Difference between revisions of "Zyindra"
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Revision as of 18:29, 22 July 2015
Zyindra | ||||||||||||||||||||||
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Contents
Background
Born prematurely while her parent's trading caravan was leaving the small Emerald Shire village of Woodsedge, along the road bordering the sea-fronted Emerald Forest, the eastern foothills of the Ruby Mountains, towards the Amazonite tribal lands and the Free City of Peridot, Zyindra was exceptional from the beginning. As her mother struggled with the premature birth in the back of her parent's covered wagon, nearby in the scrub brush, a young vixen was also giving birth, to a single kit. Born within moments of each other, the human girl's first cry was the first sound that kit ever heard, and as her eyes opened, glowing with golden green hue, that same light was reflected in the kit's eyes.
Startled and more than a bit terrified by what they had seen of their daughter, her parents abandoned her on the road, expecting the elements to claim the unnatural and freakish child and wanting nothing to do with her. They were never seen again. The child, however, was soon discovered by halflings of Woodsedge, and the warm, caring, community-centered people of that village took her in gladly, not only saving her life but giving her the best young life they could.
Young Zyindra wanted for very little. She was an open, happy child, given often to wandering around the village, trying to 'help' the people and the animals she encountered. It was not long before the toddler would encounter a young fox at the outskirts of the village, and she could often be found struggling to hold him and carry him, or giggling wildly while chasing after him as best her little feet could carry her. Bright and inquisitive, she always did all she could to learn about all of the people in the village, their tasks, and the world around them, including the languages and stories of visitors.
Zyindra's natural, inborn talent for magic was learned by her long hours spent with Sabbath, the fox she befriended in those tenderly young years. She would often exhibit tiny hints of her talents, but never anything so strong that she frightened her 'foster family' - namely, the entire village of Woodsedge.
Not wanting to be a burden to the halflings of Woodsedge, Zyindra realized she would never truly belong as a part of the village long term, given her differences. By the time she had reached puberty, she had already outgrown her 'foster family' physically, and she refused to ask for custom bed and clothing for her increasing height. Instead, she chose to leave the town. Zyindra's demonstration of talent with healing and care for the sick would lead her eventually to apprentice herself to the masters of the Cult of John the Barber, a sect of the Church of Emerald focused on learning the arts of healing by studying the body, believing as much in scientific study of anatomy, physiology and (crude) biochemistry as in faith. Here the crude beginnings of poultice and herbal tea making she had learned in the village grew to a fascination with the mysteries of alchemy in their fullest extent, and she learned ever more about healing the sick. She also began to learn more about magic beyond just what she studied from her communions with Sabbath, who accompanied her to the Cult and remained ever with her, never far from his mistress. Sabbath was her one truest friend, the touch of comfort and the familiar as she left the village for the wide world beyond.
After several years with the Cult of John the Barber, Zyindra left, finding no call within herself to the Faith of Emerald, despite her deep and profound calling to heal and help others. She began then to wander from town to town, village to village, city and land without seeming end. As comfortable in the wilds as in the villages, she helped all those that she could in her journeys. She pursued the quiet, sometimes lonely path of the witch, learning all she could along the way. Her innate curiosity and urge to help others would lead her to often lend aid to others, aiding the sick or injured, and trying to solve various small mysteries as she encountered them along her travels, where the answers might help those she found in need.
Zyindra's many journeys took her all over Krystallos, until she eventually reached Borderpoint. As always, she sought out those who might be in need of her assistance, and found Hannah, an elven healer and cleric of Emerald so ancient she actually had wrinkles! Zyindra knew she could learn much from one with such life experience, so she quick ingratiated herself with Hannah, and stayed close, finding a place to stay with Hannah in return for her efforts. But Zyindra's attempt at another quiet time in her journeys was interrupted with the Festival of Dina. The celebration held throughout Crystallos related to the Diamond Icon responsible for the founding of Diamond City held special meaning that year for Borderpoint, as it included the opening of the newly completed temple, replacing the one burned down five years previously. Yet the celebration was interrupted by the attack of goblins. Zyindra found herself compelled to lend her aid, as did others, fighting to stop the goblins and save those who were hurt.
