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Origin talents are a cornerstone of Spheres of Origin’s new content, offering a new way to convey how a character’s experiences, upbringing, and physiology define how they play.
Origin Talents
Origin talents are constant, selectable options which grant characters abilities based on their background in some way, although they can be developed as well through training or other circumstances. Origin talents are generally considered extraordinary abilities unless specified otherwise. Most characters are likely to gain origin talents by taking an origin tradition or through the Extra Origin Talent feat. Origin talents can never be gained as temporary talents.
Origin talents are divided into three categories based on power and use: potent, auxiliary, and utility. Potent and auxiliary talents provide combat-relevant abilities of two separate tiers of power and can be selected only as part of an origin tradition or the Extra Origin Talent feat. Utility talents from origin spheres are designed primarily for out-of-combat use and may be selected in place of other utility talents for classes and progressions which gain utility talents from combat, magic, or skill spheres. Origin talents cannot be selected as temporary talents through abilities such as the sphere arcanist’s moldable talents or the prodigy’s adaptation.
Unless otherwise specified, abilities which allow a character to gain a utility talent only permit them to gain a utility talent from the Aptitude, Essence, or Form spheres.
Some origin talents are designated as phenomenal talents. Phenomenal talents reflect powerful and distinctive abilities which often have prerequisites and which may not be appropriate for all games. Phenomenal talents should be permitted at GM discretion.
Associated Feat
Some talents overlap the function of existing feats. Such a feat is listed in the talent as an associated feat. Talents with associated feats allow a character to qualify for feats that have the associated feat as a prerequisite, including any prerequisites the associated feat normally requires, and for abilities that modify the feat’s function (such as a mythic version of the feat, which a character can use with the talent that has the regular version of the feat as an associated feat unless there is a conflict in their rules that would make it impossible for them to work together).
Unless noted, talents do not stack with their associated feats. Any time you would gain an associated feat, you may instead choose to gain the sphere or talent it is associated with. You must still meet the prerequisites for a talent gained this way.
Variations
Not all characters possess the default abilities detailed in an origin tradition’s baseline. Certain characters may possess more limited movement options, elemental vulnerabilities, poor daylight vision, or any number of other distinct challenges the character might face. Variations exist to represent these unique aspects mechanically.
A character may select any number of variations whenever they would be able to gain an origin talent, although certain variations may only be selected at the same time that a character gains a specific origin talent. These variations are in addition to the talents you gain. Variations are cumulative, but a character cannot select a variation which would cause them to lose something they have already lost from another variation (for example, if a character possesses the Buoyant Traveler variation, they possess no land speed and thus may not select the Waterhome variation). Unless otherwise specified, a variation can only be selected once. Like phenomenal talents, variations should be made available at GM discretion.
At GM discretion, a character may choose to lose or gain any number of variations whenever they level up. In certain cases, it may make sense for characters to seek out special training, or magic in order to remove or gain a variation which alters their character in some way. When a character loses a variation, they also lose any abilities which used that variation (or the abilities gained from it) as a prerequisite.
Penalties from variations cannot bring a character below 3 in any ability score.
Origin Bonuses
To reflect that the benefits of origin talents do not necessarily stem from a character’s race, abilities granted by origin talents have been titled origin bonuses instead of using the term “racial bonuses.” Origin bonuses follow all of the same rules as racial bonuses, stacking with themselves. It is advised that other “racial bonuses” a character may possess be retitled “origin bonuses” for the sake of clarity.
Beyond Racial Determinants
As origin traditions are intended to replace race, characters who use origin traditions do not need to meet any prerequisites based on race or racial traits for feats, archetypes, traits, or other options. If an option is tied to the function of a specific ability (for example, the airborne ambusher fighter’s reliance on a fly speed to use many of its abilities), GMs may still wish to restrict that option to characters who possess those abilities in some manner. Similarly, GMs may still wish to restrict monster feats or monster talents which were not designed for player use. Characters of certain backgrounds may be justified as counting as certain races for the purpose of magic items, or at GM discretion racially-exclusive items may be made available to all characters or those who possess certain origin talents or types. GMs may also wish to similarly waive prerequisites based on alignment or worship of a specific entity.
Optional Rule: Origin Talents and Skill Spheres [LotS]
If using the Expanded Origin Talent Access variant rule, a character may take auxiliary origin talents in place of skill talents gained from talent progression, subject to the same rules as exchanging combat or magic talents for auxiliary origin talents. Similarly, whenever a talent progression would allow a character to select a utility talent, that character may exchange that talent for a utility origin talent.
Creating an Origin Tradition
The following section serves as a step-by-step guide to creating unique origin traditions for characters. When creating a character, you may choose to select or create an origin tradition for that character in place of selecting a race for them.
GM-Created or Partially-Created Origin Traditions
As with casting traditions, GMs who wish to create certain distinctions or maintain a specific aesthetic in their world may create origin traditions for their players rather than allowing each player to design their own from the ground up.
Certain talents or variations may be required to be taken in conjunction with each other or perhaps players may select from a series of origin traditions the GM created for their world. Alternatively, the GM may select a certain number of talents and variations while the remaining talents are free to be selected by the players to accommodate their unique characters. GMs should communicate with their players how much customization of origin talents will be permitted.
Baseline
When creating an origin tradition, the first step of the process is an understanding of the baseline from which all characters are constructed. All characters created with an origin tradition begin with the attributes detailed in the baseline, which reflects the typical form and capabilities of an adventurer before any origin talents or variations are applied. The attributes of the baseline are as follows.
Size: The character may be of Medium or Small size. If the character is Medium size, they gain no bonuses or penalties due to their size. If a character is Small size, they gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, a +2 size bonus on Fly checks, and a +4 size bonus on Stealth checks.
Type: The character selects their type from the following: aberration, construct, dragon, fey, humanoid, magical beast, monstrous humanoid, ooze, outsider, plant, or undead. This decision does not influence the character’s abilities in any way, neither conferring immunities or abilities nor altering what ability scores the character possesses. At GM discretion, a character may still be considered a specific type other than their chosen type for the purpose of effects such as the Fallen Fey sphere or Command Undead. However, a creature is still considered to be of the selected type for the purpose of effects such as favored enemy which grant a bonus against creatures of a certain type or subtype and for the purpose of abilities which have different effects on creatures of different types (such as the Mind sphere only being able to target creatures of the same type as the caster).
Characters may select up to two additional subtypes such as elf, human, reptilian, demon, or robot which do not grant abilities but may still affect how the creature is affected by the previously-mentioned effects. In certain cases, GMs may declare that a character is required to take one or more subtypes among existing options to reflect that every creature of a specific type has a specific subtype (all humanoids might possess the elf, human, dwarf, or orc subtype, for example).
GMs wishing to reflect unique categorizations in their world may also merge existing types (for example, removing the dragon and fey types and placing all dragons under the magical beast type and all fey under the outsider type) or create entirely new types and subtypes (for example, new outsider subtypes may be created to distinguish between planar factions in a cosmology without typical alignment).
Speed: The character has a base land speed of 30 feet.
Limbs: The character possesses two arms with opposable thumbs which can wield weapons and other equipment. They also possess two legs which are used for mobility.
Languages: Each character begins speaking either one or two languages and may select any language (excluding secret languages) as a result of a high Intelligence score.
