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Arktis, Male, Servitor, Armorist (Blaster) 3


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"You said if it moved, shoot it.
Well, it moved its toe.
That counted!"
Half-island syndicalist tinker with visions of glory and rebirth.
He carries a yellow-orange weightless rock; an aerolith.

ArktisSHEET
Servitor • Armorist ( Blaster ) 3
Male Persona • Medium • Neutral "Good"? • Humanoid (Servitor)

Appearance / Description
Arktis is a lean humanoid. Slender and broad of shoulder with a chitin-like carapace that covers most of his body. Comprised of compound materials comprised of a flexible kevlar mesh and small integrated and layered hexagonal titanium plating that is incredibly flexible. His "skin" tone is a combination of three different colors predominantly; pale gray, darker brownish-black and an almost bronzish-yellow. He doesn't have normal facial features and his head appears more helmet-like as does his body in general, being more like a suit of lean armor fitted over an exceedingly thin person, except it isn't, its him.


Personality / Interaction
Arktis likes to shoot things. A lot! Some might say he has a hair-trigger-finger. They're not really wrong about that. But he has other interests as well. Like experimenting with his magically integrated arm cannon to make it better, at shooting things, or fiddling with the configuration of the integrated body armor he uses of course. Don't let anyone ever tell you he lacks in interests.

His non-shooting things absolutely favorite past time is... maps and geography in general. That and the sheer variety of cultures and "people" that exist in the world. He is fascinated with others in general and studies them as subjects wherever he is.

He also finds horses and other mounts, and vehicles, to be quite fascinating. The fact that they are used to facilitate travel and cover more ground, more efficiently, is something that he correlates with his maps. He often adds notations of different travel methods and the time that it takes from one point to another for each. Despite his lack of training with horses, and other mounts, he seems to have a knack for working with them as well.


Background
Arktis is old. He doesn't know how old as he recently, just over 23 years ago, woke up from a dormant state in which his entire brain was reengineered by his own "soul driven" nanites. He's been conscious and aware as his current persona for those 23 years.

<WiP>


Miscellaneous
He is always working on a map and somehow he always seems to have access to parchment and quills. His hands are always ink stained and there are random ink stains on all his gear.

Frequently he will speak to horses and other domesticated animals, simply to soothe them. He will go on and on about something or another. Familiars are a fascinating thing for him and he will try to engage them or their masters, or both, in conversation.

Dark browns and grays and blends of the two colors are his primary choices.


Idea seed: Jayne Cobb from Firefly and Serenity, Kevin Costner in Silverado, and a bit of every gun arcano-mech concept found in manga / anime thrown in for good measure.

Arktis (Origins)

Arktis, Servitor (Origins)
- (Standard: 1 potent, 3 aux, 1 utl; Lvl 1 Bonus: 1 aux, 1 utl)
Generation Tradition: Mortal
Size: Medium; Type: Humanoid (Servitor)
Speed: 30'; Limbs: 2 arms, 2 legs
Languages: Common, Binary / Hexadecimal / Machine Code; Ability Modifiers: Dex +2, Int +2, Cha -2
Cosmetic Elements / Fluff: Servitors were a created race much like warforged. Their bodies are comprised of self regenerating nanites and a hybrid of materials consisting of layered reinforced ultra-light kevlars, thin sheet titanium, and flexible plastics. Their brains being highly advanced computers with no self-awareness or soul to speak of. Servitor's, the very few, almost unknown, are what remains of an ancient races attempt at creating a perfect servant. They are a long forgotten species and the servitor are quite literally the only trace of their existence that still remains today.

Despite being composed of materials that are denser than flesh and blood races they aren't any heavier than the average human as their frames are thinner and leaner, simply needing less thickness to support their mass effectively. This can make them appear almost skeletal in dim light and in general gives them an almost eerie appearance. Many find their appearance to make them uneasy in fact.

Arktis is unique among his species in the fact that his brain is no longer a simple computer and he is in fact alive in every way. Granted he still doesn't need to eat or drink, breathe, or sleep, but other than that he's like any other species. Well, that and having a system that continuously repairs itself regardless of time. Unless otherwise altered Arktis will live forever. He doesn't actually have any idea how old he is, what event altered his original computer brain or what in fact was done, or woke him from his dormant state.

Potent Talents (1)
- Form: Endless Stamina

Prerequisites: Form sphere (Developed Tolerance (exhaustion, fatigue) [auxiliary]).

You are immune to fatigue and exhaustion.

Servitors are immune to both fatigue and exhaustion.

Auxiliary Talents (4)

- Aptitude: Proficient Background

You gain a single Equipment sphere (discipline) talent or a single Vocation sphere (trade) talent as a bonus talent.

Arktis has picked up a number of skills in his travels.

- Form: Energy Resistance (Bonus from Elemental Vulnerability variation)

Choose two of the following energy types: acid, cold, electricity, fire, or sonic. You gain energy resist 5 against the chosen types. You may select this talent multiple times, each time selecting 2 additional energy types.

The integration of worn armor into their "skin" as a carapace-like shell helps servitors resist exposure to both cold and fire.

- Form: Developed Tolerance (exhaustion and fatigue, petrification and polymorph effects, sleep effects)

Choose either two types of effects from the Table: Lesser Developed Tolerance Effects or one type of effect from the Table: Greater Developed Tolerance Effects. You gain a +2 origin bonus to saving throws against those types of effects. You may select this talent multiple times, each time selecting either two additional effects from the Table: Lesser Developed Tolerance Effects or one type of effect from the Table: Greater Developed Tolerance Effects.

