_modifier":"","know_4_attr":"INT","know_4_att_modifier":"","know_4_rank":"","know_4_modifier":"","know_8_cs":"1","know_8_attr":"INT","know_8_att_modifier":"","know_8_rank":"","know_8_modifier":"","linguistics_attr":"INT","linguistics_att_modifier":"","linguistics_rank":"","linguistics_modifier":"","lore_1_name":"","lore_1_attr":"INT","lore_1_att_modifier":"","lore_1_rank":"","lore_1_modifier":"","lore_2_name":"","lore_2_attr":"INT","lore_2_att_modifier":"","lore_2_rank":"","lore_2_modifier":"","lore_3_name":"","lore_3_attr":"INT","lore_3_att_modifier":"","lore_3_rank":"","lore_3_modifier":"","lore_4_name":"","lore_4_attr":"INT","lore_4_att_modifier":"","lore_4_rank":"","lore_4_modifier":"","lore_5_name":"","lore_5_attr":"INT","lore_5_att_modifier":"","lore_5_rank":"","lore_5_modifier":"","lore_6_name":"","lore_6_attr":"INT","lore_6_att_modifier":"","lore_6_rank":"","lore_6_modifier":"","lore_7_name":"","lore_7_attr":"INT","lore_7_att_modifier":"","lore_7_rank":"","lore_7_modifier":"","lore_8_name":"","lore_8_attr":"INT","lore_8_att_modifier":"","lore_8_rank":"","lore_8_modifier":"","lore_9_name":"","lore_9_attr":"INT","lore_9_att_modifier":"","lore_9_rank":"","lore_9_modifier":"","perform_1_name":"","perform_1_attr":"CHA","perform_1_att_modifier":"","perform_1_rank":"","perform_1_modifier":"","perform_2_name":"","perform_2_attr":"CHA","perform_2_att_modifier":"","perform_2_rank":"","perform_2_modifier":"","perform_3_name":"","perform_3_attr":"CHA","perform_3_att_modifier":"","perform_3_rank":"","perform_3_modifier":"","perform_4_name":"","perform_4_attr":"CHA","perform_4_att_modifier":"","perform_4_rank":"","perform_4_modifier":"","perform_5_name":"","perform_5_attr":"CHA","perform_5_att_modifier":"","perform_5_rank":"","perform_5_modifier":"","prof_1_cs":"1","prof_1_name":"Cook","prof_1_attr":"WIS","prof_1_att_modifier":"","prof_1_rank":"6","prof_1_modifier":"16","prof_2_cs":"1","prof_2_name":"","prof_2_attr":"WIS","prof_2_att_modifier":"","prof_2_rank":"","prof_2_modifier":"","prof_3_cs":"1","prof_3_name":"","prof_3_attr":"WIS","prof_3_att_modifier":"","prof_3_rank":"","prof_3_modifier":"","prof_4_cs":"1","prof_4_name":"","prof_4_attr":"WIS","prof_4_att_modifier":"","prof_4_rank":"","prof_4_modifier":"","prof_5_cs":"1","prof_5_name":"","prof_5_attr":"WIS","prof_5_att_modifier":"","prof_5_rank":"","prof_5_modifier":"","prof_6_cs":"1","prof_6_name":"","prof_6_attr":"WIS","prof_6_att_modifier":"","prof_6_rank":"","prof_6_modifier":"","prof_7_cs":"1","prof_7_name":"","prof_7_attr":"WIS","prof_7_att_modifier":"","prof_7_rank":"","prof_7_modifier":"","prof_8_cs":"1","prof_8_name":"","prof_8_attr":"WIS","prof_8_att_modifier":"","prof_8_rank":"","prof_8_modifier":"","prof_9_cs":"1","prof_9_name":"","prof_9_attr":"WIS","prof_9_att_modifier":"","prof_9_rank":"","prof_9_modifier":"","sleight_of_hand_attr":"DEX","sleight_of_hand_att_modifier":"","sleight_of_hand_rank":"","sleight_of_hand_modifier":"-4","custom_1_cs":"1","custom_1_name":"Autohypnosis","custom_1_attr":"CON","custom_1_att_modifier":"","custom_1_rank":"6","custom_1_modifier":"","custom_2_cs":"1","custom_2_name":"Autohypnosis (Food Pyramid)","custom_2_attr":"CON","custom_2_att_modifier":"","custom_2_rank":"6","custom_2_modifier":"4","custom_3_name":"","custom_3_attr":"INT","custom_3_att_modifier":"","custom_3_rank":"","custom_3_modifier":"","custom_4_name":"","custom_4_attr":"INT","custom_4_att_modifier":"","custom_4_rank":"","custom_4_modifier":"","custom_5_name":"","custom_5_attr":"INT","custom_5_att_modifier":"","custom_5_rank":"","custom_5_modifier":"","custom_6_name":"","custom_6_attr":"INT","custom_6_att_modifier":"","custom_6_rank":"","custom_6_modifier":"","custom_7_name":"","custom_7_attr":"INT","custom_7_att_modifier":"","custom_7_rank":"","custom_7_modifier":"","custom_8_name":"","custom_8_attr":"INT","custom_8_att_modifier":"","custom_8_rank":"","custom_8_modifier":"","custom_9_name":"","custom_9_attr":"INT","custom_9_att_modifier":"","custom_9_rank":"","custom_9_modifier":"","skill_notes":"[spoiler]Guy's life has mostly included working on his taco truck, cooking and selling tacos. Sometimes he maintenances the truck.[br][i]Skill: Craft Arcatech, Profession Chef[\/i][br][i]Feat: Muscular Reflexes[\/i]|Tacoria Chef[\/spoiler][br][spoiler](4[class]+1[int]+2[background]+1[Associated Skills])*6[lvl]+8[4 hedgewitch levels] = 56 points|Skill Ranks (48)[\/spoiler]","feats":"[table][tr][th]Bonus Feats[\/th][td][spoiler]You may read and use an alchemist\u2019s formulae book, creating extracts for use during the day as an alchemist does. You must have a caster level with the entire Nature sphere equal to 3x the level of the extract, and use your Nature caster level as your caster level for the extracts. You must spend 1 spell point per level of the created extract, and only you can drink the extract to gain its effects.|Formulae Geomancing [small][small](Oath, 2nd)[\/small][\/small][\/spoiler][spoiler]Whenever you would deal damage to an object, you deal normal damage plus an additional amount equal to your Strength modifier. This applies to both unattended objects and those you damage as part of a successful sunder combat maneuver check.|Gate breaker [small][small](Flaw)[\/small][\/small][\/spoiler][spoiler]Whenever you sunder a held object, its bearer must succeed at a Reflex saving throw or the bearer catches on fire (taking 1d6 points of fire damage immediately, and an additional 1d6 points of fire damage each subsequent round the creature fails a Reflex saving throw). When your total Hit Dice reach 5, this damage increases by 1d6, and it increases by 1d6 every 5 levels thereafter, to a maximum of 5d6 at 20th level. The saving throw\u2019s DC is equal to 10 + 1\/2 your HD + your Charisma modifier.|Relic Breaker [small][small](Flaw)[\/small][\/small][\/spoiler][spoiler]You may make a number of additional attacks of opportunity per round equal to your Strength bonus. With this feat, you may also make attacks of opportunity while flat-footed. The attacks of opportunity from this feat do not stack with those granted by Combat Reflexes or similar feats, but Muscular Reflexes counts as Combat Reflexes when meeting the prerequisites for feats.|Muscular Reflexes [small][small](Background)[\/small][\/small][\/spoiler][spoiler]When creating a magic object with the Substantial Magic general drawback, the created magic object increases their AC by an amount equal to your casting ability modifier, their hardness by +2, and their hit points by twice your magic skill bonus.[br][br]When using a magic effect that affects an area, you may manifest the magic object anywhere inside the affected area, not centered in the area as normal.[br][br]When using a magic effect that would affect individual creatures (or otherwise create a worn item), the CMD required to sunder the magic object increases by an amount equal to your casting ability modifier.|Reinforced Structure [small][small](Casting Tradition Boon)[\/small][\/small][\/spoiler][spoiler]You gain the following abilities based on the Dark sphere and Warp sphere talents you possess:[ul][li][b]Dark Room [i](requires Extradimensional Room (space))[\/i]:[\/b] When using the Extradimensional Room talent, the entrance is obscured by a gloom, which covers the portal\u2019s entrance (you may apply options to this gloom normally, paying any additional spell point costs for the gloom or its options as appropriate). Creatures inside the room can look outside of the portal unhindered by the gloom. If the portal was created within a darkened area, the portal requires a Perception check to spot (as though searching for secret doors). If you possess the insinuate option, you may choose to have the portal obscured by the insinuate option regardless of the area\u2019s light level.[\/li][li][b]Extradimensional Shadow [i](requires Extradimensional Storage (space), Shadow Stash)[\/i]:[\/b] Your Extradimensional Storage and shadow stash becomes a single extradimensional space (instead of separate effects). Add your Extradimensional Storage\u2019s weight limit to your shadow stash. This combined extradimensional space is treated as and may be interacted with as though it was both the Extradimensional Storage talent and the shadow stash sphere ability, such as using feats like World In Miniature to create elements, donning items with the shadow armory option, and so on. If using the shadow armory option, equipment in your combined extradimensional space resizes to fit your form (if desired). The combined extradimensional storage is treated as both a Dark sphere and Warp sphere effect (whichever is more advantageous for the caster, including using the greater of your Dark and Warp sphere caster levels to determine both talents\u2019 weight capacities).[\/li][li][b]Shadow Warp [i](requires Traveler\u2019s Darkness, caster level 5)[\/i]:[\/b] Your step through darkness (meld) is treated as a Warp sphere teleport effect and may be modified by Warp sphere options that alter how teleport functions (but not when the teleport is used, such as Imbue Teleport, Recall, or Segmented Warp). If a Warp sphere option would require additional spell points or increase the casting time, the target must spend those spell points or increase the casting time when using step through darkness\u2019s teleportation. If an option incompatible with the Quick Teleport talent would be used with a step through darkness modified this way, the step through darkness effect is used as a standard action (and then modified normally).[\/li][li][b]Slip Into Darkness:[\/b] Whenever you create a gloom, you may spend 1 additional spell point to also teleport into a square occupied by the gloom.[\/li][li][b]Transpose Gloom [i](requires Clinging Darkness)[\/i]:[\/b] Whenever you would teleport while within a gloom you created, you may spend 1 additional spell point to move that gloom; if you do, the gloom is centered on yourself in the square you teleport into.