MECHANICS
Stats, bonuses, action menu will go here
Balance Stats
Bonuses
Transformation
Eternal Transformation: Humanoid = Animalistic
- Speed = 100'
- Sprint: 1/min, increase base speed by 60' for one round
Improved Transformation: 3 more traits
- Agile: Evasion
- Agile: Uncanny Dodge
- Elemental: Elemental Empowerment - electricity
Defense
AC
10 base
+10 dexterity bonus
+8 armor (unarmored training, also applies vs touch)
+4 Natural (Inhuman Resilience)
+18 Dodge (prescient dodger)
- scouted +4 dodge (identify rhythms)
- Haste: +3 dodge
Saves
Fort +11 / Ref +19 / Wil +15
+5 resistance all (Inhuman Resilience)
+4 morale all (Imbued Greater Courage)
-2 all, but roll twice on all saves (The Fool)
- +1 (circumstance) all while drunk (double chug)
- +3 reflex with Haste
- +2 vs spell stuff (Spellhardy)
- +5 vs Emotion effects (1hr, Calming Cider)
- +5 vs Pain effects (1hr, Painkilling Perry)
- +5 vs Sleep effects (1hr, Wakeful Whisky)
Resistances/Vulnerability
Electricity 20 (Energy Resistance Boon)
Fire / Acid 5 (Variation, vulnerable to cold)
Silver: SR 25 while wearing pendant, but need to be re-attuned (1 hour) after 15 "uses"
Damage Reduction/Mitigation
4/cold iron (Damage reduction origin)
Go Limp: while drunk, may convert 1/2 damage into nonlethal
Resilient Momentum: spend 2 momentum to reduce damage by 15
Other
Inviolate Abilities: No penalties from ability damage
Evasion, Uncanny Dodge, Bomb Jump, Afterimage (50-75% miss chance)
Offense
Attack
+11 BAB (+11/+6/+1)
+10 Dex (but usually using INT)
+5 Weapon Enhancement
+4 Greater Courage
+3 Haste
- scouted Cunning Attacker: Use INT to attack, and +4 insight bonus to attack.
- scouted Knowledge unlock: +2 competence vs creatures of type identified.
Damage
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Unarmed Damage: 2d10 (6d10 improved vital strike)
- Large unarmed damage (Drunken Boxer): 4d8 (12d8 improved vital strike)
- Gargantuan unarmed damage (Encompassing light): 8d8 (24d8 VS)
- Creative Strike: Choose not to add strength, gain +15 circumstance to damage.
- scouted +8 circumstance to damage (Analytical Gaze)
- Elemental Empowerment: 1st attack each round does 15 electricity damage
- Damaging Momentum: 2 momentum, weapon attack does +15 damage
- Deadly Shot: +4d10 (regular AC) or +4d6 (vs touch)
-
Fatal Thrust: +3d6 precision within 30'
- Expend MF for +6d6 precision damage
-
Thrown Formulae
- Improved Alchemists Fire: 8d6 fire damage direct, half 5' away, 8 10' away. 5' away catch fire, 1d6/rnd.
- Improved Acid Flask: 8d6 acid damage direct, half 5' away, 8 10' away. Targets take half initial damage again following round.
- Cherry Bombs: 6d4 bludgeoningCan be acid or fire damage. Can make different bombs in the stack do different types, but must be determined when crafted. damage direct, 6 damage 5' away.
- Improved Itching Powder: Fort save or -2 to rolls. 10' away get +5 to save.
