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Operatives of the Artifice sphere are adept at using objects to their fullest potential at a fast pace, offering operatives ways of creating, fixing, and augmenting objects to make them fit the operatives needs at a given moment.
Associated Skill: One Artistry or Craft skill (depending on your chosen package).
You gain the following benefits when you gain the Artifice sphere:
You gain 5 ranks in the chosen associated skill, plus 5 ranks per additional talent spent in the Artifice sphere (maximum ranks equal to your Hit Dice). If you already have ranks in the associated skill you may immediately retrain them.
Skill Leverage: You unlock skill leverage with your chosen package’s associated skill, and one Artistry skill, one Craft skill, or Knowledge (engineering).
Package: When you gain the Artifice sphere, you gain one of the following packages. You may take the Expanded Artificer talent to gain an additional package. When you gain a package, you choose one of the package’s associated skills to be the associated skill for that package and its effects.
Bonus Talent: You gain a single (function) talent, depending on the package you chose. It cannot be an exceptional talent. If the bonus talent you choose is a [utility] talent (and is not from the (gear) package), you can take the base sphere as a [utility] talent.
Additionally, you gain the Trinket and Cobbled Creation abilities.
Trinket (Ex)
You can create a trinket—a makeshift version of an object—in 1 minute with an artisan’s kit. You must succeed a Craft check against the object’s Craft DC to create a fully-functioning trinket—you can take 10 on this check, even while distracted or in combat. A trinket lasts for 1 hour + 10 minutes per point you exceed the DC (maximum 1 day), or 30 minutes on a failure. After this time, it breaks down into its base components.
You can only craft certain objects as a trinket (as determined by the package(s) you possess), and cannot be alchemical, magical, have limited uses, involve special materials, or require knowledge you do not possess (such as a specific key). A trinket shares the same statistics as the replicated item.
A trinket’s size must be at least two size categories smaller than you, but you can increase its Craft DC by +5 and craft time by +5 minutes to increase its size category by one–this is cumulative, to a maximum size equal to one size larger than you. Some trinkets must be made at a larger size to be functional (like clothing, a ladder, etc.).
The necessary materials for creating a trinket are gathered over the course of a given day—there is no monetary cost to creating a trinket, and has no monetary value (DC 0 Appraise check to determine).
Note: You cannot create a trinket that replicates an item from another sphere talent (even if you possess that sphere), such as an Alchemy sphere formulae, Trap sphere trap, etc.
Cobbled Creation [approach] (Ex)
You can adopt this approach as a swift action. While maintaining this approach, you can create a trinket as a full-round action, even if you do not have access to an artisan’s kit. When you create a trinket this way, it only lasts for 1 round per associated skill rank you possess. You can create a larger trinket this way by spending 1 round (not a full-round action) for each minute normally required.
Artifice Sphere Packages
Artwork Package
Your creations are mostly for creative expression, outward appearance, and hidden meanings. Your trinkets can replicate the function of objects such as flags, art pieces, statues, clothing, jewelry, items used for Charisma-based skill checks (such as musical instruments), or any other form of artistic expression.
Associated Skill: Artistry (choreography, literature, musical composition, or playwriting) or Craft (books, calligraphy, carpentry, cloth, clothing, glass, jewelry, musical instruments, paintings, pottery, sculptures, stonemasonry, tattoos, or taxidermy).
Fabrication Package
You are versed in the wider scope of creation and construction, creating things that have more generic, domestic uses than other packages. When you gain this package, your trinkets can replicate the function of objects that increase your carrying capacity (such as a basket or backpack), offer a different or enhanced mode of transport (such as a rope, ladder, sledge, etc.), or are tools suitable for skill checks (such as a crowbar or magnifying glass).
Associated Skill: Craft (baskets, blacksmithing, carpentry, clockwork, cloth, clothing, glass, leather, locks, mechanical, shoes, or stonemasonry).
Gear Package
The things you create have specific, functional uses, and typically need to be held or worn to be of any use. When you gain this package, your trinkets can replicate the function of objects that damage objects or surfaces (such as a saw or drill), are ammo or weapons (or function as improvised weapons), or that can be worn (such as armor, clothing, or manacles). If you replicate a weapon that you are not proficient with, you must be able to examine such a weapon (or talk with a creature who is proficient) while creating the trinket. You can only replicate weapons that you have seen before.
Associated Skill: Craft (alchemy, armor, blacksmithing, bows, clothing, firearms, leather, shoes, traps, or weapons).
Weapon Type | Size Adjustment (From Size of Intended Wielder) |
---|---|
Shuriken, needles, etc. | Four sizes smaller |
Daggers | Three sizes smaller |
Light weapons | Two sizes smaller |
One-handed weapons | One size smaller |
Two-handed weapons | Same size |
Artifice Talent Types
Some talents are marked (artwork), (fabrication) or (gear), granting you unique ways of altering and creating things; you must possess at least one relevant package to gain such a talent.
Artwork
An artwork is a unique flourish that confers its effects through observation instead of use–such a flourish does not require maintenance, and can also be added to a creature or surface.
A creature gains the effects of an artwork by intentionally observing it for 1 minute (which is done once per round as a nonaction), known as engaging with an artwork–a creature cannot engage with more than one artwork at a time.
The benefits of–and engaging with–an artwork is a visual mind-affecting emotion effect, although some forms of artwork (such as a play or musical composition) may be auditory. Unless otherwise specified, an artwork’s effects last for 1 hour.
Fabrication
(Fabrication) talents have an effect that requires the (fabrication) package.
Flourish
Some Artifice talents are designated (flourish), granting you ways of modifying objects.
You can add (or replace) a flourish to an object in 8 hours using an artisan’s kit, or as part of crafting it (this includes trinkets).
An object can only have a single flourish added to it at one time–you cannot apply the same flourish more than once on an object (unless otherwise specified).
A flourish that can only be added to certain objects (or objects that occupy a certain item slot) will note such a restriction in its description. If applied to a double weapon, the flourish is added to both ends; depending on how each end differs, the flourish’s effects may differ. A flourish does not increase an item’s value when sold, due to its unstable nature.
Maintenance: You must spend 1 minute providing maintenance to a flourish each day for it to function–you can only maintain your own flourishes, and can only do so once per day. If a flourish does not receive maintenance for 24 hours, the flourish ceases to function until it receives maintenance. If an object has multiple flourishes, you can provide maintenance to all of its flourishes in the same 1-minute period.
The function of certain flourishes can be improved through particular methods–you can spend 1 minute and 1 use of skill leverage to provide special maintenance to a number of flourishes equal to your operative modifier (minimum 1).
Function
Some talents are designated (function), granting you new ways of using your trinkets.
You can add a function to a trinket as part of creating it, although a trinket can only have one function (which you can change in 1 minute with an artisan’s kit). A function acts independently from the object it is applied to; a trinket replicating a longsword gains no additional benefits if it has the weapon function.
Gear
(Gear) talents have an effect that requires the (gear) package.
Artifice Talents
Artificer's Eye [approach] [utility]
You can adopt this approach as a swift action. While you maintain this approach, you can spend a swift action observing a lock (or an object that includes a lock, such as a chest or door) to automatically determine whether it is open, closed, or jammed; you can instead spend a standard action to observe a lock to also determine the quality of the lock (simple, average, good, or superior).
You can spend 1 use of skill leverage when adopting this approach. If you do you can spend a standard action to observe two objects and determine how related they are to one another, with potential options listed below:
- Identical: The objects are an exact match, such as two teeth being from the same creature, or two fragments of cloth being from the same article of clothing.
- Related: The objects are similar to one another but not exactly, or they have some sort of connection due to outside context (for example, a brick used to shatter a window, and the associated shattered glass would be related to one another).
- Unrelated: The objects are not associated with each other in any way.
Confident Craftsmanship [utility]
When crafting mundane items, you count your progress in gold pieces instead of silver pieces. You never ruin any material if you fail your check by 5 or more. At 5 ranks in the associated Craft skill, you may multiply your check result by 2 when counting your progress; this multiplier increases by 1 at 10 ranks and every 5 ranks thereafter. Also, the time required to craft a trinket is halved (this excludes if the trinket is created in 1 round or shorter).
Additionally, when creating a masterwork item using a Craft skill you have unlocked skill leverage for, you pay for the materials for the masterwork component normally but ignore them when calculating how much progress you need to finish (effectively, the masterwork component costs no time).
Expanded Artifice
You gain one Artifice sphere package which you do not already possess. You unlock skill leverage with the package’s associated skill (in addition to the other benefits associated with gaining a new package), in addition to gaining a bonus (function) talent from the chosen package. You may select this talent multiple times, each time selecting a different package.
Favorite Tools [approach] [utility]
When you adopt this approach as a swift action, you gain a +1 circumstance bonus when using a set of artisan’s tools, increasing by 1 per 5 ranks in the appropriate skill, and stacks with the bonus from using masterwork tools.
Field Repair
If you are trained in a Craft skill appropriate to a broken item, you can repair that item with no raw material cost. You also take no penalty to Craft checks made using improvised tools.
As a standard action that provokes attacks of opportunity, you can grant an object within your natural reach a number of temporary hit points equal to twice your associated ranks for 10 minutes–this requires artisan’s tools or similar. This cannot cause the combined total of current and temporary hit points to exceed the object’s maximum hit points.
If the object is broken, it ignores this instance of the condition while these temporary hit points persist.
You can spend 1 minute with an artisan’s kit to convert these temporary hit points to normal hit points (effectively repairing the item).
Associated Feat: Field Repair (Ultimate Combat).
Forgery [plan] [utility]
Whenever you disguise an object as an object (new skill use), you disguise it in the least time possible (usually to 10 minutes), or as part of creating a trinket. Whenever you disguise an object, using it does not automatically spoil the disguise, instead only allowing observers a new chance to attempt a Perception check against the disguise; if the discrepancy is minor, observers do not receive a chance to perceive the disguise.
You can also use an appropriate Artistry skill to forge documents in place of Linguistics.
Additionally, you can spend 10 minutes (or reveal as a plan) to attempt to create a copy of a key, although you must have some level of familiarity with the original key or lock to do so. Attempt a Craft check against the lock's Disable Device DC; on a success, the key functions as the original (bar any exceptional qualities it may possess). The Craft check may suffer a penalty due to how familiar you are with the key or lock.
Familiarity | DC Penalty |
---|---|
Have only description or have seen illustration | -16 |
Seen once or have illustration | -12 |
Seen repeatedly or handled | -8 |
Studied carefully | -4 |
Intimately familiar with | +0 |
You can reveal a plan as a standard action to treat your familiarity with an object as being one higher for an attempt.
Fundamental Expertise [DRS]
Source: Diamond Spheres: Invention & Ingenuity
The first function you apply to a trinket that is replicating an object from the same package does not count towards the total number of functions that can be applied to it. Additionally, it only takes 2 hours for you to add (or replace) a flourish to an object.