[\/li][li][b]Yawning Passage [i](requires Traveler\u2019s Darkness, Wormhole (space))[\/i]:[\/b] You may spend 1 additional spell point when using the Wormhole (space) talent. If you do, the connected wormholes are treated as a single gloom with the dark passage (blot) option, creating a single linked blot on the floor of each square. Creatures are entitled to a Reflex saving throw to avoid falling in (as per the dark passage (blot)), with a failure causing the creature to fall into the wormhole, becoming prone in a connected wormhole of the caster\u2019s choice.[br][br]If you possess the insinuate option, the wormholes are not immediately noticed when a creature would be affected (while a creature could notice that someone fell in, they would not be immediately notified of the wormhole; a creature that fell into a wormhole this way gains a +10 bonus to notice the wormhole they were transported to).[\/li][\/ul]|Umbral Transposition [small][small](Oath, 6th)[\/small][\/small][\/spoiler][spoiler]+1 to hit with a Butchering Axe|Weapon Focus [small][small](Major Drawback; Axes)[\/small][\/small][\/spoiler][\/td][\/tr][tr][th]Leveling Feats[\/th][td][spoiler]You gain the ability to shape the Chef\u2019s Armory veil. If you do not have any class levels in a veilweaving class, you may choose to use intelligence, wisdom, or charisma for your veilweaving attribute. If you later gain a level in a veilweaving class, this veil uses that class\u2019s veilweaving modifier for this veil. Treat your veilweaving level as 1\/2 of your non-veilweaving class levels higher (minimum 1) for determining effects related to the Chef\u2019s Armory veil. This effect cannot give you more veilweaving levels than you have hit dice. +1 Essence.|1) Apprentice Chef (Charisma)[\/spoiler][spoiler]While using this style, when you succeed at a sunder combat maneuver check against a suit of armor worn by an opponent, you can immediately attempt a bull rush or trip combat maneuver against that target with the same combat maneuver bonus. This maneuver does not provoke attacks of opportunity.|3) Smashing Style [small][small](Axes)[\/small][\/small][\/spoiler][spoiler]gain and shape the Armory of the Infinite veil. gain a veilweaving level equal to HD. Shape a 2nd veil each day. +1 Essence.|5) Shape Veil (Armory of the Infinite)[\/spoiler][\/td][\/tr][tr][th]Class Feats[\/th][td][spoiler]You may treat any minion you summon as an undead creature you reanimated, allowing it to benefit from your Death sphere talents and other abilities. A minion is always treated as a willing creature for your other abilities and effects (such as Corpse Bomb and Dark Sacrifice, even if the minion is not mindless).[br][br]In addition, you gain the following ability:[ul][li]Corpse-Wrought Minion (requires reanimate): Whenever you would reanimate a corpse, you may choose to instead summon a minion (using an ability you possess to summon minions). If you do, reduce the spell point cost of that ability by 1 and the corpse is destroyed (such that it cannot be the target of a reanimate effect without being repaired, such as with the Corpse Manipulation talent).[\/li][li]Minion Cairn (requires Tomb Of Flesh): Minions may be stored within your tomb of flesh without counting against the ability\u2019s maximum number of bodies. Minions cannot be stored with items they were not summoned with (such items are harmlessly left behind when the minion is stored). A minion\u2019s duration is suspended while stored in the tomb of flesh.[\/li][\/ul]|Minions of the Deathlord [small][small](Magical Skill)[\/small][\/small][\/spoiler][\/td][\/tr][tr][th]Mythic Feats[\/th][td][spoiler]Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells. This doesn\u2019t grant you access to mythic abilities or greater versions of mythic spells at a lower tier than you would normally need to be to get them, nor does it grant you additional uses of mythic power or adjust the dice you roll for your surge.|1) Mythic Paragon[\/spoiler][\/td][\/tr][\/table]","special_abilities":"[table][tr][th]Berserker Sphere[\/th][td][spoiler]As a free action at the start of each turn, you may choose to take a -2 penalty to AC in exchange for 4 temporary hit points. The penalty and the temporary hit points end at the start of your next turn. For every point of base attack bonus you have, the granted temporary hit points increase by 1.|Berserking[\/spoiler][spoiler]As a special attack action, you may make a melee attack against a target. Creatures damaged by a brutal strike gain the battered condition until the end of your next turn. You may expend martial focus to have the attack deal additional damage equal to twice your base attack bonus. Can additionally apply one effect below:[small][ul][li]Mage Masher: Whenever you destroy a magic wand, staff, rod, scroll, or similar magic item held by an enemy with a sunder attempt as part of a brutal strike, if the item is destroyed, any excess damage is applied to the item\u2019s wielder. No damage is transferred if you decide to leave the item with 1 hit point. When targeting a battered creature, you may roll the sunder check twice and take the best result. In addition, you gain a competence bonus equal to 1\/2 your base attack bonus on any Reflex saving throws made as a result of the item\u2019s destruction (such as when destroying a staff of power).[\/li][li]Shield Breaker: When you make a sunder attempt against a piece of armor, a shield, or a manufactured weapon with a brutal strike, you may ignore a number of points of the item\u2019s hardness equal to your base attack bonus. If the item is destroyed, any excess damage is applied to the item\u2019s wielder. No damage is transferred if you decide to leave the item with 1 hit point. When targeting a battered creature, you may roll the sunder check twice and take the best result.[\/li][ul][\/small]|Brutal Strike[\/spoiler][spoiler]The blacksmith never provokes attacks of opportunity for attempting the sunder combat maneuver, and whenever the blacksmith chooses to destroy an item held or worn by a creature with a sunder attempt any excess damage is applied to the item\u2019s wielder. +2 competence bonus to CMB when performing a sunder. Sunders deal an additional Str damage to objects, in addition to the normal damage. Creature in possession of targetted object takes 1d6 fire damage on a successful sunder, and must make a Reflex save against a Cha-based DC (15), or catch on fire for 1d6 fire damage a turn until they put it out.[ul][li]Thunderous Blows: When the blacksmith makes an attack action or attack of opportunity, he deals an additional 1d6 damage if making a successful sunder attempt or if attacking a construct or object (including animated objects). This damage increases by 1d6 at 3rd level and every two levels thereafter.[br][br]The blacksmith may also make a special sunder attempt as an attack action, targeting a creature\u2019s natural armor or natural weapons. If the blacksmith chooses to sunder the creature\u2019s natural armor, on a successful check he deals damage to the creature equal to his normal weapon damage (bonus damage from thunderous blows is not applied when using sunder in this manner) and it takes a penalty to its natural armor bonus equal to the number of bonus damage dice granted by his thunderous blows class feature; a creature\u2019s natural armor bonus cannot be reduced below 0 in this manner. Any amount of magical healing removes this penalty, as does a DC 15 Heal check, which can be made as a standard action.[br][br]If the blacksmith chooses to sunder the creature\u2019s natural weapon, on a successful check he deals damage to the creature equal to his normal weapon damage and it takes a penalty to attack rolls with that natural weapon equal to the number of bonus damage dice granted by his thunderous blows class feature for 1 round.[\/li][li]Smashing Style: While using axes to sunder, when you succeed at a sunder combat maneuver check against a suit of armor worn by an opponent, you can immediately attempt a bull rush or trip combat maneuver against that target with the same combat maneuver bonus. This maneuver does not provoke attacks of opportunity.[\/li][\/ul]|Sunder[\/spoiler][\/td][\/tr][tr][th]Equipment Sphere[\/th][td][spoiler]You may choose to treat your ranged attacks with thrown weapons as melee attacks, using your melee attack bonus, including Strength bonus, feats, and other modifiers to determine your attack bonus as normal, but applying standard modifiers for range penalties. Attacking into melee, through cover, and other situations that penalize ranged attacks incurs the standard penalties. In addition, you may apply 1-1\/2 times your Strength bonus to damage if you wield the thrown weapon with two hands, and you can use the Power Attack feat with your thrown weapon attacks.|Crushing Thrower[\/spoiler][\/td][\/tr][tr][th]Open Hand Sphere[\/th][td][spoiler]You may attempt a trip combat maneuver with a -2 penalty as a move action, although you may not use a manufactured weapon to make this trip attempt. This does not provoke an attack of opportunity.|Sweep[\/spoiler][spoiler]+1 competence bonus to CMB when performing a trip.[ul][li]Smashing Style: While using axes to sunder, when you succeed at a sunder combat maneuver check against a suit of armor worn by an opponent, you can immediately attempt a bull rush or trip combat maneuver against that target with the same combat maneuver bonus. This maneuver does not provoke attacks of opportunity.