-
Flashbangs: 1d8 and blinded/deafened for 1d4+1 rounds (direct hit)
- Glacial Percussion (Ammonium Nitrate): +7d6 cold damage, fort save DC32 or staggered 1d4 rounds
- Elemental Enhancement (Aspect Infusion): +15d6 electricity damage, ref save for half
- Belladona Bursts: 2d6 Strength damage
- Dispelling Detonations (Silver/Circle of Salt): if fail save, subject to greater dispel magic effect
- Sonic Shriekers (Howling Herbology): +15d6 (DCs on flashbangs +4), successful fort save half damage
- Inflammable Cloud (Phlogiston): 20' cloud for 15 rounds, when ignited 7d8 fire damage to all within area (ref half)
-
Destructive Blast: 8d6 / 16d6
- If add in Energy Strike, can deliver with attack
Range/Reach
- Thrown ranged increment penalty less by 1. (Splash Weapon Master)
-
Flask Thrower: 20' range on thrown splash weapons
- Distance quality: Double range (40')
- Fireworks: Increase range of thrown formulae by 40' (now 80' total)
Splash Weapons
Splash Weapon Master: Choose another square on hit, choose direction on miss
Maneuvers
- Deft Maneuvers: +2 Trip, Reposition, Steal, Disarm, Dirty Trick
- Veiled Magic: 1 per round, hide casting. DC40 perception/spellcraft to see it. Feint check when do so
-
Feint: Bluff check - take 10 equals 58 (+5 insight catty stalker if scouted)
- -0 against non-humanoids/animal intelligence, -4 vs mindless creatures
- Catty Stalker: +2 Steal/Dirty Trick vs scouted creatures
Casting
- Secretive Spell: +2 to spell save DC vs feinted creature
Speed/Movement
Speed: Base = 100'. Haste +50', Sprint +60'
Fly: May grant 30' fly speed with transformation
Dimensional Athlete: Warp counts as package for athletic sphere feats
Teleport Range: Short = 50', Medium = 210'
Athletics Sphere packages
- Run: Move 5x speed running, retain AC running, get +4 bonus on jump check after running start
- Leap: Reduce height of fall by 20' DC15, additional 10 for every 10 exceeds DC (take 10 for 54, so 50')
- Fly: Don't need to fly check for half speed, large against wind.
- Teleport (dimensional athlete): Teleport is a movement mode, can use motion talents with teleport
Acrocatics
- Run: always take 10 running across narrow ledge, always succeed to not fall prone half speed slippery surface
- Leap: When would fall at least 10' and not suffer damage, can immediately attempt stealth check to hide even while observed.
Skills
Imbued Greater Courage: +4 all skill checks
Applied Consistency: +2 when taking 10 or 20
The World (Fated Birth): +5 when taking 10 or 20
Skill Familiarity: Can always take 10 on Heal, Perception, Bluff, Acrobatics. +3 if not under stress.
Skill Familiarity (+In-Depth Familiarity): +4 Bluff, Heal
Skill Superiority: +9 Craft (alchemy), Perception
Roguish Know-how: +INT (15) to knowledge checks
Master Alchemist: +2 Craft (alchemy), Use GP value as SP value when calculating mundane alchemy progress
Shadow Tools: +3 circumstance to Craft and Disable Device skill checks using shadow tools
Healer's Kit: 10 uses, +2 to Heal skill (Surgeon's Kit: additional +3 to treat wounds/deadly wounds)
Catty Stalker: +5 Bluff, Diplomacy, Intimidate, Knowledge, Perception, Sense Motive, and Survival checks against scouted creatures
Rapid Preparation: Two preparations at once
Clever Wordplay: Bluff uses INT
Skill Breaker: Skill unlocks for Craft, Heal, Knowledge
Shade Stepper: If have MF, can use stealth to hide even while observed.
Mockingbird: Can throw voice at a distance.
High Bonus Skills:
Bluff (feinting): Take10 against scouted for 63 (-4 mundane)
Acrobatics: Take 10 for 54
Craft Alchemy: +48 normal bonus (+51 using shadow tools), when crafting can take 10 with shadow tools for 71
Craft Traps: Usually a +40 roll when using shadow tools (Take 10 for 57)
Senses
See in Darkness: See perfectly in darkness of any kind
Blindsense x2: Blindsense out to 20'
Sightless Action x2: Invisible enemies no bonus against, can act without seeing
Arcane Calculation: Perfectly measure something
Mental Archive: perfectly remember 29 memories.
Capacity
Careful Packer: Storage space doubled, use Int in place of Str for carrying. Light 66lbs | Med 133lbs | Heavy 200 lbs
Pocket Space: 20 lbs extradimensional space
Pocket of Holding: 10lbs extradimensional space
Crafting
Master Alchemist: Use GP value as SP value when calculating mundane alchemy progress
Brew Stable Formulae: Formulae = 20gp x CraftAlchemy ranks x complexity
Skill Unlock: 5 - double craft check before multiplying results; 10 don't ruin materials; Result is how much complete each day in SP
Craftsman: Craft mundane item in half normal time
Rapid Alchemy: Craft any alchemical item <150gp in half hour. If know improved formulae, reduce to 15 min. Add INT modifier to DC of these crafted items.
