domenica 29 ottobre 2023

Arcane Trickster Casting Tradition for Spheres of Power

After the trade tradition for this prestige class, I give you this one too (the bonus talents are optional).

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Arcane Trickster

Magic Type: Arcane

Casting Ability Modifier: Intelligence

Bonus Magic Talents:

Illusion Sphere: Suppression

Telekinesis Sphere: Telekinetic Tools

Drawbacks: Coy Caster, Skilled Casting (Sleight of Hand), Personal Illusion (Illusion), Passive Telekinesis (Telekinesis)

Boon: +1 spell point, +1 per three levels in casting classes.

sabato 28 ottobre 2023

Patron Request: Deershee from The Thinking Races: What Savage Beasts

As requested by Ronald J Paris!

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Deershee (Advanced Race, 17 RP)

Deershee are constructed creatures that were created to be the ultimate warriors. They have since discovered the process to make others of their kind.

Type: Humanoid  (Half-Construct) (7 RP) Deershee are humanoids with the half-construct subtype. As such, they gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue; they cannot be raised or resurrected; and they do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a deershee can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for them to survive or stay in good health.

Ability Score Modifiers: Standard (0 RP) +2 Str, +2 Cha, -2 Int. Deershee are built to be physically fit, to have pleasing physiques and the kind of confidence and leadership ability born of years of battlefield experience. However, they place more emphasis on routine memorization and detailed drills than abstract reasoning.

Size: Medium (0 RP)

Speed: Normal (0 RP) 30 ft.

Languages: Standard (0 RP) Deershee begin game speaking Common. Deershee with high Intelligence scores can choose from the following: Celestial, Draconic, Elven, Dwarven, Goblin, Orc, Undercommon.

Feat And Skill Racial Traits

Militar Training (6 RP) Deershee gain a +2 racial bonus on Knowledge (history, nobility) and Profession (soldier) checks.

Uncanny Resistance (4 RP) All deershee receive Endurance and Run as racial bonus feats.

mercoledì 25 ottobre 2023

Anton der Braas, the Wolf (with Guile)

 I might redo this redo once again. I really would like giving him more Guile, as a proper Rogue should have, but the Grifter archetype doesn’t stack with Lucky Bastard, and that is what Anton IS. I will have to homebrew something.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


Anton der Braas

Human unchained rogue 1 (Lucky Bastard, Treasure Seeker)

N Medium humanoid (human)

Init +3; Senses Perception +5


Defense

AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)

hp 10 (1d8+2)

Fort +2, Ref +5, Will +1


Offense

Speed 30 ft.

Melee shortsword +3 (1d6+2, 19-20) or dagger +3 (1d4+2, 19-20) or two-handed shortsword/dagger +1/+1

Ranged dagger +3 (1d4+2, 19-20)

Special Attacks sneak attack +1d6


Guile

Skill Leverage 1; Trade Tradition Arcane Trickster; OAM Int (+3)

Spellhacking Sphere - Skills Use Magic Device 1 rank; Talents Blast Tuning, Splinter Magic; Utility Talents none; Drawbacks Personal Hacking

Subterfuge Sphere - Skills Sleight of Hand 1 rank; Talents none; Utility Talents Effortless Theft; Drawbacks Deft

Vocation Sphere - Utility Talents Cutpurse, Experimenter, Gambler, Mage Hunter


Magic

Caster Level 1; MSB +1, MSD 12, Concentration +4
Tradition Prestidigitation (Drawbacks: Verbal Casting, Somatic Casting; Boons: Easy Focus); CAM Int
Spell Points 4

Illusion Sphere - DC 13; Duration Concentration, 1 min/level; Range Close (25 ft); Talents Decoy, Suppression; Drawbacks Personal Illusion

- Illusion (illusionary disguise)

- Trick (minor figments, minor glamers)

- Glamer (decoy, suppression)