Additionally, you gain an additional associated skill of your choice from your Artifice sphere package(s).
This talent can be taken multiple times as a [utility] talent, each time gaining an additional associated skill of your choice from your Artifice sphere package(s).
Greater Trinkets
When you create a trinket, they last 8 hours, plus an additional hour for every point your check exceeds the Craft DC before it returns to its base components. You can also create trinkets that are complex in nature without increasing its Craft DC. This does not benefit trinkets created in 1 round or shorter, or those created with Cobbled Creation.
Additionally, while you maintain the cobbled creation approach, you can create a trinket as a standard action instead of a full-round action. For every 10 ranks you possess in the associated skill, this action cost is reduced by one step (standard to move, move to swift).
Magical Crafter [utility]
You use your ranks in the associated skill as your caster level for the purposes of qualifying for item creation feats. You can create magic items using these feats, substituting your ranks in an appropriate Craft skill for your total caster level. If you do not have a caster level, you must use a Craft skill to create the item. The DC to create the item still increases for any necessary requirements you lack (see the magic item creation rules in the Pathfinder Roleplaying Game Core Rulebook).
Associated Feat: Master Craftsman.
Meticulous Upkeep [plan] [DRS]
Source: Diamond Spheres: Invention & Ingenuity
As a plan revealed as an immediate action, you can reveal that you had provided maintenance to a flourish.
When you provide maintenance to a flourish, the object gains the following benefits:
- It ignores the effects of the broken condition.
- It is only destroyed when it reaches a number of negative hit points equal to your operative modifier (minimum 1) + one of your package’s associated ranks.
- It gains a number of temporary hit points equal to your associated ranks + your operative modifier (minimum 1).
You can also provide maintenance to an object that does not have a flourish to grant it benefits reliant on maintenance (as if it were a flourish). An object that remains in your possession (including flourishes) temporarily gains the benefits of your maintenance.
You can also provide maintenance to a flourish any amount of times per day–this does not allow benefits to stack, but may grant you multiple opportunities to replenish or refresh certain benefits.
Nebulous Functionality [plan]
When you prepare this plan, you can designate an additional function of a trinket you have created (or will create, if you possess the Secret Project talent) as a nebulous function.
A nebulous function has no benefit, except that you or the trinket's user can reveal this plan as a swift or immediate action to replace the nebulous function with a function you could add to the trinket, making any checks or paying any costs when revealed. Regardless of who reveals the plan, it counts towards your prepared plans.
Reinforce Material
You reinforce the object and the materials that make it up, usually by applying certain waxes, lotions, or similar maintenance techniques.
When you provide maintenance to a flourish, the object adds your operative modifier (minimum 1) to its break DC and hardness, as well as to the wielder’s CMD against sunder attempts. The object also gains an amount of hit points equal to your associated ranks + your operative modifier (minimum 1).
The object also ceases to deteriorate through natural causes, and is immune to effects that replicate such deterioration (such as a rust monster’s rust ability, or the Age alter time effect).
Secret Project [plan]
When you prepare this plan, you may set aside up to 10 gp worth of unspecified starting materials per rank in the associated skill you possess, working to create an item in the occasional moments you are able to break out your tools. When you reveal this plan, you produce an item you can create (including a trinket) with the unspecified starting materials. The Craft DC for the item must be no greater than 10 + the modifier for the Craft skill used + any bonuses from magic items or tools (if any). You may apply flourishes to this creation as normal.
At 10 ranks in the associated skill, you may set aside up to 100 gp worth of starting materials per rank in the associated skill you possess.
Sizeable Trinkets
You can treat your size as being one larger for the purposes of determining craft time and check DC increases when creating the trinket. You can also create trinkets up to two size categories larger than you, but the craft time is increased by an additional 30 minutes (instead of 5 minutes) for each step over your usual maximum size. For every 5 ranks in the associated skill you possess, you can create trinkets an additional size category larger than you, to a maximum size of Colossal.
For example, if you are a Medium-sized creature and attempt to create a Colossal trinket, it would take you 105 minutes and increase the DC to create it by 30.
True Artist
You can apply up to two flourishes to an object. Additionally, you can have your artworks only confer its effects to certain creatures (such as a specific creature or those from a certain group or settlement) when it is engaged with. You can change this choice in the same time it takes to provide maintenance.
For example, you could have the Comforting Design artwork only apply to your allies, and a Review artwork only apply to those of a certain faction.
You can take this talent an additional time for every 10 ranks you possess in the associated skill, allowing you to add an additional flourish for each time you have taken this talent.
Flourish Talents
Abstract Design (artwork, flourish) [DRS]
Source: Diamond Spheres: Invention & Ingenuity
You gain the following artworks:
Focusing: Creatures that engage with the artwork that are subject to a d% roll due to miss chance, wild magic chance, spell failure chance, or for determining how they act while confused, roll the percentile roll twice and choose which result to take. Additionally, once during the artwork’s duration the creature can regain their martial focus as a move or swift action (if they can achieve martial focus).
Puzzling: Creatures that engage with the artwork must succeed at a Will saving throw or roll twice any d% roll due to miss chance, wild magic chance, spell failure chance, or for determining how they act while confused, and take the worst result (with the GM being the final arbiter as to what is considered the ‘worst’ result). Additionally, whenever they would regain their martial focus, they must succeed at a Will saving throw or fail to regain their martial focus.
On a successful save, such d% rolls they are subject to are subtracted by 10% (minimum 0%).
Aesthetic Artifice (artwork, flourish) [DRS]
Source: Diamond Spheres: Invention & Ingenuity
You unlock skill leverage with one of the skills listed below. Additionally, you gain the following benefits if you have unlocked skill leverage with the appropriate skill (as listed below):
Glimmering (flourish) (jewelry) (Craft (jewelry)): The wearer gains a +2 circumstance bonus to Bluff and Diplomacy checks, as well as checks made to entertain or impress. This bonus increases by +1 per 5 ranks in Craft (jewelry) you possess, and by +2 against creatures that value grand wealth and extravagant apparel (such as nobles and merchants).
Additionally, the wearer can make an impressive display of skill as a move action using either their Diplomacy or your Craft (jewelry) bonus.
Literary Text (Artistry (literature) or Craft (books or calligraphy)): When you create an artwork in a written form (such as a book), you can choose to make it a literary artwork. A literary artwork takes 10 minutes to engage with, becomes a language-dependent effect, and lasts twice as long as normal.
Additionally, choose 1 + 1 skills per 10 ranks in Artistry (literature) or Craft (books or calligraphy) you possess. A creature that engages with a literary artwork is considered taught in the chosen skills (new skill use) and unlocks skill leverage with those skills for 24 hours.
Living Canvas (Craft (tattoos)): You can apply +1 artwork to a creature–such a creature can engage with artworks applied to them without having to see it, and can enter the following approach:
- Ink-proud [approach]: You can reveal artworks applied to you as though it were a distinct trinket function (as per the Clear Interpretations talent).
Sonorous (flourish) (musical instruments) (Craft (musical instruments)): The instrument grants a +2 circumstance bonus to Perform checks made to perform with the instrument, +1 per 5 ranks in Craft (musical instruments) you possess.–this bonus stacks with the circumstance bonus due to being masterwork.
Additionally, whenever the instrument is played, the area that it can be clearly heard is increased by 50% (this includes abilities such as a Performance sphere instrumental or an instrument-based bardic performance). You can also alter the instrument so that it sounds like a different instrument (such as making a lute sound like a guitar, or a keyboard sound like drums), although the qualities of the instrument (such as volume, pitch, method of playing) are unchanged.
Visual Expression (Craft (paintings, pottery, or sculptures)): You can apply +1 artwork to Small-sized objects or larger, and artworks applied to such an object function as though your associated ranks were 4 higher for determining its effects.
Alloyed Plating (flourish)
As part of applying this flourish, you plate, reinforce, or otherwise apply a second material to the crafted object—this requires you to spend half the normal cost required to create the object of the chosen material (for example, applying mithral to a chain shirt would cost 500 gp). You can choose a material that would normally be unable to be made into the crafted object (such as adding glass to armor, or bone to a weapon).
The crafted object is treated as if it were made of both its original material and the chosen material for overcoming damage reduction, and uses the better of the two hardnesses and hit points—if either material has a mutually exclusive property (such as a weight modifier), you can choose your preferred properties between each material. You may also choose to give it the visual appearance of either material, or both.
Additionally, as long as the second material’s cost increase does not exceed 500 gp, the object gains any ability's associated with the material, and both materials no longer confer any detrimental effects or drawbacks (such as a silver weapon’s penalty to damage or gold armor’s fragile quality). This gp restriction is lifted if you have at least 10 ranks in this package’s associated skill.
If you have the (gear) package, this flourish does not count towards the total number of flourishes you can have on an object. Additionally, this flourish can be applied multiple times to the same object, each time choosing a new material, although the subsequent applications of this flourish still count towards your flourish maximum.
Armament Modder (flourish, gear) [DRS]
Source: Diamond Spheres: Invention & Ingenuity
You can apply armor and weapon modifications as flourishes at no additional cost (Adventurer’s Armory 2). Weapons and armor granted a modification with this talent are no longer treated as being one category more difficult to wield and do not impart penalties to the wearer (for weapon and armor modifications respectively).
This ability may allow a weapon or armor to have more than one modification (such as a modification the weapon or armor is crafted with initially, plus this flourish separately, or this flourish applied multiple times).
Associated Feats: Armor Adept, Weapon Adept (Adventurer’s Armory 2).
Comforting Design (artwork, flourish)
Whenever a creature engages with this artwork, they gain a number of temporary hit points equal to twice your operative ability modifier (minimum 1). A creature can only benefit from the temporary hit points granted by this flourish twice per day, plus an additional time for every 5 ranks in associated skill you possess. Additionally, a creature can adopt the following approach as part of engaging with this artwork:
Serene [approach]: A creature who adopts this artwork’s approach halves the duration of harmful emotion-based conditions and effects, to a minimum of 1 round. The creature also gains a +1 morale bonus to checks when taking 10 or 20, increasing by 1 per 5 ranks in this package’s associated skill.
Compound Creation (flourish)
When you apply this flourish to an object, you incorporate an additional object + 1 object per 6 ranks in the package’s associated skill to it. All objects must be within three size categories of each other, and cannot be a trinket. Each incorporated object is treated as an individual object for all purposes (except that no other objects can have this flourish), including magic item creation (requiring individual magical weapons to be enchanted separately, as though ends of a double weapon). An object with this flourish weighs as much as the heaviest object incorporated within it.
The user can spend a move action to switch to a different incorporated object—or as part of the same action to draw a weapon if you possess at least 5 ranks in a package’s associated skill.
If this flourish is applied to a trinket, the trinket can have +1 function, +1 function per 6 ranks in the package’s associated skill you possess.