Traps
Place trap as full round or standard (with MF) or move (expend MF) action. Any solid surface within reach.
- Make Craft (traps) check DC5. Trap persists 1 round per point exceed rank. (Take 10 would be 54=49rnds/ min=34=29rnds=2.9 min)
- Each trap requires 1.5gp (15 silver) to produce
- Trap placed in up to 4 contiguous 5' squares.
-
Perception DC to locate = 47 (or 43 when non-magical)
- Creatures who see you set or are warned get +5 on perception check to notice and reflex save against
- Removal: Disable device same as perception to notice
- Hardness 15, AC 25, 40 HP
- Trap Sphere DC = 32
-
DART traps
- Target in 60' line originating from corner of one square
- When triggered, ranged attack roll (+30) against each creature in line until 1 is hit
- 8d6 piercing damage, 20/x3 crit
- May forgo damage and expend alchemical item to add effects to dart, resolve against touch AC
- Thaumic Sink (dart): Target affected by AMF for 15 rounds, or pull out as full round (or standard but inflicts 6 damage)
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SNARE traps
- Reflex save when creature enters square or set it off
- If avoids, aware of trap and can pass through squares
- May rig alchemical item etc to a snare, tripping it targets intersection adjacent to trap when set. Tripping creature affected as if direct hit.
- Tripwire (snare): Target falls prone on fail (trap not destroyed)
- Thaumic Sink (snare): 10' radius around triggered square is AMF for 15 rounds (spell like)
- Bamboozling Trap (snare): Failure means feintedA creature that fails its Reflex save to avoid this snare is treated as if it was successfully affected by a feint. This counts as you performing the feint for the purposes of Fencing sphere talents that depend on feinting a target. Non-humanoids with an Intelligence score of 1 or 2 get a +4 bonus to Reflex saves against this trap and mindless creatures are still immune. If you possess the Unlikely Feint Fencing sphere talent, reduce the bonus to saves non-humanoids with an Intelligence score of 1 or 2 get to their saves to +2 and mindless creatures are vulnerable to this trap but gain a +4 bonus to their Reflex save.
- Aerial Trigger: Creatures 150' above trap trigger as normal. If knocks flyer prone, battered until end of next turn instead.
- Crowd Pleaser: Triggered trap provokes a free boast (usually the attack)
- Opportunist: Successful trap provokes AOO in first ranged increment
- All Part of the Plan: Expend MF as immediate to use trap against feinted creature that moves to square within 60'
- Trap Launcher: launch trap in first ranged increment, or as a (snipe) along with deadly shot
Resource Pools
HP: 210
SP: 90
Shadow Pool: 5
Stamina Pool: 17
Momentum: 31 (16 hours, upon spending 1SP)
Silver Pendant protections: 15
Nullsteel: 250
Prepared Formulae: 14 breakdown1 Universal Alcohol (15)
1 Cherry Bombs (15)
2 Salves
4 Panacea
2 Itching Powder
2 Alchemist's Fire
2 Acid Flask
TIMERS
Drunk: 8 rounds (16 double chug)
Action Menu
FREE ACTIONS
Sprint: Increase speed by 60' once per minute
Trick Casting: When use veiled magic, Feint a creature within 30' - resolves before spell. Creature remains FF for additional round.
Bomb Jump: vs area attack, make acrobatics check to jump (take 10 for 50' jump)
Drunken Boxer: Expend drunk status to deal maximum damage with unarmed strike
Fan Favorite: When succeed on saving throw against hostile creature, perform boast (250' range)
Crowd Pleaser: When enemy triggers placed trap within line of sight, perform boast (250' range)
Boasts:
- Prowess: roll next attack twice
- Bloodthirst: Make attack against enemy within area of boast
- Caper: Until start of next turn, creature in area of boast must make will save or lose attack/spell against you
Knowledge Check to ID monster
- Academic knowledge: move action to give allies +2 CMB/DCs
- Cunning Attacker: INT instead of STR/DEX for attack rolls/CMB, +4 insight to attack rolls.