Character Sheet
Attributes
STR 12 (+1) • DEX 15 (+2) • CON 13 (+1) • INT 18 (+4) • WIS 18 (+4) • CHA 12 (+1)
Hit Points 22 • Initiative +2 • Speed 30 ft (land) • Inspiration Points: 4 • Stamina Points: 3
Defenses & Attacks
Armor Class 12/16 • Touch 12/13 • Flat-Footed 10 • CMD 15 • Flat-Footed CMD 13
- Armor: Protection Aegis • AC Bonus +4 • Max DEX NA • Armor Check Penalty 0 • Spell Failure 0%
Fortitude Save +2 • Reflex Save +3 (+5 w/ fox) • Will Save +7
Base Attack Bonus +2 • Melee Attack +3 • Ranged Attack +4 • CMB +3
- Spellstaff • Attack Bonus +6 • Damage 1d6 • Crit 19-20/x2 • Range 60 ft • Type Force
Trained Skills
2 skill ranks per level (Witch class), +4 per level (Intelligence), +1 per level (Focus class), +1 per level (human race), +1 per level (Cunning feat), +2 per level (Background): 44 skill points
- Craft/Alchemy © +4 (Int) +17
- Craft/Cooking © +4 (Int) +11
- Diplomacy +3 (Chr) +4 (+5 for Gather Information checks)
- Heal © +4 (Wis) +11
- Knowledge/Arcana © +4 (Int) +11
- Knowledge/Dungeoneering +1 (Int) +5
- Knowledge/History © +2 (Int) +9
- Knowledge/Local © +3 (Int) +11
- Knowledge/Nature © +2 (Int) +9
- Knowledge/Religion © +2 (Int) +9
- Linguistics +2 (Int) +6
- Perception +3 (Wis) +7 (+9 when within arm's length of your familiar) [Sabbath: +10]
- Sense Motive +2 (Wis) +6 (+8 when within arm's length of your familiar)
- Spellcraft © +4 (Int) +11
- Survival +2 (Wis) +5 [Sabbath: +6, +10 tracking scent]
- Use Magic Device © +1 (Cha) +5
Untrained Skills
- Acrobatics (Dex) +2
- Appraise (Int) +4
- Bluff (Cha) +1
- Climb (Str) +1
- Disable Device (Dex) +2 TRAINED ONLY
- Disguise (Cha) +1
- Escape Artist (Dex) +2
- Fly © (Dex) +2
- Handle Animal (Cha) +1 TRAINED ONLY
- Intimidate © (Cha) +1
- Perform (Cha) +1
- Profession (Wis) +4 TRAINED ONLY
- Ride (Dex) +2
- Sleight of Hand (Dex) +2 TRAINED ONLY
- Stealth (Dex) +2
- Swim (Str) +1
Languages: Amethystish, Emeraldish, Sapphirish, Rubbish, Jadenese, Amazonite, Citrinic, Ancient Citrinic
Proficiencies
- Weapons: Simple Weapons
- Armor/Shields: None
Traits, Drawbacks and Feats
- Adopted (Trait): You were raised by Halflings and gain a Halfling trait at first level (you picked Well-Informed).
- Alchemical Adept (Trait): You gain a +2 trait bonus on all Craft (alchemy) checks. You never ruin raw materials upon failure unless you roll a natural 1.
- Caretaker (Trait): You gain a +1 trait bonus on Heal checks and Heal is always a class skill for you.
- Well-Informed (Trait): You gain a +1 trait bonus on Diplomacy to gather information and on Knowledge (local) checks. Knowledge (local) is always a class skill for you.
- Attached (Drawback): Whenever your familiar is in threatened, in danger, or in someone else's possession you suffer a -1 penalty on Will saves and a -2 penalty on saves vs fear effects. If your familiar is ever lost or killed, exchange this drawback for the Doubt drawback.
- Alertness (Class Feature Feat): When within arm's length of your familiar you gain +2 on Perception and Sense Motive checks.
- Brew Potion (Class Feature Feat): You can create a potion of any 3rd level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if the base price is 250 gp or less or one day for each 1,000 gp in the base price. When you create a potion you set the caster level, which must be sufficient to cast the spell in question. The cost in raw materials is one half the base price.
- Amateur Investigator (Feat): You gain an Inspiration Pool equal to your INT modifier. You can spend 1 Inspiration Point as a free action to add 1d6 to the result of a Knowledge, Linguistics or Spellcraft check so long as you are trained in the skill. You may spend the point even if you are taking 10 or 20 on the check. You spend the point after the check is rolled but before the results are revealed. You can only spend an Inspiration Point once per day per skill. Your Inspiration Pool refreshes each morning.