- Form: Sleepless

Prerequisites: Form sphere (Developed Tolerance (sleep effects) [auxiliary]).

You are immune to sleep effects and do not need to sleep. You must still take 8 hours of general inactivity to regain spell points and spells.

Servitors don't need to sleep but must still remain dormant to recover spell points and spells.

- Form: Void Denizen

You no longer need to breathe. This grants immunity to inhaled poison as well as suffocation (such as from being underground, underwater, or in a vacuum) but does not grant immunity to cloud or gas attacks that do not require breathing.

Servitors don't have lungs or a circulatory system that uses external materials, i.e. oxygen or any other substance. They don't breathe at all.

Utility Talents (2)

- Aptitude: Utility Training

You gain a single utility talent from any sphere as a bonus talent. You must meet the prerequisites for this talent (the talent you gain through this talent may be determined after you have determined other factors of your character if you select this talent when creating a character). You may select this talent multiple times, each time gaining a new utility talent.

Arktis is obsessed with maps and the process of making them. He gains the Navigation: Cartographer's Knack utility talent.

- Form: Keen Senses

You gain a +2 origin bonus to Perception checks and gain lowlight vision, allowing you to see twice as far in dim light.

Servitor have highly acute visual senses that function with little environmental light.

- Form: Self-Sustaining (Bonus from Grave Bound variation)

You do not need to eat or drink.

Servitor nanites break down small amounts of inorganic materials that they are in contact with on a continual basis as they repair and replace any parts of a servitor than need maintenance or updating.

Variations

- Aptitude: Pidgin Fluency:

You may choose to add only half your ranks in Linguistics to any Linguistics check that you attempt. If you do, you learn 2 languages each time you gain a rank in Linguistics rather than 1 language.

Arktis finds language itself to be, in general, quite interesting. Not the specifics mind you but the sheer variety that the various species have. He picks up languages quickly but also loses his interest before truly grasping the truly complex parts of those languages. Not surprisingly, he approaches other aspects of different cultures in quite the similar fashion.

- Essence: Elemental Vulnerability (Electricity):

You may choose to gain vulnerability to either acid, cold, electricity, or fire damage, taking 50% additional damage from sources of that type. If you do, you gain either Elemental Augmentation, Energy Renewal, or Energy Resistance as a bonus talent. You cannot select an energy type you are vulnerable to with Energy Renewal or Energy Resistance and cannot gain energy resistance or immunity to a type you are vulnerable to from any other source.

Servitors are especially vulnerable to electricity as their carapace, which is primary comprised of a mix of metals quite literally channels electricity into them. The last place a servitor want's to be is in a lightning storm!

- Essence: Grave Bound:

You may become exceptionally difficult to restore to life when killed. Those who attempt to use healing magic on you when you are at negative hit points, animate you as an undead, or return you to life using raise dead, resurrection, or similar effects must succeed at a magic skill check equal to 11 + your Hit Dice. If this check fails, the spell fails and the caster cannot try again for the next 24 hours. If you do, you gain either Negative Energy Affinity, Unnatural Aura, or Self-Sustaining from the Form sphere as a bonus talent. Alternatively, you may select this variation when you take the Artificial Soul talent to take that talent as an auxiliary talent rather than a potent talent.

A servitor is a hardy creature and its nanites are extremely adroit at repairing and protecting the servitor but they also resist outside repair influences, considering them much like viruses are to normal creatures. This can make servitors difficult to heal or return to life.

- Form: Cold Hearted:

When you take the Developed Tolerance talent, you may select one additional option from the Table: Lesser Developed Tolerance Effects to gain a bonus to saving throws against. If you do, you cannot benefit from morale bonuses.

Despite having transformed long ago from his computer robotic brain Arktis still don't process emotions in the same way as a typical humanoid. They respond differently to most emotional stimuli and simply doesn't have the physiological capability that emotions can give others.

 

 


Armorist (Blaster) 3
• d10 HD, BAB Full, Fort Good, Ref Poor, Will Good, 4 skill pts / lvl
• Bound Equipment (+2)
•• +2 MW Arm Cannon (Ranged Touch Attack, 1d6 bludgeoning, Range 130')
•• +2 MW Agile Breastplate, small (+8 AC, -2 ACP, +4 MDB, 25% SFC, 12.5 lbs, Full Move)
• Casting and Spell Pool
• Destruction sphere as a bonus sphere, 1 Destruction talent / 5 levels, Considered a high caster for the Destruction sphere only.
• Martial Tradition and Casting Tradition
• Arsenal Tricks
•• Additional Binding (armorist, 02)
•• Variable Barrel Geometry (extra arsenal trick, 02)
• Sphere Talents: 1 magic talent 2nd level
• Armor Training (Ex): Armor ACP -1 (minimum 0), MDB +1; Improve by 1 / 4 Armorist Levels. Normal speed in Medium armor.


Feats*
• Extra Arsenal Trick (02)

* Traded feats for Combat Talent Progression. Instead of every level they are gained at 2nd, 4th, 6th, 7th, 8th, 10th, 12th, 14th, 15h, 16th, 18th and 20th.


Spheres & Talents

Combat
• Equipment: Armor Training (Arcane Blaster unified tradition, 01)
• Barrage sphere (Arcane Blaster unified tradition, 01)
•• Barrage: Close Combat Specialist (Arcane Blaster unified tradition, 01)
•• Mobile Focus (adept combat talent progression, 02)
• Sniper sphere (adept combat talent progression, 03)

Guile
• Vocation: Guide
• Vocation: Translator
• Navigation sphere (Wilderness Package)

Magic
• Destruction sphere (Armorist: Blaster bonus; Full class levels, 01)
•• Destruction: Extended Range (Arcane Blaster unified tradition, 01)
•• Destruction: Vacuum Blast (2nd level armorist, 02)
•• Destruction: Explosive Orb (variable barrel geometry feat, 02)


Blaster Corps [Unified Tradition]

Prerequisite: This unified tradition can only be applied to an Armorist (Blaster) character. The tradition is common among para-military groups consisting of blasters or other ranged soldiers.

