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Operatives of the Navigation sphere learn to survive and operate in a wide variety of environments, studying their surroundings in order to best navigate or control them. They are skilled pathfinders and transporters, capable of finding the best route to any location and the best method of getting there. On a grand scale, an adventurer skilled in navigation can traverse any territory with ease, while in the heat of the moment their abilities enable impressive tactical maneuvers.
Associated Skill: One skill of your choice from your chosen package below.
You gain the following benefits when you gain the Navigation sphere.
You gain 5 ranks in one of the package's associated skills, plus 5 ranks per additional talent spent in the Navigation 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 the associated skills of your package.
Package: When you gain the Navigation sphere, you gain one of the following packages with its included acclimation. You may take the Expanded Wayfarer talent to gain additional packages.
You also acquire the Acclimate and Pathing abilities.
Acclimate (Ex)
By spending 10 minutes, you acclimate yourself and a number of allies or vehicles up to your operative ability modifier (minimum 1). You grant the benefits of up to two acclimations you know to them. If you grant two acclimations to a target (or more, by using the Layered Acclimation talent), at least one of these acclimations must always be from a base package or a [utility] (acclimation) talent. You may apply different acclimations to different targets. The benefits of acclimation last for 24 hours or until you change them.
Pathing (Ex)
Operatives of the Navigation sphere are able to point out paths through their environment that allies can utilize. As a standard action, you may select a number of contiguous 5-foot squares within close range equal to your operative ability modifier + the number of ranks you possess in the associated skill, applying the effects of a (pathing) talent to the area. You must be able to see all squares in the area to target them with pathing. An area remains affected for 24 hours or until you use this ability again. This is an auditory effect on your allies. You gain the Clear Shot (pathing) talent when you gain this sphere.
Clear Shot (pathing)
Allies within your pathing ignore any partial cover or partial concealment provided by objects or effects that are inside the area of your pathing but do not target individual creatures. Allies within your pathing treat standard cover from inside the area as partial cover. In addition, their total penalties on Perception checks for observing targets within the area of your pathing are reduced by 2, plus an additional 1 for every 5 ranks you have in one of your associated skills. If you have at least 10 ranks in an associated skill, allies also treat total concealment as partial concealment.
Navigation Sphere Packages
Aerial
You gain the following acclimation:
- Weatherproofing: Acclimated targets may treat the severity of all weather effects as one step lower for all purposes for 24 hours. For every 7 ranks you possess in your associated skill, they reduce the severity of weather effects by an additional step.
Associated Skill: Fly or Profession (pilot).
Nautical
You gain the following acclimation:
- Aquatic Adaptation: Acclimated targets ignore any penalties to attack rolls from being underwater (including allowing them to use thrown weapons normally underwater), can hold their breath for 2 additional rounds before having to attempt Constitution checks to avoid drowning, and gains a +1 competence bonus to Swim checks. This bonus and the duration of which creatures can hold their breath increases by +1 and 1 round respectively for every 2 ranks you possess in this package's associated skill. If you have at least 5 ranks in this package's associated skill, acclimated creatures also deal full damage with all weapon attacks while underwater. Acclimated vehicles reduce the DC of any Profession (sailor) check attempted to perform actions on them by 1, plus 1 per 4 ranks in this package's associated skill.
Associated Skill: Profession (sailor) or Swim.
Urban
You gain the following acclimation:
- Crowd Maneuvers: Acclimated targets may move at their normal speed through crowds and occupied squares and do not provoke attacks of opportunity for moving through crowds. Additionally, acclimated targets can share spaces with one another (to a maximum of 2 creatures per space) and can run and charge through each other’s spaces.
Associated Skill: Acrobatics or Climb.
Wilderness
You gain the following acclimation:
- Conditioning: Acclimated targets gain a +2 competence bonus on saving throws against environmental hazards and weather effects. This includes Fortitude saves to avoid fatigue and nonlethal damage from hot or cold environments. For every 8 ranks you have in this package’s associated skills, the bonus to saving throws increases by +1.