- Extra Hex (Feat): Gain 1 extra hex class power. You chose Healing Touch.
- Cantrip: (granted bonus for a full caster taking Spheres of Magic conversion) You can create a variety of small magical effects. These effects are not powerful and are treated as sphere effects in all ways. They require a standard action to use, have a range of Close, and are either instantaneous or have a duration of 1 hour depending on the effect created.
- You may make a ranged touch attack, dealing 1d3 acid, electricity, fire, or cold damage to a target.
- You may clean, soil, or color up to 1 cubic ft of material per round.
- You may create floating lights the size of candle flames and move them up to 20 ft per round as a free action.
- You may create a spark such as with flint and steel, which may ignite flammable, unattended Fine objects.
- You may open or close a door or container weighing no more than 30 lbs.
- You may chill, warm, or flavor 1 lbs. of nonliving material.
- You may create a small breeze from whichever direction you choose, strong enough to rustle clothing and flicker candles.
- You may lift objects weighing up to 1 lbs. and move them up to 10 ft per round.
- You may create small non-speech sounds, such as that of a mouse screeching, soft simple harp music, or the hubbub of a whispered conversation.
- Cunning (Feat, 3rd level): You gain +3 skill points, and +1 skill point per character level above 3rd.
Racial Abilities
- +1 Skill Point per level
- +1 Feat at 1st level
- +2 to any attribute at 1st level
Class Abilities
- Sphere Casting: You can cast sphere magic as detailed in the magical abilities section below.
- Hex: You have learned magical tricks called hexes that grant you power. Unless otherwise noted, a hex is a standard action and does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 your witch level + your INT modifier.
- Cauldron (Ex): You receive Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) checks.
- Healing (Su): You can soothe wounds by touch. This acts as a Cure Light Wounds spell using your witch level. Once a creature has benefited from your Healing hex it cannot benefit from it again for 24 hours. At 5th level the hex upgrades and acts as a Cure Moderate Wounds spell.
- Prehensile Hair (Su): The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand.
The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows. - Fortune grants good luck to a creature within 30 feet. Allowing them to reroll one d20 roll and take the better result. Lasts 1 round. Like Healing, you can only use it once per day per person.
- Witch's Familiar: You have formed a close bond with a familiar, an animal that guides you and teaches you magic. At 1st level, your familiar stores all possible 0 level spells plus 3 + your INT modifier 1st level spells. At each new witch level, your familiar can store two new spells of any spell level which you can cast from the Witch spell list. It is also possible to teach your familiar new spells from a scroll (assuming the spell is on the Witch spell list). Your familiar may also learn spells from another familiar. In addition, due to your familiar you gain the following benefits:
- While the familiar is within arm's length you gain the Alertness feat.
- You may cast spells with a target of "You" on your familiar as a touch spell.
- You share an empathic link with your familiar that extends to a 1 mile radius. Only general emotions can be shared.
- Your familiar gives you a special ability (+2 bonus on Reflex saves).
- Ability Score Increases:
- +1 Wisdom @ 4th level
Equipent
Item | Weight | Location |
---|---|---|
Dagger | 1 lb | Belt, left |
Quarterstaff | 4 lbs | Held, left |
Alchemy Crafting Kit | 5 lbs | backpack |
backpack | 2 lbs | Worn, both shoulders |
bedroll | 5 lbs | Tied beneath the backpack |
belt pouch | 0.5 lbs | Belt, right |
flint & steel | belt pouch | |
ink | backpack | |
pen | backpack | |
iron pot (cauldron) | 5 lbs | backpack |
mess kit | 1 lbs | inside iron pot |
soap | backpack | |
5 torches | 5 lbs | backpack |
small shovel | 2 lbs | backpack |
5 days rations | backpack | |
4 waterskins | 16 lbs | left shoulder |
Formula Book | 3 lbs | backpack |
Healer's Kit (stocked herself) -2 | 1 lbs | backpack |
Midwife's Kit (stocked herself) | 2 lbs | backpack |
Surgeon's Tools (case embossed with Icon for John the Barber) | 5 lbs | healer's kit |
Spell Component Pouch | 2 lbs | waist |
Explorer's Outfit | 8 lbs | backpack |
10 Candles | backpack | |
10 Chalk | backpack | |
Chalkboard | 2 lbs | backpack |
iron skillet | 2 lbs | inside iron pot |
ladle | 1 lbs | inside iron pot |
skewer | inside iron pot | |
wooden cutting board | 1 lbs | backpack |