[\/li][\/ul]|Trip[\/spoiler][\/td][\/tr][tr][th]Tinker Sphere CL 3[\/th][td][b]Tradition: Kotima[\/b][ul][li][spoiler]Craft (Arcatech)|Associated Skill[\/spoiler][\/li][li][spoiler]5 point: +1 gizmo\/rank|Boon Points[\/spoiler][spoiler]Your gizmos are immune to any harmful effects of their environmental dependency (if they would be subject to them) and gain a +1 competence bonus to their effective gizmo level while exposed to that environmental dependency|Environmental Devices[\/spoiler][\/li][li][spoiler]Whenever your activated gizmos are exposed to an environmental vulnerability, the gizmo must attempt a Fortitude save against the originating effect\u2019s DC. If the environmental vulnerability does not have a saving throw DC (such as a gizmo being submerged in a pool of water, dropped in a sandy dune, or exposed to unfavorable weather), the gizmo instead attempts its Fortitude saving throw against 10 + 1\/2 its gizmo level. If a gizmo fails its saving throw against an environmental vulnerability, the gizmo deactivates within a number of rounds equal to 1 + its practitioner modifier and becomes depleted until the Tinker practitioner can repair it when maintaining their gizmos. If the gizmo leaves the environmental vulnerability before this number of rounds ends, it does not deactivate. Environmental vulnerabilities that are ongoing (such as rain or a sandstorm) require the gizmo to attempt a new saving throw every 10 minutes of continuous exposure after the initial saving throw.|Environmental Vulnerability (Heat)[\/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.[ul][li]A  Tinker practitioner may use another Tinker practitioner\u2019s production facility, provided they belong to the same Tinker tradition.[\/li][\/ul]|Production Facility[\/spoiler][spoiler]Whenever a gizmo you crafted would be destroyed, it explodes, dealing 1d6 + gizmo level points of electricity damage to all creatures (and objects) within 5 feet. A successful Reflex save (DC equal to the gizmo\u2019s gizmo DC) halves this damage. A combined gizmo only explodes a single time; each gizmo that is part of a combined gizmo is destroyed when one of the included gizmos explodes this way. If a creature would be subject to multiple exploding gizmos simultaneously, each gizmo\u2019s explosion damage is halved (after the first)[ul][li]A gizmo crafted with this Tinker drawback may also be primed as a standard action, exploding at the end of your turn. If the gizmo is small enough to be thrown, the gizmo may be thrown as a splash weapon with a range increment of 10 feet.[\/li][\/ul]|Explosive Instability[\/spoiler][spoiler]Your gizmos have their effective gizmo level reduced by -2, increasing by -1 per 10 gizmo levels, when not exposed to water; if the gizmo\u2019s gizmo level would be reduced to 0, it immediately deactivates. A mechanoid crafted using this Tinker tradition drawback instead suffers a -1 penalty to all d20 rolls when not exposed to its environmental dependency|Environmental Dependancy[\/spoiler][spoiler]Can gain a base maximum of 2 Legendary Talents (Extra Automatons, Full Integration). Additional Legendary Talents may be earned.|Limitation[\/spoiler][\/li][\/ul]\r\n[hr]Talent List: [spoiler]Computation Package (Expanded), Extra Automatons (A)|Computation[\/spoiler][spoiler]Modification Package (Expanded)|Modification[\/spoiler][spoiler]Transportation Package (Base), Transportation Mastery, Extra Automatons (A), Full Integration (A)|Transportation[\/spoiler][spoiler]Multifunctional Gizmos, Excavation Set|Universal[\/spoiler]\r\n[hr][h2]Gizmos:[\/h2]Basic Gizmos: [spoiler]A battery is a gizmo that is used to power other gizmos. The nature of the battery can vary: from a liquid storing an electrical charge, a prepared pre-wound coil for clockwork, or something even more exotic. Batteries are always considered activated and cannot be deactivated.[br][br]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][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 climate controller allows the user to be comfortable even in extreme cold or heat (generally between -50 to 140 degrees Fahrenheit\/-45 to 60 degrees Celcius).[ul][li][b]Battery Use:[\/b] The user may expend 1 battery as a free action to improve this gizmo\u2019s functions for 2 hours per gizmo level. For the gizmo\u2019s duration, the climate controller provides its benefits to all creatures in a 10-foot radius, +10 feet per 4 gizmo levels.[\/li][\/ul]|Climate Controller (minor, emergency)[\/spoiler][spoiler]An emergency breather grants its user a +2 circumstance bonus on saving throws against inhaled effects (such as inhaled poisons, contaminants, etc.), +1 per 7 gizmo levels.[ul][li][b]Battery Use:[\/b] The user may expend 1 battery as a free action to improve this gizmo\u2019s functions for 10 minutes per gizmo level. For the gizmo\u2019s duration, the emergency breather allows the user to breathe normally, as though it were in an ideal breathable environment, and provides immunity against inhaled effects. The type of breathable environment is chosen when the gizmo is crafted (such as clean air for a human or oxygenating water for a fish). An emergency breather can be shared with a willing, helpless, or unconscious creature within the user\u2019s reach as a free action by depleting 1 round from the gizmo\u2019s active duration (such as sharing rounds of oxygen with an ally, or helping a creature breathe when trying to move through toxic smoke).[\/li][li][b]Advanced Gizmo:[\/b] An advanced emergency breather provides a breathable environment as though its battery use ability were always active.[\/li][\/ul]|Emergency Breather (minor, emergency)[\/spoiler][spoiler]Fire extinguishers can be activated as a standard action. When a fire extinguisher is activated, it creates a 15-foot cone of misty vapor, fire suppressing chemicals, or other substances which quickly extinguishes nonmagical fires within the area of effect (as an instantaneous effect). This area of effect is a spread and can pass through open cracks and other incomplete barriers (similar to a fog cloud spell effect).[br][br]The user may deplete the fire extinguisher to significantly increase its output for a single activation. Creatures with the fire subtype take 1d6 points of cold damage per 2 gizmo levels (minimum 1d6) (Reflex half) and magical fire effects within the area are subject to a dispel check (substituting the fire extinguisher\u2019s gizmo level in place of caster level). Continual magic fire effects (such as a flaming weapon, summoned fire creature, or other effect subject to GM discretion) are suppressed for 1 minute. A fire extinguisher can be used to extinguish an instantaneous fire effect (such as a dragon\u2019s breath weapon or a fireball spell) by readying an action to extinguish the affected area (or the creator of the effect), attempting a dispel check if required.[ul][li][b]Battery Use:[\/b] The user can deplete 1 battery as part of increasing the fire extinguisher\u2019s output (instead of causing the fire extinguisher to become depleted). In addition, the fire extinguisher\u2019s area of effect increases by 5 feet + 5 feet per 2 gizmo levels.[\/li][\/ul]|Fire Extinguisher (minor, emergency)[\/spoiler][spoiler]The flashlight creates a beam of light in a 60-foot cone, 120-foot line or 30-foot radius area, increasing the light level in the affected area to be bright light and increasing the light level beyond this initial area by one step, in a 120-foot cone, 240-foot line or 60-foot radius (such as increasing the further area from darkness to dim light). When activated as a cone or line, the user must choose the cone or line\u2019s direction and may reorient it as a free action once per round. When crafting a flashlight, you may choose to have it create basic white light or any other color of your choice.[br][br]The user may deplete the flashlight to significantly increase its output for a single activation (or as part of activating the flashlight as a standard action). The flashlight\u2019s output is increased to produce a far more powerful burst of light causing creatures within the flashlight\u2019s area to be blinded for 1 round (Fortitude negates) and dazzled for 1d4 rounds; the user may exclude themselves from this effect. If a creature with light sensitivity or vulnerability to bright light or sunlight is within the area of effect, they are instead blinded for 1d4 rounds (Fortitude negates) and dazzled for 1 minute. This burst of light can blind constructs, undead, and other creatures normally immune to Fortitude saving throws that could not affect objects so long as that creature has regular sight. If this flashlight\u2019s area would overlap with a magical darkness effect when activated this way, the magical darkness effect is subject to a dispel check (substituting gizmo level in place of caster level).[ul][li][b]Battery Use:[\/b] The user can deplete 1 battery as part of increasing the flashlight\u2019s output as a standard action (instead of causing the flashlight to become depleted). In addition, a creature that fails their Fortitude save is outlined by the lingering illumination for 1 round per gizmo level, suffering a -10 penalty on all Stealth checks, -1 per 2 gizmo levels. A creature outlined this way does not benefit from concealment normally provided by darkness, blur, displacement, invisibility, and other similar effects.[\/li][li][b]Battery Use:[\/b] The user can 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 flashlight\u2019s area of effect is increased by 10 feet per 2 gizmo levels (if illuminating a cone), 20 feet per 2 gizmo levels (if illuminating a line), or 5 feet per 2 gizmo levels (if illuminating a radius).[\/li][\/ul]|Flashlight (minor, emergency)[\/spoiler][spoiler]his gizmo takes the form of digging equipment which improves the user\u2019s ability to dig and excavate materials. The user can spend 1 minute to move up to 1 5-foot cube, +1 5-foot cube per 4 gizmo levels of dirt, sand, and loose soil (or similar materials where a shovel would be appropriate, subject to GM discretion) to an unoccupied and empty space within the user\u2019s reach. For every size category larger than Medium the user is, the total material the user can move is doubled (or halved, for each size category smaller than Medium). This gizmo cannot be used to create tunnels, but can otherwise be used to create short mounds, create trenches, etc.