sabato 30 settembre 2023

Ranger Trade Tradition for Spheres of Guile

I begin today a series of posts about Martial and Guile traditions for Pathfinder 1E classes. If they have casting traditions of their own, they should get these too. Class traditions can be used separately or combined into an unified tradition (more on these later).

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Ranger

Automatic Trade Talents: Explorer, Handler

Trade Talent Class Skills: Climb, Handle Animal, KnowledgeR (geography), Knowledge* (nature), RideR, Survival*, Swim.

* Increased skill bonus to Survival checks.
Automatic Skill Sphere: Survivalism sphere.

Adroit Trade Talents: Aberration Hunter, Guide

Trade Talent Class Skills: Heal, Knowledge (dungeoneering), Spellcraft, Stealth.
R Diplomacy in place of redundant Knowledge (geography), Intimidate in place of redundant Ride, * increased class skill bonus to Knowledge (nature) checks.

Adroit Bonus Skill Talent: Herbalism sphere, Navigation sphere, or Survivalism sphere (Expanded Survivalism).

mercoledì 27 settembre 2023

Spy of the Gods Inquisitor Archetype for Spheres of Guile

 I converted the Soldier of the Gods archetype to Guile for those of us who want a Guile-only or Guile/Magic inquisitor.

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 Spy of the Gods

This archetype can be applied to regular inquisitors to make them into practitioners, or to inquisitors with the sphere inquisitor archetype to make them into legends.

Trade Tradition If this is this character’s first level in any class, the spy of the gods may select a trade tradition of their choice, and have an adroit trade rank.

This replaces the inquisitor’s normal class skills.

Skill Expertise (Ex) The spy of the gods is a Journeyman operative, gaining skill spheres and talents as described in Using Spheres of Guile.

This replaces solo tactics, and the teamwork feats gained at 3rd, 6th, 9th, 12th, 15th, and 18th level.

Greater Training The spy of the gods may choose to lose monster lore and stern gaze to instead gain a skill talent at every class level (instead of 3 talents every 4 levels). She may not take this option if possessing an archetype that would alter or replace monster lore or stern gaze.

domenica 24 settembre 2023

The Gatherer Mage (Conjurer Arcanist)

 And this is the other version… which is not official because it uses my homebrew Magical Tinkerer archetype, but offers more talents plus the moldable talents ability of the Sphere Arcanist. What do you think about it?

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The Gatherer Mage (Conjurer Arcanist)

Human arcanist (Magical Tinkerer, Sphere Arcanist) 1

N Medium humanoid (human)

Init +2; Senses Perception +1


Defense

AC 11, touch 11, flat-footed 10 (+1 Dex)

hp 8 (1d6+2)

Fort +2, Ref +1, Will +5


Offense

Speed 30 ft.

Melee quarterstaff +1 (1d6+1)

Ranged light crossbow +1 (1d8+1)


Guile

Skill Leverage 1; Plans 1; Trade Tradition Magical Scholar; OAM Wis (+3)

Spellhacking Sphere - Skills Use Magic Device 1 rank; Talents Sabotage Item; Utility Talents none

Study Sphere - Skills Knowledge (arcana) 1 rank; Talents Circumvent Defenses, Esoteric Avoidance; Utility Talents none

Vocation Sphere - Utility Talents Artificer, Experimenter, Occultist, Philosopher


Magic

Caster Level 1; MSB +1; MSD 12; Concentration +4

Tradition Cartomancy (Drawbacks: Extended Casting, Focus Casting [deck of cards], Skilled Casting [Profession/fortuneteller], Limited Divination [sense] [Divination], Sanctified [Fate], Tongue of Ages [Fate]); Boons: Easy Focus, +1 spell point, +1 per six levels in casting classes; CAM Wis

Spell Points 5

Conjuration Sphere- DC 14; Duration Concentration, 1 min/level; Range adjacent; Talents Aligned Creature*, Call Planar Creature, Draconic Creature*, Extra Companion; Drawbacks none

- Summon

- Aligned Creature (Warrior Angel)

- Draconic Creature (Sage Dragon)

- Call Planar Creature

- Extra Companion

Mana Sphere - DC 13; Duration none (expunge), 1 minute/round (manipulation), 1 round/level (manabond); Range Close (25 ft); Talents none; Drawbacks none

- Expunge (spellburn)

- Manipulation (shuffle)

- Manabond (mystical bond)


Statistics

Str 12, Dex 13, Con 14, Int 13, Wis 17, Cha 10

Base Atk +0; CMB +1; CMD 12

Traits Harrow Born, Unpredictable

Feats Extra Magic Talent*, Sphere Focus (Conjuration)

Skills Bluff +5, Knowledge (arcana) +5, Knowledge (planes) +5, Profession (fortuneteller) +7, Spellcraft +5, Use Magic Device +5

Languages Celestial, Common

SQ arcane reservoir (4 points), consume spells, magengineer, moldable talents (Call Planar Creature)

Gear arcanist’s kit (21 gp), harrow deck, harrow carrying case (10 gp), light crossbow (35 gp) with 20 bolts (2 gp), quarterstaff, 2 gp.