cutting knife | 1 lbs | inside iron pot |
iron tripod for the pot | 1 lb | backpack |
packet of tinder | belt pouch | |
selection of seasonings | belt pouch | |
50 foot of rope | 10 lbs | tied around backpack |
Sack | 0.5 lbs | right shoulder |
Shaving Kit | 0.5 lbs | backpack |
Sealing Wax | 1 lb | backpack |
Antidote Kit (stocked herself) | 3 lbs | Healer's kit |
28gp, 19sp, 1pp | belt pouch | |
Potion of Healing (her own; 1d8+4; Wild Surge check when drunk | belt pouch | |
Fire Ward Gel (her own make; 1 hour resistance to fire if slathered on beforehand | belt pouch | |
4 anti-plagues 4 anti-toxins 1 bloodblock 2 sunrods 2 vials of holy water |
belt pouch | |
1 medium tent | bag of holding | |
Map of Tomb's location | bag of holding | |
Bag of Holding Type I' This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a non-dimensional space: its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This particular bag weighs 15 pounds at all times. It is capable of holding up to 250 lbs and 30 cubic feet. If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action, unless the bag contains more than an ordinary backpack would hold,in which case retrieving a specific item is a full-round action. Magic items placed inside the bag do not offer any benefit to the character carrying the bag. If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process. |
Backpack |
Magical Abilities
- Spell Points: 12 (1 per level, +1 per level for drawbacks, + INT bonus)
- Caster Level: +4
- Casting Ability Modifier: INT (+4)
- Saving Throw DC: 16 (10 + 1/2 caster level + INT modifier)
- Magical Skill Bonus: +4
- Magical Skill Defense: 15
Magical Tradition
- Focus Casting: Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. Using magic without your focus requires you to make a concentration check (DC 20 + 1/2 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.
Zyindra's focus is a staff that is a branch from a tree from a seed planted at the same place and time as her own birth and Sabbath's, which she uses as a sympathetic link to the access of the positive material plane.
- Magical Signs: Your magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.
Zyindra's magical signs are that her eyes sparkle and glow with green and gold light when casting, and the same light flows in sparkles and pulses around her and outward from her with her magic.
- 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.
Zyindra has taken this drawback twice.
- Wild Magic: Your magic is not entirely stable and can result in a variety of unwanted effects. Whenever you spend a Spell Point, there is a 10% chance an unexpected event happens alongside your magic. Roll as if you had activated a rod of wonder. Add that effect to those you produce with your magic. At the GM’s discretion, wild magic tables, or even tables of his own creation, may be added to the possible effects your magic creates.
Life Sphere
You wield the powers of life.Base Powers
Invigorate (Base Power)
- Spell Point Cost: 0
- Action: Standard
- Range: Touch or 25 ft w/ Ranged Healing talent
- Duration: 1 hour
As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum: 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour. Temporary hit points, even from different sources, do not stack; only the highest bonus applies.
Cure (Base Power)
- Spell Point Cost: 1
- Action: Standard
- Range: Touch or 25 ft w/ Ranged Healing talent
- Duration: Instant
As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. This is a positive energy effect, and as such may be used to harm undead (Will half).
Restore (Base Power)
- Spell Point Cost: 1
- Action: Standard
- Range: Touch or 25 ft w/ Ranged Healing talent
- Duration: Instant
As a standard action, you may touch a target and spend a spell point to restore their physical and mental health. This accomplishes all of the following. Note that if the condition targeted is part of an on-going effect, this suppresses the effect for a number of round equal to your caster level. This cannot be used to remove curses or instantaneous effects.
- Heals 1d4 points of ability damage to one ability score of your choice.
- Removes the fatigued condition or lessens exhaustion to fatigued.
- Removes the sickened condition or lessens nauseated to sickened.
- Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
- Removes the staggered condition.
- Removes the dazzled condition.
Talents
Greater Restore (Talent)
- Spell Point Cost: 0
- Action: N/A
- Range: N/At
- Duration: N/A
When restoring a target, instead of lessening the exhausted, nauseated, frightened, and panicked conditions, they are completely removed. This also heals all ability damage and the stunned condition.