Associated Skill: Climb, Profession (guide), Profession (driver), or Survival.
Navigation Talent Types
Acclimation
Some talents have the (acclimation) tag, granting you one or more new acclimations to apply with your acclimate ability.
Pathing
Some talents have the (pathing) tag, allowing you to grant differing benefits to allies dealing with the specific area you designate.
Navigation Talents
Broad Pathing
When you use pathing, you may target squares within medium range (100 feet + 10 feet per rank in an associated skill) and may select a number of additional squares equal to your ranks in one of your associated skills.
You may take this talent a second time, in which case you may target squares within long range (400 + 40 feet per rank in an associated skill) and may select a number of additional squares equal to your ranks in one of your associated skills (for a total of three times your ranks in one of your associated skills).
Cartographer's Knack [utility]
When attempting to earn a wage using Craft (maps), you earn double your check result in gold pieces instead of half your check result.
When using the exploration rules (Pathfinder Roleplaying Game: Ultimate Wilderness), whenever you document a territory, you may reduce the territory's exploration DC by 2, plus 1 for every 5 ranks in an appropriate skill you possess. Additionally, whenever you attempt the last check required before creating a map or gazetteer of a territory and succeed the check by 5 or more, the list price of the map or gazetteer increases by 20%.
Associated Feat: Expert Cartographer (Pathfinder Roleplaying Game: Ultimate Wilderness).
Efficient Acclimation
You are adept at preparing a large group for the environments ahead. You can grant the benefits of your acclimation to a number of creatures or vehicles equal to the ranks you possess in a package’s associated skill of your choice (chosen when using this ability) + your operative ability modifier.
Expanded Wayfarer
You gain one Navigation sphere package which you do not already possess as well as unlocking skill leverage with its associated skills. You choose one of its associated skills as an additional associated skill for the Navigation sphere.
You may select this talent multiple times, each time selecting a different package.
Experienced Navigator [utility]
You gain Knowledge (geography) as an additional associated skill for this sphere. You can also take 10 on Knowledge (geography) checks and with any other Navigation associated skill you have even when in danger. In addition, you unlock skill leverage with Knowledge (geography).
Fleet Movement [utility]
When using overland travel, you and allies traveling with you travel an additional distance in the same period up to 1/4 of your normal overland travel speed. For every 5 ranks in an associated skill you possess, this improves by an additional +1/4 of your normal overland travel speed.
Follow My Lead [approach]
You can help your allies in their movement, directing their actions with your expertise. While you maintain this approach, allies within 60 feet of you gain a +1 insight bonus to checks attempted with your associated skills from Navigation sphere packages and may use half your ranks in that skill in place of their own ranks in the skill (minimum 1 rank). For every 4 ranks in the corresponding skill you possess, these bonuses increase by 1. The area of this effect increases by 5 feet for every 2 ranks you possess in an associated skill, to a maximum of 110 feet. You do not gain any bonuses from this approach.
Hitch A Ride [plan] [utility]
You are able to secure some manner of vehicular passage for yourself and your companions. Making this plan could involve negotiating with a local patron, taming wild animals, or constructing a transport for yourself. You can spend one plan to obtain some form of vehicle or mount that you could feasibly access, with a value up to 20 gp x your ranks in one of your associated skills squared.
This value may be spent on multiple mounts or vehicles (perhaps allowing you to obtain both a cart and the horses needed to pull it). Any vehicle or mount you obtain from this talent remains with you until you prepare your plans again. Either because these resources are borrowed or because they are temporary, you cannot sell anything gained from this talent and must pay for repairs if the transportation is killed, damaged or destroyed while you are using it.
Layered Acclimation
You may grant the benefit of an additional acclimation to yourself and your targets. You can take this talent again for every 10 ranks you possess in a single associated skill.
Lay Of The Land [utility]
You may spend 1 use of skill leverage to instantly gain knowledge of one fact from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting. Such information could include the amount or concentration of targets, or a general understanding of how accessible they are. You gain an additional fact for every 5 ranks you possess in an associated skill. This talent operates in a radius of 100 feet per rank in associated skill.