|Personal Excavator (minor)[\/spoiler][spoiler]You may craft a handheld pump capable of manipulating gases and liquids and compressing them into a small area. As a standard action, the pump can be used to inhale an adjacent gas (such as smoke, mist, etc.) or liquid, inhaling 1 5-foot cube of liquid or gas per gizmo level. If using the pump to inhale multiple 5-foot cubes of a substance, each cube must be adjacent and contiguous (such as a single fog cloud, body of water, etc.). Substances that would normally damage a gizmo still damage the pump (such as corrosive acids, lava, etc.). Any inhaled substance is stored in the pump\u2019s storage container; if the storage container is full, the substance is not inhaled. Alternatively, a pump may inhale substances and deposit them into an attached pipe. If there is no storage container or pipe, the substance is deposited in the user\u2019s square.[br][br]As a standard action, the pump may exhale a single storage container\u2019s substances to deposit them into an adjacent square. Liquid and gas will naturally spread from that square. If attempting to pour a storage container\u2019s substance directly onto another creature, the user must make a successful melee touch attack (otherwise the creature avoids being drenched in the substance, but may still be standing within it depending on what was exhaled). The user may partially exhale a storage container this way (in 5-foot cube increments).[br][br]The pump gizmo may also be used against creatures by leveraging its powerful suction, or exhalation. The user gains a circumstance bonus on bull rush and drag combat maneuvers made with the pump equal to 1\/2 this gizmo\u2019s level (minimum 1) + this gizmo\u2019s practitioner modifier; a bull rush or drag combat maneuver performed using the pump does not provoke attacks of opportunity.[ul][li][b]Battery Use:[\/b] The user can deplete 1 battery using this gizmo to inhale or exhale a substance, instead forcefully inhaling or exhaling the substance.[br][br]If forcefully inhaling a substance, the user may target a contiguous number of 5-foot squares within close range, fully sucking that substance into the pump.[br][br]If forcefully exhaling a substance, the user may deposit the substance into a square within close range (spreading normally from that space); forcefully exhaling a storage container fully empties that storage container. When forcibly exhaling a substance, the user may target a creature with an exhaled substance, making a ranged touch attack. If the touch attack is successful, the target is optionally pushed 5 feet and the user may choose to make a ranged bull rush combat maneuver against the target creature (the user may choose to not push the target at all). On a failed ranged touch attack, the substance is instead deposited in the creature\u2019s square as normal.[br][br]A substance inhaled or exhaled this way must still pass through the intervening spaces.[\/li][\/ul]|Pump[\/spoiler][spoiler]A purifier cleans and purifies a wide number of substances. A purifier can be used as a standard action to purify up to 1 5-foot cube of organic material (liquids, food, etc.; but not living creatures), removing any non-magical diseases, poisons, and other contaminants. Acidic or basic substances are neutralized into clean, pure water.[ul][li][b]Excavation Set:[\/b] The purifier may purify soil.[\/li][\/ul]|Purifier (minor, emergency)[\/spoiler][spoiler]A storage container is a gizmo that can contain 1 5-foot cube of liquid or gas per gizmo level. Materials compressed in a storage container weigh the same, but occupy the much smaller space. If a stored liquid or gas has a duration, its duration is not suspended while stored in the container. A storage container may be emptied as a standard action, or will empty if broken or exhaled through a pump gizmo. Storage containers are attached or detached from a pump as though they were a battery gizmo.|Storage Container (Minor)[\/spoiler]\r\n[br]Accommodations: [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 and Input[\/spoiler]\r\n[br]Augmentations (not directly accessible): [spoiler]Battery Use: The user can deplete 1 battery as a free action to activate this gizmo\u2019s functions for 1 minute gizmo level. While this gizmo is active, the user gains a burrow speed equal to 1\/2 their land speed (minimum 10 feet) which can move through sand, loose soil, dirt, dense vegetation, and\/or gravel. The user cannot charge or run when using this gizmo\u2019s burrow speed, and the user does not leave a tunnel behind them when burrowing. This burrow speed may also be used to move through stone (hardness 8, or other similarly hard surfaces), but the user\u2019s burrow speed when moving through harder surfaces is equal to 1\/4 their base land speed (minimum 5 feet). If a burrower augmentation\u2019s gizmo level is 10 or higher, the burrower is activated for 10 minutes per gizmo level.|Burrower[\/spoiler]\r\n[br]Modifications: [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). In addition, a modification modified with this talent gains the following battery use:[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][br][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 (Minor)[\/spoiler][spoiler]This modification is attached to a weapon. Attacks made with the attached weapon ignore 1 point of damage reduction or hardness per 2 gizmo levels (minimum 1). These benefits are halved (minimum 1) when applied to damage reduction that cannot be overcome (e.g. DR 5\/\u2013).[ul][li][b]Battery Use:[\/b] The user can deplete 1 battery as a swift action to improve this gizmo\u2019s functions for 1 minute per gizmo level. For the gizmo\u2019s duration, the attached weapon is treated as though it were made from adamantine for the purposes of bypassing damage reduction and ignores 2 points of hardness per gizmo level (increased from 1 hardness per 2 gizmo levels).[\/li][\/ul]|Fracture Adapter[\/spoiler][spoiler]This modification is attached to a melee weapon. The attached weapon grants the user a +1 circumstance bonus on sunder combat maneuvers and on Strength checks made to break objects performed with the attached weapon, +1 per 4 gizmo levels. In addition, whenever the user successfully sunders an object with the attached weapon, the object loses an additional 1 hit point per gizmo level (this additional hit point loss is added to the damage dealt by the sunder maneuver and reduced by hardness as appropriate). This effect is otherwise not damage for the purposes of other effects based on damaging objects (i.e. Greater Sunder or the blacksmith\u2019s thunderous blows class feature allowing damage dealt to an object to \u201cspill over\u201d to the object\u2019s wearer or wielder, etc.).[ul][li][b]Battery Use:[\/b] The user can deplete 1 battery after making a successful melee attack action, sunder combat maneuver, or Strength check to break an unattended object with the attached weapon. The user burrows through the target\u2019s space, moving in a straight line up to 5 feet + 5 feet per 2 gizmo levels (or until they move through the target\u2019s space). This movement does not provoke attacks of opportunity; if used to move through a living creature\u2019s space, that creature takes 1 bleed damage per gizmo level. If the user cannot complete their movement to an unoccupied square on the other side of the target\u2019s space, the user does not move.[br][br]If the user\u2019s attack which triggered this movement reduced the target creature to 0 or fewer hit points, that creature must succeed at a Fortitude save or die (this is a death effect).[\/li][\/ul]|Killer Drill[\/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.[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][li][b]Modified Gizmo:[\/b] 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.[\/li][\/ul]|Modified Tool[\/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 (Minor)[\/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).|Multifunctional Routines[\/spoiler][br][spoiler]This routine enhances the user\u2019s combat performance on the ground. The user gains a +2 insight bonus to their CMD against bull rush, drag, reposition, overrun, and trip combat maneuvers, increasing by +1 per 4 gizmo levels.[ul][li][b]Battery Use:[\/b] The user can 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 a +1 bonus on attack and damage rolls if both the user and their target are touching the ground, increasing by +1 per 8 gizmo levels. This bonus does not stack with the earth mastery ability or other similar abilities (such as from the Alteration sphere\u2019s Elemental Transformation (transformation) talent).[\/li][\/ul]|Ground Superiority[\/spoiler][spoiler]This routine stores information. 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 (Minor)[\/spoiler]\r\n[hr][h2]Active Gizmo: (Limit 8+2rank=14)[\/h2][spoiler][block:1573228]|Scale Breaker Modification[\/spoiler][spoiler]10 Batteries|Batteries[\/spoiler][spoiler]2 routines, 1 installed alongside each AI|Ground Superiority[\/spoiler][hr]\r\n[h2]AI: (Limit 2; Max 3 GL)[\/h2][br][spoiler]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]\r\n[h2]Mechanoid: (Limit 6 Gizmo Levels; Max 3 GL\/Mech)[\/h2][spoiler][block:1573237][spoiler][block:1573294][br][spoiler]+2 Upgrades to mechanoids|Additional Upgrade\/Extra Upgrade[\/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.|Improved Size[\/spoiler][spoiler]Whenever you craft a mechanoid, you may choose to grant the mechanoid 1 construct template. Unless otherwise stated, a mechanoid may only have a single template this way.|Mechanoid Templates[\/spoiler][br][spoiler]The mechanoid gains an innate burrower gizmo.