Cosmetic Elements: Characters created using origin tradition may possess any number of other features so long as those features do not possess any mechanical ramifications. Pointed ears, vibrant fur, non-prehensile tails, and additional fingers on each hand are all examples of features which don’t necessarily need to be reflected through origin talents.
Ability Modifiers
The first modification that comes with a character’s origin tradition is their unique set of ability score modifiers. The character receives a +2 bonus to any ability score of their choice and may gain a +2 bonus to a different ability score by taking a -2 penalty to a third ability score.
Alternatively, in a game which uses point buy, these racial ability score modifiers could be exchanged for a more generous point buy during character creation. This can be achieved by increasing the point buy for character generation by 10 points, giving characters greater customization when purchasing ability scores and increasing the point buy ability score cap from 18 to 20. Purchasing a 19 (from a 18) costs 4 points and purchasing a 20 (from a 19) costs 5 points. Improving an ability score from 10 to 19 would cost a character a total of 21 points, and improving an ability score from 10 to 20 would cost a character a total of 26 points.
Origin Talents
Finally, a character selects a number of origin talents selected in any combination from any of the origin spheres (Aptitude, Essence, and Form). A character may also select any number of variations that they qualify for.
The number of origin talents a character gains from their origin tradition is based upon the categories of the origin talents they select. An origin tradition may be composed of two potent talents or a single potent talent plus three auxiliary talents and a utility talent. In either case, auxiliary talents may be selected in place of potent talents and utility talents may be selected in place of auxiliary talents.
Generation Tradition
If a GM wishes to incorporate generation traditions into their game, the generation tradition is incorporated into a character’s origin tradition. See section Generation Traditions for more.
Sample Origin Traditions
Presented below are a number of origin traditions created using the above rules. Among these are a number of classic fantasy roles, cultures, and creatures in order to more easily facilitate conversion of characters into the system of origin traditions. Talents marked with a * are phenomenal talents selectable at GM discretion. Talents marked with V are granted as a result of a variation.
Blank Slate
No particular origin defines your person or abilities.
Generation Tradition: Mortal
Size: Small or Medium; Type: Humanoid (any)
Speed: 30 feet; Limbs: 2 arms, 2 legs
Potent Talents
Aptitude: Expansive Training (any one), Specialized Training (any one)
Classic Dragon
You are a powerful being of scale, claw, insight, and magic.
Generation Tradition: Hidden Domain Citizen
Size: Small or Medium; Type: Dragon or magical beast
Speed: 40 feet; Limbs: 4 legs (somatic components and item manipulation possible)
Potent Talents
Form: Extra Legs
Auxiliary Talents
Essence: Energy RenewalV (fire)
Form: Darkvision, Developed Tolerance (paralysis and sleep effects), Glider, Natural AttackV (bite)
Utility Talents
Form: Keen Senses
Variations
Essence: Elemental Vulnerability (cold)
Form: Quadruped
Classic Dwarf
You are a hardy and steadfast denizen of the mountains.
Generation Tradition: Hidden Domain Citizen
Size: Medium; Type: Humanoid (dwarf)
Speed: 20 feetV; Limbs: 2 arms, 2 legs
Potent Talents
Form: Spellhardy
Auxiliary Talents
Form: Darkvision, Developed Tolerance (poison), Steadfast (bull rush and trip), Steady TrekV
Utility Talents
Aptitude: Stonecunning
Variations
Form: Burdensome Defenses, Defensive Familiarity (Appraise or Craft (any))
Classic Elf
You are an ancient, long-lived being innately attuned to magic.
Generation Tradition: Hidden Domain Citizen or Primordial Child
Size: Medium; Type: Fey or humanoid (elf)
Speed: 30 feet; Limbs: 2 arms, 2 legs
Potent Talents
Aptitude: Specialized Training (Spell Penetration)
Auxiliary Talents
Aptitude: Proficient Background* (Elvish Heritage)
Form: Developed Tolerance (paralysis and sleep effects), Sleepless*
Utility Talents
Form: Keen Senses
Classic Gnome
You are a diminutive but magically gifted stranger with a connection to the unknown.
Generation Tradition: Wanderer
Size: Small; Type: Fey or humanoid (gnome)
Speed: 20 feet; Limbs: 2 arms, 2 legs
Auxiliary Talents
Aptitude: Defensive Training (humanoids (giant)), Longtime Foe (humanoids (goblin or reptilian))
Essence: Overflowing Energies
Form: Developed Tolerance (fear and illusion effects)
Utility Talents
Aptitude: Skill FamiliarityV (Craft (any), Profession)
Form: Keen Senses
Variations
Aptitude: Observer’s Pace
Essence: Obvious Energies (Witchmarked)
Classic Goblin
You are a small creature accustomed to eking out an existence in the shadows.
Generation Tradition: Shunned
Size: Small; Type: Humanoid (goblin)
Speed: 30 feet; Limbs: 2 arms, 2 legs
Potent Talents
Aptitude: Extreme Specialization
Auxiliary Talents
Form: Darkvision, Natural Attack (bite)
Utility Talents
Aptitude: In-Depth Familiarity* (Ride and Stealth), Skill Familiarity (Ride and Stealth)
Classic Halfling
Subtlety shapes your technique as surely as comfort shapes your sentiment.
Generation Tradition: Hidden Domain Citizen
Size: Small; Type: Humanoid (halfling)
Speed: 20 feetV; Limbs: 2 arms, 2 legs
Potent Talents
Essence: Gift Of Fortune
Auxiliary Talents
Aptitude: Proficient Background* (Halfling Heritage), Weaving Dodger
Form: Developed Tolerance (fear)
Utility Talents
Aptitude: Skill FamiliarityV (Acrobatics and Climb), Specialized Familiarity (any one)
Variations
Aptitude: Observer’s Pace
Form: Defensive Familiarity (Perception)
Classic Orc
A history of contending with dark magic has hardened your physical resolve.
Generation Tradition: Shunned
Size: Medium; Type: Humanoid (orc)
Speed: 30 feet; Limbs: 2 arms, 2 legs
Potent Talents
Form: Ferocity
Auxiliary Talents
Form: DarkvisionV x2, Scent, Skirt Death
Utility Talents
Form: Harsh Survivor
Variations
Form: Dayblind (light sensitivity)
Courtly Noble
High society has taught you much about refinement and duplicity.
Generation Tradition: any
Size: any; Type: Humanoid (any)
Speed: 30 feet; Limbs: 2 arms, 2 legs
Potent Talents
Aptitude: Specialized Training (Noble Scion)
Auxiliary Talents
Aptitude: Intuitive, Steadfast (disarm and steal)
Utility Talents
Aptitude: Dabbling Expertise, Skill Familiarity (Diplomacy, Sense Motive)
Frontier Survivor
The wilderness has taught you a great deal.
Generation Tradition: Mortal or Shunned
Size: Medium or Small; Type: Humanoid (any)
Speed: 30 feet; Limbs: 2 arms, 2 legs
Potent Talents
Aptitude: Specialized Training (any one)
Auxiliary Talents
Aptitude: Train The Best
Form: Steady Trek
Utility Talents
Aptitude: Applied Consistency, Utility Training*V (any one)
Form: Harsh Survivor
Variations
Aptitude: Oral Education
Hermetic Mage
Much of your life has been spent studying magical mysteries in a remote locale.