Special Abilities


Arcane Reservoir (Su) An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + ½ her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.


Conjuration Sphere You have made contracts with outsiders, calling them to your side when you are in need.


Conjuration: Summon As a standard action, you may spend a spell point to summon a creature you have made a contract with (called a companion) causing it to appear in an adjacent square, ready to act on your following turn. You must concentrate to maintain the companion’s presence, but may always spend an additional spell point to allow the summoned creature to remain for 1 minute per caster level without concentration.

Companions can take many forms; a caster could contract with sympathetic angels or demons, elemental spirits, or primordial beings only given form after the contract is made. Thus, a companion could have the form of a knight in armor, a demonic dog, a flying anthropomorphic cat, or indeed virtually any other form. You cannot choose a companion with the exact same appearance as another creature.

When you gain the Conjuration sphere, you automatically gain a single companion of your choice. If a companion is conjured multiple times during a day, they do not regain hit points or other resources spent. If a companion is reduced to 0 hit points, they instantly disappear and cannot be summoned until the following day.

A companion only recovers hit points and resources (unless restored through the Heal skill or magical means) when the caster rests to recover spell points. A companion may be dismissed as a free action.

Companions may not carry equipment or items back and forth when summoned and so cannot be used to store items in their home plane or bring items to the caster’s plane. The exception to this rule is equipment gained through Conjuration talents, which automatically accompany the companion. Whenever you gain a companion, they immediately gain 1 (form) or (type) talent of your choice.

Every companion comes with one of the following base forms, chosen by the caster. Once made, this choice cannot be altered. Companions also gain power as their caster’s power grows, according to Table: Companion.

(Note: A companion does not gain power from temporary increases to caster level; i.e., from a thaumaturge’s forbidden lore ability or from certain boons.)


Conjuration: Aligned Creature (form) Your companion is connected to great forces of alignment, such as angels, devils, or other extraplanars. Choose one end of the alignment spectrum your companion possesses (good, evil, lawful, chaotic). Your companion becomes connected to that alignment, and may smite a target of its opposed alignment once per day, as the paladin class feature. Your companion may smite its opposed alignment an additional time per day for every 7 Hit Dice possessed.


Conjuration: Call Planar Creature

Prerequisites: Conjuration sphere, caster level 1st.

You may call beings from other planes and bring them into your own. Calling a creature in this manner takes 10 minutes of focused casting and costs 2 spell points. Calling takes one of two forms: allies and hostiles. If you call a servant of an extraplanar being with which you have a strong connection (i.e., a cleric calling a servant of its god) they are considered an ally. All other creatures are considered hostiles, regardless of their disposition towards the caster. GMs have the final say in whether or not a character is capable of calling allies.

To call a target, you must choose a location within close range for them to appear, and the kind of creature to be called must be known and stated. If you wish to call a specific individual, you must use that individual’s proper name. You may call multiple creatures with one use of this ability (up to 3 at once) but the Hit Dice of a single creature cannot exceed your MSB, while the combined Hit Dice of all creatures cannot exceed your caster level.

Allies: Allies are never hostile and do not resist, although additional payment is always expected for their services. Payment can take a variety of forms, from donating gold or magic items to an allied temple, to a gift given directly to the creature, to a quest on your part that matches the creature’s alignment and goals. Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.

A task taking up to 1 minute per caster level requires a payment of 100 gp per Hit Die of the creature called. For a task taking up to 1 hour per caster level, the creature requires a payment of 500 gp per Hit Die. A long-term task, one requiring up to 1 day per caster level, requires a payment of 1,000 gp per Hit Die. A nonhazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift.

Few if any creatures will accept a task that seems suicidal (unlike a companion from the Conjuration sphere that simply returns to its home plane when reduced to 0 hit points, a called creature actually dies when it is killed). However, at the GM’s discretion, if the task is strongly aligned with the creature’s ethos, it may halve or even waive the payment.

If an agreement cannot be reached, the ally returns to their home plane immediately. If you are not willing to give the requested payment, but attempt to press the target into service anyway, treat the creature as hostile. Pressing a creature in this way may have a detrimental effect on any future attempts to call an allied outsider.

Hostiles: If a hostile creature is unwilling to be called, it is allowed a Will saving throw to resist. If the saving throw succeeds, the creature is not called. If the saving throw fails, the creature is immediately called (spell resistance does not keep it from being called).

When a hostile creature is called, it is rooted to a specific location within range (you can decide how much space to give it, up to a 30-foot radius). It cannot leave this area until an agreement with you has been reached. It can escape this location by successfully pitting its spell resistance against your magic skill check, by teleportation or dimensional travel, or with a successful Charisma check pitted against a DC of your MSD + your Charisma modifier. It can try each method once per day. If it breaks loose, it can do as it pleases, including fleeing, returning to its home plane, or attacking you.

If the creature does not break free of its prison, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature’s Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones re-offered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to dismiss it (a free action so long as it remains trapped). Impossible demands or unreasonable commands are never agreed to. If you ever roll a natural 1 on the Charisma check, the creature breaks free of the spell’s effect and can escape or attack you.