If this flourish receives special maintenance, you can choose to combine two incorporated objects into one to allow both objects to be used concurrently. The two objects generally must have a similar method of use (such as being a held item; a longsword and flute could be combined, but not a set of full plate and a guitar); up to GMs discretion. The combined object combines its total and current hit points, and uses the better of any other statistics the object may possess (such as hardness); when the objects are no longer combined, any damage is split equally between both objects.
Convenient Designs (flourish, gear)
You gain the following flourishes:
Applicator: This flourish can only be applied to objects that hold weapons (such as a sheath, or a compartment flourish within a weapon). A single use of an oil, blanch, poison, or similar liquid can be applied to the flourish as a full-round action (which still runs the risk of exposing themselves to the poison). The next time a weapon is drawn from the object, the applied liquid is applied to the weapon, consuming it in the process. The flourish can only hold one use of a specific liquid at one time, plus an additional dose per 4 ranks in the associated skill you possess.
Compactible: You can alter an object so that it can be folded up to occupy a smaller amount of space. While folded, the item is considered to be one size category smaller than its normal size, but cannot be used for its original purpose. A compactible object can be folded or unfolded as a swift action. For every 5 ranks in the associated skill you possess, the item is considered to be an additional size category smaller than its normal size while folded.
Launcher: The object gains a mechanism that can store a single object (which is done as a swift action) that is at least one size category smaller than the object the flourish is attached to.
As a move action, the user can launch the stored object to any square within close range, as though throwing a splash weapon (requiring a ranged attack as normal). Generally, this causes the object to harmlessly land in the chosen square, although the user can choose to launch it in a way so that a creature occupying the square can catch it as a free action usable outside of their turn.
If the object already has a range increment (such as a splash weapon), you must launch it using the same action required to throw the object, and instead increase the range increment of the object by 20 feet + 5 feet per 4 associated ranks you possess.
Emotive Styles (artwork, flourish) [DRS]
Source: Diamond Spheres: Invention & Ingenuity
You gain the following artworks:
Bleak: Creatures that engage with the artwork must succeed at a Will saving throw or have any morale bonus they benefit from instead become an equivalent penalty, as well as being unable to benefit from teamwork feats or aid another.
On a successful save, the creature instead reduces any morale bonuses they would benefit from by 1.
Hopeful: Creatures that engage with the artwork gain a +1 morale bonus to attack rolls and skill checks, +1 per 10 associated ranks. Additionally, any morale bonus the creature benefits from lasts twice as long (as long as it has a duration of at least 1 round, to a maximum duration equal to the artwork’s duration).
Evocative Visuals (artwork, flourish)
You can create an artwork with any of the following additions:
- Creatures become fascinated and distracted with the artwork for as long as they engage with it.
- The artwork has a ‘trigger’, such as a specific creature, faction, symbol, etc. When a creature engages with this artwork, for the next 24 hours, its effects (including duration) only start when they perceive the chosen trigger.
Additionally, you gain the following artwork:
Articulating: When you create this artwork, choose a single skill use that involves talking with a creature (such as demoralize, insult, perplex, etc) and would take up to the same amount of time as engaging with the artwork. Whenever a creature engages with an artwork, they are subject to the chosen skill use–if it requires a skill check, its check result is equal to 10 + this package’s associated skill modifier (or the skill modifier of the chosen skill, whichever is higher).
Special: If you possess the Bluster or Performance sphere, you can choose a (lyric) or (quip) instead of a skill use. The talent cannot have any costs associated with it, and makes the ability instead rely on the same components as the artwork (usually visual). If the chosen ability requires a saving throw, you can use your Artifice sphere DC or the sphere DC of the chosen talent.
If you have the Tug The Heartstrings feat, creatures that engage with the artwork are treated as though the chosen motivation were invoked for the purposes of determining the effects of the chosen skill use or sphere ability.
Functional Artifice (fabrication, flourish, gear) [DRS]
Source: Diamond Spheres: Invention & Ingenuity
You unlock skill leverage with one of the skills listed below. Additionally, you gain access to the following flourishes if you have unlocked skill leverage with the appropriate Craft skill.
Durable (container) (Craft (baskets)): The container’s hit points increase by 5 × your operative modifier (minimum 1), and its hardness increases by your operative modifier (minimum 1).
Sturdy (construct) (Craft (clockwork or mechanical)): The construct’s hit points increase by twice your ranks in Craft (clockwork or mechanical), and any damage reduction it possesses is converted to DR/–.
If this flourish receives special maintenance, the construct is treated as if it were two size categories higher for determining its bonus hit points.
Padded (clothing) (Craft (clothing)): The clothing confers an armor bonus equal to 1 + 1 per 5 ranks in Craft (clothing) to the wearer (which replaces and does not stack with armor bonuses the clothing may normally confer).
This clothing does not count as armor for any purpose, and cannot be granted enhancement bonuses or similar benefits.
Secure (lock) (Craft (locks)): The Disable Device DC to open the lock increases by 5 + 1/2 your ranks in Craft (locks)–a creature that fails such a check by 5 or more causes any tools being used (usually thieves’ tools) to be destroyed, or broken if they are magical (Fortitude negates).
Sturdy (Feet) (Craft (shoes): The wearer can move through up to 5 feet of difficult terrain each round as if it were normal terrain, +5 feet per 10 ranks in Craft (shoes), and may 5-foot step into difficult terrain. Additionally, the wearer can run and charge across difficult terrain (this movement still costs twice as much as normal).
If this flourish receives special maintenance, the wearer can ignore double the amount of feet of difficult terrain per round.
Influential Artistry (artwork, flourish) [utility]
You can choose to have creatures that engage with your artworks be treated as if you had performed an impressive display of skill against them with a check result equal to 10 + your package’s associated skill modifier; this condition lasts for 1 day on a success.
Special: If you have the Social Clout Faction sphere talent (or similar ability, like the renown vigilante talent), as long as such an artwork remains convenient to access for 1 day, creatures within the community and area you have clout in (and would be impressed by the artwork) seek out the artwork to engage with it–this popularity may extend beyond your area of clout, up to GMs discretion. You can use this sphere’s associated ranks instead of your Faction sphere’s associated ranks when determining this effect.
You can spend 1 use of skill leverage to ignore this talent requirement, but you treat your associated ranks as being 2 lower when doing so (minimum 1).
You also gain the following artworks:
Review: When you create this artwork, choose a creature or organization. A creature that engages with the artwork must succeed at a Will saving throw or have their attitude towards the target be worsened or improved by 1 step (chosen when created) for 1 week. If the creature is friendly or unfriendly towards the target, they gain a +2 bonus to this saving throw if the artwork attempts to adjust their attitude in the other direction–this artwork has no effect on creatures that are hostile or helpful towards the target. Additionally, the creature gains a minor motivation involving the target for 1 week, usually one that is aligned with their current motivations.
A creature with at least 4 fewer Hit Dice than this package’s associated ranks do not receive a saving throw.
Thought-Provoking: A creature who engages with this artwork gains a +4 bonus to Linguistics checks attempted to detect forgeries, to Sense Motive checks to discern secret messages, detect lies, or any similar checks to discover hidden meanings in words or visual imagery. Additionally, they gain a +2 competence bonus to saving throws against illusions, visual effects, and effects that would give them a disorientation condition. The bonuses granted by this artwork last for 1 hour per rank in this package’s associated skill you possess.
Inspiring Composition (artwork, flourish) [utility]
Whenever a creature engages with this artwork, they can use the basic uses of skill leverage in skills you have unlocked leverage in for 24 hours.
Additionally, a creature can adopt the following approach as part of engaging with this artwork:
Instructive [approach]: When you create this artwork, choose two skills you are trained in. A creature who adopts this artwork’s approach gains a competence bonus equal to 1/2 your associated ranks to one of the chosen skills (chosen when adopting the approach).
Additionally, this artwork can receive maintenance—if you do, you can store any number of uses of skill leverage within the artwork–the artwork can have a maximum number of stored skill leverage equal to your operative modifier (minimum 1). Whenever a creature engages with this artwork, they can withdraw any number of uses of skill leverage stored within the artwork to restore an equivalent amount to their own skill leverage pool.
The artwork loses 1 stored use of skill leverage every 24 hours. If it does not receive maintenance for 24 hours, a creature cannot withdraw skill leverage from the artwork until it is maintained.
Martial Artifice (flourish, gear) [DRS]
Source: Diamond Spheres: Invention & Ingenuity
You unlock skill leverage with one of the Craft skills listed below. Additionally, you gain access to the following flourishes if you have unlocked skill leverage with the appropriate Craft skill.
Capacious (firearm) (Craft (firearms)): The firearm’s capacity increases by +1, although its misfire value increases by 1. This flourish cannot be applied to siege weapons.
If this flourish receives special maintenance, the firearm’s capacity increases by +1, and you can choose to not have its misfire value increase.
Cruel (trap) (Craft (traps)): The trap’s save DC (if any) becomes your Artifice save DC (if higher), as well as increasing its critical threat range by 1 and granting it a +2 bonus to critical confirmation rolls. This does not stack with any other effects that increase critical threat range.
If this flourish receives special maintenance, the trap deals an additional amount of damage equal to 1/2 your ranks in Craft (traps), which is multiplied on a critical hit.
Propulsive (thrown or ranged weapon) (Craft (bows)): The weapon only imposes a -1 penalty per full range increment between the user and their target, and its strength rating (if any) changes to that of the wielder’s Strength bonus. Also, the weapon reduces the ranged attack penalty associated with strong or severe wind by 2.
If this flourish receives special maintenance, the range increment of the weapon increases by 50% or 10 feet (whichever is better). Additionally, the weapon can be used to make ranged attacks in windstorm-level winds at a –4 penalty.
Sharpened (manufactured weapon) (Craft (weapons)): If any of the weapon’s damage dice result in a 1, it becomes the average result (rounded up–a 1 on a d6 becomes a 4). Any additional damage dice (such as from Vital Strike or flaming) do not benefit from this flourish.
Vitalward (armor) (Craft (armor)): The armor’s bonus to AC increases by +1 for the purposes of confirming critical hits against the wearer, +1 per 6 associated ranks. If the armor’s wearer loses their Dexterity bonus to AC, the armor’s armor bonus increases by +50%, rounding up (excluding other armor bonus increases outside of this flourish); this increase cannot cause the wearer’s AC to exceed their normal AC.
Example: A set of vitalward full plate grants a +10 armor bonus, which increases by +5 if they lose their Dexterity bonus to AC (which cannot exceed their normal AC).
If this flourish receives special maintenance, whenever the wearer is subject to a critical hit, the attack's critical multiplier is reduced by 1 (minimum x1.5).
Associated Feats: Deadly Trap (Craft (traps) option), Weathered Warrior (Ranged Tactics Toolbox) and Far Shot (Craft (bows) option).