Blaster Corps train in a dedicated tradition that focuses solely on the use of their ranged weapon, be it an arm cannon, regardless of the form it takes or another ranged weapon. Spending long hours over multiple years they train with their weapon of choice. Focusing intently on how to leverage that weapon regardless of the situation makes them deadly opponents.

Martial Training:
- Equipment: Armor Training
- Talents: Their choice of the Barrage sphere or the Sniper sphere and a talent from the selected sphere.
- ???

Magical Training:
- Choice of Destruction (Extended Range) or Destruction (Strike)
- Warp [Bender]
- Warp, Any selected (space) talent.

Drawbacks: Blaster Corps are trained to inscribe, ink, carve, etc. (depending on the form their arm cannon takes) their arm cannons and other bonded gear with small magical glyphs to prepare them for use in battle. Their casting tradition has the Prepared Caster drawback, and they must not only choose which sphere their spell points are assigned to, but also which spheres are tied to which bound pieces of gear to contain those spell points; they must be using these bonded items in order to access the attached spell points. They can prepare multiple bound items in this fashion, but each item must have at least one spell point attached to it. In addition, they possesses the Focus Casting drawback, treating any bound piece of gear that contains at least one of their spell points as their focus.

Boons: None


Custom Trade Tradition: Master Cartographer

• Automatic Class Skills: Artistry (Int), Craft (Int), Lore (Int) Perception (Wis), Perform (Cha), and Profession (Wis).
Master Cartographer Trade Package
•• Automatic Trade Talents: Guide and Translator
••• Guide: Know (geography), Know (nature), Ride, and Survival. You can attempt a Ride check in place of a Handle Animal check to interact with a mount that is helpful to you while you are touching it.
••• Translator: Know (Local), Know (nobility), Sense Motive, and Linguistics. Each rank in Linguistics grants an extra additional language.
•• Automatic Skill Sphere: Navigation sphere

 
Edited by Ryfte (see edit history)
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Posted (edited)
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"If I steal from bad people,
its a good thing, right?."
Theme: Thief in hot water looking to get out of town fast!
Lilly SHEET
Korat • Mountebank (Phantom Thief) 3
Female • Small • Neutral Good • Humanoid (Korat)

Appearance
Lilly is a friendly korat with typical features for one of her kind. Since most people don't really pay much attention to a korat they don't really "see" her anyways. Still, if one were to actually pay attention to the small humanoid they might notice that her clothing is quite well maintained and she is clearly clean, even going so far as to be bathed! She doesn't carry the odor of spoiled food or garbage that most people associate with korat either.

Like most korat she is barefooted and doesn't wear anything on her hands either but she's much more concerned with being able to clamber anywhere she needs to get to than wearing clumsy, awful, shoes that most other races wear. She is fond of the color orange and prefers muted colors so that she doesn't stand out too much.


Personality
Lilly is an uncommonly "stand-uppish" young korat who doesn't bow and scrape for the big people just for the sake of it. No indeed, she considers herself quite the equal to them instead. She does recognize rank of course and will bow, and maybe perform minor scraping, when dealing with an aristocrat or other high ranking individual.

She hums to herself constantly. Songs and music from her many years at the theater.


Background
Lilly grew up in a theater. It was a magnificent place! It had grand arches and an enormous stage. More seats than she could count and the seats in the boxes above everything were so soft and comfortable that she would often find herself curled up on one for a quiet afternoon nap. During performances it was grand indeed. Watching from one of any hundred hiding spots where she could see the performances and listen to the singing and music.


Korat (Custom Origins Race)

Korat (Origins Race)
- (Standard: 1 potent, 3 aux, 1 utl)
Generation Tradition: Mortal
Size: Small; Type: Humanoid (Korat)
Speed: Move 30', Climb 30'; Limbs: 2 arms, 2 legs
Languages: Common, Korat; Ability Modifiers: Str -2, Dex +2, Int +2
Cosmetic Elements: Korat are small humanoids with broad heads, spindly thin bodies, enormous ears and large eyes. They're also covered in fur and possess an incredibly long, sinuous, prehensile tail that they use constantly as a third hand, and to defend themselves. Their long tail has a nasty looking spike that allows them to strike at aggressors from relative safety.

This small race can be found in virtually any large city living in small spaces no one else can fit in or would want to live in for that matter.

Potent Talents (1)
- Form: Specialized Training

You gain a single feat of your choice as a bonus feat. You must meet the prerequisites for that feat. You may select this talent multiple times, each time selecting a different feat.

Transformation, Eternal (Anthropomorphic)
- Darkvision 60'
- Vermin (Transformation): Climb: You gain a 30' + 15'/5cl climb speed and don't need to make Climb checks to move across vertical or horizontal surfaces (even if upside down).

Korats can see clearly in the dark and climb up any surface or even across a ceiling without risk of falling. They often reside in narrow attic spaces or on top of structures where only they can get to.

Auxiliary Talents (3)
- Form: Convenient Appendage: Tail

You possess a tail, tongue, smaller arm, or other appendage that you can use to carry objects. You cannot wield weapons with this appendage, but the appendage allows you to retrieve a small, stowed object carried on your person as a swift action. You may take this talent multiple times, each time gaining an additional convenient appendage.
Associated Feat: Grasping Tail, Quick Draw.