Greater Healing (Talent) x2
- Spell Point Cost: 0
- Action: N/A
- Range: N/A
- Duration: N/A
Your cure effect heals 3 points per caster level instead of 1 point per caster level. You may take this talent a total of 4 times. Each time this talent is taken, increase the amount healed by 1 hit point per caster level, to a maximum of 5 hit points per caster level. [1d8+12]
Fate Sphere
You command cosmic forces including luck, destiny, and alignment.Base Powers
Word (base power)
- Spell Point Cost: 0
- Action: Standard
- Range: Close (25 ft)
- Duration: Variable
As a standard action, you may invoke a word of power, affecting a single creature within Close range. When you gain the Fate sphere, you gain the following word. Some Fate talents are marked (word). These talents grant you additional words.
Hallow (word)
- Spell Point Cost: 1
- Action: Standard
- Range: Close (25 ft)
- Duration: 1 minute per caster level
You may spend a spell point to hallow a target for 1 minute per caster level. Choose an end of the alignment spectrum (good, evil, lawful, chaotic); you must choose an alignment that you possess. The target of this word gains a +1 sacred bonus (profane bonus if you are evil; if you are neither good nor evil you must choose whether you grant sacred or profane bonuses with this sphere) to attack rolls, AC, and saving throws made against targets of your opposed alignment (evil for good, lawful for chaotic, etc.). This bonus increases by 1 for every 10 caster levels possessed.
The target also gains immunity to any spell or sphere effect that possesses or exercises mental control over them (including enchantment [charm] effects and enchantment [compulsion] effects), so long as that effect originates from a creature who possesses your opposed alignment. If the target is already under the influence of such an effect, the target is allowed to make a new saving throw against the controlling effect. Success means the effect is suppressed for the duration of this word, but resumes when this word expires. This does not expel a controlling life force (such as a ghost or projected spirit), but it does prevent them from controlling the target.
Consecration (base power)
- Spell Point Cost: 0
- Action: Standard
- Range: 20 ft radius centered on self
- Duration: Variable
As a standard action, you may affect a 20 ft radius centered on you with a consecration. This aura moves as you do. When you gain the Fate sphere, you gain the following consecration. Fate talents marked (consecration) grant you additional consecrations.
Serendipity (consecration)
- Spell Point Cost: 0
- Action: Standard
- Range: 20 ft radius centered on self
- Duration: Concentration. Spend a spell point for 1 round/caster level without concentration.
You may bestow luck upon your allies. All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. This bonus lasts as long as you concentrate. You may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.
Talents
Greater Serendipity (Talent)
When you use your serendipity consecration, in addition to bestowing a luck bonus upon your allies, all enemies within the area of effect also suffer a -1 penalty to their own attack rolls, skill checks, ability checks, and saving throws.
Protection Sphere
You are a user of the magics of preservation.Base Powers
Ward (base power)
- Spell Point Cost: 0
- Action: Standard
- Range: Radius centered on starting location
- Duration: Concentration. May spend a spell point for 1 round/caster level without concentration.
As a standard action, you may create an ward centered on yourself with a radius of up to 10 ft + 5 ft per caster level, but can also be made so small as to only cover yourself. Wards remain as long as you concentrate, but you may spend a spell point to allow them to remain for 1 round per caster level without concentration. Wards remain in the location they were created, even if you move. When you gain the Protection sphere, you gain the following ward:
Barrier (ward)
- Spell Point Cost: 0
- Action: Standard
- Range: Radius centered on starting location
- Duration: Concentration. May spend a spell point for 1 round/caster level without concentration.
You may create a ward that stops attacks, movement, breath weapons, and any spells or sphere effects that must travel to their destination (such as destructive blasts, ghost strikes, or spells that require ranged touch attacks). Other spells or sphere effects, however, such as teleportation effects, mind-altering magic, and gaze attacks may all bypass this ward. Ethereal creatures are technically stopped by the barrier, but can usually find a way around it (as the barrier does not cut through objects, and so usually stops at ground level).
A barrier has hit points equal to 4 + your caster level and a Break DC of 15 + 1/2 your caster level. If an attack is directed at a target through the barrier, the attack first deals its damage to the barrier itself. If this damage is enough to destroy the barrier, the attack continues on to its intended target, although damage dealt to the barrier is subtracted from any damage done to the target or targets. Burst-effect attacks such as splash weapons, fireball spells, or others attempting to travel through the barrier explode at the barrier’s edge and also must overcome the barrier’s hp to damage targets on the other side.