Once the requested service is completed, the creature need only to inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete through its own actions, the effect remains for a maximum of 1 day per caster level, and the creature gains an immediate chance to break free (with the same chance to resist as when it was trapped).

Note that a clever recipient can subvert some instructions. At the end of its task, or when the bargained duration expires, a called ally returns to its home plane (after reporting back to you, if appropriate and possible).


Conjuration: Draconic Creature (form) Your companion is draconic in nature. It gains a breath weapon which it may use once per 1d4 rounds. You must decide when this talent is gained whether your companion will breathe a 30-foot cone or a 60-foot line and whether it deals acid, cold, electricity, or fire damage. It deals 1d8 damage per 2 Hit Dice (minimum 1d8), and creatures may attempt Reflex saves (DC 10 + ½ Hit Dice + Constitution modifier) for half damage.


Conjuration: Extra Companion You gain an additional companion. Whenever you summon a companion, you must select only one of your companions, although you may have multiple companions summoned at once. You may select this talent multiple times. Each time it is selected, gain another companion.


Consume Spells As a move action, a sphere arcanist may consume one spell point to add three arcane points to her arcane reservoir. Points gained in excess of the reservoir’s maximum are lost.

This alters the consume spells class feature.


Easy Focus When maintaining a sphere ability through concentration, you only need to spend a move action to maintain concentration instead of a standard action. This does not decrease the sphere ability’s casting time, only the action used to maintain concentration.


Extended Casting Your magic takes longer to use than normal. When using an ability gained from a sphere or talent, increase the casting time by one step: swift and immediate actions become move actions, move actions become standard actions, standard actions become full-round actions, full-round actions take 1 round to complete, and 1-round actions take 1 minute to complete. This drawback counts as 2 drawbacks when determining boons and bonus spell points.


Focus Casting Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. The focus must be wielded or equipped to be used (for example, a wand must be held, a ring must be equipped in a ring slot, etc.) Using magic without your focus requires you to attempt a concentration check (DC 20 + ½ the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it. At the GM’s discretion, however, another caster’s focus may be used instead.

If you are carrying your focus when subject to a polymorph effect that would normally meld your equipment into your new form, your focus melds into your body as well, causing this drawback to function as the center of power drawback for the duration of the effect.

You may not select this drawback if you possess the Center Of Power or Galvanized drawbacks.


Magengineer At 1st level, the magical tinkerer gains the Spellhacking sphere as a bonus sphere. She can use Spellcraft instead of Use Magic Device as the associated skill for the Spellhacking sphere. The magical tinkerer can expend 1 point from her arcane reservoir to gain a +1 bonus on a skill check to hack magic or to create a mishap. She can expend no more than 1 point from her reservoir on a given skill check in this way. This replaces the arcanist exploit gained at 1st level.


Mana Sphere


The Flow of Magic: Some talents or abilities in the Mana sphere, as well as some other spheres, grant temporary spell points. Only temporary spell points from different sources stack together. Temporary spell points from any source may never be used to cast Mana sphere effects. Temporary spell points granted by the Mana sphere only last 1 round per caster level if not specified otherwise. Temporary spell points must always be spent first. Finally, any effect with a non-instantaneous duration cast with temporary spell points expires when the the temporary spell points would expire, even if their duration would otherwise be longer. If an effect uses temporary spell points with different remaining durations, use the shortest remaining duration to determine the effects cast with them.

When attempting a magic skill check against a creature that does not have a magic skill defense, treat their magic skill defense as if it were 11. For creatures of strong magical or supernatural nature without a magic skill defense, treat the creature’s CR as their magic skill bonus, and their magic skill defense as 11 + their CR.


Sphere Restrictions: Unless otherwise specified, animal companions, cohorts, Conjuration sphere companions, drake companions, eidolons, familiars, followers and other similar companions or pets cannot gain this sphere or talents from this sphere.


Special: Destruction Sphere If you possess the Mana Siphon (blast type) talent, you may create manabonds on any creature you drain spell points from while using it, treating it as if it was an expunge. Additionally, temporary spell points gained from Mana Siphon benefit from the Retained Imbuement talent. Mana Siphon always drains real spell points, not temporary ones.


Spell Point Damage: Spell point damage is a type of damage that specifically targets a spherecaster’s pool of magic. When a spherecaster suffers spell point damage, they reduce their spell points by that amount. Temporary spell points are always lost first.


On Spell Point Damage: Spell point damage adds a new dynamic to a game that uses the Spheres of Power system of magic - the direct denial and draining of the resources a spherecaster uses to function. It’s important to note that these abilities were created with a player-use case primarily, and that they are balanced around the notion that a player will encounter enemies who often have their spell point capacity filled up. As a single spherecaster uses their resources across the day, their enemies do not necessarily have the same share of resources used up either. Due to this, all GM’s should take extra caution when utilizing any abilities that deal spell point damage on players - these effects damage a player’s ability to use most of their features for the rest of the day, and it can be trivial to completely shut them down before an adventuring day has even properly started. These abilities should be scarce and properly forecasted before being introduced, and should serve more to create moments of tension over a party’s resources that day rather than to completely shut down spherecasters. In the same vein, spell point damage may be artificially weaker if all enemy spherecasters are always at full power. If the situation allows, a GM should consider beginning enemy spherecasters with less than their maximum capacity of spell points, representing daily use of magic, to allow spell point damage to be an effective use of a player’s turn.