Precious Material Refinement (flourish, gear) [DRS]
Source: Diamond Spheres: Invention & Ingenuity
As a flourish, you improve a special material that the item is primarily made of. If a benefit relies on a ‘weight category’ of a weapon, shield, or set of armor, use the following categories: light armor, buckler, light shield, light weapon > medium armor, heavy shield, one-handed weapon > heavy armor, tower shield, two-handed weapon. The weight category of an object is not affected by effects that change how heavy or light it is (mithral full plate is still considered heavy armor for this talent's benefits).
Additionally, if such a material has an ability that requires a saving throw, use your Artifice save DC (if higher).
- Adamantine
- Armor: The granted damage reduction is doubled, and stacks with similar sources.
- Shield or Weapon: The object ignores 5 points of damage reduction on a critical hit. Also, when used to sunder, it ignores the immunity to critical hits that objects possess
- Alchemical Silver: This flourish can be applied to any material that is treated as silver.
Special—Singing Steel: A creature holding or wearing the object can cause it to resonate as a free action once per round—this requires a successful DC 15 Perform (sing) check if they are untrained. This resonance lasts for 1 minute or until dismissed, afterwhich the steel must be brushed for 10 minutes to remove any lingering vibrations. Additionally, the material’s ability can benefit Performance sphere instrumentals and lyrics, reducing their action cost by one step when used (standard > move > swift).
Special—Sunsilver: The penalties of the dazzled condition caused by this material’s ability increases by 1.- Armor or Shield: A creature with DR/silver suffers a -1 penalty to attack rolls made against the wearer per weight category of the object. Additionally, if such a creature strikes the wearer with an unarmed strike or natural weapon, the creature suffers an amount of untyped damage equal to 1d4 × the armor or shield’s enhancement bonus. Such a creature also suffers this damage for every round the wearer is grappling—or is grappled by—them.
Singing Steel: The object’s armor check penalty is reduced by 1. While resonating, the wielder or wearer gains sonic absorption 5 per weight category of the object.
Sunsilver: The dazzled condition caused by this material lasts for +1 round per weight category of the object. On a failed save, the creature treats all creatures as though they had concealment (20% miss chance) while they are dazzled. - Weapon: The wielder deals an additional amount of damage against creatures with DR/silver equal to 2 + the weapon’s enhancement bonus (which is multiplied on a critical hit), and causes the next weapon attack made against them within 1 round to be considered silver for bypassing its damage reduction, or for all such attacks within 1 round on a critical hit. If this weapon damages a shapechanger or a creature affected by an illusion or polymorph effect, it leaves a radiant wound for 1 minute, revealing the presence of such an effect.
Singing Steel: The wielder can dismiss the resonance on the weapon as a free action to have it deal +1d6 sonic damage on each successful attack made until the end of their next turn.
Sunsilver: The weapon can be used to reflect light (as normal for sunsilver armor), but can also do so as an immediate action—if performed as part of making an attack, on a failed save the dazzled condition also imposes an equal penalty to the creature’s AC against the attack.
- Armor or Shield: A creature with DR/silver suffers a -1 penalty to attack rolls made against the wearer per weight category of the object. Additionally, if such a creature strikes the wearer with an unarmed strike or natural weapon, the creature suffers an amount of untyped damage equal to 1d4 × the armor or shield’s enhancement bonus. Such a creature also suffers this damage for every round the wearer is grappling—or is grappled by—them.
- Angelskin
- Armor: The wearer reduces any evil aura they radiate by +5 Hit Dice, and the percentage chance to be treated as being neutral instead of evil for certain effects increases to 50% (instead of 20%). Additionally, the wearer gains a +4 bonus to Use Magic Device checks made to emulate a good alignment or a cleric or paladin class feature.
- Arcsilver: The bonus electricity damage dealt from a charged arcsilver object increases to +1d8, and such an object remains charged for an additional number of uses equal to your operative modifier (minimum 1).
- Cold Iron: The object (but not the wearer or wielder) gains spell resistance equal to 15 + your associated ranks against effects that would specifically target it (such as heat metal)–this spell resistance can be suppressed by the wearer or wielder as normal.
- Armor or Shield: As per the alchemical silver option, but instead affects creatures with DR/cold iron.
- Weapon: As per the alchemical silver option, but instead affects creatures with DR/cold iron (and does not inflict radiant wounds). A successful attack made against a creature with magical abilities (supernatural, spell-like, spells, or magical sphere abilities) causes any saving throw DCs of such abilities to be reduced by 1 for 1 round, or by 2 on a critical hit.
- Darkleaf Cloth
- Armor: The armor is treated as one category lighter for the purposes of movement, donning and doffing, and other limitations (but not proficiency). Light armor is still considered light, but can be donned and doffed in half the normal time, and its spell failure chance is reduced by an additional 5% (minimum 0%).
- Darkwood
- Armor or Shield: The object’s maximum Dexterity bonus is increased by 2, its armor check penalty reduced by 2, and its spell failure chance reduced by 20%.
- Weapon: The weapon is treated as a light weapon for the purposes of two-weapon fighting. If the weapon is already light, the two-weapon fighting penalty is reduced by 1 (minimum 0). This has no benefit on two-handed weapons.
- Dragonhide
- Armor or Shield: The wearer gains energy absorption against the energy type that the armor is immune to equal to 5 × your operative modifier (minimum 1). This energy absorption is replenished whenever the flourish is maintained. Energy absorption functions as energy resistance, except that the amount of damage resisted reduces the total value of the energy absorption, and the wearer chooses the amount to deduct.
- Eel Hide, Fire-Forged Steel or Frost-Forged Steel
- Armor or Shield: The granted energy resistance increases to 5, and stacks with other sources. Additionally, if the object is exposed to 10 points or more damage of the material’s associated damage type, for 1 minute, whenever a creature strikes the wearer with an unarmed strike or natural weapon, they suffer 1d6 damage × the object’s weight category—the damage type of this damage is the same as the granted energy resistance. Such a creature also suffers this damage for every round the wearer is grappling—or is grappled by—them.
- Weapon: The material’s additional energy damage increases by 2 die steps (1d4 to 1d8, 1d6 to 1d10), and lasts for 1 minute. Half of this additional damage bypasses resistances and immunities.
- Elysian Bronze
- Armor or Shield: The granted damage reduction is doubled and stacks with other sources, and the wearer or wielder gains a +1 circumstance bonus per weight category of the object to saving throws made against the supernatural and spell-like abilities originating from magical beasts and monstrous humanoids.
- Weapon: The material’s damage bonus against magical beasts and monstrous humanoids increases to 1d6 + the weapon’s enhancement bonus.
- Greenwood: The object heals at a rate of 1 hit point per minute while damp and in contact with soil. If the object is broken, it is repaired in the first minute.
- Armor or Shield: Whenever the wearer or wielder is subject to at least 10 points of magical healing (excluding fast healing and regeneration), they gain fast healing equal to 1 + the armor or shield’s enhancement bonus for 1 round. For each weight category beyond the first, the fast healing and its duration increases by 1 and 1 round respectively.
- Weapon: On a critical hit against a living creature, the wielder gains a number of temporary hit points equal to 1d6 × the weapon’s critical multiplier, which lasts for 1 minute. The attacked creature must have a CR of at least your character level - 3
- Living Steel
- Armor or Shield: The material ability’s save DC increases by the armor or shield’s enhancement bonus, and also triggers on a natural 2—this threshold increases by 1 for each weight category beyond the first.
- Weapon: The weapon gains a +2 circumstance bonus to sunder attempts made against metal objects, +1 per weight category beyond the first. Additionally, whenever the weapon receives maintenance, choose a single metal to cultivate within the living steel–until it next receives maintenance, the weapon bypasses damage reduction as if it were also made of the cultivated metal.
- Viridium
- Weapon: The material loses the fragile quality and can no longer cause a creature carrying such a weapon to contract leprosy. Also, the onset time of the leprosy afflicted by a successful attack becomes immediate. Additionally, the save DC of any injury poison applied to such a weapon increases by 1.
- Whipwood
- Weapon: The wielder gains a +2 circumstance bonus on trip combat maneuvers made with the weapon, +1 per weight category beyond the first. Additionally, the wielder’s reach is considered as if it were 5 feet larger for the purposes of attempting trip combat maneuvers (though not attacks of opportunity).
- Wyroot
- Weapon: The wielder can absorb a life point from the weapon as a free action once per round, instead of a swift action. Additionally, the wielder can absorb 1 life point from the weapon to heal a number of hit points equal to your operative modifier (minimum 1) × the weapon’s current number of life points (before it is expended this way). Lastly, a creature is harmed normally on a critical hit, instead of being unharmed.
Special—If the object this flourish is applied to is treated as more than one type of material (such as the Alloyed Plating talent), its effects are applied to each special material.
Refined Arms (flourish, gear) [DRS]
Source: Diamond Spheres: Invention & Ingenuity
You gain the following flourishes:
Refined (manufactured weapon or shield): You change the weapon’s effective weapon damage die to 1d4 (1d3 for Small creatures) for the purposes of dealing damage–effects that rely on a weapon’s damage die instead use the weapon’s actual damage die. This damage die increases by 1 step (1d4 > 1d6 > 1d8 > 1d10 > 1d12) for every 6 associated ranks you possess.
This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that do not deal any damage or only deal energy damage.
If this flourish receives special maintenance, the effective damage die of the weapon increases to 1d6 (which scales as normal).
Reinforced (armor or shield): You reinforce key parts of the armor to help protect the vital parts of its wearer. The armor grants the wearer a 20% chance to cause any critical hit or source of precision damage made against them to instead be considered a normal hit, increasing by 10% per 3 associated ranks you possess. Whenever such an attack is prevented this way, the percentage chance reduces by 10%—you can reset this percentage chance by spending 1 minute with the flourish (or when the flourish is maintained). This percentage chance is rolled separately to other similar chances (such as fortification).
If this flourish receives special maintenance, the armor grants the wearer DR 2/– against critical hits and precision damage (which stacks with other damage reductions), +1 per 4 associated ranks.
Sensory Protections (flourish, gear)
The following options grant the wearer a +2 circumstance bonus to certain saving throws, depending on the flourish chosen. This bonus increases by 1 per 4 ranks in this package’s associated skill you possess.
Insulated (Head): The bonus applies to saving throws against clouds, vapors, and gasses (such as cloudkill, stinking cloud, and inhaled poisons), in addition to any effects that would cause the sickened or nauseated condition.
Mirrored (Eyes): The bonus applies to saving throws against (and to the skill DC to apply) gaze attacks and visual effects, in addition to any effects that would cause the dazzled or blinded condition. Additionally, if the wearer succeeds a saving throw against a gaze attack, they can spend an immediate action to force the originator of the gaze attack to succeed at a saving throw to resist its own gaze or lose access to its gaze attack for 1 round.