When using the exploration rules (Pathfinder Roleplaying Game: Ultimate Wilderness), you gain 1d4 additional discovery points for every 5 points by which you exceed the Survival or Perception check for exploration. You may spend 1 use of skill leverage to gain the maximum possible number of discovery points when exploring.
Linear Pathing
When you use your pathing ability, you may alter the shape of your path. Your pathing effect may take the shape of a line that is 50 feet long plus an additional 10 feet for every rank you possess in one of your associated skills. If you possess the Broad Pathing talent, the line’s length is increased to 100 feet plus an additional 20 feet for every rank you possess in one of your associated skills, or 400 feet plus an additional 40 feet for every rank you possess if you possess two instances of the Broad Pathing talent.
Misleading Trails [approach] [utility]
Adopting this approach is a swift action. While in this approach, you and any allies traveling with you are able to deceive pursuers by leaving false trails. You move in the direction of the false trail and can then backtrack while concealing your change of direction and the early departure of anyone in the group. A creature tracking you must succeed at a Perception or Survival check (DC = 10 + your ranks in one of your associated skills + your operative ability modifier) to determine the trail is fake when first encountering it.
Should they fail, they follow the fake trail until you started backtracking or until you abandoned the approach (whichever is sooner), to a maximum of 1,000 feet per rank in the associated skill before it gets another Survival check. After a creature that fails to identify a false trail follows it for the determined distance, it can attempt another Perception or Survival check with a +5 bonus. On a success, the creature realizes it is following a false trail and can continue to track you as normal after backtracking to the start of the false trail (or wherever you diverged from the false trail). On a failure, the creature continues to move in the direction of the false trail for an additional mile. After each mile, it can attempt a new check with a cumulative +5 bonus.
Associated Feat: False Trail (Pathfinder Roleplaying Game: Ultimate Wilderness).
Reconnaissance [approach]
Adopting this approach is a swift action. While in this approach, you carefully observe your environment and ready yourself for any oncoming threats. You gain a +2 insight bonus on Perception and Survival checks. For every 5 ranks you possess in a single associated skill, these bonuses increase by 1.
Additionally, while you maintain this approach, you always know the direction of north from your current location, and you always know what the weather will be within long range of you for the next 48 hours. This forecast only accounts for natural weather, and does not take into consideration magical occurrences that may change the weather.
When using the exploration rules (Pathfinder Roleplaying Game: Ultimate Wilderness), you only lose 1 Discovery Point for every 10 points by which you fail the check. Additionally, you may increase the territory's exploration DC by 5 to reduce the number of checks required to document the territory by 1. You may attempt this once per territory, but you may spend 1 use of skill leverage to ignore this requirement for the attempt.
Associated Feat: Alertness.
Tracking Expert [utility]
You do not take a penalty on Survival checks attempted to track when moving at your full speed or faster or when moving through wilderness. In addition, you only take a -10 penalty on checks attempted to track creatures who do not leave tracks (such as those that are flying or swimming or those with the trackless step class feature) rather than being unable to track them. If you possess the Survival skill unlock which allows you to track such creatures, this penalty is reduced to -5.
If you spend 1 use of skill leverage while attempting a Survival check to track, you may ignore any penalties to Survival for your pace while tracking a specific target for 1 day.
Triumphant Arrival [utility]
You regain 1 use of skill leverage whenever you reach a noteworthy location (such as a landmark or an important destination) or track down a noteworthy creature through your navigation abilities. Whenever you regain skill leverage in this way, you recover from fatigue or exhaustion as if you had rested for 8 hours.
Acclimation Talents
Discreet Travel (acclimation)
You may select the following acclimation benefits:
- Cover Tracks: Acclimated targets increase the DC of Survival checks attempted to track them by 2 when moving at full speed, and by 5 when moving at half speed. These increases to DC increase by 1 per 4 ranks in one of your associated skills you possess.