Statistics

Str 15, Dex 17, Con 15, Int 17, Wis 13, Cha 15

Base Atk +0; CMB +0; CMD 13

Traits Ambitious, Reckless

Feats Acrobatic*, Two-Weapon Fighting, Weapon Finesse*

Skills Acrobatics +10, Bluff +6, Diplomacy +6/+10, Disable Device +7, Escape Artist +7, Fly +9, Intimidate +7, Knowledge (arcana, engineering) +7, Perception +5, Sense Motive +5, Sleight of Hand +7/+9, Stealth +7, Use Magic Device +6

Languages Common, Dwarven, Elven, Halfling

SQ finesse training

Gear dagger (2 gp), dull gray ioun stone (25 gp), leather armor (10 gp), 2 doses of liquid life (40 gp), rogue’s kit (50 gp), shortsword (10 gp), 3 gp


Special Abilities


Easy Focus When maintaining a sphere ability through concentration, effects that normally require a standard action to concentrate on only require a move action for you. This does not decrease the sphere ability’s casting time, only the action used to maintain concentration.

Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.


Illusion Sphere You may craft images and impressions of things that are not there.

Illusion sphere abilities have a range of close, and unless stated otherwise, creatures who interact with an Illusion sphere ability may attempt a Will save to disbelieve.

All Illusion sphere effects are either a figment or a glamer.

Figment: Illusions or tricks cast on an area are called figments and are transparent when disbelieved. You may choose to believe or disbelieve your own figments at will, even switching between the two once per round as a non-action, but not both at once. Figments are not subject to spell resistance. A figment may shed as much normal light as a torch and may cast a shadow.

A figment may be created anywhere within your maximum illusion range without the need of line of sight nor line of effect, but requires line of sight to be moved, directed, or have its appearance altered after creation (all of which are done as either a standard action or as part of the action used to maintain via concentration). Figments can be moved at a speed of 20 feet + 5 feet per 5 caster levels per round and must remain within your maximum illusion range.

Glamer: Illusions or tricks cast on a creature or object are called glamers, and change the way the creature or object looks, smells, tastes, or otherwise interacts with the senses of others. The recipient of a glamer can see through the glamer and ignore its effects (for example, an invisible creature can still see itself, and while you could use Illusionary Disguise and Illusionary Touch x2 to make a glamer of someone on fire, that fire would not damage the wearer of the glamer itself). Unwilling targets may attempt a Will save to resist a glamer being placed upon them, and glamers are subject to spell resistance.

Glamers remain on the creature or object they are placed upon regardless of how quickly the target moves or distance between them and the caster. A target can be the subject of multiple glamers at once, but not the same type of glamer multiple times; for example, if a target is wearing an Illusionary Disguise and becomes subject to another Illusionary Disguise, the caster of the second Illusionary Disguise must succeed at a magic skill check against the first glamer to replace it with their own.


Illusion: Illusion As a standard action, you may spend a spell point to create an illusion within close range. This illusion may be a figment or a glamer, and has a duration of concentration, to a maximum of 1 minute per caster level. By default, these illusions are visual only. You cannot move further away from the illusion than your illusion range while maintaining it through concentration, and the illusion is limited in size according to Table: Illusion Maximum Size.


Table: Illusion Maximum Size

Caster Level

Illusion Maximum Size

Maximum Size in Cubes

1st

Medium

5-ft. cube

3rd

Large

10-ft.cube

5th

Huge

15-ft. cube

8th

Gargantuan

20-ft. cube

11th

Colossal

30-ft. cube

15th

Colossal+

45-ft. cube

20th

Colossal++

70-ft. cube

25th

Colossal+++

100-ft. cube

30th

Colossal++++

150-ft. cube

40th

Colossal+++++

225-ft. cube

50th

Colossal++++++

340-ft. cube

60th

Colossal+++++++

500-ft. cube

Figments: You may create an illusion that is a figment of anything you may clearly imagine, which behaves according to your desires.