Muffled (Head): The bonus applies to saving throws against (and to the skill DC to apply) auditory and sonic effects, in addition to any effects that would cause the deafened condition.
Stabilizing Reinforcements (flourish, gear)
You may create items that further reinforce your stature or position. The following options grant the wearer a +2 competence bonus to certain rolls, depending on the flourish chosen. This bonus increases by 1 per 5 ranks in this package’s associated skill you possess.
Grippy Palms (Hand): The bonus applies to Climb checks, Ride checks to stay in a saddle or use a mount as cover, and to Sleight of Hand checks to lift or palm an object, in addition to the wearer’s CMD against disarm combat maneuvers and CMB to attempt grapple combat maneuvers.
Heavy Soles (Feet): The bonus applies to Acrobatics checks attempted to move across narrow or uneven surfaces, in addition to the wearer’s CMD against bull rush, pull, and reposition combat maneuvers. Additionally, any unarmed strikes using their feet gain a bonus to damage rolls equal to half their Strength bonus (minimum 1).
Webbed Netting (Body or Shoulders): The bonus applies to Acrobatics checks to soften a fall and to Fly and Swim checks. Additionally, you can use this webbed netting to increase the DC to soften a fall by 5. If you succeed, you ignore the first 20 feet fallen and convert the damage from the next 10 feet of the fall to nonlethal damage; you avoid falling prone at the end of your jump even if you take damage.
Storage Enhancement (fabrication, flourish) [utility]
You can augment items that store or reinforce things. Choose from one of the following flourishes:
Commodious: This flourish can only be applied to containers. The object’s user treats their Strength score as +1 higher than normal when calculating their carrying capacity. Additionally, the object can hold an additional 50% more ounces or cubic feet within it (for example, a backpack would be able to hold 3 cubic feet of material). If this flourish is not maintained, the container breaks, spilling its contents. For every 5 ranks in the (fabrication) package’s associated skill you possess, these benefits increase by +1 and 50% of its original volume respectively.
Compartment: The object gains a small compartment that can hold at least 1 ounce of liquid or a single object that is at least two size categories smaller than the object benefiting from this flourish. The compartments are usually within an object, making it difficult to discover without a successful Perception check (DC 10 + the (fabrication) package’s associated skill modifier). For every 5 ranks you possess in the associated skill, you can add an additional compartment. If you possess the Convenient Designs talent, the compartment’s contents can be ejected as a free action. If the compartment is holding a consumable liquid (and it would normally be imbibed or applied as a standard action), the user can imbibe or apply the liquid within the compartment as a move action.
Resistant: This flourish can only be applied to containers. The container and any objects stored within it halve any damage they suffer from external effects, and is immune to any water damage that would be caused due to its material. Effects that originate from within the container still affect items normally. If the container would spill its contents due to being broken or destroyed, it retains its contents for 1 minute (or until it is damaged again, whichever comes first).
Vehicle Improvements (fabrication, flourish) [DRS]
Source: Diamond Spheres: Invention & Ingenuity
You gain the following flourishes that can be applied to vehicles (Ultimate Combat).
Refined Propulsion: The vehicle gains a +2 resistance bonus to Reflex saving throws and a +1 bonus to its AC for as long as it is being piloted, which increases by 1 for every 5 associated ranks you possess.
Additionally, its maximum speed and acceleration increases by 10 feet.
Reinforced Chassis: The vehicle increases its hit points by an amount equal to twice your associated ranks, and only takes half damage from energy attacks (as normal for an object).
Side Plating: The vehicle gains a +2 resistance bonus to Fortitude saving throws, in addition to a +1 bonus to its base AC and hardness, which increases by 1 for every 5 associated ranks you possess.
Additionally, its ramming damage die increases by one step.
Function Talents
Chemical Armaments (gear, function)
Your trinkets can replicate alchemical weapons, such as fireworks, grenades, etc., as long as the Craft DC of such an item does not exceed 15 + 1 per rank in this package's associated skill. These items function as the normal alchemical item, except that the DC is equal to your Artifice sphere DC.
You can also spend the same amount of time it would take to create a trinket with a normal alchemical weapon to have it be treated as a trinket for this talent’s purposes. When the normal duration of the trinket elapses, the alchemical weapon loses any benefits granted by this talent.
You also gain the following function:
Splash Weapon (+10 DC): You create a trinket that can be used as a splash weapon with a range increment of 10 feet, and deals 1d6 points of bludgeoning, piercing, and slashing damage on a direct hit (no save), and 1 point of splash damage per damage die to every creature within 5 feet of the point of contact (Reflex halves).
Additionally, you can add one of the following options, plus one per 3 associated ranks you possess. An option can only be chosen once unless it is listed with an asterisk.
- Aerodynamic: The range increment increases by +10 feet.
- Chemical Infusion: The damage type changes to acid, cold, electricity, or fire damage.
- Destructive: The damage dealt bypasses an amount of hardness equal to your 2 + your operative modifier (minimum 1). If the splash weapon deals energy damage, it deals full damage to objects (although hardness still applies).
- Explosive: The splash radius increases by +5 feet.
- Persistent: Creature’s that suffer at least 2 points of damage from the initial attack suffer half the total damage again the following round.
- Potent*: The damage dealt increases by +1d6.
- Powerful: The splash damage dealt instead deals damage as if it were a direct hit (but is otherwise not treated as a direct hit for other purposes); on a true direct hit, the damage is maximized.
- Volatile: On a direct hit, the creature must succeed at a Fortitude save or become deafened for 1 minute, sickened for 1 round, catch fire, or treat all creatures as having concealment for 1 round.
If this is added to a trinket replicating an alchemical weapon, the chosen options are applied to the alchemical weapon itself, as well as not increasing its Craft DC. Once a trinket has been used as a splash weapon, it is destroyed.
Special–If the trinket has both the weapon and splash weapon functions, you can have the weapon function of the trinket deal +1d6 damage of the splash weapon’s damage type on a successful hit.
Clear Interpretations (artwork, function) [DRS]
Source: Diamond Spheres: Invention & Ingenuity
You gain the following function:
Distinct (+10 DC): When you apply this function, choose a single artwork that you can create. The user can spend a standard action to display the artwork until the start of their next turn–this functions similarly to a gaze attack, treating creatures within 30 feet that can see the artwork as though they had engaged with it unless they choose to avert their eyes.
The artwork’s duration changes to 1 + 1 round per 4 associated ranks. Once a creature has engaged with an artwork using this function, they become immune to functions that use the same artwork for 1 hour
Defensive Equipment (gear, function)
You can provide the following function to your trinkets:
Warding (+10 DC): You create a trinket that can be worn underneath armor or clothing. While this trinket is worn, the wearer gains DR 2, which is bypassed by a single physical damage type (your choice when creating the trinket), increasing by 1 per 4 ranks in the (gear) package’s associated skill you possess.
Once the warding trinket has absorbed damage equal to 5 x the number of ranks in the (gear) package’s associated skill you possess, the trinket and any other warding trinket you wear is destroyed.
If you possess the Chemical Armaments talent, you can instead have a warding function grant resistance to one of acid, cold, electricity, or fire equal to the DR’s value.
Embarrassing Satire (artwork, function) [utility]
You can add the following function to your trinkets:
Mocking (+10 DC): You create a trinket that has a particularly confusing, mocking, or embarrassing design. The user can spend a standard action to force all creatures of their choice within 30 feet of them to succeed at a Will saving throw or become livid or shocked (chosen when you create this trinket) for 1 round, plus 1 round for every 5 ranks you possess in the (artwork) package’s associated skill. You can invoke a motivation as part of creating this trinket to cause creatures with that motivation to be affected by the condition for twice as long.
Expressive Creativity (artwork, function) [utility]
You gain the following function:
Bespoke (+5 DC): When you apply this function, choose a specific faction, cultural group, or motivation. The user gains a +2 circumstance bonus to Bluff, Diplomacy, Disguise, Intimidate, and Perform checks, as well as checks made as an impressive display of skill. This bonus increases by an additional +2 when made against creatures of the chosen group or that possess the chosen motivation.
Special: If you possess the Fundamental Expertise talent, you can choose a second social group, faction, or motivation for this function to apply to.
Impressive Weaponry (gear, function)
You gain the following function:
Weapon (+5 DC): When you apply this function, choose bludgeoning, piercing, or slashing, and whether the weapon is light, one-handed, or two-handed. The trinket can be used as a simple melee or ranged weapon that deals 1d6 damage of the chosen damage type (1d4 for Small, 1d8 for Large)–this increases to 1d8 if one-handed, or 1d12 if two-handed; you are proficient with this weapon.
If it is a ranged weapon, it has a range of 60 feet, is created with 20 pieces of ammunition, and can be reloaded as a move action (or a standard action if two-handed).
Additionally, you can add one of the following options, plus one per 7 associated ranks you possess.
- Gain one of the following properties: blocking, brace, disarm, distracting, nonlethal, performance, reach, or trip.
- The weapon becomes a thrown weapon with a range increment of 50 feet, or 30 feet if the weapon is one-handed, or 20 feet if the weapon is two-handed. If the weapon is a ranged weapon, its range increment increases by 30 feet.
- The critical threat range increases to 19-20. This can be chosen a second time to increase the threat range to 18-20.
- The critical multiplier increases to ×3.
- The action cost to reload the weapon is reduced by one step (full-round action, standard action, move action, swift action, free action). This can be chosen multiple times.
You can also choose to make the weapon fragile (Pathfinder Roleplaying Game: Ultimate Equipment).
Special: If you possess the Fundamental Expertise talent, you can choose two of the listed damage types for the weapon to deal instead of one.
Integrity Shifter (fabrication, function) [utility] [DRS]
Source: Diamond Spheres: Invention & Ingenuity
You gain the following function:
Reinforcer/Wrecker (+10 DC): When you apply this function, choose whether it is a reinforcer or a wrecker. The trinket can be deployed onto a door or surface in 1 round, and can affect up to a 5 + 5-foot cube per 2 associated ranks (chosen when deployed).
- Reinforcer: The door or surface’s break DC and hardness increases by +3 + 1 per 3 associated ranks, and gains a number of temporary hit points equal to your associated ranks + your operative modifier (minimum 1), which you can replenish as a standard action.
If you spend 1 use of skill leverage when creating a reinforcer, the door or surface remains structurally sound for 1 + 1 round per 5 associated ranks after it is destroyed. - Wrecker: The door or surface’s break DC and hardness decreases by 3 + 1 per 3 associated ranks, and at the start of each round, the trinket deals an amount of bludgeoning damage to the door or surface equal to 1/2 your associated ranks + your operative modifier (minimum 1); the sound of this damage can be heard with a successful DC 10 Perception check.
If you spend 1 use of skill leverage when creating a wrecker, the Perception DC to notice this damage (as well as to notice the door or surface break or become destroyed) becomes 15 + your associated skill modifier.