- Swift Step: When an acclimated target would attempt to hide using Stealth, they may move up to half their speed plus 5 feet with no penalties. This increases by an additional 5 feet for every 7 ranks in one of your associated skills you possess. This cannot exceed the creature's base movement speed, and is not an actual bonus to their movement.
Associated Feat: Cover Tracks (Pathfinder Roleplaying Game: Ultimate Wilderness).
Extreme Acclimation (acclimation)
You may select the following acclimation benefits:
- Environmental Protection: Acclimated targets gain either cold resistance or fire resistance equal to your ranks in one of your associated skills and are considered acclimated to any altitude for 24 hours. Energy resistance gained from this ability does not stack with other forms of energy resistance.
- Immunization: Acclimated targets gain a +2 competence bonus on all saving throws against poisons, diseases, and the distraction ability of swarms. For every 8 ranks you possess in one of your associated skills, these bonuses increase by 1.
Occult Countermeasures (acclimation)
You may select the following acclimation benefits:
- Mental Preparations: Acclimated targets gain a +2 competence bonus on all saving throws against fear effects and to the DC to demoralize them. Acclimated animals are immune to the unnatural aura universal monster ability. For every 8 ranks you possess in one of your associated skills, these bonuses increase by 1.
- Tomb Raider: Acclimated targets gain a +2 competence bonus on all saving throws against curses and the abilities of haunts and magic traps. For every 8 ranks you possess in one of your associated skills, these bonuses increase by 1.
Reinforce Equipment (acclimation)
You may select the following acclimation benefits. You may acclimate up to 10 pounds worth of similar objects per rank you possess in an associated skill (such as a chest full of rations or a barrel of ammunition) as if they were a single object.
- Emergency Backup: Acclimated objects gain temporary hit points equal to your ranks in an associated skill which lasts for the duration. When an acclimated item would gain the broken condition, it continues to function as if it were not broken for 1 round plus an additional round for every 5 ranks you possess in an associated skill.
- Secure Provisions: You may acclimate items to give them a +1 resistance bonus on all saving throws and increase their hardness by 1. For every 5 ranks you possess in one of your associated skills, these bonuses increase by 1. If an acclimated item is nonmagical and unattended, it receives a saving throw against effect as if it were a magic item with a caster level of 0. (A magic item’s Fortitude, Reflex, and Will save bonuses are equal to 2 + half its caster level. An attended magic item either attempts saving throws as its owner or uses its own saving throw bonus, whichever is better.)
Resilience Training (acclimation) [utility]
You may select the following acclimation benefits:
- Heavy Load: Acclimated targets gain a +2 competence bonus on Strength checks and to their Strength score for the purpose of determining their carrying capacity. For every 5 ranks you possess in one of your associated skills, these bonuses increase by 1.
- Unyielding Progress: Acclimated targets gain a +2 competence bonus on all Constitution checks and DR 2/- against forced march damage, falling damage, cave-in damage, pressure damage, and other damaging environmental effects. For every 5 ranks you possess in one of your associated skills, these bonuses and damage reduction increase by 1.
Associated Feat: Endurance.
Stability Exercise (acclimation) [utility]
You may select the following acclimation benefits:
- Rope Swinger: Acclimated targets gain a climb speed of 10 feet on surfaces with a Climb DC of 20 or less, which increases by 5 feet per 5 ranks you possess in the associated skill. They do not provoke attacks of opportunity from climbing or swinging on a rope or surface with Climb DC 20 or less.
- Braced Footing: Acclimated targets halve any DC increases to Acrobatics and Climb checks they would incur, and may take 10 on Climb checks even when distracted.
Associated Feat: Expert Boarder (Pathfinder Roleplaying Game: Adventurer’s Guide).
Pathing Talents
Acoustic Attunement (pathing)
Allies within the area of your pathing increase the range of their auditory and sonic skills, spells, and abilities by 5 feet + 5 feet per 5 ranks you possess in an associated skill.