Mana: Expunge As a standard action, you may expunge the energy from a creature within close range, applying the effects of a single (expunge) talent that you possess upon the creature.


When you gain the Mana sphere, you gain the following (expunge) talent:


Mana: Spellburn You can damage a creature's capacity for power against a target. This attempt automatically fails against creatures that do not have at least 1 spell point. They are permitted a Will save to negate the effects, otherwise they suffer 1 spell point damage plus 1 per 10 caster levels you possess. You can spend an additional spell point as part of using this ability to also have the creature become spellburned. While spellburned, the creature must succeed at another Will save at the end of their turn for a number of rounds equal to your casting ability modifier or suffer 1d2 spell point damage, increasing by one step for every 4 caster levels beyond 1st (1d2, 1d3, 1d4, 1d6, 1d8, 2d6, etc.). On a success, the effect ends.

If this expunge is used on a creature that is already spellburned, they immediately suffer the normal spell point damage, plus the amount of spell point damage they suffer each round due to being spellburned. Multiple instances of this expunge do not stack; use the highest caster level when determining the spell point damage. A creature may spend a full-round action that provokes attacks of opportunity to re-center their magic, ending the effects of this ability without making a save.


Table: Spellburned

Caster Level Burn Size

1st 1d2

5th 1d3

9th 1d4

13th 1d6

17th 1d8

21st 2d6


Note: The expunge ability is created with the intention of being used upon other spellcasters that utilize the Spheres of Power system of magic, but can be made to work with other systems of magic as well. When used against a spellcaster that utilizes the core system of magic in the Pathfinder Roleplaying Game, a GM may allow it to damage spell slots or spells prepared. To calculate which spells are affected, total the number of spell point damage taken. The caster suffering from the spell point damage talent may then choose an amount of spell slots or prepared spells to lose. They must choose an amount of spells that amount to the points cost, following this list to determine the value of each spell level in spell points:


Level 1-2: 1 spell point, Level 3-5: 2 spell points, Level 6-8: 3 spell points, Level 9: 4 spell points.


If there is an amount of spell points remaining that the spellcaster cannot sacrifice spells of a level to make up for without going above the amount (for example, only losing 1 spell point but not having any 1st or 2nd level spell slots/prepared spells left), they may ignore the remainder without sacrificing additional spell slots. When used on creatures with psionic manifesting (Psionics Unleashed by Dreamscarred Press), the creature loses a number of power points equal to the number of spell points that would have been lost multiplied by 1 + its Hit Dice/4.


Mana: Manabond You can create a manabond between yourself and the targeted creature as either a swift action made as part of successfully using an (expunge) or (manipulation) talent that costs a spell point and targets a creature, or as a move action by touching a creature and spending a spell point. A manabond lasts for as long as you concentrate, to a maximum of 1 minute per caster level.

You cannot create a manabond with yourself. Concentration on a manabond only requires a swift action, which cannot be further reduced unless otherwise specified. When creating a manabond, you may add a single (manabond) talent that you possess to the effect.

When creating a manabond, you are considered the host of the manabond, and the target considered the recipient. You can only be the host of a single manabond, and cannot be the recipient of multiple manabonds at the same time. If a caster attempts to place a second manabond on a target, they must succeed at a magic skill check. If they succeed, the other manabond is suppressed, causing it to remain active and ongoing as long as it is maintained, but having no effect on the recipient until the suppressing manabond has ended. If they fail, their manabond is suppressed, and the original manabond remains active. Even when suppressed, a host may still pinpoint the location of the recipient.

A manabond is a direct, invisible and intangible line of energy that connects the host and the recipient, and remains active up to close range, beyond which the manabond breaks, and the effect ends. You can always pinpoint your recipient's exact location (although this does not negate any concealment they may possess).

When you gain the Mana sphere, you gain the following (manabond) talent:


Mana: Mystical Bond (manabond) You can assist the recipient of your manabond in their spherecasting, or hamper their efforts. When creating this manabond, you can choose to apply either a +1 competence bonus or a -1 penalty to their caster level with all sphere effects from a single sphere, chosen at the time of casting. This bonus and penalty increases by 1 for every 8 caster levels you possess, and cannot reduce a creature's caster level below 1.


Mana: Manipulation/Amp You learn to bend the rules of magic to your advantage. As a standard action, you may use any (manipulation) that you possess, up to a range of close. You must remain within this range when maintaining a (manipulation) through concentration. When you gain the Mana sphere, you gain the Shuffle manipulation.