The trinket can be removed from a surface or door as a standard action.
Makeshift Tools (fabrication, function) [utility]
You gain the following function:
Tool (+5 DC): When you apply this function, choose a Strength- or Dexterity-based ability check (excluding initiative checks) or skill check or an Artistry, Craft, or Profession skill. The trinket functions as a masterwork tool of the chosen skill, but grants a +4 circumstance bonus to the chosen skill (instead of the normal +2). Additionally, the user temporarily unlocks skill leverage with the chosen skill while using the tool.
Special: If you possess the Fundamental Expertise talent, you can choose a second skill check for this function to apply to.
Mobile Defenses (fabrication, function)
You can provide the following function to your trinkets:
Cover (+10 DC): You create a trinket that can be deployed on the ground as a standard action, folding out to be a 5-foot wall that is half your height (or generally whatever height would grant you partial cover), 5-foot wide wall.
When deployed, the user chooses one edge of their space to treat as granting partial cover to creatures that use it. While deployed, all other functions that the trinket possesses cannot be used until it is retracted as a standard action. This cover can be moved as a swift action, choosing a new edge, or moved to a new square completely as part of an action to move.
Additionally, you can grant one of the following additions to the cover, plus one per 7 ranks you possess in this package’s associated skill (unless otherwise specified, an addition can only be applied once):
- The width of the wall increases by 5 feet, allowing you to choose an additional edge as long as it is contiguous. This addition can be chosen multiple times.
- The height of the wall increases by 50%, granting creatures cover (instead of partial cover).
- The cover may be deployed and retracted as a move action. This addition can be chosen a second time to change the time to deploy and retract the cover to a swift action.
Exceptional Talents
Alchemical Replication (function, gear) [DRS]
Source: Diamond Spheres: Invention & Ingenuity
Prerequisites: Artifice sphere ((gear) package).
Your trinkets can replicate alchemical tools with a Craft DC of 15 + 1 per rank in this package’s associated skill. If the alchemical item requires a saving throw, use your Artifice sphere DC.
You also gain the following function:
Luminous (+10 DC): You create a trinket that can be struck as a standard action to shed light. This sheds normal light in a 30-foot radius and increases the light level by 1 step for an additional 30 feet beyond that area (darkness > dim light > normal light). This cannot increase the light level in normal or bright light. This light lasts up to 1 hour, after which it must be struck again.
When applying this function, you can choose to reduce the light it produces, as well as changing the color of the light it produces. You can also choose to have the trinket only shed dim light (which cannot increase the light level beyond dim light), but doing so causes the light to be undetectable outside of the radius.
Special: If you possess the Alchemy or Herbalism sphere, your trinkets can also replicate alchemical remedies, drugs, and poisons with the same Craft DC limitations as above.
Artistic Transportation (artwork, flourish) [utility] [DRS]
Source: Diamond Spheres: Invention & Ingenuity
Prerequisites: Artifice sphere, Craft (books, carpentry, cloth, glass, jewelry, paintings, pottery, sculptures, or stonemasonry) 10 ranks.
When you create this artwork, you must spend 1 use of skill leverage and choose a location–this location must be on the same plane and planet as you. If you are unfamiliar with the area (such as only viewing the area casually, or having it described to you), it requires +1 use of skill leverage to create and maintain. If the location does not exist, the artwork fails to function and the uses of skill leverage are wasted.
This artwork requires special maintenance to function. This artwork has a number of uses equal to your operative modifier (minimum 1), which are replenished whenever it receives special maintenance.
Whenever a creature willingly engages with the artwork (and takes at least 1 minute to do so), they are teleported to the chosen location.
You can choose this talent a second time–if you do, you can choose a location on a different plane to you (or a different planet, if you have at least 15 ranks in this package’s associated skill), although such a location is always treated as unfamiliar to you, despite your actual familiarity.
Bizarre Artistry (artwork) (Su) [DRS]
Source: Diamond Spheres: Invention & Ingenuity
Prerequisites: Associated skill 5 ranks, Artifice sphere ((artwork) package).
When you create an artwork, you can have it rely on auditory and/or visual components, regardless of the type of artwork (such as a painting that requires a creature to hear it to engage with it). Additionally, your artworks ignore any immunity to emotion or mind-affecting effects that a creature possesses due to their creature type or subtype, although such creatures gain a +4 bonus to saving throws against such an artwork.
This talent affects both the act of engaging and benefiting from an artwork.
At 10 ranks in this package’s associated skill, you can create an artwork that relies on no components, and instead treats any creature that enters within close range of such an artwork as if they were engaging with it, regardless of their intention or awareness–the creature must remain in this radius for the normal time it takes to engage with the artwork.
Exquisite Equipment (flourish)
Prerequisite: Artifice sphere.
You may craft equipment far beyond the quality of other smiths. The crafted item becomes a masterwork item. At 4 ranks in a package’s associated skill, you can provide special maintenance to the flourish to improve the item further.
If you possess the (fabrication) package, you can provide this flourish to a tool, which increases the circumstance bonus associated with being masterwork by 1 per 4 ranks in the package’s associated skill you possess.
If you possess the (gear) package, you can provide this flourish to a set of armor, a shield or a weapon. An exquisite weapon has an enhancement bonus to attack rolls equal to 1 + 1 per 4 ranks in the package’s associated skill you possess (maximum +5). This does not stack with any other enhancement bonuses, and counts towards the maximum enhancement bonus a weapon can have (which cannot exceed a +10 bonus-equivalent as normal). Unlike most enhancement bonuses, this bonus is non-magical and does not allow the weapon to bypass any special damage resistances.
If you create an exquisite shield or armor, you may choose one of the following options:
- Reduce the item’s armor check penalty by 1 per 3 ranks in the package’s associated skill you possess. This is applied before any abilities from the wearer that might reduce their armor check penalties.
- Increase the item’s maximum Dexterity bonus by 1 per 6 ranks in the package’s associated skill you possess.
Flawless Flourish
Prerequisites: Associated skill 3 ranks, Artifice sphere (at least one (flourish) talent).
Your flourishes no longer require maintenance.
Magical Feverish Pace [utility]
Prerequisites: Artistry or Craft 6 ranks, Artifice sphere (Confident Craftsmanship).
You may craft much faster than normal. Whenever you craft a magical item using an Artistry or Craft skill you have unlocked skill leverage for, the time required to craft the object is reduced by half.
At 12 ranks in the associated skill, the time required to craft a magical item is reduced by two-thirds instead of half.
Marvelous Material Refinement [DRS]
Source: Diamond Spheres: Invention & Ingenuity
Prerequisites: Associated skill 10 ranks, Artifice sphere (Precious Material Refinement).
You can provide special maintenance to the flourish associated with the Precious Material Refinement talent to improve its effects.
- Adamantine
- Armor: The armor confers a 50% chance to cause any critical hit or source of precision damage made against the wearer to instead be considered a normal hit. If the wearer already has a similar ability (such as fortification), then they can roll the percentile roll twice and choose which result to take whenever they roll to determine the results of the critical hit or precision damage.
- Weapon: When used to sunder, the damage dealt is maximized. If the sunder attempt was a successful critical hit, the weapon’s critical multiplier increases by 1 for the attack.
- Alchemical Silver or Mithral: Whenever a creature with DR/silver is within long range of such an object, the object begins to shed light as a candle.
Special—Singing Steel: The user can spend an immediate action within 1 round of an object losing resonance to resonate the object without having to brush it.
Special—Sunsilver: The material’s ability to reflect light can affect a creature within close range.- Armor or Shield: The attack roll penalty associated with this flourish is doubled. Additionally, the damage dealt to a creature that is grappled (or grappling) the wearer increases to 2d6 + the armor or shield’s enhancement bonus.
Singing Steel: The user gains sonic resistance 5. Additionally, whenever a creature successfully hits the user with a melee attack, the user can dismiss the resonance on the object as a free action usable outside of their turn to deal 1d6 sonic damage per 3 associated ranks to the attacker (Fortitude halves).
Sunsilver: If a creature fails the saving throw against this material’s ability, they become blinded instead of dazzled on a failed save, or dazzled for 1 minute on a successful save. - Weapon: The additional damage dealt to creatures with DR/silver increases to 2d6 + the weapon’s enhancement bonus. Additionally, a creature with a radiant wound must succeed at a Fortitude save each round for 1 minute or have the illusion, shapechange, or polymorph effect become suppressed for the remaining duration of the radiant wound.
Singing Steel: The sonic damage dealt increases to +2d8.
Sunsilver: While within an area of bright light, the weapon deals +2d8 fire damage, which bypasses any resistances or immunities a creature with DR/good may possess.
- Armor or Shield: The attack roll penalty associated with this flourish is doubled. Additionally, the damage dealt to a creature that is grappled (or grappling) the wearer increases to 2d6 + the armor or shield’s enhancement bonus.
- Angelskin
- Armor: The wearer reduces any evil aura they would radiate by +5 Hit Dice–an aura reduced below 1 Hit Die instead causes the creature’s evil aura to register as an equally intense good aura. Additionally, the wearer is always treated as neutral instead of evil for spells and supernatural effects dependent on alignment (as though the percentage chance were increased to 100%).
- Arcsilver: An arcsilver object can be charged as part of moving as a move action (as long as the wearer or wielder moves at least half their speed).
- Armor or Shield: For as long as the object remains charged, it emanates a 10-foot radius static field, conferring electricity resistance 10 and a +2 bonus to AC and saving throws against metal objects and electricity effects to any creatures within the radius.
- Weapon: For as long as the weapon remains charged, the wielder can spend any amount of charges as a standard action to shoot a bolt of electricity to a creature wearing metal armor (or one that is otherwise mostly comprised of metal) within 30 feet, dealing 3d8 electricity damage per charge expended this way (Reflex halves).
- Cold Iron: Whenever a creature with DR/cold iron is within long range of such an object, the object begins to shed light as a candle. Additionally, the object (but not the wearer) becomes immune to magical effects unless the wearer allows them to function.
- Armor or Shield: The attack roll penalty associated with this flourish is doubled.
- Weapon: The additional damage dealt to creatures with DR/cold iron increases to 2d6 + the weapon’s enhancement bonus.
- Darkleaf Cloth
- Armor: The wearer can move through any sort of undergrowth (mundane or magic) at their normal speed and without taking damage or other impairments.
- Darkwood
- Armor or Shield: The object’s maximum Dexterity bonus is increased by 2. Additionally, if the wearer casts (or the object is subject to) a conjuration (creation) spell or similar sphere effect, it functions as if its caster level were 2 higher.
- Weapon: The weapon gains the finesse weapon quality–if the weapon already has this weapon quality, the wielder can choose to add their Dexterity modifier to damage rolls made with the weapon in place of their Strength modifier.
- Dragonhide
- Armor: The granted energy absorption is doubled.