Blaze Ahead (pathing) [utility]
Allies within your pathing reduce the DC of Climb, Fly, and Swim checks attempted to move through the area of your pathing and the DC of Acrobatics checks attempted to cross narrow or uneven surfaces in your pathing by 5. If you have 10 or more ranks in one of your associated skills, this reduction increases to 10.
Blindspotting (pathing)
Allies within your pathing are considered to have positional concealment for the purpose of attempting Stealth checks to hide so long as they are in the area of your pathing.
Bushwhack (pathing)
Allies may use the blaze a trail action from the Survival skill as part of a move action when moving through your pathing, and may do so untrained. Such allies may use your ranks in one of your associated skills in place of their ranks in Survival for the purpose of blazing a trail.
Cautious Tread (pathing) [utility]
Allies within your pathing gain a +1 insight bonus to AC and Reflex saving throws against hazards and traps. This improves by 1 for every 5 ranks you possess in an associated skill. You and any allies moving through your pathing receive a check to notice traps whenever they pass within 10 feet of them, whether or not they are actively looking.
Chokepoint (pathing)
Allies gain a +2 insight bonus to attacks of opportunity and readied attacks made against enemies in the area of your pathing. This improves by 1 for every 5 ranks you possess in an associated skill.
Clear Trail (pathing)
Allies within your pathing reduce the penalty for moving through difficult terrain by 50%; for example, if moving through snow normally costs you 2 squares of movement (1 square plus a 1 square penalty) per square traveled, this effect would reduce this cost to 1.5 squares per square traveled. If you possess at least 5 ranks in one of your associated skills, allies within your pathing ignore penalties for moving through nonmagical difficult terrain. If you possess at least 15 ranks in one of your associated skills, allies within your pathing ignore penalties for moving through all difficult terrain.
Controlled Descent (pathing)
The effects of any of your pathing effects extend vertically out to 1,000 feet above and below the square you select, plus an additional 1,000 feet for every 5 ranks you possess in an associated skill.
If you use this pathing talent, allies within your pathing may increase or reduce their falling speed by 50 feet per round, to a minimum of 10 feet per round, and may move horizontally 5 feet for every 20 feet they fall. For every 2 ranks you possess in an associated skill, allies may increase or reduce their falling speed by an additional 50 feet per round.
Creatures who cannot fly or glide are assumed to normally have a falling speed of 500 feet per round.
Creatures who increase their falling speed double the amount of falling damage they take, while creatures who decrease their falling speed take half the amount of falling damage.
You may use this pathing as an immediate action.
Duck And Weave (pathing)
Allies within your pathing gain a +2 dodge bonus to AC against attacks of opportunity for movement into, through, or out of these squares. This increases by 1 for every 5 ranks you possess in an associated skill.
Terrain Advantage (pathing)
Allies within your pathing increase any bonuses to AC or attack rolls from cover, higher ground or being prone by 2 and reduce penalties to AC or attack rolls from squeezing or being prone by 2.
Exceptional Talents
Beyonder (acclimation)
Prerequisite: Navigation sphere.
You may select the following acclimation benefits:
Gravity Acclimation: When you prepare this acclimation, choose either light gravity, heavy gravity, or subjective gravity.
If you choose heavy gravity, acclimated targets do not take penalties from environments with heavy gravity.
If you choose light gravity, enemies do not gain the normal circumstance bonuses to attack rolls granted by light gravity when attacking acclimated targets. If you choose subjective gravity, acclimated targets automatically succeed at Wisdom checks to set a new direction of gravity in environments of subjective gravity.
Planar Acclimation: Choose a plane when you prepare this acclimation. Acclimated targets ignore a single alignment trait or magic trait of that plane (excluding dead magic or limited magic) for 24 hours.
Associated Feats: Heavy Gravity Acclimation, Light Gravity Acclimation, Subjective Mobility (all Pathfinder Roleplaying Game: Planar Adventures).
Area Mapping [plan] [utility]
Prerequisite: Navigation sphere.
You discreetly scout ahead, consult with other navigators, or call upon favors with other travelers to obtain maps of an area. You may spend a plan to learn the layout of a certain area such as a dungeon, forest, canyon, neighborhood, building, or other location.