|Digging Mechanoid[\/spoiler][spoiler]The mechanoid is crafted with each minor emergency gizmo as an innate gizmo, +1 additional minor emergency gizmo (of the crafter\u2019s choice) per 2 gizmo levels (such as a second flashlight or emergency breather, etc.). Innate gizmos granted by this upgrade can be activated and used by creatures adjacent to the mechanoid (such as a creature using an innate emergency breather belonging to a mechanoid designed for fire rescue).|Emergency Vehicle[\/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 gains an internal pump gizmo and a number of storage container gizmos equal to 1 + 1\/2 the mechanoid\u2019s Hit Dice. The mechanoid can attach and detach storage container gizmos to its internal pump gizmo regardless of whether it possesses the limbs to do so.|Internal Pump[\/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 does not cost an upgrade|Lightweight[\/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 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]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.[ul][li][b]Battery Use:[\/b] The user may deplete 1 battery as a Free action to change between the two granted upgrades.[\/li][li]If multiple Transforming Parts upgrades are employed by the same mechanoid, any and all can switch their subordinated upgrades as part of the same full round or free action use of a singular battery.[\/li][\/ul]|Transforming Parts[\/spoiler][spoiler]The mechanoid gains an innate personal excavator gizmo and can move twice as much material when using their personal excavator gizmo.|Vehicular Excavator[\/spoiler]\r\n[h2]Projects[\/h2][spoiler]You may craft pipes, troughs, tubes, or other similar constructions to move substances. Every 5 feet of pipe requires 5 gp of project material. Gathered project materials can be allocated towards multiple sets of pipes, as though they were a single project. A pipe gizmo may be crafted as thin as desired or up to 5 feet wide, or may be comprised of multiple pipes for larger pipes (such as a 10-foot diameter pipe would consist of 4 cubes of pipe, costing 4 gp per 5 feet). A pipe does not need to be a proper pipe, and could be an open track, trough, etc. Substances loaded into pipes move at a rate of 5'\/round, increasing by 5' for every 10 Gizmo levels of the pipe. this movement occurs at Initiative 0 (the end of the round). Movement of material through the pipe does not provoke attacks of opportunity.|Pipe[\/spoiler][spoiler]A turret is a simple, automated ranged weapon that is able to fire and reload itself. A turret\u2019s project cost is based on its size, along with its damage and other statistics; the maximum turret size you can craft is determined by your ranks in the associated skill (see Table: Turrets). A turret is a gizmo which is operated by piloting the turret (similar to piloting a mechanoid) and possesses the following statistics:[ul][li]A turret has an AC and CMD of 10 + their gizmo level, modified by size (but not ability scores).[\/li][li]A turret has an effective Strength and Dexterity score of 14 + gizmo level (not modified by size).[\/li][li]A turret has a range increment (determined by size); a turret\u2019s maximum range is 10 range increments.[\/li][\/ul]A turret must be mounted on a flat surface (including walls of ceilings) before being activated, and is calibrated to its location upon activation. If the turret is forcibly moved or would become prone, it must be re-calibrated as a swift action before it can be fired again. A turret mounted to a sufficiently large surface (such as the deck of a ship) does not count as \u201cmoving\u201d because the greater surface is moving, but would consider a small wagon as \u201cmoving\u201d.[br][br]A calibrated turret is piloted as a standard action, and may make a single standard action attack each round (including attack actions). Turrets are treated as having unlimited ammunition, and automatically reload themselves. Any creature piloting a turret is proficient with the turret, and does not suffer penalties for piloting a turret larger or smaller than themselves. The turret may benefit from its pilot\u2019s abilities, feats, and talents (not the pilot\u2019s modifiers).[table][tr][th]Size[\/th][th]Damage[\/th][th]Range[\/th][th]Type[\/th][th]Ranks[\/th][th]Cost[\/th][\/tr][tr][td]T[\/td][td]1d4[\/td][td]50'[\/td][td]1[\/td][td]5gp\/GL[\/td][\/tr][tr][td]S[\/td][td]1d6[\/td][td]60'[\/td][td]3[\/td][td]10gp\/GL[\/td][\/tr][tr][td]M[\/td][td]1d8[\/td][td]70'[\/td][td]5[\/td][td]15gp\/GL[\/td][\/tr][tr][td]L[\/td][td]2d6[\/td][td]80'[\/td][td]7[\/td][td]20gp\/GL[\/td][\/tr][tr][td]H[\/td][td]3d6[\/td][td]90'[\/td][td]9[\/td][td]25gp\/GL[\/td][\/tr][tr][td]G[\/td][td]4d6[\/td][td]100'[\/td][td]11[\/td][td]30gp\/GL[\/td][\/tr][tr][td]C[\/td][td]6d6[\/td][td]110'[\/td][td]13[\/td][td]35gp\/GL[\/td][\/tr][\/table][ul][li](Computation) Package - Firing Guidance: A turret\u2019s pilot may use the turret\u2019s gizmo level and Dexterity modifier to determine its attack bonus (instead of the pilot\u2019s) and gains an additional bonus to attack and damage rolls equal to 1\/4 its gizmo level (minimum 1). A turret piloted this way does not benefit from any of the pilot\u2019s abilities, feats or talents.[\/li][li](Modification) Package - Modular Turret: Instead of the turret\u2019s normal damage statistics, another ranged weapon can be attached to the turret; the weapon must be the same size category as the turret (a two-handed weapon is the same size as the turret, 1-handed is 1 step smaller, and so on). Attaching or detaching a weapon is a 1 minute process. A turret does not automatically reload a weapon attached this way, but can store ammunition within its base (generally 30 arrows, bullets, etc. per size category); the pilot may reload the attached weapon with the normal action required to reload the weapon (or a minimum of a swift action).[\/li][\/ul]|Turret[\/spoiler][\/td][\/tr][\/table]","traits":"[table][tr][th]Traits[\/th][td][spoiler]You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.|Affable [small][small](Social)[\/small][\/small][\/spoiler][spoiler]You gain a +2 trait bonus to your caster level with the Nature Sphere. This bonus cannot cause your caster level to exceed your Hit Dice.|Gift for Magic [small][small](Magic; Nature Sphere)[\/small][\/small][\/spoiler][spoiler]You gain a +1 trait bonus to your CMB.|Maneuver Trained [small][small](Combat)[\/small][\/small][\/spoiler][spoiler]You gain a +2 bonus on checks related to your patron rune's associated skill (Bluff), and that skill is always a class skill for you. |Patron Rune [small][small](Cosmic; Pertho)[\/small][\/small][\/spoiler][spoiler]You gain a +1 trait bonus on Craft (alchemy) and Use Magic Device checks, and you begin play with a strange magitech gadget worth no more than 100 gp. This is a single purpose masterwork tool that gives a +3 circumstance bonus to one skill (Profession Cook), but cannot function within null tech or null magic zones. |Spirit of Innovation [small][small](Regional)[\/small][\/small][\/spoiler][\/td][\/tr][tr][th]Drawbacks[\/th][td][spoiler]-2 AC|Easy Target & Vulnerable [small][small](Major Drawback & Flaw)[\/small][\/small][\/spoiler][spoiler]You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.|Hedonistic [small][small](Drawback)[\/small][\/small][\/spoiler][spoiler]You take a -2 penalty on all ranged attack rolls.|Shaky [small][small](Flaw)[\/small][\/small][\/spoiler][\/td][\/tr][tr][th]Oaths[\/th][td][spoiler][b]Oath:[\/b] The secrets you carry weigh heavy on you. You are constantly affected by a single severance which never goes dormant no matter how much strain damage is recovered. Whether this severance represents constant stress from your burden or a perfectly logical path given some horrible secret you are aware of is up to you. Lesser severances are worth 2 Oath points while greater severances are worth 4 Oath points. A character may only possess one instance of this Oath.[quote][small]Overkill:[small][small]Whenever you reduce a creature to 0 or fewer hit points, you must attempt a Will save against this severance. On a failure, you must spend your next turn performing a coup de grace on the target or destroying their body as a full-round action (if you are capable of doing so).[\/small][\/small][\/small][\/quote][br][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][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 (+2op)[\/spoiler][spoiler][b]Oath:[\/b] You have sworn to dedicate your wealth to a specific individual, organization, or cause, such as your god, a charity, or a thieves\u2019 guild. You must donate your wealth such that the total value of your belongings does not exceed half of the expected wealth for a character of your level (if your game does not follow character wealth by level, you should donate wealth such that the value of your belongings stays around half the value of other PCs\u2019 wealth). If making an offering immediately is not possible, this Oath allows the Oathbearer to hold onto (but not to use) excess belongings until an offering can be made, without breaking this or other Oaths. Equipment gained from class features (such as an armorist\u2019s summoned equipment) does not count towards the value of your belongings.[br][br][b]Defiance Penalty:[\/b] Refusing to make an offering causes you to lose the benefits of any Oath points granted by this Oath immediately.[br][br][b]Atonement:[\/b] To atone, you must make another offering to reduce your wealth below the necessary amount. You must also make an additional offering worth at least 160 gp x your character level squared.|Offerings (+7op)[\/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][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][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][th]Oath Boons[\/th][td][spoiler]1 feat at 2nd, 6th, 10th, 14th, and 18th levels|Bonus Feats (-4op)[\/spoiler][spoiler]1 talent at 2nd, 6th, 10th, 14th, and 18th levels|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][i](+2 Con)[\/i]|Enhanced Abilities (-2op)[\/spoiler][spoiler]Your Oath insulates your body and mind against harm. You gain a +1 resistance bonus to all saving throws at 3rd level, which increases by 1 at 6th level and every 3 levels thereafter (to a maximum of +5 at 15th level). You also gain a +1 enhancement bonus to natural armor at 5th level which increases by 1 at 8th level and every 3 levels thereafter (to a maximum of +5 at 17th level).