Korat have a prehensile rat-like tail and it isn't uncommon for them to hold an object with their tail or use it to assist them while climbing.

- Aptitude: Proficient Background

You gain a single Equipment sphere (discipline) talent or a single Vocation sphere (trade) talent as a bonus talent.

Korat learn and absorb an unusual amount from the "big folk" they live with. Not only do they pick up their languages quickly but they will often learn other talents from them.

- Form: Reaching Appendage

One of your Convenient Appendages has a reach of 10 feet. You can use your appendage to pick up items weighing no more than 5 pounds, attempt Sleight of Hand checks, perform the steal or disarm combat maneuvers, or make melee touch attacks. This cannot be applied to a convenient appendage which is improved by the Extra Arm talent.

If you possess a tail attack, your reach with that attack improves by 5 feet. 
Associated Feat: Agile Tongue.

Utility Talents (1)
- Form: Keen Senses

You gain a +2 origin bonus to Perception checks and gain lowlight vision, allowing you to see twice as far in dim light.

Korat's large eyes, oversized ears, and sensitive nose allow them to perceive their surroundings with greater skill.

Variations
- Aptitude: Pidgin Fluency

You may choose to add only half your ranks in Linguistics to any Linguistics check that you attempt. If you do, you learn 2 languages each time you gain a rank in Linguistics rather than 1 language.

Korat's tend to live among other, larger humanoids, often unbeknownst to them, and pick up smatterings of languages quite easily. They're not formally or deeply trained in languages however and have a broader skill with them instead.


Mountebank (Phantom Thief) 3
- Basics: 3d8 hp, BAB +2, Fort +1, Ref +3, Will +3; Adroit Skills (6 + Int Mod / level)
- Proficiencies: Blade Boot, Butterfly Knife, Garrote, Hand Crossbow, Kukri, Rapier, Sap, Short Sword, Shortbow, Starknife, Switchblade Knife, Sword Cane, War Razor, and Whip; Simple Weapons; Light Armor and Bucklers.
- Martial Tradition: Thief
- Casting: Mid-caster, Intelligence based
- Casting Tradition: ???
- Spell Pool: 7 points / day
- Blended Training: Can take combat or magic talents at each level.
- Trickster Training: Gain the Illusion sphere as a bonus magic talent and use her class level as caster level with the sphere.
- Scoundrel's Touch: A phantom thief must select the Scout sphere with the first talent they gain from this class.
- Analytical Gaze (Ex): When successfully identifying a creature with the scout ability you gain a +2 circumstance bonus on damage rolls against the analyzed creature for one minute. You do not take the normal -5 penalty when using the scout ability and can use this ability against any given creature a number of times equal to her casting ability modifier every 24 hours. Every four additional levels this bonus increases by +2 (5th -> +4, 9th -> +6, 13th -> +8, and 17th -> +10).
- Creative Strike: When making a successful attack with a light, finessable, or ranged weapon you may choose not to add your Strenght modifier (or any other ability modifier you would add) to the damage roll and instead add your casting ability modifier as a circumstance bonus to that damage roll. This cannot exceed your class level and only applies to attacks that could normally have Strength applied to them.
- Rogue / Social Talents: At every even level you can select a social talent as per the vigilante class feature, counts her mountebank class level as her vigilante level for the purpose of meeting prerequisites, and is always treated as though she was in her social identity for the purpose of the effects of social talents. You can select a rogue talent instead of a social talent instead and count your level as your rogue level for the purpose of their requirements and effects. You cannot select talents which modify sneak attack unless you possess sneak attack from another source.

Feats
01: Weapon Finesse
02: Combat Expertise
03: Improved Steal


Spheres
01: Scout sphere (1st level pick; Phantom Thief selection requirement) detailsTraining in the Scout sphere teaches you how to hide from danger, identify potential threats and hazards, track opponents through almost any environment, and identify a creature’s key weaknesses. When you gain the Scout sphere, you gain 5 ranks in the Stealth skill, plus 5 ranks per additional talent spent in the Scout sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Stealth skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
All practitioners of the Scout sphere gain the following ability:

Scout
As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.

01: Illusion sphere (Mountebank bonus) detailsTraining in the Scout sphere teaches you how to hide from danger, identify potential threats and hazards, track opponents through almost any environment, and identify a creature’s key weaknesses. When you gain the Scout sphere, you gain 5 ranks in the Stealth skill, plus 5 ranks per additional talent spent in the Scout sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Stealth skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
All practitioners of the Scout sphere gain the following ability:

Scout
As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.

01: Equipment: Rogue Weapon Training (Thief martial tradition) detailsTraining in the Scout sphere teaches you how to hide from danger, identify potential threats and hazards, track opponents through almost any environment, and identify a creature’s key weaknesses. When you gain the Scout sphere, you gain 5 ranks in the Stealth skill, plus 5 ranks per additional talent spent in the Scout sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Stealth skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
All practitioners of the Scout sphere gain the following ability:

Scout
As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.

01: Scoundrel sphere (Thief martial tradition) detailsMasters of subtlety and guile, practitioners of the Scoundrel sphere know how to best manipulate opponents into dropping their guard before taking them for everything they have. When you gain the Scoundrel sphere, you gain 5 ranks in the Sleight of Hand skill, plus 5 ranks per additional talent spent in the Scoundrel sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Sleight of Hand skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.