Generation Tradition: Hidden Domain Citizen
Size: Small or Medium; Type: Aberration, fey, or humanoid (any)
Speed: 30 feet; Limbs: 2 arms, 2 legs
Potent Talents
Essence: Augmented Essence (any one)
Auxiliary Talents
Essence: Disciplined Magic, Overflowing Energies
Form: Developed Tolerance (any two magic spheres or spell schools)
Utility Talents
Essence: Skill Familiarity (Knowledge (arcana) and Spellcraft)
Planar Inheritor
Your magic essence is tied to an alien realm of magic.
Generation Tradition: Mortal or Primordial Child
Size: Medium; Type: Humanoid (any) or outsider (native)
Speed: 30 feet; Limbs: 2 arms, 2 legs
Potent Talents
Essence: Augmented Essence (any one)
Auxiliary Talents
Essence: Energy Resistance (any two), Overflowing Energies
Form: Darkvision
Utility Talents
Aptitude: Skill Familiarity (Knowledge (planes) and 1 other)
War Machine
You were created for conflict, your defenses forged into your body.
Generation Tradition: Fabricated Soldier
Size: Medium; Type: Construct
Speed: 20 feet; Limbs: 2 arms, 2 legs
Potent Talents
Essence: Artificial Soul
Auxiliary Talents
Form: Developed Tolerance x2 (disease, paralysis, poison, and sleep effects), Sleepless*, Thick-SkinnedV
Utility Talents
Form: Harsh Survivor
Variations
Form: Burdensome Defenses
Insectoid
You’ve learned to harness your bug-like traits for a variety of advantages
Generation Tradition: any
Size: any; Type: Humanoid (any) or Monstrous Humanoid
Speed: 30 feet; Limbs: 4 arms (2 as Convenient Appendages), 2 legs
Auxiliary Talents
Form: Convenient Appendage x2, Natural Attack (bite), Thick-Skinned
Utility Talents
Form: Estivation
Awakened Animal
Circumstance has gifted your bestial shape with a cunning mind
Generation Tradition: any
Size: any; Type: Magical Beast
Speed: 40 feet; Limbs: 4 legs
Potent Talents
Form: Extra Legs
Auxiliary Talents
Form: Improved Natural AttackV, Natural AttackV (bite, claws, or gore), Scent x2, Thick-Skinned
Utility Talents
Form: Keen Senses
Variations
Form: Quadruped x2
Other Character Creation Concerns
The following section details additional concerns regarding character creation using the origin tradition system.
Expanded Origin Talent Access
GMs who wish for characters to more easily obtain origin talents may choose to implement one or both of the following options.
- Origin Talents as Part of Progression: Whenever a character would gain a combat, magic, or skill talent from class progression (not including talents gained from traditions or specific talents or spheres gained from class features), they may choose to take an auxiliary origin talent in place of that talent.
- Bonus Origin Talent Progression: All characters gain a bonus potent origin talent at 1st level and every 5 levels thereafter. Whenever they would gain one of these potent origin talents, they may instead choose to gain 2 auxiliary origin talents.
GMs are encouraged to adjust this optional rule, such as granting more or fewer bonus origin talents as characters increase in level to represent growth as an individual, or development into a more powerful entity.
Magic Item Slots, Armor, and Weapons
Magic item slots do not always map well to characters of unusual shapes and sizes. How many foot slot items can a centaur wear? What about a mermaid? Can a four-armed character benefit from more than 1 hands slot item or more than 2 ring slot items?
While Spheres of Power is slot-agnostic, GMs may restrict characters to only being able to wear one magic item which duplicates the effect of a specific slot (for example, a mermaid could have multiple belts in place of boots, but could not benefit from a belt which replicates boots of speed at the same time as they benefit from a belt which replicates boots of striding and springing). The ring slot would be an exception to this rule, in which case the character would be allowed to effectively wear two ring slot items. Alternatively, GMs may forgo the specific slots possessed by magic items and simply divide them between two categories: slotted and unslotted. Regardless of their form, a character may wear and benefit from up to 13 slotted magic items at a time regardless of which slots they occupy (armor is not considered a slotted magic item for this purpose, nor are weapons even if they are worn).
Armor deals with a similar disparity, as Pathfinder has historically increased the cost of armor for larger creatures or those with unusual body shapes. In a game where many PCs are of distinct shapes and sizes, it is advised that armor and weapons be made adaptable such that they can easily be altered over the course of hours to fit the wearer or user. Scarcity of equipment was not a factor that has been calculated into the balance of abilities in this book, so it is advised that it be addressed in this way at the table.
The vast majority of weapons will require at least one hand to utilize, so characters who possess no functional hands as a result of variations cannot use weapons unless they find some other ability which lets them hold things (such as the Orbit talent from the Telekinesis sphere).
Origin Talents and Polymorph Effects
Form sphere talents directly correspond to specific physical traits a character possesses and are suppressed when a character is affected by a polymorph effect, losing any benefits granted by their Form sphere talents. Variations from the Form sphere or those which alter a character’s physical characteristics in some way (such as removing certain senses or imposing limits on limb uses) are not retained when a character is under the effects of a polymorph effect, causing the character to lose their benefits as well as their penalties.
The Blank Transformation and Anthropomorphic Transformation options are an exception to this rule, and characters retain all Form sphere talents and variations while under the effects of these.
As the Eternal Transformation feat reflects a permanent shift to your existing form rather than a temporary change, you retain all Form sphere talents and variations while under the effects of Eternal Transformation.
Origin Talents in your World
A crucial factor to remember with origin talents is that their existence within a setting is not organized by any particular story reasoning. An origin talent that a character possesses might reflect a personal, culture-wide, or species-wide trait with no particular inclination towards any of these sources.
Three characters who possess the Skill Familiarity (Handle Animal and Survival) talent might have each gained the skills this talent reflects through different means (one could be from schooling as a naturalist, one from a background of animal husbandry, and one from being an awakened wolf). Even for more drastic physical traits like extra limbs, the existence of magical or mechanical modifications means that no origin talent has to necessarily be shared by other characters of the same culture or species.
It ultimately falls to the players and GM together to determine what an origin talent means in their setting and campaign. In a humans-only fantasy setting similar to those of George R. R. Martin or N. K. Jemisen, origin talents would likely be purely cultural or personal in their implications, with any drastic physical or magical alterations being the result of artifice. Meanwhile, in a more Tolkien-esque world with a number of distinct species, GMs may wish to make specific origin talents the exclusive or mandatory purview of certain species. In an expansive high-magic world, it may make sense for characters to create their origin tradition and its setting implications on their own with some GM guidance.
Regardless of how origin talents and traditions are handled, setting clear expectations is always vital at the table and GMs should be upfront about how they intend to implement the mechanics of origin traditions in their world.
Applying Origin Talents and Variations to Monsters
Monsters may select potent origin talents in place of feats and auxiliary origin talents in place of combat talents, magic talents, or skill talents. Like any character which can gain origin talents, monsters may also select variations.
A GM may apply an origin tradition to a monster without removing any abilities from the monster, selecting ability score modification (+2 to a single score or +2 to 2 scores and -2 to a single score) in place of additional point buy. The monster gains additional origin talents equal to half its Hit Dice. This increases the monster’s CR by 1 if it has 9 or fewer Hit Dice or by 2 if it has 10 or more Hit Dice.