Glamers: You may create an illusion that is a glamer. The maximum size of creature you may apply this glamer to is determined by your illusion maximum size.

When you gain this base sphere, you gain the following type of glamer:


Illusion: Illusionary Disguise You may create a glamer that makes a creature or object appear as something else. This allows you to attempt a Disguise check as part of casting the glamer, even without a disguise kit. This disguise is magical for the purposes of detecting magic or for spells and effects that allow a target to see through magical effects and illusions, and interacting with it allows for a Will save to disbelieve.

You may disguise a target as something larger than itself (up to your maximum illusion size) but can only make something appear to be one size smaller than it actually is.


Illusion: Decoy (glamer) As a trick you may create an illusionary creature in the same square as a real creature, called a decoy. A decoy may perform any of the following actions.

Coaxing Decoy: The decoy immediately moves up to the speed of your figments in any direction unimpeded. The coaxing decoy is immune to damage and vanishes at the end of your turn. If the movement of the coaxing decoy would provoke an attack of opportunity from a creature, that creature must succeed at a Will save or use it on the coaxing decoy.

Defensive Decoy: The decoy follows and occupies the same square as the target. Anyone attempting to attack the target must succeed at a Will save or suffer a 50% miss chance. On a miss caused by this effect the attacker targets the illusionary creature instead, dissipating it. The decoy is unaffected by area attacks. Defensive decoys last 1 round per two caster levels (minimum 1) or until struck with a single target effect.

Additionally, as an illusion you may create a glamer that surrounds a target with a number of defensive decoys equal to 2 +1 per 3 caster levels. As long as one or more defensive decoys remain, the target gains a 50% miss chance.

If you possess the Complex Illusions talent, one or more of the defensive decoys granted by the glamer may act as the coaxing decoy trick. Once per round as a free action you may instruct one or more decoys to move up to 5 feet per 2 caster levels independently of the original target, provoking attacks of opportunity as a coaxing decoy, then disappearing.


Illusion: Suppression (glamer) As an illusion, you may create glamers that suppress and eliminate sensation rather than creating their own. Suppressions cannot be negated or disbelieved through a Will save. You may suppress any sense that you can affect when creating illusions, but each such Suppression is considered a separate glamer.

Note: If you suppress every sense required to fool a complex or exotic sense, that sense cannot automatically detect that creature.

Invisibility: When suppressing vision, you allow the target to attempt Stealth checks to hide even while being observed. This does not grant the invisible condition, but counts as invisibility for effects that interact with it (such as spells that negate it), and therefore does not stack with the invisibility spell or other, similar effects. The target also gains a +1 circumstance bonus to Stealth checks per caster level (maximum 20). Objects cannot attempt Stealth checks, but become difficult to see, requiring a Perception check to find with a DC equal to 10 + their size bonus + your caster level. If you are undetected by a creature, you gain total concealment against it, as well as a +2 bonus to attack rolls against it, and you may ignore its Dexterity bonus to AC.

Silence: When suppressing sound, you cause the creature to become muffled. The target loses its armor check penalty to Stealth and reduces the penalty associated with sniping by 1 per caster level (minimum 0). However, the target also suffers a 5% chance of arcane spell failure per caster level (maximum 100%) when using magic that requires verbal components or is language-based.

Touchless: When suppressing touch, it becomes difficult to detect the target by feel. If the target touches or makes a melee attack against a creature from Stealth, that creature must succeed at a Perception check to even feel that they have been touched or attacked (DC 10 + 1 per caster level, -1 per point of damage dealt). The target also gains a +1 circumstance bonus per caster level (maximum +20) to Sleight of Hand checks made to pick pockets.

Odorless: When suppressing taste and smell, the affected target inflicts other creatures attempting to track it or discover it through smell (such as with the scent special ability) a penalty to their Perception or Survival checks equal to -1 per caster level (maximum 20). This also applies to checks made to detect poison or identify the target via smell or taste. Additionally, if the target attempts to use smell to affect other targets (such as making them sickened or nauseated through the stench ability), targets gain a +1 bonus per caster level (maximum 20) to their saving throws.