All practitioners of the Scoundrel sphere gain the following abilities:

Swift Hands
You may use your Dexterity in place of your Strength when attempting a dirty trick or steal maneuver and may use your ranks in the Sleight of Hand skill in place of your base attack bonus when determining your combat maneuver bonus to perform a dirty trick or steal maneuver. In addition, you may apply any enhancement bonuses to your unarmed strikes to your dirty trick and steal combat maneuvers.

Marked Target
You may make a melee touch attack against a creature as a swift action; if this attack is successful, the creature is battered and takes a -1 penalty on Perception checks for 1 round. For every 4 ranks in Sleight of Hand you possess, this penalty is increased by 1.

Trick: Whenever you perform a steal or dirty trick combat maneuver, or make a Sleight of Hand check to take an object from a target unnoticed, you may apply one (trick) talent to it. (Trick) talents cannot be applied to maneuvers performed as a free action.

01: Fencing sphere [Virtuous drawback] (Thief martial tradition) detailsTraining in the Scout sphere teaches you how to hide from danger, identify potential threats and hazards, track opponents through almost any environment, and identify a creature’s key weaknesses. When you gain the Scout sphere, you gain 5 ranks in the Stealth skill, plus 5 ranks per additional talent spent in the Scout sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Stealth skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
All practitioners of the Scout sphere gain the following ability:

Scout
As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.

01: Fencing: Read Foe (Thief martial tradition) detailsYou have learned to read the subtle cues of your enemy, and to see through enemy feints. You gain 5 ranks in the Sense Motive skill, plus 5 ranks per additional talent spent in the Fencing sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Sense Motive skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
01: Fencing: Feint Strike (Thief martial tradition) detailsTraining in the Scout sphere teaches you how to hide from danger, identify potential threats and hazards, track opponents through almost any environment, and identify a creature’s key weaknesses. When you gain the Scout sphere, you gain 5 ranks in the Stealth skill, plus 5 ranks per additional talent spent in the Scout sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Stealth skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
All practitioners of the Scout sphere gain the following ability:

Scout
As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.

01: Infiltration sphere (trade tradition) detailsOperatives of the Infiltration sphere train to avoid scrutiny, move stealthily, and outsmart traps that stand in their way. They are silent and unobtrusive when they need to be, blending into shadows and moving where no eyes will see.
Associated Skill: Disable Device.

You gain the following benefits when you gain the Infiltration sphere.

When you gain the Infiltration sphere, you gain 5 ranks in Disable Device, plus 5 ranks per additional talent spent in the Infiltration sphere (maximum ranks equal to your Hit Dice). If you already have ranks in Disable Device, you may immediately retrain them.

Skill Leverage: When you gain the Infiltration sphere, you unlock skill leverage with Disable Device and Stealth.

You also acquire the Fast Sabotage, Light Step, and Startle abilities.

01: Infiltration: Fast Sabotage (Ex) (trade tradition) detailsYou can attempt Disable Device on any item that would normally require up to 2d4 rounds in a single standard action (without a penalty for working quickly). You can perform disastrous sabotage (new skill use) in 1d4 rounds (without a penalty for working quickly). If the sabotage allows a saving throw, it is against your sphere DC if that is higher than the usual DC. If the sabotage allows a skill check, the DC is 15 + 150% your ranks in Disable Device + your operative ability modifier. Instead of a common Disable Device sabotage effect, you can apply the effect of a suitable (sabotage) talent to the device, but you cannot apply a talent faster by accepting a Disable Device penalty (as you can with disastrous sabotage).

You can apply the sabotage effect immediately or choose for it to take effect when triggered. Typical triggers are when it is used a certain number of times (for items like weapons) or after a certain total number of minutes of use (for items like tools or vehicles). You can also make the trigger contingent on specific, physically distinct modes of use. For example, you might make sabotage to armor trigger when the wearer attempts two skill checks to move or sabotage to a lock trigger upon becoming specifically locked or specifically unlocked. When sabotage is triggered by an action or the use of the item, it takes effect during the triggering use (which might penalize or waste that action). If a (sabotage) talent’s effect goes unused for more than 1 day, it triggers.

Until it becomes relevant, the sabotage can generally only be noticed with an active Perception check opposed to your Disable Device result. (Sabotage that has not been triggered yet is never relevant.) Most sabotage that has not yet triggered can be removed without triggering it with a successful opposed Craft check using a suitable skill for the item or with an opposed Disable Device check at a –5 penalty. If a creature attempts to remove sabotage that has not triggered yet and fails by 5 or more, the sabotage triggers immediately.

Each sabotage indicates how it can be ended; if it requires an opposed skill check to end, use either Disable Device at a penalty or Craft unless noted otherwise.

The standard action allowed by this ability is fast enough to sabotage an item held or carried by a creature with a successful dirty trick combat maneuver check (a new Disable Device skill use on page 44). Sabotaging an item a creature wears or carries is not a hostile action for magical effects like invisibility if you give the sabotage a trigger (rather than applying the effect immediately).

01: Infiltration: Light Step [approach] (Ex) (trade tradition) detailsYou adopt this approach as a swift action while you are using Stealth. You reduce by 5 the penalty to Stealth for moving up to your full speed, for skulking in the open (page 72), as part of creating a diversion to hide, or for relying on positional concealment (page 15). The penalty is reduced by the number of ranks in Stealth you possess instead if that is higher. You abandon the approach when you break Stealth.
01: Infiltration: Startle (Ex) (trade tradition) detailsYou can outwit any creature unaware of your location because you are using Stealth. Outwitting them breaks Stealth.
01: Subterfuge sphere (trade tradition) detailsTraining in the Scout sphere teaches you how to hide from danger, identify potential threats and hazards, track opponents through almost any environment, and identify a creature’s key weaknesses. When you gain the Scout sphere, you gain 5 ranks in the Stealth skill, plus 5 ranks per additional talent spent in the Scout sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Stealth skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
All practitioners of the Scout sphere gain the following ability:

Scout
As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.