- Eel Hide, Fire-Forged Steel or Frost-Forged Steel
- Armor or Shield: The granted energy resistance increases to 10, and it is always treated as being exposed to 10 points of the associated damage type.
- Weapon: The material’s additional energy damage increases by +1 die (usually 2d8 or 2d10). On a critical hit, this additional energy damage is maximized, and completely bypasses resistances and immunities.
- Elysian Bronze: Whenever a magical beast or monstrous humanoid is within long range of such an object, the object begins to shed light as a candle. If such a creature is within close range, the object sheds light as a torch.
- Armor or Shield: The bonus to saving throws against supernatural effects is doubled. Additionally, the wearer gains spell resistance equal to 15 + your associated ranks against spell-like abilities originating from magical beasts and monstrous humanoids.
- Weapon: The material’s damage bonus against magical beasts and monstrous humanoids increases to 2d8 + the weapon’s enhancement bonus.
- Greenwood: The object heals at a rate of 1 hit point per round while damp and in contact with soil–if the object is broken, it is repaired in the first round.
- Armor or Shield: The wearer is immediately stabilized whenever they are reduced to 0 or fewer hit points, as well as not suffering any damage from strenuous actions taken during this time. Additionally, the value and duration of the fast healing granted by this flourish is doubled.
- Weapon: On a critical hit, instead of granting the wielder temporary hit points, they can choose to instead heal an equal amount of hit points.
- Living Steel: The object heals at a rate of 2 hit points per hour–or half as much if it is broken. Additionally, whenever such an object is sundered with a metal weapon, the wielder or wearer can spend an immediate action to use this material’s ability against the weapon (as if they had rolled a natural 1).
- Armor or Shield: The material’s ability to damage metal weapons has its save DC increase by your operative modifier (minimum 1), and when a creature is subject to the ability, a creature that fails the saving throw by 5 or more results in the weapon being destroyed instead of broken.
- Weapon: The weapon is treated as all materials for the purposes of bypassing damage reduction. Additionally, the chosen cultivated metal confers the associated flourish benefit from the Precious Material Refinement talent (but not the further benefit granted by special maintenance).
- Viridium
- Weapon: The afflictions caused by this material bypass any immunities to disease or poison that a creature may possess (instead conferring a +4 bonus to the save), and the save DC against such afflictions increases by an amount equal to your operative modifier (minimum 1). Additionally, the frequency of the leprosy caused by this material changes to 1/hour. The greenblood oil caused by this weapon also has its frequency changed to 1/round for 1 minute, and requires 2 consecutive saves to cure.
- Whipwood
- Weapon: The weapon’s reach increases by 5 feet–this stacks with the effective increase to reach for trip maneuvers granted by this flourish. Additionally, its hardness increases by your operative modifier (minimum 1).
- Wyroot
- Weapon: The weapon can store +1 life point. Additionally, when the wielder absorbs 1 life point to heal themselves, they instead heal twice your operative modifier × the weapon’s current number of life points (before it is expended this way).
Massive Trinkets
Prerequisites: Associated skill 5 ranks, Artifice sphere.
Whenever you create a trinket that is up to your own size category, the trinket does not take any additional time to create due to its size. The time taken to create a trinket that is beyond your size category is halved (including with trinkets created with the Sizeable Trinkets talent).
You also do not increase the craft DC of a trinket due to its size.
Natural Artifice (flourish) [DRS]
Source: Diamond Spheres: Invention & Ingenuity
Prerequisites: Craft (carpentry, cloth, glass, leather, or stonemasonry) 5 ranks, Artifice sphere.
You unlock skill leverage with one of the skills listed below, and gain access to the following flourishes if you have unlocked skill leverage with the appropriate Craft skill. These flourishes can only be applied to an object made of the relevant skills’ associated material: carpentry (wood), cloth (cloth), glass (glass), leather (leather or hide), stonemasonry (stone).
An object benefitting from one of these flourishes improves its hit points, hardness, and resistances by two steps (glass > cloth > leather > wood > stone > steel), and an additional two steps if it receives special maintenance.
Adamant Weave Craft (cloth): The object still suffers only half damage from fire damage, instead of full damage.
When applied to armor or clothing comprised mostly of cloth, it grants its wearer DR 3/bludgeoning or slashing (which stacks with other sources), +1 per 4 ranks in Craft (cloth).
If this flourish receives special maintenance (and is applied to armor or clothing), the armor or clothing grants an armor bonus to AC equal to 3 + 1 per 3 ranks in Craft (cloth) you possess–clothing benefitting from this flourish is not considered armor for any purposes, does not stack with the AC bonus class feature (or similar abilities), and cannot be granted enhancement bonuses or similar benefits.
Hardened (armor) Craft (leather): The armor’s armor bonus increases by +1, and grants the wearer DR 3/slashing or piercing (which stacks with other sources), +1 per 4 ranks in Craft (leather).
If this flourish receives special maintenance, its armor bonus increases by an additional +1.
Lancinating (weapon) Craft (glass): If the weapon deals piercing or slashing damage, its critical threat range increases by 1 (which is applied after any other increases, such as keen, and cannot be doubled). Whenever the weapon confirms a critical hit, the wielder can choose to give the weapon the broken condition to deal +1d4 bleed damage to the damaged creature (which stacks with other sources of bleed); this increases to 1d6 if the weapon deals piercing or slashing damage.
If this flourish receives special maintenance, whenever the weapon confirms a critical hit, it deals an additional amount of damage equal to 1/2 your ranks in Craft (glass), or your full ranks in Craft (glass) if you decide to give the weapon the broken condition as part of the critical hit.
Solid (Craft (carpentry or stonemasonry)): When applied to a weapon comprised mostly of stone or wood (excluding the haft), it deals damage as though it were one size larger.
If this flourish receives special maintenance, its critical multiplier increases by 1 (maximum ×4). Additionally, whenever the weapon confirms a critical hit, the wielder can choose to give the weapon the broken condition to maximize the weapon’s damage die (but not other damage dice, such as flaming or Vital Strike).
Additionally, whenever you craft an item made of a material associated with a relevant Craft skill you have unlocked skill leverage with, you decrease the cost to do so by 10% (unless it is also treated as another material associated with a Craft skill you have not unlocked skill leverage with).
Associated Feats: Hide Worker and Wood Crafter (Ultimate Wilderness).
Perfect Portrayal (artwork, flourish) [utility] (Su)
Prerequisites: Associated skill 10 ranks, Artifice sphere ((artwork) package).
The created artwork must include your likeness in some discernible fashion. You can spend a standard action to transfer your consciousness into an artwork with this flourish that you created, allowing you to observe (and in some cases, interact with) an area up to close range around the artwork. This allows you to observe with all of your normal senses (but not special senses such as blindsight), although the DC of any Perception checks are increased by 10 when observing in this way.
You are flat-footed and senseless (from your physical form) while you have your consciousness transferred to an artwork, but you may return to your body as an immediate action. You can transfer your consciousness to any artwork with this flourish regardless of distance, but it must be on the same plane as you. When you transfer your consciousness into an artwork, it becomes slightly animated; three-dimensional depictions (such as statues) can move its head, make gestures, and talk, but cannot attack or leave their square without assistance. Two-dimensional depictions (such as portraits) can talk and the depiction itself can move within the artwork or even temporarily alter it (such as by picking a flower in the artwork); although you cannot use spells or other abilities inside.
When you cease to inhabit an artwork, it immediately reverts to the appearance it had before you entered it. If the artwork is destroyed or damaged, you return to your body unharmed.
When you create the artwork with this flourish and have at least 15 ranks in the associated skill, you can choose to accept 1 temporary negative level to store a portion of your soul within, which cannot be removed until the artwork is destroyed. You can only have your soul bound into one artwork at one time. If you die while your soul is bound this way, your soul is transferred to the soulbound artwork if it is on the same plane of existence. Your soul persists within your soulbound artwork indefinitely (or until resurrected), and you may still transfer your consciousness to any artwork with the Perfect Portrayal flourish. If you are resurrected and the soulbound artwork your soul is occupying is used as an additional material component for the spell, any negative levels caused by your revivification are reduced by 1.
If your soulbound artwork is destroyed with your soul within, your soul is released into the afterlife.
Prison Of Depiction (artwork, flourish) (Su)
Prerequisites: Associated skill 15 ranks, Artifice sphere ((artwork) package).
When creating this artwork, you can increase the Craft DC by 10 and spend 2 uses of skill leverage to create an artwork that bonds flesh and soul to itself. If a creature engages with the artwork, they must succeed at a Will saving throw or be magically transported within the artwork itself, bringing along their equipment (which becomes non-functional while within the demiplane).
While within the artwork, the creature is treated as being within a demiplane, and may move around freely within the artwork itself (which is apparent on the artwork's surface).
Such an artwork can hold a single creature, plus an additional creature for every 10 by which you exceed the Craft DC. While within the artwork, the creature does not need to breathe, eat, drink, or sleep, and cannot be harmed by anything depicted within the artwork.
Creatures outside of the artwork cannot interact with creatures within the artwork. If the item is destroyed, all creatures contained within the artwork are harmlessly shunted out of the artwork.
Reconstruct Dweomer
Prerequisites: Associated skill 5 ranks, Artifice sphere.
You can spend 8 hours and 1 use of skill leverage to repair a destroyed magic item, in addition to restoring the magical properties of the item as long as the item’s caster level is equal to or less than your ranks in the associated skill. Limited-use items (such as wands, potions, and scrolls) cannot be repaired in this way.
If you possess the Industrious Engineer feat, you can ignore the repair limit associated with the feat when repairing a construct by spending 8 hours and 1 use of skill leverage when doing so.
Stupendous Crafter
Prerequisites: Craft (any) 1 rank, Artifice sphere (Magical Crafter).
You gain an item creation feat you qualify for which you may only use with the Magical Crafter talent. You may take this talent multiple times, selecting a different feat each time.
Symbologist (artwork, flourish) [DRS]
Source: Diamond Spheres: Invention & Ingenuity
Prerequisites: Artistry (literature) or Craft (books, calligraphy, or tattoos) 5 ranks, Artifice sphere.
You unlock skill leverage with one of the skills listed below. Additionally, you gain the following benefits if you have unlocked skill leverage with the appropriate skill (as listed below):
Inkbound Arcana (Su) (Craft (tattoos)): As part of applying this artwork on a creature, you absorb the magic from a magical item and draw it into the artwork (as long as the item’s caster level does not exceed your ranks in Craft (tattoos) and is not an artifact). The magic item is destroyed and occupies the appropriate slot as normal (if it was a slotted item). If the item was a held item, it can be drawn from the tattoo as if retrieving a stored item (or in the case of a weapon, as though drawing a weapon), and can be stowed in the same way. Such an object is physical when drawn, but is obviously magical in nature; such an object retains any damage it suffers, but recovers an equal number of hit points when the creature rests (and can be repaired when drawn as normal). The tattoo otherwise functions akin to the absorbed magic item (and can still be dispelled as normal).