Variations and Circumventing their Effects
Variations represent more than just a character’s challenges but also how they deal with them. For example, two characters might both be effectively blind, but one chooses to use an assistive device (represented by the Assistive Device variation) while the other relies on training (represented by the Blind variation) to navigate the world. For that reason, negating the challenges of a variation through equipment or through magic that removes the variation’s associated condition (for example, sphere effects that heal blindness or grant additional limbs to replace those of a character with fewer limbs) should cause the character to lose the benefits granted by the variation. That said, it may be possible for characters to effectively exchange one variation for another, justifying the change by saying that they are pursuing a new approach to managing their challenges (perhaps swapping out Singular Arm for Assistive Device to reflect a new prosthetic limb or removing the variation entirely to reflect a regenerated appendage).
Similarly, Oaths which would involve a character giving up something they were already incapable of doing should grant no benefit. There is no merit in a promise of silence from a person who cannot speak.
Avoiding Impassable Obstacles
An important element of GMing is understanding what obstacles your party is capable of facing, as players do not like dealing with encounters or hazards that they simply lack the tools to triumph over. Variations add an additional layer of complexity to this issue by challenging assumptions about what every character has access to. In the case of fantastically-inclined variations such as Seadweller or Sundrinker from the Form sphere, it may be sensible for GMs to simply veto them or say that they are not suited for the setting of the adventure. For more mundane variations which players and PCs alike may reasonably possess, GMs should take careful consideration to either modify obstacles which could become impassable or provide reasonable alternatives which enable the party to progress. A door which requires speaking aloud in an ancient tongue may become an insurmountable obstacle if the only character who knows the language has the Nonverbal variation, so a GM is advised to present additional tools to the players or perhaps change the nature of the puzzle so that they can bypass it through ingenuity (for example, allowing the character to write out a phonetic pronunciation guide to be used by their teammates).
These sorts of revisions may also be incorporated into the construction of the world itself. It is exceedingly unlikely that PCs are the only characters in the setting to have a specific variation, so a GM may work to design navigable environments because the characters in that world would have constructed them in the same manner. There are plenty of reasons why an ancient magical city might have ramps, embossed writing, or other elements which would enable PCs to navigate them despite lacking certain common tools.
Respectfully Handling Disability and Disabled Characters
Many of the variations presented within Spheres of Origin mirror real-life disabilities, which many people-including players and GMs-may possess. A major incentive for the inclusion of these variations was making an opportunity for such players and GMs to represent their experiences at the table, creating tools which let them know that they are acknowledged and accepted among our community. The variations which reflect disabilities are designed to establish disabled characters as capable individuals who interact with the world differently, rather than being helpless or dependent without the assistance of able-bodied characters.
Of course, when it comes to depicting disability respectfully, game mechanics can only go so far. The characters and how they are depicted is ultimately the domain of the players and GMs, so those who wish to incorporate disabled characters in their games are encouraged to take some time and do the research needed to ensure that such characters are handled in a respectful and humanizing manner. Because fantasy and myth are full of stereotypes about disability, it is easy to accidentally create stereotypical characters that are negatively defined by their disability or perpetuate common misconceptions of helplessness, overspecialization, or supersenses.
This is not to say that a blind diviner or a paraplegic telepath cannot ever be made authentic and compelling, just that some reading and conversation may be required to understand how these depictions become harmful, so that harm can be avoided.
Jennifer Kretchmer’s Accessibility in Gaming Resource Guide has proven a valuable tool and would be similarly valuable at the gaming table, offering a wide variety of free articles, videos, and tools for players and GMs to look into.
Designing Monsters using Player Tools
The system of origin talents was designed to accommodate players using a variety of innate abilities, but their mechanics can also be quite effective for creating adversaries for said players. Using a combination of origin traditions, character class levels, and the Oath boons in place of Wealth rules (from Champions of the Spheres: Study and Practice), an otherworldly enemy can easily be generated using the rules for character generation.
For example, Roger wants to create a unique devil boss for his party of level 6 players. After deciding on the devil’s CR of 8, Roger creates an 8th-level mageknight build which incorporates the primary attributes he wants the devil to possess (high physical durability and a capacity to buff minions while preserving some mobility through magic). Roger then applies an origin tradition, favored class bonus, and 20 point buy worth of ability scores to the devil. Rather than supplying the creature with equipment, Roger grants the devil 15 Oath points’ worth of Oath boons. This process effectively generates a PC character of level 8, but this devil functions perfectly well as a CR 8 boss monster for Roger’s PCs to battle.
Resources such as templates, CR modifiers, and other tweaks may still be applied to this devil as Roger wishes, but this example demonstrates how monsters can be created independent of any special rules, tables, or guidelines distinct from normal player resources.
Aptitude Sphere
The Aptitude sphere relates to experience the character has gained with various tasks, tools, and challenges. A character’s origin tradition may possess talents in the Aptitude sphere if they begin adventuring after years of work, receive formal training of some sort in their youth, or demonstrate an innate aptitude in specific circumstances.
Characters who gain additional Aptitude talents may do so to reflect dedicated training in specific areas or hidden knacks that they have learned to better utilize.
Aptitude Sphere Potent Talents
Evasive Training [potent]
You gain a +1 insight bonus to AC.
Expansive Training [potent]
Choose a single skill. You gain ranks in that skill equal to your character level. You gain additional rank in this skill every time you gain a character level. This talent may be selected multiple times, each time selecting a different skill.
Extreme Specialization [potent]
You may gain a +2 bonus to an ability score of your choice. If you do, you take a -2 penalty to 2 other ability scores of your choice.
Quick On The Pickup [potent]
When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit. You can choose other favored class bonuses in place of either of these bonuses (but not both). Associated Feat: Fast Learner.
Specialized Training [potent]
You gain a single feat of your choice as a bonus feat. You must meet the prerequisites for that feat. You may select this talent multiple times, each time selecting a different feat.
Aptitude Sphere Auxiliary Talents
Defensive Tolerance [auxiliary]
Choose a single creature type or subtype. You must choose a subtype of humanoid or outsider if you select those types. You gain a +2 origin bonus to saving throws against abilities used by creatures of that type or subtype. You may take this talent multiple times, each time selecting a new type or subtype to apply it against.
Defensive Training [auxiliary]
Choose a single creature type or subtype. You must choose a subtype of humanoid or outsider if you select those types. You gain a +4 dodge bonus to AC and CMD against attacks made by creatures of that type or subtype. You may take this talent multiple times, each time selecting a new type or subtype to apply it against.
Face Your Fears [auxiliary]
You roll twice on saving throws against fear effects, taking the higher result. Reduce the duration of any fear effects you suffer from by 1 round (minimum 1).
First To Battle [auxiliary]
You gain a +2 origin bonus to initiative checks.
Iconoclast [auxiliary]
You gain a +2 origin bonus to saving throws against effects created by items (including alchemical items, magic items, etc.).
Intuitive [auxiliary]
For the purpose of meeting prerequisites, you treat all of your ability scores as the higher of 13 or their actual value.
Longtime Foe [auxiliary]
Choose a single creature type or subtype. You must choose a subtype of humanoid or outsider if you select those types. You gain a +1 origin bonus to attack rolls and damage rolls against creatures of that type or subtype. You may take this talent multiple times, each time selecting a new type or subtype to apply it against.