02: Scoundrel: Steal Confidence (2nd level pick) detailsOnce per round, as part of the same action used to draw a hidden weapon, you may attempt a feint in combat using Sleight of Hand instead of Bluff. Other feats and abilities that affect a feint still apply to your feint.

Associated Feat: Sly Draw

03: Fast Draw (3rd level pick) detailsTraining in the Scout sphere teaches you how to hide from danger, identify potential threats and hazards, track opponents through almost any environment, and identify a creature’s key weaknesses. When you gain the Scout sphere, you gain 5 ranks in the Stealth skill, plus 5 ranks per additional talent spent in the Scout sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Stealth skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
All practitioners of the Scout sphere gain the following ability:

Scout
As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.


Spheres: Trade Tradition
Thief
•• Automatic Class Skills: Craft, Perception, Perform, Profession, Artistry, and Lore
•• Automatic Trade Talents: Burglar and Con Artist
••• Burglar: Climb, Disable Device, Escape Artist, Sleight of Hand, and Stealth. You only need on hand free to climb.
••• Con Artist: Bluff, Disguise, Knowledge (local), and Linguistics. You may use the better of your Charisma or Intelligence modifier when attempting either Bluff or Knowledge (local) checks, chosen when you select this talent.
••• Trade Talent Class Skills Summary: Bluff, Climb, Disable Device, Disguise, Escape Artist, Know (local), Linguistics, Sleight of Hand, and Stealth.
••• Automatic Skill Sphere: Infiltration sphere
•• Adroit: Automatic Trade Talents: Dungeon Delver and Pirate
••• Dungeon Delver: Acrobatics, Disable Device, Know (dungeoneering), and Know (engineering) as class skills. You may use the better of your Dexterity or Intelligence modifier for Disable Device checks.
••• Pirate: You gain Appraise, Climb, Intimidate, and Swim as class skills. You may use your Acrobatics or Climb modifier on Acrobatics checks to balance and Climb checks made to swing on a rope.
••• Adroit: Trade Talent Class Skills Summary: Acrobatics, Appraise, Climb, Disable Device, Intimidate, Know (dungeoneering), Know (engineering), and Swim. Duplicates: Climb, Disable Device traded for: Sense Motive and Spellcraft
••• Adroit: Automatic Skill Sphere: Subterfuge sphere
••• Racial Bonus Vocation: Scrounger: You gain Knowledge (local), Sleight of Hand, Survival, and Swim as class skills. You automatically succeed at skill checks to get along in the wild and protect against the weather. The bonus to Fortitude saves granted against severe weather by successful Survival checks increases by 2.
••• Trade Talent Class Skills Summary: Survival. Know (local), Sleight of Hand, and Swim are duplicates. Know (local) for Use Magic Device. Swim for Ride. Sleight of Hand increase class bonus from +3 to +4 instead.
Final Skill List: Acrobatics, Appraise, Artistry, Bluff, Climb, Craft, Disable Device, Disguise, Escape Artist, Intimidate, Know (dungeoneering), Know (engineering), Know (local), Linguistics, Lore, Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival, Swim, and Use Magic Device.

 

 
 
 
Edited by Ryfte (see edit history)
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"You said if it moved, shoot it.
Well, it moved its toe.
That counted!"

Hirrin (Custom Origins Race)

Hirrin (Origins Race)
- (Standard: 1 potent, 3 aux, 1 utl; Lvl 1 Bonus: 1 aux, 1 utl - Not added until confirmation)
Generation Tradition: Mortal
Size: Small; Type: Humanoid (Hirrin)
Speed: Fly 30' (altitude limit 5'); Limbs: 2 arms
Languages: Common, Hirrin; Ability Modifiers: Dex +2, Int +2, Cha -2
Cosmetic Elements: Their upper bodies are remarkably similar to gnomes for the most part but have even more extreme variety to them. It has been suggested that the inherent magical energies of the hirrin create these wild variances within their appearance, even within siblings whom can look nothing alike and tend to do so usually. From the waist down they are comprised of a miasma of swirling drifting energies. Typical hirrin's energies will be a greenish yellow mixed hue and quite rarely, other colors. Hirrin have incredibly long lifespans, challenging even the elves for longevity, and tend to be calm, emotionally stable, beings. As a society they tend towards the neutral and lawful rather than chaotic and vary less towards the good or evil axis than most races. They can be good or evil of course but even then they tend to never reach extremes of either and often waver between neutrality and slightly to either side of the spectrum depending on their mood and the situation. They are incredibly valuable workers in numerous fields that require long hours and little rest as they can work continuously without becoming tired or needing to take breaks.

Hirrin communities are few and far between and typically quite difficult to reach. Environmental obstacles, particularly water is a favorite defensive method for them as they can pass over water without difficulty at all. Reclusive but not intrinsically xenophobic they are simply cautious of other races. Many interactions with other races have historically gone poorly with the hirrin being seen of as some evil, demonic, creatures upon contact, long before any form of communication could be established. Without the need for typical sustenance they need little in the way of natural resources and their small settlements tend to blend in to their surroundings naturally. They don't need to farm or hunt and have no need for a nomadic life moving on for more resources either. Structures are crafted with the materials on hand and they try to use the environment without damaging it. Some of the more reclusive elven peoples have regular dealings with hirrin and there are some very rare instances of combined communities as well. Hirrin writings are hieroglyphical in nature, quite varied, and their history is mostly carried down in an oral tradition of tale and song. They favor aerial dance and musical arts as opposed to physical arts although both carving and tattoos are a highly popular talent to possess.