Some manipulations are also marked (amp). (Amp) talents modify the nature of a sphere effect as it is cast, or amplify the next sphere effect cast that it can apply to. (Amp) talents cannot modify sphere effects that are modified by metamagic feats, and likewise a sphere effect modified by an (amp) talent cannot be modified by a metamagic feat. Only a single (amp) may affect a sphere effect at any time; if multiple (amp) effects are used on a single sphere effect, the spherecaster creating the sphere effect must decide which functions. (Amp) talents may also not be affected by other (amp) talents, nor may metamagic feats be applied to them.

Unless otherwise specified, you can activate (amp) talents as an immediate action made as part of creating a sphere effect that it can be applied to, acting as an extension to that sphere effect rather than creating two sphere effects. If you fail to cast the sphere effect, the (amp) is wasted and does not carry over to any other sphere effect you attempt to create. Alternatively, you can spend a standard action to allow a willing ally within range of your manipulate to gain the benefits of that (amp) talent on the next eligible sphere effect they cast before the start of your next turn.

Some (amp) talents reduce an effect’s caster level. If the caster level would be reduced to 0 or lower, the sphere effect fails and any spell points or actions spent are wasted. Any saving throws required by (amp) talents use your Mana sphere caster level, unless otherwise specified.


Mana: Shuffle (manipulation) You may manipulate the rules of magic within a radius of up to 10 feet + 5 feet per 10 caster levels, centered anywhere within range, affecting all magical and supernatural effects cast within or that pass through the area for up to 1 round per caster level. You must concentrate to maintain this ability, but you may spend a spell point as a free action to allow the effect to persist without concentration for its maximum duration. The caster of an effect changed by this ability is allowed a Will save to ignore the effects of Shuffle for that effect.

Choose one of the following effects to apply to the area at the time of casting:


Chaotic Rewiring: By actively ruining magical cohesiveness in the area of your shuffle, magic becomes trickier to control. When a spherecaster targets one of their allies with a targeted sphere effect in the area of their shuffle, it instead randomly selects a target from all targetable allies within the area, even if they are otherwise out of range. If the spherecaster targets an enemy with a targeted sphere effect, it instead targets a random targetable enemy within the area. At 10th caster level, any sphere effect that targets a creature within the area of the shuffle randomly targets an enemy or ally within the area, regardless of the original target, as long as they would otherwise be able to be targeted. If the sphere effect targets an area centered within your shuffle, it instead randomly changes its targeted location to a nearby area 10 feet away from the original point it targeted in a random direction (roll 1d8 to determine, moving clockwise). This distance increases by 5 feet for every 4 caster levels you possess.


Elemental Rewiring: Choose two energy types from the following list: acid, cold, electricity, or fire. You convert all energy damage of the first damage type into the second damage type. At 7th caster level, you add sonic to this list. At 12th caster level, you add force to this list.

Only one shuffle can be in effect in an area at a time, with any attempt to overlap areas requiring a magic skill check against the MSD of the initial shuffle effect. On success, the initial shuffle effect is dispelled, but on a failure the shuffle effect fails to cast.


Moldable Talents A sphere arcanist gains a magic talent at every odd level. However, unlike most talents, a sphere arcanist is able to change these particular talents as she desires. Whenever the sphere arcanist rests to regain spell points, she may change any and all of the moldable talents, losing the previous ones and gaining new spheres and new talents in their place. Only moldable talents can be changed in this way; magic talents gained at even levels, as part of levels taken in other classes, as part of the 2 bonus talents all casters gain when they first gain the casting class feature, or gained from taking the Extra Magic Talent feat are not eligible to be changed in this fashion.


Skilled Casting You must create your magic through singing, drawing, or performing some other activity. Your magic is tied to a particular Perform, Profession, or Craft skill (although with GM permission another skill may be substituted). You must succeed at a skill check to use any sphere ability. The DC of this skill check is 15 + the ability’s caster level. For every 2 points by which this skill check falls short of this DC, the ability manifests at -1 caster level. If this reduces the ability to a caster level below 0, the manifested ability fails and any spell points used are lost.

A caster with Skilled Casting must be able to perform their skill to use their magic, which is similar to but not the same as possessing other drawbacks. For example, a caster who must draw to create magic must have at least one hand free, although unless he also possesses Somatic Casting he may do so while wearing any armor without a chance of arcane spell failure. Likewise, a caster who uses music to create magic must be able to speak, but unless he also possesses Verbal Casting he can do so by whispering and thus not automatically break stealth.

At the GM’s discretion, this drawback may count as two drawbacks if the skill involved requires bulky equipment or the use of both hands (for example, the Perform (strings) skill, or Craft [stonework]).


Spellhacking Sphere Operatives of the Spellhacking sphere are skilled at getting spells and magic items to do what they want, even far beyond their normal limits.

Associated Skill: Use Magic Device.


Rule Note: Dispel Checks Some Spellhacking effects require you to succeed at a dispel check. A dispel check for the Spellhacking sphere adds only your ranks in the associated skill to the d20 roll (no other modifiers). You automatically fail this dispel check when you roll a 1 on the die.