This talent is considered to be the favored enemy class feature for the purpose of meeting prerequisites and for feats which affect favored enemy. Associated Feat: Dedicated Adversary.
Multitalented [auxiliary]
You treat all classes as your favored class, gaining favored class bonuses whenever you take a level in any of them. This includes prestige classes in addition to base classes. Associated Feat: Favored Prestige Class.
Reactive Combatant [auxiliary]
You gain a +1 origin bonus on attack and damage rolls made with attacks of opportunity and readied actions.
Sightless Action [auxiliary]
An invisible attacker gets no advantages related to hitting you in melee. That is, you do not lose your Dexterity bonus to armor class, and the attacker does not get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however. You do not need to attempt Acrobatics checks to move at full speed while blinded and do not take any penalties on Strength– or Dexterity-based checks due to blindness.
You may take this talent a second time. If you do, you can choose to take a -5 penalty on an attack roll against a target you have pinpointed to ignore any miss chance that they might possess from concealment. In addition, attackers you pinpoint get no advantages related to hitting you with ranged attacks, regardless of the range. That is, you do not lose your Dexterity bonus to armor class, and the attacker does not get the usual +2 bonus for being invisible.
Associated Feats: Blind-Fight, Blinded Blade Style (if taken once), Improved Blind-Fight, Greater Blind-Fight (if taken twice).
Stand Your Ground [auxiliary]
Whenever you start and end your turn in the same space, you gain a +2 origin bonus to damage rolls until the start of your next turn.
Swarming [auxiliary]
You and any other ally with this talent can share the same square or squares at the same time. If two creatures with this talent in the same square threaten the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Thirst For Vengeance [auxiliary]
You gain a +1 origin bonus to damage rolls against any creature which has damaged you within the last 24 hours.
Train The Best [auxiliary]
One of your subordinates gains a +2 inherent bonus to Constitution, Dexterity, or Strength. This bonus is selected when the subordinate is first recruited. If this subordinate dies and is replaced, you may choose a new subordinate to apply this bonus to.
You may select this talent multiple times, each time selecting a different subordinate.
Weapon Of Choice [auxiliary]
Choose a single weapon that you are proficient with. You gain a +1 origin bonus to damage rolls with that weapon
Weaving Dodger [auxiliary]
You gain a +1 origin bonus on Reflex saves and a +1 dodge bonus to armor class when adjacent to at least two other allies. Crowds do not count as difficult terrain for you.
Aptitude Sphere Utility Talents
Applied Consistency [utility]
You gain a +2 origin bonus on any skill check on which you take 10 or take 20.
Dabbling Expertise [utility]
You gain a +2 origin bonus on any skill check in which you possess no skill ranks.
Skill Familiarity [utility]
Choose 2 skills. You gain a +2 origin bonus to those skills. You may take this talent multiple times, each time selecting two different skills.
Associated Feat: If you have used this talent to select two skills that are improved by a single feat (such as Deceitful), that feat is considered an associated feat for this talent.
Special: This talent is only considered a utility talent if at most one of the following skills are selected: Acrobatics, Bluff, Intimidate, Perception, and Stealth. If two skills from this list are selected, this talent is considered an auxiliary origin talent.
Specialized Familiarity [utility]
Choose a single background skill (as detailed in Pathfinder Unchained). You gain a +4 origin bonus to all checks made with that skill except for checks made to craft items from combat or skill spheres (for example, you would not gain this bonus when using Craft (alchemy) to create Alchemy sphere formulae).
Stonecunning [utility]
You gain a +2 origin bonus on Perception checks to notice unusual stonework or metalwork, such as traps and hidden doors located in walls or floors. You receive a check to notice such features whenever you pass within 10 feet of them, whether or not you are actively looking.
Aptitude Sphere Phenomenal Potent Talents
All Or Nothing [potent]
Choose a single skill. You can choose to roll twice on checks made with that skill. If you do, you take the higher result unless either die roll is a natural 1, in which case the check automatically fails and is treated by a failure of more than 10 (this natural 1 cannot be rerolled, ignored, or altered through abilities such as Tug Fate from the Fate sphere). If you would use another ability to reroll any of the other die, you only roll 1 d20, not 2.
Apprentice’s Upkeep [potent]
You may apply one of the following blacksmith maintenances to yourself with an effective blacksmith level of 1: armor maintenance, cobbling, heavy-duty reinforcement, or pack straps. You may perform this maintenance in addition to any others you can perform.
Chef’s Upkeep [potent]
You learn a single recipe, choosing a single entree and flavor. This functions as the iron chef blacksmith recipes class feature, treating your effective blacksmith level as level 1. If you ever gain the recipes class feature, you gain Extra Smithing Insight as a bonus feat and must choose a smithing insight that grants additional options for their recipes class feature (such as the fruits or starches smithing insights). The Extra Smithing Insight feat gained this way does not count against the number of times you may gain the feat normally.
Aptitude Sphere Phenomenal Auxiliary Talents
Blindsense [auxiliary]
You gain blindsense out to 10 feet. You may select this talent up to three times, each time beyond the first increasing the range of blindsense by 10 feet (if you already possess blindsense from another source, your blindsense increases by 10 feet for each time you take this talent).
Blindsight [auxiliary]
Prerequisites: Aptitude sphere (Sightless Action [auxiliary]); Aptitude sphere (Blindsense (auxiliary, phenomenal)) or blindsense from another source.
Your blindsense changes to blindsight out to half the range of your blindsense. This talent may be taken multiple times. If you take this talent a second time, this blindsight increases out to the range of your blindsense. For each additional time you take this talent, your blindsight range increases by an additional 10 feet.
Sidebar: Expanding Blindsense
The mechanics of blindsense and blindsight have always been a bit nebulous, describing a variety of possible sources but doing little to discriminate between their effects. GMs and players interested in further detailing their characters’ enhanced senses (and distinguishing them from the real-life phenomenon of blindsight) may instead use one of the following rulesets, using the listed names in place of blindsense and blindsight (respectively) to clarify how specifically an ability works.
The senses listed before the slash (which replace blindsense) allow the creature to notice and locate creatures within range of the ability without attempting Perception checks, provided that the sense is not blocked by other effects specific to the sense. These senses bypass visual obstructions like darkness or fog. The sense after the slash (which replaces blindsight) functions in the same way, save that it is precise enough to allow the creature to ignore invisibility and concealment (even magical darkness) for targets in range (though it still cannot see ethereal creatures).
Echosense/Echosight: The character detects their environment through the reflection of soundwaves. A character cannot use echosense to distinguish color or visual contrast, meaning that they will not be able to use this sense to perceive any writing or visual images that do not have raised surfaces. Characters can use this sense without being subject to gaze attacks, blinding, or visual effects when perceiving a target. A character cannot use echosense when they are deafened or in a soundless environment such as the vacuum of space. Echosense requires line of effect to function but can reveal living and nonliving material alike. Echosense and echosight can be foiled by illusions with the Illusory Sound talent.
Superior Scent/Scentsight: The character detects their environment through a keen sense of smell or taste. A character cannot use superior scent to distinguish color or visual contrast and is not subject to gaze attacks, blinding, or visual effects when perceiving a target. A character cannot use superior scent in an airless environment such as the vacuum of space. Superior scent requires line of effect to function but can reveal living and nonliving material alike. Superior scent or scentsight can be foiled by illusions with the Illusory Odor talent.