|Inhuman Resilience (-1op)[\/spoiler][\/td][\/tr][tr][th]Racial Traits[\/th][td][spoiler]+2 Con & Cha|Ability Scores[\/spoiler][spoiler]Due to their guarded nature, Natura Morta have developed a natural defense against those attempting to find or hurt them. As a standard action, Natura Morta can enter a painting it touches. When it does so, its physical body disappears, and its image appears in the painting.[br][br]Natura Morta can use their normal senses and attempt Perception checks to notice anything occurring near the painting. While within a painting, the Natura Morta can talk and move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). It cannot use any spells or other abilities while within an image. In addition, the Natura Morta gains the freeze universal monster ability to appear as part of the painting. Natura Morta can leave the painting as a move action. Once it leaves the painting, the image immediately reverts to the appearance it had before the Natura Morta entered. If someone destroys or damages the painting, the Natura Morta is unharmed, but exits the image.|Enter Painting[\/spoiler][spoiler]Natura Morta do not age naturally and cannot die of old age. While some might be painted at age categories other than adulthood, they never leave their original age category. Spells and effects that cause aging affect a Natura Mortal as normal.|Immortal[\/spoiler][spoiler]Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.[br][br]Half-constructs cannot be raised or resurrected.[br][br]Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health.|Half Construct Traits[\/spoiler][spoiler]Natura Morta gain a +2 racial bonus on Craft (Paintings) checks.|Spark of Creation[\/spoiler][\/td][\/tr][\/table]","languages":"Common, Sylvan","arms_and_equipment_txt":"[table][th]Prizes (170 + ? lbs)[\/th][td][table][tr][th]Weapons[\/th][td][spoiler] Weight: 1 lb; Critical: 19-20\/x2; Range: 10 ft.; Type: P or S; Category: Light; Proficiency: Simple; Weapon Groups: Blades, Light; Thrown; Tribal[ul][li]+1 Chef's Armory; Base: Chef's Armory - Size appropriate (1d4 M, 1d8 H) Dagger; Value: 0[\/li][li]+1 Infinite Armory; Base: Infinite Armory - Size appropriate (1d4 M, 1d8 H) Dagger; Value 0[\/li][\/ul]|Daggers (0 lbs; 0)[\/spoiler][spoiler]Weight: 3 lbs; Critical: 19-20\/x2; Range: \u2014; Type: S; Category: One-Handed; Proficiency: Exotic \/ Duelist Training; Weapon Groups: Blades, Heavy[ul][li]+2 Medium (1d8); Base: +1 Medium; Value: 2,320[\/li][li]+2 Infinite Armory; Base: Infinite Armory - Size appropriate (1d8 M, 3d6 H) Dueling Sword; Value 0[\/li][\/ul]|Dueling Swords (3 lbs; 2,320)[\/spoiler][spoiler]Weight: 25 lbs; Critical: x3; Range: \u2014; Type: S; Special: If your Strength is less than 19 (or 17 for a Small or smaller butchering axe), you take a \u20132 penalty on attacks with it, as you\u2019re unable to maneuver its daunting size and weight.; Category: Two-Handed; Proficiency: Exotic; Weapon Groups: Axes[ul][li]+2 Medium (3d6) Adamantine; Base: Medium Adamantine; Value: 3,065[\/li][li]+1 Avalanche Medium (3d6) Spiresteel; Base: Medium Spiresteel; Value: 2,065[\/li][li]+2 Infinite Armory; Base: Infinite Armory - Size appropriate (3d6 M, 6d6 H) Butchering Axe; Value 0[\/li][\/ul]|Butchering Axes (50 lbs; 5,130)[\/spoiler][spoiler]Weight: 15 lbs; Critical: x2; Range: 20'; Type: B and P; Special: scatter; Misfire: 1-2; Capacity: 2; Category: Two-Handed; Proficiency: Exotic \/ Firearm Proficiency[ul][li]+2 Medium (1d8); Base: Medium; Value: 7,000[\/li][\/ul]|Double-Barreled Shotguns (15 lbs; 7,000)[\/spoiler][spoiler]Weight: 6 lbs; Critical: 19-20\/x2; Range: \u2014; Type: S; Special: sunder; Category: Two-Handed; Proficiency: Exotic; Weapon Groups: Blades, Heavy[ul][li]+2 Infinite Armory; Base: Infinite Armory - Size appropriate (1d10 M, 3d8 H) Flambard; Value 0[\/li][\/ul]|Flambard (0 lbs; 0)[\/spoiler][spoiler]Weight: 5 lbs; Critical: x2; Range: \u2014; Type: B; Special: Grapple, See Text; Proficiency: Exotic|Fishing Tackle (0 lbs; 0)[\/spoiler][spoiler]Weight: 2 lbs; Critical: 19-20\/x2; Range: \u2014; Type: P; Category: Light; Proficiency: Martial \/ Dancer Training \/ Deep Fighter Training \/ Duelist Training \/ Gallows Training \/ Knightly Training; Weapon Groups: Blades, Light[ul][li]+2 Medium (1d6); Base: Medium; Value: 10[\/li][li]+2 Infinite Armory; Base: Infinite Armory - Size appropriate (1d6 M, 2d6 H) Short Sword; Value 0[\/li][\/ul]|Short Swords (2 lbs; 10)[\/spoiler][\/td][\/tr][tr][th]Armors[\/th][td][spoiler]Weight 50 lbs; Armor Bonus +9; Max Dex Bonus +2; ACP: -5; Spell Failure Chance: 35%; Speed: Heavy[ul][li]+2 Adamantine; Base: Adamantine; Value: 16,500[\/li][li]+1 Supplying (Tinker) Spiresteel; Base: Spiresteel; Value: 4,500[\/li][\/ul]|Full Plate (100 lbs; 21,000)[\/spoiler][\/td][\/tr][tr][th]Veils[\/th][td][spoiler]You gain three talents from the Equipment sphere that grant you proficiencies. You cannot select the Custom Training talent using this veil.[br][br]As a free action, even if it isn\u2019t your turn, you may draw an item formed from golden akasha forth from the veil. You may draw forth any armor, shield, melee weapon or ranged weapon with which you are proficient. You may draw multiples of the same if you wish to. If you draw forth armor, you may instantly don it. If you draw forth a ranged weapon, it is drawn loaded with normal ammunition. If any item you draw from the veil leaves your person, it immediately disappears. For thrown weapons and projectiles, these items disappear after striking or missing their targets. Any items drawn from the veil are considered to have been summoned for the purposes of abilities that interact with summoned objects. These items are dismissed if this veil is disjoined, suppressed, or unshaped.[br][br]You may enhance this veil as many times as you wish. Each time you enhance this veil, you must choose whether you are enhancing it as a suit of armor, a shield, a melee weapon, or a ranged weapon. You may upgrade this veil with special material upgrades as well, but each special material upgrade must be assigned to a specific enhancement.[br][br]Whenever you draw forth an item from the veil, you can choose to apply one of the enhancements on the veil to that item, if there are appropriate enhancements placed on the veil for that item. An item can only have a single enhancement placed on it at any time, unless the item can benefit from different types of enhancements (such as a shield being enhanced as a weapon and a shield separately).[br][br]If an enhancement has an invalid special property for whatever type of item you apply it to (such as applying an enhancement that contains the brawling special property to a suit of heavy armor) you may not use that specific armor or weapon special property with that item. If you apply the same enhancement to multiple suits of armor, shields, or weapons at the same time, their enhancement bonus is reduced by 1 per weapon or shield using that enhancement, rather than the normal penalties for an Enhanced veil creating multiple items. If this reduces a weapons enhancement bonus to +0, the weapons still count as magical and grants a +1 enhancement bonus to attack rolls, since the weapon is still considered masterwork.[br][br]For each point of essence invested in this veil the wielders of weapons drawn from this veil gain a +1 circumstance bonus to damage rolls when using weapons drawn from this veil. For every 3 points of essence invested in this veil, wielders gain a +1 circumstance bonus to attack rolls with weapons drawn from this veil, and a +1 increase to the AC of any armor or shields drawn from this veil.[br][br]Enchantments:[ul][li]Armors: [\/li][li]Melee Weapons: [ul][li]Prize (+2)[\/li][\/ul][\/li][li]Shields: [\/li][li]Ranged Weapons: [\/li][\/ul]|Armory of the Infinite (2 Essence)[\/spoiler][spoiler]While this veil is shaped, the veilweaver can call up a set of chef\u2019s knives. Treat these knives as masterwork daggers. Conjuring and dismissing these weapon is done can be done as a free action.[br][br]The veilweaver can also create numerous tools that a chef might need, from ladles to pots and pans to whisks and wooden spoons. They gain ectoplasmic creation as a psi-like ability at-will, but they can only create non-edible objects that would commonly be found in a kitchen (such as anything a chef would need to cook with), or a dining room (such as a table, seats, napkins or utensils). The veilweaver does not need to make craft checks when using this psi-like ability this way. The veilweaver also gains create water and spark as spell-like abilities at-will.[br][br]Additionally, while this veil is shaped, the veilweaver gains a +2 insight bonus on checks made to prepare, cook, or brew food and drink, as well as checks made to identify ingredients of a drink or meal. Should this veil be enhanced with enhancement bonuses or weapon special properties, the veilweaver increases this insight bonus by an amount equal to the combined weapon bonus and weapon special properties. Thus, if this veil was enhanced with a +1 and flaming, then this insight bonus would be increased by +2, for a total of +4.[br][br]Finally the veilweaver can accurately measure the weight and dimensions of anything they can pick up, provided it can fit within their hand.[br][br]Each point of essence invested in this veil increases the damage done by weapons created by this veil by +1, and increases the insight bonus granted by this veil by +1.  |Chef's Armory[\/spoiler][\/td][\/tr][\/table][\/td][\/tr][tr][th]Weapons[\/th][td][spoiler]Weight: 25 lbs; Critical: x3; Range: \u2014; Type: S; Special: If your Strength is less than 19 (or 17 for a Small or smaller butchering axe), you take a \u20132 penalty on attacks with it, as you\u2019re unable to maneuver its daunting size and weight.; Category: Two-Handed; Proficiency: Exotic; Weapon Groups: Axes[ul][li]Medium (3d6) Spiresteel; Value: 2,065[\/li][\/ul]|Butchering Axes (25 lbs; 2,065)[\/spoiler][\/td][\/tr][tr][th]Tools[\/th][td]Artisan Tools: [spoiler]+2(+6) to craft arcatech|Arcatech (5 lbs; 55)[\/spoiler][spoiler]+3(+7) to Profession Cook|Cook (5 lbs; 0)[\/spoiler][br]Implements: [spoiler]+2 CL bonus to Nature Sphere|+2 Nature (1 lb; 8,000[\/spoiler][\/td][\/tr][\/table]","class_features_txt":"[table][tr][th]Armorist (Collector)[\/th][td][spoiler][ul][li][b]Extended Range:[\/b] The range increment of the collector\u2019s launch ability increases to medium (100 feet + 10 feet per collector level).[\/li][\/ul]|Arsenal Trick[\/spoiler][spoiler]The collector may spend 8 hours bonding with a piece of equipment to claim it as her prize. A collector\u2019s prize must be stored in her extradimensional storage. The collector may claim up to 50 pieces of ammunition as a single prize. Withdrawing or donning a prize from her extradimensional storage is always a swift action.[br][br]The collector always knows the direction and distance to each of her prizes as long as they are on the same plane. The collector may return any number of her prizes within long range to her extradimensional storage as swift action. If a prize is in the possession of a hostile creature, that creature gets a Will save (10 + 1\/2 her collector level + practitioner modifier) to resist her recall. On a successful save, she fails in recalling her prize and cannot attempt to recall it this way for 1 minute.[br][br]After 1 minute per class level, withdrawn prizes automatically return to the collector\u2019s extradimensional storage as long as they are on the same plane. If a prize is in the possession of another creature at the end of this duration, the collector has 1 day per class level to retrieve it and return it to her extradimensional storage. If the prize is not returned in this time, the collector forfeits ownership of the item and it loses all benefits of the prize ability.[br][br]Prizes gain a +1 enhancement bonus for every 3 collector levels to a maximum of +6 at 18th level. These bonuses may be traded for special abilities according to Table: Bound Equipment. Prize bonuses stack with existing bonuses or special abilities the item previously possessed up to a total maximum bonus of +1 for every 3 collector levels. Items with existing bonuses and abilities totaling greater than or equal to what the collector can currently bestow can still be claimed as prizes, and are treated as such for arsenal tricks and class abilities, but do not gain additional enhancement bonuses or special abilities per the prize ability.[br][br]Once set, a prize\u2019s enhancement bonuses and special abilities may be changed by bonding with the item for 8 hours. Prizes are treated as summoned equipment for all other purposes and limitations, but do not cost a spell point to withdraw. Prizes wielded by anyone other than the collector lose any enhancement bonuses and special abilities granted by this ability. You cannot select implements as prizes. An item does not need to be a masterwork item to be claimed as a prize.|Prize (Lvl 6)[\/spoiler][\/td][\/tr][tr][th]Hedgewitch[\/th][td][spoiler][ul][li]The magonian treats all weather effects as being one level less severe for herself and for her attuned vehicles. She may choose to ignore the benefit as a non-action whenever it is advantageous, such as when traveling the same direction as the wind and wanting to take full advantage of the increased speed.[\/li][li]The magonian is attuned to the magic of the sky and clouds, and knows how to converse with the soul of a ship to gain its favor. She gains a pool of attunement points equal to 3 + 1\/2 her hedgewitch level. These points refresh once per day after roughly 8 hours of rest.[br][br]The magonian may spend 24 hours aboard an air vehicle to attune herself to that vessel. She may only attune one vessel at a time, plus an additional vehicle for every 4 additional hedgewitch levels she possesses (two at level 5, three at level 9, four at level 13, and five at level 17). If she wishes to attune herself to a vehicle when already at her limit, she must choose a previous attunement to lose in its place. A vehicle can only be attuned to one magonian at a time. In addition to the previously-mentioned powers, she gains several special effects she may spend attunement points to accomplish that relate specifically to an attuned vehicle. Some of these effects are investments; an investment lasts until she rests to regain attunement points, at which time she may choose to continue the effect by not recovering the attunement points spent to create the effect. She must be touching an attuned vehicle to spend an attunement point on that vehicle.[ul][li]As an investment, she gains blindsense in a 30-foot radius around her attuned vehicle. This cannot detect anything inside the airship nor attached to the airship, but can reveal the presence of things around the airship such as trees, mountains, or other airships. This blindsense increases by 30 feet for each additional attunement point so spent, and she may spend as many points as she desires with the same standard action.[\/li][li]She may spend a point to attempt a piloting check for an attuned vehicle even when she is not at its controls. She may spend a point to heal a location on her attuned vehicle for an amount of hit points equal to 5x her class level. She must be touching the location to be healed. As an investment, she may spend 2 points to grant an attuned vehicle one hardpoint of enchantment engine. She may invest multiple points with the same standard action, but no more than two per hardpoint of the attuned vehicle.[\/li][li]She may invest a point into an engine (including sails) or siege engine aboard her attuned vehicle. Every point so invested counts as 2 crew members for meeting the prerequisite number to fully operate the engine or siege engine. She may invest multiple points with the same standard action, but no more than one per required crew of the engine or siege engine[\/li][\/ul]Additionally, as a standard action, the magonian may spend one or more attunement points to accomplish one of the following actions.[ul][li]She may create a cloud that fills a 20-foot radius area centered on her. All vision (including darkvision) is obscured in this cloud; targets within 5 feet of a creature gain concealment (a 20% miss chance), while targets more than 5 feet away gain total concealment (a 50% miss chance). She cannot create clouds underwater, and a moderate wind (11+ mph) disperses the cloud in 4 rounds; a strong wind (21+ mph) disperses the cloud in 1 round. This cloud lasts for 1 round per level.[\/li][\/ul][\/li][\/ul]|Magonian Path[\/spoiler][spoiler]A martial hedgewitch may combine combat spheres and talents to create powerful martial techniques. Martial hedgewitches gain a combat talent at 1st level and every 2 levels thereafter and use their casting ability modifier as their practitioner modifier.|Martial Path[\/spoiler][spoiler][ul][li][b]Bond Vehicle (Su):[\/b] The magonian can spend 2 attunement points to attune herself to a vehicle as a standard action without having to have been aboard it for 24 hours. She can now attune herself to any vehicle, whether or not it is an air vehicle (although granting the vehicle the enchantment engine does cause it to count as an air vehicle). This can allow her to create impromptu vehicles (attaching a guidance sail or an oar to a statue or wooden plank to create an impromptu raft, for example). An impromptu vehicle must be able to hold at least one passenger to count as a vehicle.[\/li][li][b]Magical Skill:[\/b] The hedgewitch gains one item creation feat, one metamagic feat, or any other feat of her choice that has the casting class feature or a magic sphere as a prerequisite, provided she meets the prerequisites. She may gain this secret multiple times. Each time it is taken, she gains another feat.[\/li][\/ul]|Secrets[\/spoiler][\/td][\/tr][tr][th]Blacksmith (Iron Chef)[\/th][td][spoiler]Starting at 3rd level, the blacksmith becomes proficient in creating powerful magic equipment, treating his class level as his caster level for crafting feats and abilities and using the appropriate Craft skill (weapons, armor, bows, etc.) for the check to complete the item. In addition, the blacksmith gains Craft Wondrous Item as a bonus feat at 3rd level, and Craft Magic Arms and Armor at 5th level.|Artisan Savant[\/spoiler][spoiler][ul][li][b]Expanded Preparations:[\/b][ul][li][i]Brew:[\/i] By assembling a simpler set of ingredients, the iron chef can prepare a delicious brew that can be stored for later use. When making a brew, the iron chef must select a side dish instead of an entr\u00e9e. At 13th level, the iron chef can select a second side dish to add to a brew. Additionally, creating a brew only takes 10 minutes per side dish used. A brew can be consumed as a standard action, with its benefits lasting for a number of rounds equal to his ranks Profession (cook). The iron chef can only have a number of brews active at a time equal to the number of chef insights he possesses + his ranks in Profession (cook).[\/li][li][i]Soup:[\/i] When making a soup, the iron chef may feed twice the normal amount of creatures with a soup recipe, in addition to increasing the duration of the recipes\u2019 benefits to 1 hour per class level the iron chef possesses.[\/li][\/ul][\/li][li][b]Starches:[\/b][ul][li][i]Side Dish - Bread:[\/i] Any meal made using bread as a side dish can be prepared in a mere 1 minute per entree used.