This gives you a detailed, single-page map of the area, although it might not include secret or fine details. If the area is smaller than a 100-foot cube, you may attempt one Perception or Survival check to attempt to locate each hazard, mechanical trap, or secret door in the mapped area as part of revealing the plan. The GM makes each roll on your behalf secretly.
Direct Path [plan] [utility]
Prerequisites: Associated skill 15 ranks, Navigation sphere (Impossible Trail (exceptional)).
When you use Impossible Trail, you may spend 1 additional skill leverage to increase the range to infinite on the same plane. If you do, you no longer require contact with the target or an object associated with the target.
Divination Warding (acclimation)
Prerequisites: Associated skill 15 ranks, Navigation sphere (Occult Countermeasures).
You may select the following acclimation benefit:
Divination Warding: Acclimated targets and anything they are carrying are shielded from divination effects as if they were covered with a foot of lead.
Environmental Invulnerability (acclimation)
Prerequisites: Associated skill 10 ranks, Navigation sphere (Extreme Acclimation).
You may select the following acclimations benefits:
Environment Shielding: Acclimated targets do not need to eat, drink, or breathe and gain resistance to one of the following energy types equal to twice your ranks in an associated skill: acid, cold, electricity, or fire.
Full Immunization: Acclimated targets are immune to diseases, poisons, and the distraction ability of swarms.
Impossible Trail [plan] [utility]
Prerequisites: Associated skill 10 ranks, Navigation sphere.
You can easily set a course to a certain objective. You may spend a plan and 1 skill leverage to name a certain location, creature, portal, item, the nearest source of a particular material, or other similarly specific target based on GM discretion. You must have been in contact with the target or be in possession of an object which belonged to the target or was at the target location.
For 24 hours or until you next prepare your plans, you know the location and the fastest path to the chosen location so long as it is within 1 mile per rank in an associated skill. If you are pursuing a specific creature, location, or item that at least one creature has tried to keep secret, there is a chance you failed to find it, requiring you to succeed at a Survival or Knowledge check to locate it. You can take 10 on this check. The DC for this check is set by the GM and should be roughly 20 + the highest challenge rating among all creatures trying to keep the target a secret. (As usual, the GM should work with you to help replace a choice that does not make sense, and if you cannot, you can choose a different action.)
Labyrinth Lord [utility]
Prerequisite: Navigation sphere.
By spending 1 use of skill leverage, you can use your intuition to determine whether traveling a particular direction from a fork in the road (or other junction) might be productive or dangerous. This functions like the augury spell, except it provides weal or woe based on traveling in a particular direction.
In addition, you add half your ranks in one of your associated skills as a competence bonus to Survival checks to navigate and to Intelligence checks to navigate mazes and to escape a maze spell.
Nocturnal Operations (acclimation)
Prerequisites: Associated skill 5 ranks, Navigation sphere.
You may select the following acclimations benefits:
Darkness Preparation: Acclimated targets gain low-light vision and darkvision out to 30 feet. The range of this darkvision increases by 30 feet for every 5 ranks beyond 5 you possess in an associated skill.
Light Rest: Acclimated targets do not take penalties to Perception checks for being asleep and so long as they maintain this acclimation count as having had 8 hours of rest whenever they have had at least 6 hours of rest. This is reduced by an additional hour for every 5 ranks beyond 5 you have in one of your associated skills, to a minimum of 2 hours. If they end this acclimation and have not gotten 8 hours of rest in the past 24 hours, they become fatigued.
Not Even Winded (acclimation)
Prerequisites: Associated skill 10 ranks, Navigation sphere (Resilience Training).
You may select the following acclimations benefits:
Indefatigable: Acclimated targets ignore the penalties to Strength and Dexterity from the fatigued condition and treat themselves as fatigued whenever they would become exhausted. If you have at least 15 ranks in one of your associated skills, acclimated targets also become immune to the fatigued and exhausted conditions.