Suppressing magical auras is described in the Manipulate Aura talent, and is assumed to be used on all magical auras (including the aura from the Suppression itself) affecting the glamered creature.

You may spend an additional spell point to create a figment that suppresses sensations just like the glamer. All targets inside the figment gain the above benefits and penalties, as if they were under the effects of the glamer. You may choose if this applies only to creatures or to all creatures and objects. Unlike other figments, a Suppression figment cannot move once placed, and has no sensory expression other than the noticeable blurring of sensation inside its area.


Sneak Attack If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.


Somatic Casting You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure.

You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.


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.


Personal Hacking You may only use hack magic on effects that you cast, and cannot use hack magic on effects cast by a creature in range, even if they are willing. You gain a (hack) talent.


Spellhacking: Blast Tuning (hack)

Target: A magical area effect in a line, cone, burst, or emanation

You can convert a burst, emanation, or line into a cone; or convert a cone into a line or burst. The resulting dimensions depend on the original dimensions. A line becomes a cone with length one-third the length of the line. A burst or emanation becomes a cone with length equal to twice the burst’s radius; if the new cone emanates from a creature, the creature can choose a new direction for the cone as a free action once per turn. A cone becomes either a line with triple the cone’s length or a burst centered on the caster with a radius equal to half the cone’s length. (You must first use the Prepared Hacking feat in order to alter an effect as you cast it.)


Spellhacking: Splinter Magic (hack)

Target: A magical effect with at least one target, a duration of at least 5 rounds, and a range greater than personal

You fracture a targeted magical effect, splitting it to include an additional valid target for the effect. The new target must be within the effect’s range from you and the effect or both must be within your reach. You can ignore the effect’s own limits on distance between multiple targets (such as mass charm person). The target gets any saving throw allowed, negating the effect on a success. You make any attack roll required. If the effect allows spell resistance, you make the check, using the number of ranks in the associated skill you possess in place of your caster level. If the effect has a concentration duration, you must concentrate to maintain the splinter. You cannot use Splinter Magic on the splinter effect produced by this talent.

If the effect normally allows only 1 target, the splinter magic is less effective due to how its magic must be split to affect the new target. This has the following effects: new target gets a +2 bonus on its saving throw and to its spell resistance against the splinter effect, and the duration of the splinter effect on the new target (if not instantaneous, concentration, or permanent) is one-fifth the remaining duration on the target you are copying it from (at minimum lasting until the end of your next turn). You cannot splinter a single-target effect that is permanent except with the Retarget Magic exceptional talent.


Subterfuge Sphere Operatives of the Subterfuge sphere train to avoid scrutiny and act unsuspected. They are unobtrusive when they need to be, moving with crowds and moving so subtly that their actions are unnoticed even when they are plainly seen. Even when noticed, Subterfuge masters can seem like they belong almost anywhere, drawing no attention even under an enemy’s nose.

Associated Skill: Disguise.


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

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

Skill Leverage: When you gain the Subterfuge sphere, you unlock skill leverage with the Disguise and Sleight of Hand skills.


You also acquire the Baffling Revelation, Confident Subtlety, and Fast Disguise abilities.


Subterfuge: Baffling Revelation (Ex) You can outwit any creature as long as they are fooled by your current disguise, you possess an item they believed they possessed, or you know a secret they consider important and well-kept. To outwit them using this ability, you must brandish the item they thought they had, you must reveal the secret, or you must reveal yourself to not be who you appear to be. Revealing a secret or your disguised nature can be verbal or visual, as appropriate. Creatures must generally be within 30 feet for you to outwit them verbally, but they can be up to 60 feet away if you reveal your ruse visually. Anyone who discovers you are disguised this way does not necessarily discover who you are. Once an item or secret is used to outwit a creature, that item or secret cannot be used by anyone to outwit that creature again.