[\/li][li][i]Side Dish - Potatoes:[\/i] Any creature who eats a meal including them gains a +2 enhancement bonus to their Constitution score for the duration of the effect. This bonus increases by an additional +2 when the iron chef reaches 10th level. If potatoes are served alongside red meat, this bonus is increased by a further +2.[\/li][li][i]Side Dish - Rice:[\/i] Whenever the iron chef prepares a recipe with a rice side dish, all numerical effects of the recipe are determined as though the iron chef were 3 class levels higher than he actually is.[\/li][\/ul][\/li][li][b]Toolsmith:[\/b] The blacksmith\u2019s training and practice with tools increases the bonus he gets from using masterwork tool kits, such as a set of masterwork thieves\u2019 tools; the circumstance bonus granted to the blacksmith by such masterwork tools increases by +2, plus an additional +2 at 5th level and every 5 levels thereafter (so a 5th level blacksmith using a set of masterwork thieves\u2019 tools would receive a +6 circumstance bonus on associated checks).[\/li][\/ul]|Chef's Insights[\/spoiler][spoiler]Each iron chef learns a variety of recipes and flavors that can be combined to create delicious dishes. As the iron chef\u2019s skills and experience increase, he learns to combine more and more flavors and recipes into increasingly complex dishes. At 1st level, the iron chef can select one entree and one flavor when preparing a recipe. Any creature who eats a meal prepared by the iron chef gains the benefits of each entree and flavor used in the dish as described in their entries for 1 hour, plus 1 hour per 3 class levels the iron chef possesses, or until the next time they eat, whichever comes first. It takes the iron chef a minimum of 30 minutes per entree used in the recipe to properly prepare the dish.[br][br]At 9th level, and again at 17th level, he may select one additional flavor to add to his recipe. At 13th level, he may select one additional entree. The iron chef collects the ingredients for his recipes over the course of his travels and is always considered to have enough ingredients to create a filling meal for himself and a number of allies equal to 1 + his Constitution modifier, and may further supplement this with purchased rations, or food and water gathered through use of the Survival skill, scavenging ingredients for one additional creature per 2 points by which his Survival check exceeds a DC of 10 as described in the skill.[br][br]The iron chef may choose from the following ingredients:[ol][li][b]Entrees:[\/b][ul][li][i]Fish:[\/i] Each creature who partakes of a recipe using fish as an entree gains a +1 dodge bonus to AC while swimming and a +1 competence bonus on all Swim checks. These bonuses increase by an additional +1 per 5 class levels the iron chef possesses.[\/li][li][i]Fowl:[\/i] Each creature who partakes of a recipe using fowl as an entree gains a +1 bonus to Reflex saves, +1 per 5 class levels the iron chef possesses.[\/li][li][i]Mycoprotein:[\/i] Each creature who partakes of a recipe using mycoproteins as an entree gains a +1 bonus to Will saves, +1 per 5 class levels the iron chef possesses.[\/li][li][i]Red Meat:[\/i] Each creature who partakes of a recipe using red meat as an entree gains a +1 bonus to Fortitude saves, +1 per 5 class levels the iron chef possesses.[\/li][\/ul][\/li][li][b]Flavors:[\/b][ul][li][i]Salty:[\/i] Each creature who partakes of a salty recipe gains a +1 competence bonus on saving throws against death effects and effects that deal ability damage or ability drain, +1 for every 3 class levels the iron chef possesses.[\/li][li][i]Savory:[\/i] Each creature who partakes of a savory recipe gains a +1 morale bonus to their CMD against any attempt to move them out of their currently occupied square (including bull rush, drag, and reposition attempts, but generally not trip attempts), +1 for every 3 class levels the iron chef possesses.[\/li][li][i]Sour:[\/i] Each creature who partakes of a sour recipe gains acid resistance equal to the iron chef\u2019s class level. In addition, any creature who bites or attempts to swallow whole a creature benefiting from this effect must succeed at a Fortitude save (DC 10 + 1\/2 the iron chef\u2019s class level + his Constitution modifier) or be sickened for one round; creatures attempting a swallow whole who fail their Fortitude save against this effect automatically regurgitate the swallowed target in the nearest unoccupied square.[\/li][li][i]Spicy:[\/i] Each creature who partakes of a spicy recipe gains cold and fire resistance equal to the iron chef\u2019s class level.[\/li][li][i]Sweet:[\/i] Each creature who partakes of a sweet recipe gains an improved metabolism, reducing the duration of all harmful effects caused by spells, poisons, talents, supernatural abilities, extraordinary abilities, and similar such effects with a duration less than permanent by 1 round, plus 1 additional round for every three class levels the iron chef possesses. This cannot reduce the duration of a negative effect below 1 round.[\/li][\/ul][\/li][\/ol]|Recipes[\/spoiler][spoiler]From 3rd level on, the blacksmith\u2019s experience with crafting excellent equipment allows him to manipulate and rework magical equipment without damaging or sacrificing its magical potency. The blacksmith can spend 1 hour per total effective bonus (minimum 1 hour) of an enchanted armor, weapon, or shield (enhancement bonus plus permanent special ability bonus equivalents) at an operational forge to reforge the equipment into another equivalent item at no additional cost; weapons into weapons of another type, armor into a separate type of armor, and shields into weapons, armor, or other types of shields; a heavy shield can be converted into a light shield or vice versa, and a tower shield can be converted into any other type of shield, but bucklers, light shields and heavy shields cannot be converted into tower shields. When reforging, the blacksmith cannot exchange one piece of equipment for another that is not predominantly made out of the same dominant material; a greatclub can be reforged into a quarterstaff or spear, but not into a bastard sword, and a suit of platemail could be reforged into a breastplate or chain shirt, but not into a suit of leather armor. The new weapon or armor must be the same size or smaller as the original.[br][br]In addition, the blacksmith can restore a magic weapon, armor, or shield that has been destroyed by a sunder attack or similar ability; if the blacksmith can acquire all the broken pieces of the equipment, he may restore it to its original complete condition, including all enchantments, with 8 hours of work at an operational forge.|Reforge[\/spoiler][spoiler]At 2nd level, any of the blacksmith class abilities that use Profession (blacksmith) instead use the blacksmith\u2019s Tinker sphere associated skill (including blacksmith smithing insights, favored class bonuses, etc.).[br][br]Starting at 2nd level, the blacksmith may use his Tinker Associated Skill in place of all Craft and Spellcraft skill checks made to create, modify, repair, and enchant weapons, armor, and shields, and he gains a competence bonus equal to 1\/2 his class level (minimum 1) on all Tinker Associated Skill checks. In addition, the smith learns to quickly repair damaged objects, restoring 2 hit points per class level he possesses to an object as a standard action that provokes an attack of opportunity. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this ability to function. Magic items can be repaired by this ability, but the blacksmith\u2019s class level must be equal to or higher than the caster level of the object. This ability does not affect creatures (including constructs). This ability has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items. This ability can be used to repair nonmagical weapons, armor, and shields that have been destroyed, as long as all the pieces are together in an accessible location. At 5th level, the blacksmith no longer provokes an attack of opportunity for using this ability.|Skilled Tinkerer[\/spoiler][\/td][\/tr][tr][th]Mythic Gifted[\/th][td][spoiler]+2 Con|ABI[\/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 (7\/day)[\/spoiler][spoiler]If you have more than one class, you may select a single class ability (other than spellcasting) from one of your classes (such as wildshape, channel energy, or sneak attack). You may treat your class level for that ability as up to 4 higher than your class level in that class, up to a maximum equivalent class level equal to your Hit Dice.|Unfocused Focus (Prize)[\/spoiler][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 gain two Equipment talents you do not already have. Once per day, as a full-round action, you may spend one mythic power to lose one (discipline) talent you know and replace it with another (discipline) talent.|Sphere Mastery (Equipment)[\/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 (1d6)[\/spoiler][spoiler]You may expend one mythic power to add your tier to all sunder checks you make for one minute per tier. When your sunder checks are improved by mythic thunderous blows and you would destroy an item, you may instead choose to break it in such a way that you can put it back together as a move action (as long as you have all of its pieces). This removes the broken condition, if relevant, and otherwise restores the item to functional status.|Mythic Thunderous Blows[\/spoiler][\/td][\/tr][\/table]","creatures_and_mounts_txt":"","possessions_and_property_txt":"","retinue_txt":"","general_notes_1_label":"","general_notes_1":"","general_notes_2_label":"","general_notes_2":"","arms_and_equipment":"","class_features":"","creatures_and_mounts":"1573237,1573294,1600973,1600977","possessions_and_property":"1573228","retinue":"","spellbook_0_level_spells":"","spellbook_1_level_spells":"","spellbook_2_level_spells":"","spellbook_3_level_spells":"","spellbook_4_level_spells":"","spellbook_5_level_spells":"","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":"1571276","world":""}