Adventuring hirrin are usually just considered exotic "adventurers" that are lumped in with the rest of that strangeness anyways, thus their unusual physiology is less threatening and simply more intriguing. They can conceal their lower body beneath long robes or skirts with ease if there is a need to do so although their smooth gait-less movement tends to look strange to others. Some hirrin have learned how to simulate the movement of legged individuals and when hidden beneath their clothing can be virtually indistinguishable from a typical gnomish man or woman.

Potent Talents (1)
- Form: Endless Stamina

Prerequisites: Form sphere (Developed Tolerance (exhaustion, fatigue) [auxiliary]).

You are immune to fatigue and exhaustion.

The magical energy that suffuses a hirrin continually energizes them, making them immune to both fatigue and exhaustion.

Auxiliary Talents (3)
- Aptitude: Proficient Background:

You gain a single Equipment sphere (discipline) talent or a single Vocation sphere (trade) talent as a bonus talent.

Hirrin live a long life. Their childhood and youth are longer than most other races and they tend to learn more than most other races before officially being accepted as adults.

- Essence: Hover (Su) (x2, one free from Buoyant Traveler, see below):

You may float up to 5 feet plus 5 feet per 5 levels above the ground, with a horizontal movement speed of 5 feet. When floating this way, Fly checks are not required to hover or change direction, although you are treated as flying for the purpose of wind effects and other forces which would move you. When falling you may choose to descend at a slower rate to control your fall. Each round you descend 30 feet, and may move in another direction for 5 feet. You may choose to drift sideways, gliding forwards while descending, or down, safely increasing your rate of descent. You may even choose to drift ‘upwards’ to reduce its rate of descent, even allowing you to negate it entirely and hover midair if your movement speed exceeds 30 feet. You may take this talent a second time, in which case your speed increases from 5 feet to 20 feet.

Hirrin float effortlessly, hovering in place without difficulty and can even sleep while doing so. The hovering effect is something they can't in fact switch off although they can hover at ground level if desired. There's only one way to get a hirrin to stop hovering and that's to kill it. Even then it takes a good half day or so for the effect to fade. There have been some odd stories of dead hirrin floating into some pretty unusual situations (Weekend at Bernies anyone?) but those are tales for another time. Their movement isn't restricted in any way by their facing and they can quite literally move in any direction desired immediately, without the need for turning, although they can turn if they wish to do so without taking up any movement.

- Essence: Magical Flight (Su):

Prerequisites: Essence sphere (Hover (x2)).

You gain a fly speed of 30 feet with perfect maneuverability which you can use within any range that you can hover. At 5th level, you may move however you wish using your fly speed. You may take this talent additional times, each time increasing your fly speed by 10 feet.

Hirrin below 5th level are limited to no more than 5' of altitude. Using their hover ability they can halt their descent from any height, they simply cannot move horizontally without descending nor can they gain any altitude. If they gain more than 30' of flight, regardless of method, they can maintain their altitude regardless of height and move horizontally but still cannot ascend past their 5' altitude limit.

- Form: Developed Tolerance (exhaustion and fatigue - Free from assistive device: crystal torso)

Choose either two types of effects from the Table: Lesser Developed Tolerance Effects or one type of effect from the Table: Greater Developed Tolerance Effects. You gain a +2 origin bonus to saving throws against those types of effects. You may select this talent multiple times, each time selecting either two additional effects from the Table: Lesser Developed Tolerance Effects or one type of effect from the Table: Greater Developed Tolerance Effects.

- Form: Hidden Storage (Free from partial construction; crystal torso)

Somewhere on your body are pouches that you can use to hold and carry small loads. In total, these pouches can hold up to a total of 1 cubic foot in volume and 10 pounds in weight, such as light weapons, potions, scrolls, and similar objects.

You can transfer a held object to your hidden storage or extract an object from it as a swift action. As a move action that provokes an attack of opportunity, you can instead release all of the items held in hidden storage onto the ground in the square you occupy. You may hide objects in your hidden storage using the Sleight of Hand skill. Associated Feat: Quick Draw.

From the sternum, externally, down a hirrin is comprised of an organic crystal that matches the color of the energy that it produces and allows them to fly. This starts out as a small sliver and grows as they mature until they reach adulthood at which point it comprises a fully formed torso. In the early years, as young children, they can barely drift above the ground and as their torso grows their ability to hover increases. The actual structure of their torso includes ridged vertical channels along their sides that form hollow pockets of space that they can use for storing small items.

- Form: Utility Training (Free from assistive device: legs; crystal torso)

You gain a single utility talent from any sphere as a bonus talent. You must meet the prerequisites for this talent (the talent you gain through this talent may be determined after you have determined other factors of your character if you select this talent when creating a character). You may select this talent multiple times, each time gaining a new utility talent.

Utility Talents (1)
- Form: Self-Sustaining

You do not need to eat or drink.

Hirrin are gain all the sustenance they need via the magical energy that suffuses their body.

Variations
- Essence: Buoyant Traveler:

When you gain the Hover talent, you may lose the use of any legs and lose any land speed you possess. So long as you possess this variation, any Form talent you gain which grants additional legs grants legs that cannot be used for walking. This prevents you from taking actions that would normally require legs and imposes a -4 penalty to your CMD due to lack of leverage. You do not gain immunity to being tripped due to hovering. If you do, you are treated as having taken the Hover talent a second time.