- Identify Rhythms: +4 dodge bonus against
- Knowledge unlock: +2 competence to attack/skill/saves against magic against for 1 min
- Analytical Gaze: +8 circumstance to damage
- Catty Stalker: +5 to selected skills vs (see skills section above), and +2 Steal, Dirty Trick
Shadow Magic: 1SP/ShP grant 2 magic talents. See standard section.
Glory: Cause glow to shed bright light in 5' radius
SWIFT ACTIONS
Rapid Processing (swift or move): make complex analysis like reading 500 words
Assume Stance (Usually Dynamite Throwing Form) - expend MF to last 15 rounds
Feint Strike: make attack against creature when successfully feint them. Expend MF to make as AOO
Kick-off: After successful unarmed strike attack action, move 20' away from target, no provoke
Quicken Spell: +4 SP to cast as a swift action
Talented Trickster: +1SP for Trick as a swift action, may cast 5 tricks simultaneously
Shadow Shield: 15d4+15 Temp HP and damage reduction 4 (all sources) for 1 min, target within 60'
MOVE ACTIONS
Mobile Focus: Move > 10' but < half speed, Regain MF
Superpositioned: While under suppression, may warp self as Move action (and also use Decoy)
Afterimage: When move 5'+ using movement mode, leave after image (50% miss rate). Move >20' = 3 images (expend MF for 1 more)
Hard Drinker/Double Chug: Drink alcohol/drink, gain drunk status for 8 rounds (16 double chug). Expend drunk status twice.
Sweep: trip attempt at -2, no provoke
Rapid Placement: Expend MF to place trap as move (or really reduce action step by 1)
Academic Knowledge: After monster ID, grant allies +2 on combat maneuvers and DCs of abilities for 1 min
Shadowstuff Armaments: (free with 1SP) Create stable shadowstuff equipment, or a tool (craft/disable) that provides +3 bonus
Quick Teleport: +1SP to teleport as move action
Superpositioned: When under suppression, teleport as move action.
STANDARD ACTIONS
Arcane Calculation: Focus on target, roll twice on attack for next minute
Attack Action
- When successfully damage, extend stance for one round
-
If flanking/vs FF/vs lost dex bonus within 30', deal additional 3d6 precision damage
- Expend MF to make it 6d6 precision damage, add two exploits
- Ankle Strike: make trip attempt
- Soul Strike (su): target suffers -2 all saves for 1d4+2 rounds
- Throw Flashbang (180')
- Throw Formulae (80')
Special Attack Actions
Spell Attack: [Strike] Time strike or Energy Strike
Barrage (special attack action)
- 2 at +44 (fully buffed)
- Expend MF for 4 at +40 (8d4+23 each + other single attack action riders)
Deadly Shot: Add (snipe) talent. Expend MF for +4d6 damage
- Trap Launcher: shoot a snare trap along with shot
Material Impositions (Expend MF)
- Phlogiston: Fire emitted, ranged touch 30', gives vulnerability to fire and must make DC 26 magic skill check to teleport
- Howling Herbology: Deal 15d4 sonic damage in 30' burst (fort half)
- Circle of Salt: Protect self and 7 adjacent allies, +15 to saves vs magic 15 rounds, if succeeds on save regain MF
- Belladona Barrier: Give protection against Lycanthropy and +15 AC vs natural attacks, 15 rounds
- Aspect Infusion: Release a huge air elemental (swift to reclaim)
- Ammonium Nitrate: Cool area within 30' and all allies gain +15 fire resistance. Or ranged touch attack 30' 3d8 cold damage and Fort Save or target frozen in block of ice 16 rounds
Set Trap (standard with MF, otherwise full round), lasts 1 round per point DC exceeded
- Dart: 60' line, 8d6 piercing damage. May apply alchemical item.
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Snare: ref save DC32
- Tripwire: fall prone on failed save. Running or charging -2
- Bamboozling: failed save successfully feinted
- Thaumic Sink: 10' around trigger (or creature struck by dart) is AMF for 15 rounds
Cast Sphere Effect
Alteration: Shapeshift (self only) — concentration or 1SP for 11 min. Grant 3 traits.