Thermal sense/Thermal sight: The character detects their environment through thermal discrepancies. A character cannot use thermal sense to distinguish color or visual contrast and is not subject to gaze attacks, blinding, or visual effects when perceiving a target. A character cannot use thermal sense in areas with Heat or Cold of severity 3 or higher (thus having no effect in environments below 40° F or above 90° F). Thermal sense requires line of effect to function but can reveal living targets and nonliving material alike. Thermal sense or thermal sight can be foiled by illusions with the Illusory Touch talent.
Tremorsense/Tremorsight: The character detects their environment through vibrations moving through solid or liquid surfaces. A character cannot use tremorsense to distinguish color or visual contrast and is not subject to gaze attacks, blinding, or visual effects when perceiving a target. A character cannot use tremorsense to detect targets which are not in contact with the same surface or body of liquid as the character. Tremorsense requires line of effect to function but can reveal living targets and nonliving material alike. Tremorsense and tremorsight can be foiled by illusions with the Illusory Touch talent.
Dedicated Foe [auxiliary]
Prerequisites: Aptitude sphere (Longtime Foe [auxiliary]).
Your attack and damage roll bonuses from Longtime Foe increase from +1 to +2.
Disciplined Fighter [auxiliary]
Choose a single type of weapon. You treat your base attack bonus as your levels in the Fighter class for the purpose of meeting prerequisites for feats which use that weapon (such as Weapon Specialization with that specific weapon). Associated Feat: Weapon Focus (chosen type of weapon).
Home-Field Advantage [auxiliary]
Choose a single ranger favored terrain. When in that terrain, any origin bonuses you possess to attack rolls, damage rolls, skill checks, and saving throws are increased by 1 so long as their normal bonus is at least +2. You may select this talent multiple times, each time applying it to a different terrain.
Proficient Background [auxiliary]
You gain a single Equipment sphere (discipline) talent or a single Vocation sphere (trade) talent as a bonus talent.
Refined Targeting [auxiliary]
Prerequisites: Aptitude sphere (Longtime Foe [auxiliary]).
You gain a +1 origin bonus to the DCs of your abilities for the purpose of any creature you designate as your longtime foe or favored enemy being affected.
Associated Feats: Aberration-Bane Caster, Favored Enemy Spellcaster, Foebane Caster, Giant-Bane Caster.
Aptitude Sphere Phenomenal Utility Talents
In-Depth Familiarity [utility]
Prerequisites: Aptitude sphere (Skill Familiarity [utility]).
The skill bonuses granted by one instance of Skill Familiarity increase from +2 to +4. You may select this talent multiple times, each time applying it to another instance of Skill Familiarity.
Special: This talent is only considered a utility talent if the instance of Skill Familarity you choose with this talent is also a utility talent.
Rapid Preparation [utility]
Over the course of an hour, you may perform two acts of preparation which require an hour or less as part of the same hour of preparation. This could allow you to create Alchemy formulae and prepare wizard spells in one hour rather than two.
Utility Training [utility]
You gain a single utility talent from any sphere as a bonus talent. You must meet the prerequisites for this talent (the talent you gain through this talent may be determined after you have determined other factors of your character if you select this talent when creating a character). You may select this talent multiple times, each time gaining a new utility talent.
Aptitude Sphere Variations
Aloof
You may take a -4 penalty on initiative and Perception checks. If you do, you gain either Reactive Combatant, Stand Your Ground, or Thirst For Vengeance as a bonus talent.
Nonverbal
You may lack the ability to vocalize, preventing you from communicating through spoken language, providing verbal components for magic, or performing other actions which require speech. This does not prevent you from making noise through other means (such as grunting, stomping, clapping, etc.). To represent focus on other means of action or communication, you gain Utility Training as a bonus talent.
Observer’s Pace
You may reduce all of your movement speeds by 10 feet (to a minimum of 5 feet) to gain Skill Familiarity as a bonus talent. You cannot select this talent if any movement speed has reached the minimum.
Oral Education
You may forgo the ability to read to gain Utility Training as a bonus talent.
Pidgin Fluency
You may choose to add only half your ranks in Linguistics to any Linguistics check that you attempt. If you do, you learn 2 languages each time you gain a rank in Linguistics rather than 1 language.
Shadow Dweller
When you select Skill Familiarity as a talent, you may choose one additional skill. If you do, you only receive the origin bonuses to skill checks when in dim light or darkness or when you are benefiting from total concealment or total cover.
Essence Sphere
The Essence sphere represents a character’s innate magical capability, augmentation, or intuition.
A character’s origin tradition may possess talents in the essence sphere if they grew up surrounded by magic, possess some unique blessing or curse that fuels their abilities, or are tied in some way to powerful magical beings. Characters who gain additional Essence talents may discover untapped magical potential, awaken new abilities through exposure or study, or bargain with a being of great power for a portion of their magical capability.
Essence Sphere Potent Talents
Artificial Soul [potent]
You are not healed or harmed by positive or negative energy effects which deal or heal hit point damage. Effects which can be used to repair constructs or objects that cost at least 1 spell point (or which use a spell slot of 1st level or higher) can target you and restore your hit points.
Augmented Essence [potent]
Choose a single class. For the purpose of determining all class abilities except for casting, skill spheres, and combat spheres, treat one of your ability scores as 2 higher. You may take this talent multiple times, each time selecting a different class.
Elemental Augmentation [potent] (Su)
Choose acid, cold, electricity, or fire. All of your melee weapon attacks (including natural attacks and unarmed strikes) deal an additional 2 points of damage of the chosen energy type. You may deactivate or reactivate this ability as a swift action.
This does not stack with other effects that add the same type of elemental damage to weapons, such as the flaming weapon special ability. You may take this talent multiple times, each time selecting a different damage type. Different elements may be active at the same time, each requiring a different swift action to activate.
Gift Of Fortune [potent]
You gain a +1 origin bonus to all saving throws.
Spiritfoe [potent] (Su)
You deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. Your magic weapons can deal critical hits and precision damage to incorporeal targets even if they do not have the ghost touch special ability.
You may take this talent a second time, in which case any weapon you wield (including natural and unarmed attacks) or armor you wear is treated as having the ghost touch special ability. If you possess the Zodiac Tattoos feat, your body is considered ghost touch armor.
Essence Sphere Auxiliary Talents
Aligned Armaments [auxiliary] (Su)
Any natural weapons and weapons you wield count as being aligned in a manner identical to your alignment for the purpose of overcoming damage reduction. For example, if you are lawful good, any weapon you wield counts as lawful and good. You gain subtypes corresponding to the alignments you may count your weapons as (for example, if you are chaotic evil, you gain the chaotic and evil subtypes).
Damage Reduction [auxiliary]
You gain DR 1/cold iron or DR 1/silver. This damage reduction increases by 1 for every 5 Hit Dice you have.
Disciplined Magic [auxiliary]
You gain a +2 origin bonus to concentration checks.
Energy Renewal [auxiliary] (Su)
Choose one of the following energy types: acid, cold, electricity, fire, or sonic. You gain energy resist 5 against the chosen type. You gain fast healing 2 for 1 round anytime you take damage of that type (whether or not this damage gets through your energy resistance). You can heal up to 2 hit points per level per day with this ability, after which it ceases to function. You may select this talent multiple times, each time selecting a different energy type.