Rule Note: Your Hacking Instrument Using your hack magic ability requires repurposing a magic item, a spell focus, or similar tool. You must either hold the item in hand or wear it properly. Common choices for low-level operatives are dull gray ioun stones (which count as worn for the purpose of talents while orbiting), holy symbols, and spell component pouches. As with the Use Magic Device skill, your hacking methods can vary significantly depending on what magical effect you are hacking. You might need to experiment with magic words, cross magical runes, or handle an item in a bizarre manner.


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

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


Skill Leverage: When you gain the Spellhacking sphere, you unlock skill leverage with the Spellcraft and Use Magic Device skills.


Bonus Talent: You gain one ordinary (hack) talent of your choice when you gain the Spellhacking sphere. It cannot be an exceptional talent.


You also acquire the Control Mishap and Hack Magic abilities.


Spellhacking: Control Mishap (Su) When you fail to activate a magic item or lose a spell by failing a concentration check, you can opt to control the unleashed magic as a swift or immediate action. You must attempt an associated skill check against DC 15 + effect’s caster level. If the effect would otherwise produce a mishap (such as if you failed a Use Magic Device check to activate an item blindly by 10), a successful check allows you to replace it with a (mishap) talent you know.

If a (hack) talent is also a (mishap), applying it as a mishap does not require hacking magic and it does not count against the limit of (hack) talents that can be applied to the effect.

You can also intentionally coax a (mishap) talent’s effect out of any magic item as a standard action with a successful associated skill check against DC 15 + item’s caster level. If you fail this check by 5 or more, you produce an uncontrolled mishap (GM’s choice, usually 2d6 bludgeoning damage to you or changing the target). Coaxing a mishap intentionally does not expend charges or uses from an item.

When you gain the Spellhacking sphere, you gain the Magical Resonance mishap.


Spellhacking: Magical Resonance (mishap) The mishap causes magical vibrations to feedback between the source and the magic auras of all creatures, objects, and magical effects within 15 feet. The mishap sheds dim light in its area. You and any creature who spends a move action to study the area by sight are automatically aware of the presence or absence of magic in objects and creatures within the area and the strength of the strongest aura. The area moves with the source of the mishap and lasts for 1 minute per rank in the associated skill you possess. All but the simplest magic traps do not react to this effect.

As a standard action, you can touch or visually study an item, place, or creature to learn whether it is magical and the strength of its magic aura (if any). Once you know an aura’s strength, you can spend a standard action concentrating on that aura to attempt a Spellcraft check to identify its school of magic. Knowing an aura’s school allows a Knowledge check to identify a spell or special magical effect (a free action). If you are already aware of its aura, you can attempt to identify the properties of a magic item you can examine using Spellcraft as a standard action.Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. If you possess at least 5 ranks in the associated skill, you can learn a target’s aura strength as a move action. With at least 10 ranks, you can identify an aura’s school of magic as a free action. With at least 15 ranks, you can identify a magic item’s properties as a move action.


Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level; see Table: Resonance Aura Power. If an aura falls into multiple categories, the mishap indicates the strongest one.


Table: Resonance Aura Power

Aura Power

Spell or Object Faint Moderate Strong Overwhelming

Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)

Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact)


Lingering Aura: A magical aura lingers after a spell ends or a magic item is destroyed. If you examine such a location, you sense an aura strength of dim (even weaker than a faint aura). How long the dim aura lingers depends on its original power:


Original Strength Duration of Lingering Aura

Faint 1d6 rounds

Moderate 1d6 minutes

Strong 1d6 x 10 minutes

Overwhelming 1d6 days


Spellhacking: Hack Magic (Su) As a standard action, you modify a magic item or ongoing magical effect by either applying a single (hack) talent to it or removing one from it. You must touch a hacking instrument (described above) as part of hacking magic. You can always hack an effect or item within your natural reach; in addition, you can hack an effect if you are within its range (so you could hack a medium-range spell cast at 9th level while you are within 190 feet of the effect) as long as you can sense its source, target, area, or effect. When calculating range to an area effect, use its point of origin (not its edge).

You must succeed at a dispel check to hack magic unless the effect was produced by a creature willing for you to alter it or an item held by a willing creature. The DC is 11 + caster level and automatically fails if you roll a 1 on the die. You automatically fail to hack a curse or cursed item if the curse’s DC is greater than 11 + the number ranks in the associated skill you possess. Once you attempt to hack an effect (successfully or not), you automatically fail further attempts to either add or remove that talent (whichever you already attempted to do) on that effect for 24 hours. You produce a mishap if your dispel check automatically fails or fails by 10 or more; the targeted effect remains unaltered. The mishap deals 2d6 bludgeoning damage to you (unless you successfully use control mishap).

If you readied an action to hack an effect from a specific source, you can alter that effect as it begins. The caster (if any) is aware of the effects of the (hack) talent, and may choose the spell’s effects (but not stop casting it) with this in mind. You learn what the caster chose and apply the (hack talent) a split second before the magic takes effect.

The magic begins with the changes already in place. For example, if you apply the Reposition Magic talent to an area effect, the caster chooses where to place the area knowing that you can move it, then you choose a distance and direction to move the area (it takes effect at the destination you chose).