Unstoppable Trekker: Acclimated targets are immune to falling damage, cave-in damage, pressure damage, damage from the fire-dominant planar trait, and other damaging environmental effects.
Planar Shortcut [plan] [utility] (Su)
Prerequisites: Knowledge (geography) 15 ranks or Knowledge (planes) 15 ranks; Navigation sphere (Fleet Movement).
You know of an incredible shortcut that allows for extremely fast travel through portals to the Shadow Plane, a fey realm, or some other plane of existence to arrive at a location on the same plane as you begin your voyage. You must be familiar with your destination or have a detailed description (equivalent to “Very familiar” or “studied carefully” familiarity with a teleportation effect). Attempting to use this ability to reach any less familiar location or a location on another plane automatically fails.
You may spend 1 minute searching your immediate vicinity for a thin spot between the planes to reveal a plan to reach this specific destination. Traveling with this plan costs 3 uses of skill leverage and requires no more than 10 minutes traveling through another plane of existence regardless of how far away it is. You must use the thin spot within 10 minutes of finding it or it is wasted. You can bring up to 1 additional creature or object with you for every 2 ranks you possess in one of your associated skills through this shortcut.
Rift Step (pathing) (Su)
Prerequisites: Associated skill 10 ranks, Navigation sphere.
As part of using this (pathing) talent, the squares you choose must be used to connect two objects or surfaces, typically ones that are associated with the Navigation sphere packages you possess. The chosen objects or surfaces open up, creating a portal between the two of them. A creature who moves through one of the portals is teleported to the other portal, unless they normally have to be open to be moved through, such as a door or window; in which case both portals appear blocked or obstructed and do not function until both portals are unobstructed. You can choose the size of the created portals, but they must both be the same size and you must spend additional squares of pathing depending on the size. The pathing fails if the object or surface is too small to fit a portal.
Shortcut Mastery [plan] [utility]
Prerequisites: Knowledge (geography) 15 ranks or Knowledge (planes) 15 ranks; Navigation sphere (Fleet Movement, Planar Shortcut (exceptional)).
When you reveal the Planar Shortcut plan, you may find a shortcut to a location on a plane other than the one you begin on. In addition, you need not have seen the destination you are trying to reach, but in that case you must have at least a reliable description of the place to which you are traveling. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location.
Vast Overview [utility]
Prerequisites: Knowledge (geography) 10 ranks, Navigation sphere (Lay Of The Land).
The range of Lay Of The Land improves to 1 mile per rank in an associated skill, and you gain 1d6 additional discovery points per 5 points by which you exceed the exploration DC rather than 1d4.
Vestigial Image [utility]
Prerequisites: Survival 5 ranks, Navigation sphere (Tracking Expert).
When you successfully track a creature, you may spend 1 use of skill leverage to receive a clear mental image of the creature. The image has the exact same appearance as the creature that made the footprint at the moment it made the imprint, including any telling features or expressions, any gear or equipment, or anything else the creature was carrying at the time. For example, the footprint of a horse would reveal both the horse and any creature riding it when it made the footprint.
If you possess the analyze ability of the Investigation sphere, you may analyze the image as if it were the original creature.
Drawbacks
Cartographer [utility start]
You prefer the art of mapping the world, rather than surviving and navigating it. You lose the acclimate and pathing abilities, and gain either the Cartographer’s Knack or Lay Of The Land talent.
Focused Wayfaring
Choose either acclimate or pathing. You lose this ability and cannot take talents with that tag or that alter the chosen ability. You gain a single (acclimation) or (pathing) talent as a bonus talent.
Heedless Advance [utility start]
Your desire to navigate is built on a boundless passion for exploration more than an understanding of your environment. You lose the acclimate and pathing abilities, and gain either the Fleet Movement or Triumphant Arrival talent.
Pointer [alternate start]
Your pathing ability is a visual rather than an auditory effect. Allies may only benefit from this ability when they can see you, but do not need to hear you.
Tracker
You lose the acclimate ability, and gain the Tracking Expert talent.
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