If you maintain your barrier through concentration, its HP is renewed each round on your turn.
Aegis (base power)
- Spell Point Cost: 1
- Action: Standard
- Range: Touch
- Duration: 1 hour per caster level
As a standard action, you may touch a creature and spend a spell point, granting them an aegis for 1 hour per caster level. Unwilling targets are allowed a Will save to resist gaining an aegis. You gain the following aegis when you gain the Protection sphere:
Deflection (aegis)
- Spell Point Cost: 1
- Action: Standard
- Range: Touch
- Duration: 1 hour per caster level
You grant the target a +1 Deflection bonus to AC, +1 per 5 caster levels.
Talents
Armored Magic (aegis) Talent
- Spell Point Cost: 1
- Action: Standard
- Range: Touch
- Duration: 1 hour per caster level
You may create an aegis that wraps the target in protective barriers, granting them either a +3 armor bonus or a +1 shield bonus to AC (your choice). This does not stack with other armor or shield bonuses, but does apply against attacks made by incorporeal creatures. These bonuses increase by +1 for every 5 caster levels you possess.
Light Sphere
You may create and manipulate light.Base Powers
Glow (Base Power)
- Spell Point Cost: 0
- Action: Standard
- Range: Touch or 25 ft (Ranged touch attack roll required)
- Duration: 1 minute per level
As a standard action, you may cause an object or creature to glow for 1 minute per caster level, outlining it with light as a candle, which may be of any color you wish. This requires a touch attack or ranged touch attack. The object or creature becomes outlined with light, giving it a -20 penalty on Stealth checks and negating all bonuses usually bestowed by invisibility, blink effects, darkness, or similar effects.
As a free action, you may cause any creature or object you have caused to glow that is within Medium range to shed light as a torch, shedding normal light to 20 ft and increasing the light level by one step to a maximum of normal for 20 ft beyond this. Reducing this light is also a free action.
As a standard action, you may cause one of your glow effects within Medium range to shed bright light for as long as you concentrate. This produces bright light for 30 ft +5 ft per 2 caster levels, and increasing the light level by one step to a maximum of normal for 30 ft +5 ft per 2 caster level beyond this. As a free action, you may spend a spell point to allow the creature or object to continue glowing brightly without concentration for 1 minute per caster level, or until the glow effect expires, whichever comes first. The bright light produced by this effect is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by daylight, but it may affect creatures with Light Blindness or other conditions.
Whenever a glow effect interacts with a magical darkness effect (such as from the Dark sphere) the caster of the glow effect must pass a magic skill check against the MSD of the darkness effect’s caster. If he succeeds, the Light effect functions normally. If he fails, the Dark effect functions normally (outlines are swallowed, light sources are hampered, etc.) An area filled with normal or bright light from a glow effect is no longer considered an area of darkness for Dark sphere abilities.
Some talents are designated (light), which add additional effects to your glow ability. You may only apply the benefits of one (light) talent to any individual glow effect. While you may only apply one such talent to an individual glow effect, areas of bright light from different glow effects can overlap.
When augmenting a glow effect with a (light) talent, the effect is applied once per round, at the end of the caster’s turn. For example, if a glowing object is thrown into a large group of enemies, it would only affect those within the area where it landed, not those targets it passed by to arrive in that area.
Talents
You currently have no additional Talents in the Light Sphere.
Warp Sphere
You can twist space to your whim.Base Powers
Teleport (Base Power)
- Spell Point Cost: 0
- Action: Standard
- Range: Close or 25 ft + 2.5 ft per caster level (Additional spell point to increase to Medium or 100 ft + 10/caster level)
- Duration: Instantaneous
You can spend a standard action to teleport yourself and up to a heavy load to any place within Close range. Alternately, you may teleport a touched willing creature and their carried equipment instead of yourself. You may spend a spell point to increase your teleport range to Medium instead of Close. You must have line of sight to your destination.
Bend Space (Base Power)
- Spell Point Cost: 0
- Action: Standard
- Range: Touch
- Duration: Varies
Talents marked (space) grant you ways of bending and folding space. Bending space requires a standard action, and you must be touching the target or location to be affected.
Talents
You currently have no additional Talents in the Warp Sphere.
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Pathfinder: Krystallos | ||
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