A (hack) talent that does not produce an obvious change can only be noticed with a successful Spellcraft check against DC 11 + your associated skill modifier. Creatures get to roll this check to notice the hack whenever they spend at least a move action examining the item or effect and the first time they attempt to command or activate the effect after you hack it.

The alteration from hack magic ends after 1 hour per rank in the associated skill you possess. To remove your (hack) talent by hacking magic, an opponent must succeed at a dispel check against DC 11 + your associated skill ranks; if they possess the (hack) talent they want to remove, it is automatically removed and they may add a (hack) talent to the effect as part of the same action. The caster of a magical effect can undo your alteration as a standard action if they are within the effect’s range and succeed at a caster level check against the same DC.


Spellhacking: Sabotage Item (hack)

Target: A magic item

You alter the properties of a magic item. When you place the sabotage, you can choose for it to have a mishap the next time it is activated or when it is activated in a clear, observable circumstance you define. Instead of the intended effect, the item produces the effect of one of your (mishap) talents. This hack then ends.

You cannot use this talent to sabotage more items at once than your operative ability modifier; sabotaging another ends another sabotage of yours chosen at random.

Associated Feat: Sabotage Magic Item (Pathfinder Roleplaying Game: Ultimate Intrigue).


Study Sphere Operatives of the Study sphere are able to use their vast knowledge to their advantage, whether this be in a library or the heat of combat. These operatives hold information in high regard, and use it to great effect.

Associated Skill: A single Knowledge or Lore skill of your choice.


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

When you gain the Study sphere, you gain 5 ranks in the associated skill, plus 5 ranks per additional talent spent in the Study sphere (maximum ranks equal to your Hit Dice). If you already have ranks in the chosen Knowledge or Lore skill you may immediately retrain them.

Skill Leverage: You unlock skill leverage with the associated skill, plus one Knowledge or Lore skill of your choice.


Bonus Talent: When you first gain the Study sphere, you gain one (theory) talent of your choice. It cannot be an exceptional talent. If you choose one with the [utility] tag, you can take the Study base sphere as a [utility] talent.


You also acquire the Knowledgeable, Prescient Study, and Theorize abilities.


Study: Knowledgeable (Ex)

You can attempt untrained Knowledge skill checks as if you were trained.


Study: Prescient Study [plan] (Ex) You are able to predict what research might be useful to you. This typically involves refreshing your memory at a library rather than actually performing research; this research is assumed to have been done at some point in the past or during a sleepless night during downtime. When you reveal this plan (by, for example, consulting a cryptic note) as a full-round action, you may take 10 on a Knowledge or Lore check even in combat or while distracted.

If you have at least 5 ranks in the associated skill and spend 1 use of skill leverage, you may treat the result as if you had rolled 20 on the die.

If your campaign uses research rules (see Chapter 3 of Pathfinder Roleplaying Game: Ultimate Intrigue), instead choose a library you have been to and make a research check as if you had spent 8 hours researching there. You gain any information this research would reveal to you. Once you reveal a research check as a plan, you cannot reveal it again until you spend at least 8 hours with unrestricted access to a suitable library.


Study: Theorize (Ex) As an immediate action, you can begin a theory on a creature, object, or area that you have successfully recalled information about, choosing a single (theory) talent to apply to the subject of your theory. A theory applies to all instances of the subject; if you begin a theory on a dire wolf, it applies to all dire wolves, but not other wolf-like animals.

While you have an active theory, you can expand it by gaining notions. Each theory can gain notions in unique ways, with a specific action granting one notion to the theory when it is observed. A specific action can only grant one notion once per round (unless specified otherwise). A theory can have a maximum number of notions equal to twice your operative ability modifier (minimum 1), with any notions beyond this maximum being wasted.

You can use these notions on any breakthrough listed within the theory; usually improving the base ability granted by the theory or granting you new actions to use.

You can only have one theory active at one time; if you attempt to theorize a second time while you have an active theory, you must choose which theory to maintain. A theory lasts until you change to a different subject, and remains indefinitely (so long as your memories remain intact). When a theory ends, it loses all notions.


Study: Circumvent Defenses (theory) As long as the subject of your theory is a creature, you can figure out ways of briefly bypassing its defenses.

You can spend a swift action to allow all attacks you make against the subject of your theory until the beginning of your next turn to bypass 2 points of damage reduction or 5 points of energy resistance. If the attack would deal precision damage to a creature without damage reduction, increase the precision damage by 1d4. For every 5 ranks you have in the associated skill, you bypass another 1 point of damage reduction or 2 points of energy resistance and increase the die of precision damage to creatures without damage reduction by one step (up to 1d12 at 20 ranks).

This theory can gain notions in the following ways:

Another creature successfully overcomes the theorized creature’s damage reduction or regeneration using the usual methods (not via an ability that allows them to bypass damage reduction in general).

The subject of your theory is affected by an ability that reduces their AC.

A creature hits the subject of your theory with an attack roll that exceeds their AC by 5 or more.