Subterfuge: Confident Subtlety [approach] (Ex) Adopting this approach is a swift action. While you maintain this approach, you reduce the penalty to Sleight of Hand checks for attempting to take an action subtly without taking longer by 6 (reducing it to -4).


Deft [alternate start] [utility start] You use Sleight of Hand (instead of Disguise) as the associated skill for this sphere. You lose the fast disguise ability and cannot gain (disguise) talents; you gain the Effortless Theft talent instead.


Subterfuge: Effortless Theft [utility] You can stow up to two held objects, each with a different hand, as a swift action. You can attempt one Sleight of Hand check either to lift an object or hide an object on your person as part of a move, standard, or full-round action to move, or as part of a standard or longer action to attempt a Bluff, Diplomacy, or Intimidate check.


Verbal Casting You must speak in a loud, clear voice to cast spells. Using magic alerts all nearby hearing creatures to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly.


Vocation: Cutpurse (trade) [utility] You gain Acrobatics, Escape Artist, Sleight of Hand, and Stealth as class skills. If you have at least one ally within reach of your opponent, you gain a +2 circumstance bonus on Sleight of Hand checks against them.


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; Gambler (trade) [utility] You gain Appraise, Bluff, Sense Motive, and Sleight of Hand as class skills. You can use your Charisma modifier in place of your Intelligence modifier for Appraise checks.


Vocation: Mage Hunter (trade) [utility] You gain Disable Device, Disguise, Knowledge (arcana), and Spellcraft as class skills. You can disable magical traps using Disable Device as if you had the trapfinding class feature.


Build

Anton is built with a 4d6 roll, discard lower system and 140 gp starting wealth. Favored Class Bonus is +⅙ of a new rogue talent. If using a lower point buy, you can lower Strength and Wisdom. If using a higher point buy (or rolling really well), your most important attributes are Intelligence and Dexterity. Intelligence is your casting statistic and affects the save DCs of all your magic talents and your spell pool; Dexterity makes you a great finesse warrior, increases your initiative, and bolsters AC. Charisma is important too for diplomatic relationships and to intimidate your enemies in combat.


How to Play Anton

Anton is sarcastic, flamboyant, roguish, and has a heart of gold- though he won’t ever admit it. Prone to rocambolesque deeds and boasts, he prides himself to be able to steal any jewel and conquer any heart. He pretends to only be interested in himself and loot, but is fiercely loyal to the ones he loves. Dirty tricks are his specialty and he doesn’t mind using a little magic in order to confuse his opponents. Stealing to the nasty and giving to the nice is his motto, and he always follows “the gentleman thief’s code” he himself has written. Luck seems always to assist the scoundrel, maybe because he constantly defies her.


Future Abilities

Magic Talents Destruction sphere, Finesse, Mage Feint, Telekinetic sphere (Passive Telekinesis), Telekinetic Tools*

Martial Talents Fencing sphere, Pirate Training, Rogue Weapon Training, Scoundrel sphere, Whip Fiend

Skill Talents Cheat Death

Rogue Talents Arcane Infiltration, Chance Feats x2 (Defy Fate, Surge of Fortune), Cunning, Focused Infiltration, Hedgewitch Secret x3 (Amateur Hedgewitch [Combat], Combat Talent, Familiar), Hidden Space

Feats Dervish Dance, Extra Skill Talent, Greater Two-Weapon Fighting, Improved Dirty Trick, Improved Two-Weapon Fighting, Slashing Grace, Two-Weapon Grace, Weapon Focus (cutlass), Weapon Focus (whip)

Skills Acrobatics, Bluff, Diplomacy, Escape Artist, Intimidate, Sense Motive, Sleight of Hand, and Stealth are the most useful skills for Anton. Appraise, Fly, and Use Magic Device are useful too as the character develops and begins to use magic items and magic talents more regularly.

Take the Thief martial tradition at 2nd level. Acquire a Pilferer weasel familiar.