- Blank Form: Various natural attacks
- Dodge: +2 dodge AC
- Initiative: +4 init
- Uncanny Dodge: already have, but may apply x2 version
-
Elemental Transformation: Change to Elemental. +4 natural armor. 1SP for 75% change ignore crit. Movement package.
- Air Mastery: airborn creatures -2 penalty to attack/damage against
- Burn: 2d6 element damage per turn
- Earth Mastery: +2 attack/damage if both on ground
- Elemental Empowerment: Deal 11 energy damage first attack each round
- Elemental Movement: Movement package as elemental
- Elemental Resistance: ER acid/cold/fire/electricity 11
- Water Mastery: +2 attack/damage if both touching water
- Whirlwind: Whirlwind universal monster ability
Illusion: 1SP, create illusion with concentration max 20 min, max size colossal++. Figment or Glamer.
- Illusionary Disguise: make disguise check without disguise kit
-
Create a Trick, lasting 20 min or until dismissed.
- Minor figment: obviously fake illusion
- Minor Glamer: minor changes to an object or creature
- Decoy: create decoy in same square as creature. May try to provoke AOO (vs will). Or follows creature, and will save or 50% miss chance. If miss, strike creature and dissipate it. Lasts 10 rounds.
- Decoy Glamer: 8 decoys surrounding target, 50% miss chance as long as any remain.
- Suppression Glamer — Invisibility: Can attempt stealth check while observed, +20 bonus to stealth. If undetected, +2 attack rolls, ignore dex bonus to AC. May create as a figment on a space.
- Shadow Infusion: +1SP/ShP illusion effect that is disbelieved still has reduced effect.
- Shadow Magic: Free action, spend 1SP/ShP grant 2 temporary talents from Alteration, Conjuration, Creation, Dark, Death, Destruction, Enhancement, Light, Nature, Protection or Weather sphere for 1 minute. CL18 for these effects, and they are considered Illusion sphere.
- Shadow Slay: When deal damage from Illusion source, 1SP/ShP any attack can be resolved as touch for 1 min or until hit
Light — Glow: Cause self/object to glow for 11 minutes, but as black light.
- Encompassing Light: 1SP, reach and damage as if 2 sized larger. With Glory, may add for free if already glowing.
Time
- Temporal Haste: 1SP, +50 speed, +3 attack/dodge AC/ref saves, +5 AOOs, extra move or swift action, 20 rounds
- Time Strike [strike]: Deliver time effect with attack
- Rapid Response (time): +10 initiative, act in surprise round. 1SP for 200 min.
- Broken Time (time): Will save or -10 penalty all attack/skill rolls, must succeed on concentration check against MSD to cast. 1SP for 20 rounds.
- Steal Time (time): 1SP — Will save or dazed 1 round. Gain additional standard action.
- Past Sight: 1SP, 1 minute, view past hour at location at close range. Concentrate for an additional hour per minute. May spend extra spell point for a day/10 minutes, or 2 for a year per hour.
Warp — Teleport: Teleport 50', or 1SP for 210'
War (No totems, no rallies) — 1SP: Momentum pool of 31, 16 hours
- Damaging Momentum: Any weapon attack, 2M to add 15 damage
- Resilient Momentum: Any time taking damage, 1M to reduce by 15
Destruction: Destructive Blast 8d6, 1SP for 16d6 bludgeoning.
- Will often add destruction talents with Shadow Magic, and most often Energy Strike shape and a blast type
FULL ROUND ACTIONS
Set a Trap without MF
Full attack action
Charge
IMMEDIATE ACTIONS
Acrocatics: Expend MF when falling prone to not fall prone. (or do not fall while flying)
Reflexive Twist: when attacked, make athletics check (take 10 on acrobatics for 54) with skill corresponding to movement mode to use result as AC against that attack.
All Part of the Plan: When feinted creature enters square within 60', expend MF to have placed a trap in that square
Flash Bang: When creature fails save against flashbang, recover MF as immediate
AOOs
6 per turn when Haste active
Snap Kick: when trip or make prone, target provokes AOO. If successful, ref save or staggered.
Opportunist: Creature hit by dart or failed save vs snare provokes AOO within 1st range increment