Another creature deals a damage type or uses an effect that the subject of your theory has a weakness to.

Breakthrough: You can spend any number of notions whenever you use this talent’s base theory ability. For every notion you spend, you bypass another 2 points of damage reduction or 5 points of energy resistance and increase the precision damage to a subject without damage reduction by 1.

Breakthrough: You can spend 2 notions to use this talent’s base theory ability as a free action instead of a swift action.

Breakthrough: You can spend 3 notions as part of using this talent’s base theory ability to quickly formulate a method of attack that can exploit the weakness of the subject of your theory. The target must have fast healing or regeneration that can be suppressed or must have vulnerability to a damage type. For a number of rounds equal to your operative ability modifier (minimum 1), half your weapon damage is treated as if half the total damage it deals (rounded down) were of an energy type that the subject of your theory has vulnerability to or would suppress its fast healing or regeneration.

Associated Feat: Penetrating Strike.


Study: Esoteric Avoidance (theory) As long as the subject of your theory is a creature, you can determine the best way to avoid its magical attacks. You can also begin this theory and immediately gain a notion if you successfully identify a spell effect on the creature or as the creature casts a spell.

You can expend an attack of opportunity whenever you attempt to identify a magic effect originating from the subject of your theory to roll the check twice, taking the highest result.

This theory can gain notions in the following ways:

The subject of your theory casts a spell, spelllike ability, or supernatural ability that requires at least a standard action to cast.

Another creature succeeds at a saving throw against a harmful magic effect originating from the subject of your theory.

A spell or spell-like ability the subject of your theory casts is successfully hacked, dispelled or countered.

Another creature successfully bypasses the spell resistance of the subject of your theory.

Breakthrough: You can spend 3 notions as an immediate action whenever you are targeted by a spell or spell-like ability originating from the subject of your theory to roll any saving throws associated with the ability twice, taking the highest result.

Breakthrough: You can spend 1 notion as a swift action to grant an ally within 30 feet of you an additional saving throw against a spell or spelllike ability that originated from the subject of your theory.


Vocation: Artificer (trade) [utility] You gain Appraise, Knowledge (arcana), Knowledge (engineering), and Spellcraft as class skills. Once per day, when you fail a skill check to craft a magic item, you may reroll the check and take the new result.


Vocation: Experimenter (trade) [utility] You gain Fly, Intimidate, Knowledge (engineering), and Use Magic Device as class skills. You may use the better of your Intelligence or Charisma modifier for Intimidate checks.


Vocation: Occultist (trade) [utility] You gain Knowledge (dungeoneering), Knowledge (planes), Linguistics, and Use Magic Device as class skills. You can use the better of your Charisma or Intelligence modifier when attempting Use Magic Device checks.


Vocation: Philosopher (trade) [utility] You gain Knowledge (history), Knowledge (nature), Knowledge (religion), and Sense Motive as class skills. You can use the better of your Intelligence or Wisdom modifier when attempting Sense Motive checks.


Build

The Gatherer Mage is built with a 20-point buy and 70 gp starting wealth. Favored Class Bonus is +⅙th of an additional magic talent. If using a lower point buy, you can lower everything but Intelligence and Wisdom, that are also your most important attributes if using a higher point buy (or rolling really well). Wisdom is your casting statistic and affects the save DCs of all your magic and martial talents, your spell pool, and bolsters your Will saves; Intelligence fuels your skill ranks and is mandatory for Spellcraft and Knowledge checks. Charisma is also useful for long, extenuating bargainings with outsiders and other monster types.


How To Play a Gatherer Mage

You are an arbiter, a planar expert and researcher, and a fanatic about monsters and their characteristics. You know everything about ecology, special attacks and abilities, and the environment of monsters, and try your best to recreate them in your conjured companions. Fame, wealth, love, and squabbles between good and evil or law and chaos interest you less than increasing the quantity, quality, and variety of your “deck”.


Future Abilities

Magic Talents Aligned Creature* (2nd), Altered Size, Animal Creature*, Bestial*, Destruction sphere (Energy Focus), Enhancement sphere, Explosive Companion, Extra Companion (x3), Fire Blast*, Gift of Knowledge, Greater Altered Size, Greater Summoning, Harden/Weaken, Knowledge Drain, Magical Companion, Manathief, Manavore, Mark of Lifeburn, Mass Summon, Natural Enhancement, Physical Enhancement, Planar Creature (2nd), Powerful Companion, Spell-Warded Companion, Troop Companion*

Skill Talents Confounding Hacks, Magical Curiosity, Prescient Hack, Utility: Connect the Dots, Flawless Recall, Focused Study, Hacker’s Analysis, Informed Observation, Tangential Recollection

Exploits Gimmicks x9

Feats Cantrips, Evolved Summoned Monster, Exceptional Ally, Extra Magic Talent, Harrowed, Harrowed Summoning, Linked Equipment, Magical Aptitude, Mind Over Manners

Skills Spellcraft, Knowledge (all), Diplomacy, and Profession (fortuneteller) are the most important skills for a Gatherer Mage.