Hirrin don't possess legs and from the waist down their bodies end in a roiling tapered cloud of insubstantial magical energy that buoys them in the air.

- Essence: Partial Construction: Crystal:

You may have your body be partially made of metal, crystal, wood, or stone, chosen when you take this variation. This causes you to be treated as a creature made mostly of the corresponding material for the purpose of how magic affects you (for example, a creature made of metal could be affected by the Nature sphere’s Magnetize and would take a penalty to AC and saving throws against the Destruction sphere’s Electric Blast.

You may attempt to hide your artificial parts, but doing so requires a successful Disguise check (DC 10 + your character level, roll is hidden). Alternatively, if attempting to hide your artificial parts as part of a more elaborate disguise, this gives a penalty to that Disguise check equal to your character level. Using an illusion, shapechange, or other magical disguise to hide your artificial parts automatically succeeds. If you choose this, you gain either Hidden Storage or Supplemental Artifice as a bonus talent.

Alternatively, you may select this variation when you take the Artificial Soul talent to take that talent as an auxiliary talent rather than a potent talent.

- Aptitude: Pidgin Fluency:

You may choose to add only half your ranks in Linguistics to any Linguistics check that you attempt. If you do, you learn 2 languages each time you gain a rank in Linguistics rather than 1 language.

Hirrin live long lives and find language itself to be, in general, quite interesting. Not the specifics mind you but the sheer variety that the various languages can have. They pick up languages quickly but pay less attention to the minor details of the languages they learn, focusing instead on the broader differences between them. Not surprisingly, they approach other aspects of different cultures in similar fashion.

- Form: Assistive Device: Body and Mobility

You use prosthetic arms, a wheelchair, an external life support shell, or some other tool to perform tasks. Which portions of your body incorporate these assistive devices are decided when you select this variation. These devices, whatever form they take, can be targeted with the sunder combat maneuver, have a number of hit points equal to 10 + twice your character level, and have hardness equal to 5 + 1 per 4 character levels you possess. Targeting assistive devices with disarm or steal combat maneuvers is generally impossible and would likely have the effect of moving the entire creature (and should thus be resolved using a different combat maneuver such as drag or grapple).

Components can be fully repaired in a process that takes 1 hour (if any are broken) or 8 hours (if any are destroyed) and removes all negative conditions from broken or destroyed components. The benefits given by components and the penalties for sundered components depends on the type of components you possess, chosen when this variation is selected. A character may possess multiple different types of assistive devices and thus may select this variation multiple times. At GM discretion, the penalties for different assistive devices being broken or destroyed may be exchanged (for example, the penalties for a broken or destroyed Body component may be more appropriate than the Mobility component’s normal penalties for a character who can walk for a limited duration).

For every assistive device your character incorporates, you gain one of the talents listed alongside the device to reflect either an advantage conferred by the device or special training used in conjunction with the device. You only receive the benefits of this talent when your assistive device is not broken or destroyed.

  • Arms: Arm components include artificial hands, arms, prehensile tails, limb extensions, and other appendages for manipulation. If an arm component becomes broken, you take a -4 penalty on any attack roll or skill check which involves that arm alongside a -4 penalty to concentration checks. If an arm component is destroyed, the concentration penalty increases to -8 and you cannot use the arm for any purpose until it is repaired. Associated Talents: Hidden Storage, Steadfast (disarm, grapple, steal, or reposition only).
  • Body: Body components include breathing apparati, exoskeletons, environment suits, or artificial organs with some sort of external component. Although you take penalties as if the body component were destroyed whenever you are not wearing the integrated equipment. While a body component is broken, you gain the fatigued condition which cannot be removed or ignored unless the body component is repaired. While a body component is destroyed, you gain the exhausted condition which cannot be removed or ignored unless the body component is repaired. Both of these effects ignore any immunity to fatigue or exhaustion you may possess. Associated Talents: Altitude Acclimation, Developed Tolerance, Hidden Storage, Steady Trek.
  • Hearing: Hearing components include hearing aids, ear implants, artificial ears, and other tools which allow a character to hear more effectively. If a hearing component becomes broken, you take a -4 penalty on Perception checks involving hearing and on initiative checks (this can alter a creature’s place in the initiative order mid-combat). If a hearing component becomes destroyed, these penalties increase to -8. Associated Talents: Developed Tolerance, Utility Training.
  • Mobility: Mobility components cover legs, wings, fins, wheels, canes, and other tools which are used for movement. Even if they constitute multiple limbs or sections, all mobility components which affect a specific movement speed are considered to be a single item for the purpose of being targeted. If a mobility component is broken, you are considered entangled for as long as the component remains broken (this penalty cannot be removed except by repairing the component). If a mobility component is destroyed, any associated movement speed is reduced to 5 feet. Associated Talents: Hidden Storage, Steadfast (bull rush, drag, reposition, or trip only), Steady Trek (with associated movement speed only), Utility Training.
  • Sight: Sight components cover glasses, artificial eyes, and other tools which allow a creature to effectively see. If a sight component becomes broken, you take a -5 penalty on Perception checks involving sight and treat all targets as having partial concealment. If a sight component is destroyed, you take a -20 penalty on Perception checks involving sight and treat any target more than 5 feet away from you as having total concealment rather than partial concealment. Associated Talents: Developed Tolerance, Utility Training.

The lower half of a hirrin torso is comprised of an organic crystal that grows as they mature. This crystal is the same color as the energy which it produces, can be damaged and even destroyed. Likewise, it can be repaired as well. If targeted with sunder attacks it can severely compromise the health and mobility of a hirrin.

 
 
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