Energy Resistance [auxiliary]
Choose two of the following energy types: acid, cold, electricity, fire, or sonic. You gain energy resist 5 against the chosen types. You may select this talent multiple times, each time selecting 2 additional energy types.
Hover [auxiliary] (Su)
You may float up to 5 feet plus 5 feet per 5 levels above the ground, with a horizontal movement speed of 5 feet. When floating this way, Fly checks are not required to hover or change direction, although you are treated as flying for the purpose of wind effects and other forces which would move you. When falling you may choose to descend at a slower rate to control your fall. Each round you descend 30 feet, and may move in another direction for 5 feet. You may choose to drift sideways, gliding forwards while descending, or down, safely increasing your rate of descent. You may even choose to drift ‘upwards’ to reduce its rate of descent, even allowing you to negate it entirely and hover midair if your movement speed exceeds 30 feet. You may take this talent a second time, in which case your speed increases from 5 feet to 20 feet.
Light-Acclimated [auxiliary]
You are immune to the dazzled condition and to light-based blindness.
Meld Into Shadow [auxiliary] (Su)
Attacks made against you while you have concealment from dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it only increases the miss chance from partial concealment.
Negative Energy Affinity [auxiliary]
You react to positive and negative energy as if you were undead—positive energy harms you, while negative energy heals you. This does not alter how you are affected by death effects or negative levels.
Outside Contacts [auxiliary]
Choose a single creature type or subtype. You must choose a subtype of humanoid or outsider if you select those types. When you summon this type of creature using (summoning) effects, your caster level is treated as 2 higher for the purpose of determining the effect’s duration. Whenever bargaining for the services of a called creature of the chosen type or subtype, you gain a 25% discount on the required payment for any services.
Overflowing Energies [auxiliary] (Su)
You gain 1 bonus spell point. When you have no spell points left, you gain a +1 bonus on concentration checks.
Reallocate Improvement [auxiliary]
Whenever an effect would grant you an enhancement or morale bonus to an ability score (such as via bull’s strength or a skald’s inspired rage performance), you can instead apply that bonus to another ability score of your choice. The ability score you choose to boost must be of the same kind (physical or mental) as the original ability score (for example, you could apply a bonus to Strength to Dexterity or Constitution, but not to Wisdom). You make this choice when you first gain the bonus. The bonus type does not change.
Resist Level Drain [auxiliary]
You reduce the total penalties that you take from negative levels by 1 (minimum 0). This reduction increases by 1 for every 5 character levels you possess. This talent only negates the penalties of negative levels taken from energy drain effects, spell effects, magic items, wild magic effects, and sphere effects. You cannot use this talent to ignore penalties from negative levels you have inflicted upon yourself.
Salvaging Luck [auxiliary]
You gain a +1 origin bonus on any reroll of a d20 roll.
Shield Of Elements [auxiliary] (Su)
You gain a +2 origin bonus to AC against ranged attacks.
Sizeshifter [auxiliary] (Su)
You gain the change shape ability and the shapeshifter subtype. Instead of changing appearance, you can use your change shape ability to change your size category to Small or Medium (chosen when you gain this talent). Your ability scores do not change, only your size (and thus your weapon damage); normal size penalties and bonuses to AC and CMD and on attack and skill rolls apply. Changing size or returning to your true size is a full-round action. Your size in this form overrides and ignores any other effects which might change your size unless the caster succeeds at a magic skill check against 11 + your Hit Dice.
Spell Renewal [auxiliary] (Su)
You can choose to gain fast healing 2 for 1 round anytime you succeed at a saving throw against a spell, magic sphere effect, or other magical effect. You can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
Supplemental Artifice [auxiliary]
Effects which can be used to repair constructs or objects that cost at least 1 spell point (or which use a spell slot of 1st level or higher) can target you and restore your hit points. This does not change how positive or negative energy affects you.
Essence Sphere Utility Talents
Luminous Being [utility] (Su)
As a move action, you may shine light from your body as a torch. You may maintain this effect for any duration and may suppress it as a move action or swift action. This light does not function in areas of magical darkness.
Essence Sphere Phenomenal Potent Talents
Bountiful Healing [potent]
You recover 50% more hit points (minimum 1) whenever you recover hit points from rest. Whenever you are healed of hit point damage by a spell or supernatural ability, you heal an additional 2 hit points for every die rolled as part of the healing. The extra healing does not apply to spells or other effects that grant fast healing, regeneration, or similar effects. Associated Feat: Fey Foundling.
Elemental Explosion [potent]
Prerequisites: Essence sphere (Elemental Augmentation [potent]).
Choose one instance of your Elemental Augmentation talent.
When you use that Elemental Augmentation, the additional elemental damage added to your attacks increases by 1d6.
When you make an attack which adds the damage from that Elemental Augmentation, as a free action you may create an aura of elemental power that lasts for 1 round. This aura deals 1d6 points of damage of the same type as your Elemental Augmentation to any creature that begins its turn adjacent to you. You may select this talent multiple times, each time applying it to a different instance of Elemental Augmentation you possess.
Energy Immunity [potent]
Prerequisite: Essence sphere (Energy Resistance [auxiliary] or Energy Renewal [auxiliary]); or energy resistance from another source.
Choose a single energy type which you have at least energy resistance 20 against (not including energy resistance from items or magic effects). You become immune to energy damage of that type.
Improved Damage Reduction [potent]
Prerequisites: Essence sphere (Damage Reduction [auxiliary]).
Your damage reduction improves to 2 + 1/4 your character level (rounded down). In place of cold iron or silver, you may select wood, glass, or another material at GM discretion to be required to bypass your damage reduction.
Parallel Alignment [potent] (Su)
Your essence possesses a moral component distinct from your own values, such as having a lingering possession on the soul or body, a magical mark from past allegiances, or other influence on the way you are noticed by the universe. Choose an alignment (this alignment does not need to match your own). Magic which reveals alignment reveals this alignment in place of your own alignment. In addition, you can use abilities with descriptors and effects matching this parallel alignment (such as spells with the evil descriptor or sphere effects which you could not normally apply to your own alignment) without affecting your own alignment. You may not select True Neutral as your parallel alignment.
Parallel Essence [potent] (Su)
Prerequisites: Essence sphere (Parallel Alignment (phenomenal, potent)).
You may choose to have magic effects such as smite evil or the Fate sphere’s Divine Pressure consecration affect you as if you were either your normal alignment or your parallel alignment, whichever is more beneficial to you.
Practiced Magic [potent]
Choose a single magic sphere. You gain a +2 origin bonus to your caster level for this sphere as long as this bonus does not raise your caster level above your current Hit Dice. This does not stack with any trait which would provide a bonus to caster level.
Soulbound Graft [potent]
Prerequisites: Essence sphere (Artificial Soul [potent]).
Choose either positive or negative energy. You are no longer immune to that type of energy and are instead healed by it.
Spell Resistance [potent]
You gain spell resistance equal to 6 + your character level. You may lower or reinstate this spell resistance as a standard action. You may select this talent a second time (or a first time if you gain spell resistance or already possess spell resistance from another source besides equipment) to increase your spell resistance to 11 + your character level.