This artwork can incorporate a number of magical tattoos equal to 1 + 1 per 5 Craft (tattoos) ranks you possess—adding or removing a magical tattoo takes the same amount of time to apply an artwork. If removed, the magic item corporealizes into its original form (although retains any damage it may have incurred).
Power Script (Artistry (literature) or Craft (books or calligraphy)): Whenever you create an artwork, you can have it appear as a complex symbol or script and choose any of the following triggers: reads the script, touches the script, passes over or under the script. Whenever a creature within 60 feet qualifies for one of the chosen triggers, they are immediately considered to have engaged with the artwork. Covering or hiding the script renders it suppressed until it is no longer so, and a touch-triggered script does not trigger if an object bearing its script is used to touch a creature (such as hitting a creature with a weapon with this script). You can set more unique triggers if you wish, and can specify creatures to be unable to trigger the script. This is considered a ‘symbol’-based effect
Underwater Basketweaving [utility]
Prerequisites: Craft (any three) 3 ranks, Artifice sphere.
You may use any Craft skill you are trained in in place of any other Craft skill by taking a -10 penalty on the skill check. At 10 ranks in the associated skill, this penalty is reduced to -5.
Vivid Creativity
Prerequisites: Associated skill 8 ranks, Artifice sphere ((artwork) package).
When you create an artwork, you can spend 1 use of skill leverage to have it be a vivid artwork. A creature only needs to observe a vivid artwork to engage with it; with a successful Will saving throw negating its effects for that round. This functions akin to a gaze attack, and a creature who is aware of the artwork can choose to avert their eyes so that they are not affected by the artwork. The vivid artwork’s effects last for as long as the creature can see the artwork, plus 1 round after (instead of its normal duration). A creature can only be affected by a single vivid artwork at one time this way–if you would subject a creature to multiple vivid artworks at once, choose which one to subject them to.
You can outwit a hostile creature that is being affected by a vivid artwork as a cost to have the artwork’s effects last for 1 minute after instead of 1 round after.
Wondrous Project [plan]
Prerequisites: Associated skill 5 ranks, Artifice sphere (Magical Crafter, Secret Project), any item creation feat.
When you reveal your Secret Project plan, you may produce a magic item you are capable of creating with the starting materials you have set aside; doing so increases the amount of starting materials you can set aside with this plan to 1000 gp worth of starting materials per rank in the associated skill you possess. This may be any item except one with a spell completion (such as a scroll) or spell trigger (such as a wand) function.
Drawbacks
Careful Engineer
You lose the trinket ability and cobbled creation approach, as well as the bonus (function) talent granted when you gain a package. You gain a [utility] talent and a (flourish) talent of your choice.
Special: This drawback can be taken as a [utility start] if the chosen (flourish) talent is a utility talent.
Expensive Parts
Whenever you create a flourish, you must pay a further material cost based on the number of ranks you possess in the Artifice sphere’s associated skill. The cost is equal to half the appropriate resource budget from the Faction sphere for the item’s type (either permanent or temporary) for your number of associated skill ranks. You gain the Flawless Flourish talent.
Note: This drawback grants an exceptional talent, and should be used at the GM's discretion. This alternate start gives GMs a clear method for NPCs to provide flourishes, or to simply remove the maintenance requirements from PCs that might not fit the style of the game. The GM might simultaneously rule that certain flourishes require a higher price when applied to certain items indefinitely.
Fixer [DRS]
Source: Diamond Spheres: Invention & Ingenuity
Sometimes it's easier to fix something than to start from scratch.
You lose the trinket ability and cobbled creation approach, as well as the bonus (function) talent granted when you gain a package. You gain the Field Repair and Meticulous Upkeep talents.
Rapid Crafter
You can only create a trinket using the cobbled creation approach, and you gain the Greater Trinkets talent.
Writer [DRS]
Source: Diamond Spheres: Invention & Ingenuity
Prerequisites: Artwork package.
When you create an artwork, choose a single language you know. A creature must be able to read the chosen language to engage with your artworks (effectively making engaging with your artworks a language-dependent effect).
You gain the Aesthetic Artifice talent—you must choose Artistry (literature) or Craft (books or calligraphy) as the skill you unlock leverage with.
Artifice Sphere Feats
Deific Icon [DRS]
Source: Diamond Spheres: Invention & Ingenuity
Prerequisites: Artifice sphere ((artwork) package), Knowledge (religion) 3 ranks, must worship a deity (or similar creature).
Benefit: As an artwork, you create something in honor to your deity, granting creatures that engage with the artwork a +1 morale bonus to saving throws and skill checks for 1 hour; if the creature worships this deity, this instead becomes a sacred or profane bonus (chosen when the artwork is created, but is usually dependant on the alignment of the deity). This bonus increases by 1 for every 10 ranks in the associated skill you possess.
If you possess the Deific Obedience feat (or a similar 'Obedience' feat, such as Celestial or Demonic Obedience), a creature who engages with this artwork gains 1/2 the associated obedience benefit of your deity (minimum 1) for 1 hour, provided that you are also benefiting from your Obedience feat’s benefits. If your Obedience feat’s benefit would be non-numeric (i.e. not a numeric bonus), the effects are not shared.
Industrious Engineer
Prerequisites: Associated skill 3 ranks, Artifice sphere (Field Repair).
Benefit: You can use the Field Repair talent as a swift action, without the required tools and without provoking attacks of opportunity, but the object only retains its temporary hit points for 1 round per rank in the Artifice sphere’s associated skill you possess.
Additionally, you can use Field Repair to grant temporary hit points to (and repair) constructs. A specific construct can only have a number of hit points regained this way equal to 4 x the number of ranks in the Artifice sphere’s associated skill you possess.
Spatial Storage (Champion) [LotS]
Prerequisites: Artifice sphere (Storage Enhancement), Warp sphere (Extradimensional Storage).
Benefit: You can manipulate extradimensional spaces in small ways, allowing you to improve your containers. You can provide special maintenance to the following flourishes, except that you must spend 1 spell point instead of 1 use of skill leverage when doing so:
Compactible (requires Convenient Designs talent): While folded, the object is considered an additional size category smaller than its original size, and weighs a quarter of its usual weight. While folded this way, it is kept within an extradimensional space.
Commodious: The amount of ounces or cubic feet that the object can hold within it is multiplied by 100 (this is applied after the initial increase of this flourish). For example, a backpack benefiting from this flourish would be able to hold 400 cubic feet of material. The storage space within the object becomes an extradimensional space. If a living creature enters the space, they can breathe for up to 10 minutes, after which they begin to suffocate as normal. Additionally, the object and its contents’ weight is halved.
Compartment: The compartment can hold up to 10 ounces or cubic feet within it. The objects must still be at least three size categories smaller than the object. This compartment becomes an extradimensional space.
Resistant: The container (and objects stored within) is immune to all non-magical attack forms; even magical effects and abilities have a 75% chance of simply phasing through the object with no effect. This effect is suppressed when affected by the Plane Manipulator Warp sphere talent or similar effects that disrupt teleportation.
The flourishes that benefit from this special maintenance are innately magical, allowing them to be suppressed or dispelled as normal (possessing a caster level equal to your Warp sphere caster level). The weight of an object that is containing an extradimensional space created using this feat is at most only twice the weight of the object itself, regardless of what is stored inside. If such an object becomes broken (or the object is turned inside out), its contents spill out, unharmed (but the object must be fixed or put right before it can be used again.
You also gain the following flourish, which must be maintained with the special maintenance noted above:
Linked: This flourish can only be applied to containers. The object is linked to the extradimensional space created by your Extradimensional Storage talent, allowing you to retrieve objects from the space as normal for the container. Alternatively, you can apply this flourish to two containers at the same time, linking both of their storage to each other. This means objects placed within one container can be retrieved and viewed through the other, and vice versa (but not creatures). Both containers share the weight of all items stored between them.
Thaumic Retention [DRS]
Source: Diamond Spheres: Invention & Ingenuity
Prerequisites: Associated skill 5 ranks, Artifice sphere ((artwork) package), Spellcraft 5 ranks.
You gain the following artwork:
Spell Storing: When you create this artwork, you must spend 1 use of skill leverage and choose a single magical sphere ability or spell. A creature that possesses the chosen sphere ability or spell can spend the associated action and costs of the ability to store 1 charge within the artwork, making any choices regarding the effect now. This artwork can only store a number of charges equal to your operative modifier (minimum 1), and the artwork loses all charges after 24 hours.
Whenever a creature engages with the artwork (and takes at least a standard action to do so), the creature is subjected to the stored magical effect, and the artwork loses 1 charge. The creature becomes the target of the effect–in the case of an area-based effect, the creature is the center of the area.
This artwork requires special maintenance to function.
Tug The Heartstrings
Your expressions of creativity possess a deeper meaning, making them harder to ignore to those who understand your experience.
Prerequisites: Artifice sphere ((artwork) package) or Performance sphere.
Benefit: Whenever you create an Artifice sphere artwork or use a Performance sphere ability, choose a motivation, even if you do not possess the motivation. Creatures who perceive the sphere ability or engage with the artwork that possess a similar (or the same) motivation must succeed at a Will saving throw or suffer a -2 penalty to any saving throws or checks associated with the sphere ability or artwork.
If the motivation is a major motivation of the creature, they gain a +4 bonus to the saving throw against this effect, although the penalty increases to -4 if they fail.
You can spend 1 use of skill leverage to also have creatures who fail their saving throw against this ability be forced to reveal the associated motivation to any creatures who are observing them. Creatures who are affected by this feat become immune to its effects for 8 hours, regardless of the result. If you do not possess the chosen motivation, affected creatures can attempt a Sense Motive check against an opposed Bluff check. If they succeed, they discover your deception and gain a +4 bonus to their saving throw against this feat.
Artifice Sphere Class Options
Archetypes
Artificer (Blacksmith) [LotS, CS]
Artificers specialize in crafting specific types of items.
Machinist (Alchemist)
A machinist understands machines far better than biology, and is even capable of morphing their own biology to fit their specialty.
Primordia (Skald)
Primordia can sing ancient notes to change the world around them to their whims.
Other
Bravo (Grandeur or Improvisation Whims)
Some bravo's thrive on the runway, whereas others thrive in a tavern; the only similarity is both make great use of what they have on hand.
Envoy (Creativity Forte)
These envoys are driven through self-expression, allowing them to connect to many individuals through their creativity.
Professional (Artifice Method)
These professionals are particularly good at creating and destroying objects.
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Artifice | Bluster | Body Control | Communication | Faction |
Herbalism | Infiltration | Investigation | Navigation | Performance |
Spellhacking | Study | Subterfuge | Survivalism | Vocation |
Other Rules | ||||
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