Essence Sphere Phenomenal Auxiliary Talents
Anomalous Being [auxiliary]
You are considered to possess no type or subtypes, causing no effects which increase their effectiveness based on your type or subtype (such as favored enemy or the bane weapon special ability) to increase their effectiveness against you. Associated Feat: Neither Elf nor Human.
Endure Level Drain [auxiliary]
Prerequisites: Essence sphere (Artificial Soul [potent]), Negative Energy Affinity [auxiliary], or Resist Level Drain [auxiliary]).
You take no penalties from energy drain effects, though you can still be killed if you accrue more negative levels than you have Hit Dice. After 24 hours, any negative levels you take are removed without the need for an additional saving throw. This talent only negates the penalties of negative levels taken from energy drain effects, spell effects, magic items, wild magic effects, and sphere effects. You cannot use this talent to ignore penalties from negative levels you have inflicted upon yourself.
Hazardous Blood [auxiliary] (Su)
Each time you take bleed or blood drain damage, each creature currently adjacent to you also takes 1 point of acid, cold, electricity, or fire damage for every 2 Hit Dice you possess (chosen when you take this talent). You may choose to only damage outsiders and undead with this blood, in which case the damage is untyped. As a move action, you may inflict 1 point of bleed damage on yourself and immediately trigger this ability. Associated Feat: Angelic Blood.
Hollow Soul [auxiliary]
Prerequisites: Aptitude sphere (Developed Tolerance (death effects) [auxiliary]); or Essence sphere (Artificial Soul [potent]) or Negative Energy Affinity [auxiliary]).
You gain immunity to death effects.
Immediate Renewal [auxiliary]
Prerequisites: Essence sphere (Energy Renewal [auxiliary]).
The amount of healing you may receive from Energy Renewal increases to 5 hit points per level per day. In addition, rather than an effect granting you fast healing, you may choose to have the effect heal you for 1 hit point for every 2 hit points of damage it negates.
Improved Energy Resistance [auxiliary]
Prerequisites: Essence sphere (Energy Resistance [auxiliary] or Energy Renewal [auxiliary]).
You may either increase two instances of your energy resistance from talents by 5 or increase one instance of your energy resistance from a talent by 10.
This talent may be selected multiple times. Its effects stack.
Magical Flight [auxiliary] (Su)
Prerequisites: Essence sphere (Hover (x2)).
You gain a fly speed of 30 feet with perfect maneuverability which you can use within any range that you can hover. At 5th level, you may move however you wish using your fly speed. You may take this talent additional times, each time increasing your fly speed by 10 feet.
Mistsight [auxiliary]
You can see through fog, mist, murky water, and smoke as if they were perfectly clear, ignoring the miss chance for these obstructions, up to your normal range of vision.
Unnatural Aura [auxiliary] (Su)
Animals do not willingly approach you unless they succeed on a Will save (DC 10 + 1/2 your Hit Dice + the highest of your Intelligence, Wisdom, or Charisma modifier) or the animal’s master attempts a Handle Animal, Ride, or wild empathy check. The DC is equal to 10 + your level + your Charisma modifier.
Essence Sphere Phenomenal Utility Talents
Ephemeral Sustenance [utility]
In place of typical food or drink, you may obtain sustenance from experiencing certain sensations (such as listening to music, observing a specific kind of landscape, sitting in a specific area, or spending time in the embrace of a loved one, at GM discretion). Experiencing one hour of these sensations is sufficient replacement for 1 day’s worth of food and drink. The sensations which sustain you are decided when you take this talent.
Telepathy [utility] (Su)
You are able to mentally communicate with any creature within 30 feet with whom you share a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. You may take this talent a second time, in which case the range of your telepathy increases to 100 feet + 10 feet per level.
Trackless Step [utility] (Su)
You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.
Essence Sphere Variations
Blatant Alignment
You may gain Aligned Armaments as a bonus talent. If you do, you gain an aura corresponding to your alignment as if you are a cleric whose level equals your character level. In addition, you are treated as a summoned creature of your alignment (as well as your parallel alignment, if you possess Parallel Alignment) for the purposes of protection from evil and similar effects (but not for banishment or similar effects which would treat you as native to another plane).
Buoyant Traveler
When you gain the Hover talent, you may lose the use of any legs and lose any land speed you possess. So long as you possess this variation, any Form talent you gain which grants additional legs grants legs that cannot be used for walking. This prevents you from taking actions that would normally require legs and imposes a -4 penalty to your CMD due to lack of leverage. You do not gain immunity to being tripped due to hovering. If you do, you are treated as having taken the Hover talent a second time.
Elemental Vulnerability
You may choose to gain vulnerability to either acid, cold, electricity, or fire damage, taking 50% additional damage from sources of that type. If you do, you gain either Elemental Augmentation, Energy Renewal, or Energy Resistance as a bonus talent. You cannot select an energy type you are vulnerable to with Energy Renewal or Energy Resistance and cannot gain energy resistance or immunity to a type you are vulnerable to from any other source.
Ephemera Feeder
You may choose to gain Ephemeral Sustenance as a bonus talent. If you do, you gain no sustenance from food or drink and may only be sustained by sensory experiences.
Gravebound
You may become exceptionally difficult to restore to life when killed. Those who attempt to use healing magic on you when you are at negative hit points, animate you as an undead, or return you to life using raise dead, resurrection, or similar effects must succeed at a magic skill check equal to 11 + your Hit Dice. If this check fails, the spell fails and the caster cannot try again for the next 24 hours. If you do, you gain either Negative Energy Affinity, Unnatural Aura, or Self-Sustaining from the Form sphere as a bonus talent. Alternatively, you may select this variation when you take the Artificial Soul talent to take that talent as an auxiliary talent rather than a potent talent.
Obvious Energies
When you gain the Overflowing Energies talent, you may gain the Witchmarked general drawback and use your Hit Dice in place of caster level for calculating its penalties. Creatures may determine your Essence sphere talents in the same manner that they can determine the magic spheres you possess. This general drawback does not count for gaining boons or calculating additional spell points based on your level in spherecasting classes. If you select this variation, you gain an additional bonus spell point for every 4 character levels you possess. You count as having the Witchmarked drawback for all purposes and cannot select the Witchmarked general drawback (or other incompatible drawbacks) if you ever gain a casting tradition. If you already possess the Witchmarked drawback, you lose any benefits you normally gain from taking that drawback (generally in the form of lost bonus spell points. If you would not be able to lose bonus spell points and possess Witchmarked, you cannot select this talent).
Partial Construction
You may have your body be partially made of metal, crystal, wood, or stone, chosen when you take this variation. This causes you to be treated as a creature made mostly of the corresponding material for the purpose of how magic affects you (for example, a creature made of metal could be affected by the Nature sphere’s Magnetize and would take a penalty to AC and saving throws against the Destruction sphere’s Electric Blast.
You may attempt to hide your artificial parts, but doing so requires a successful Disguise check (DC 10 + your character level, roll is hidden). Alternatively, if attempting to hide your artificial parts as part of a more elaborate disguise, this gives a penalty to that Disguise check equal to your character level. Using an illusion, shapechange, or other magical disguise to hide your artificial parts automatically succeeds. If you choose this, you gain either Hidden Storage or Supplemental Artifice as a bonus talent.
Alternatively, you may select this variation when you take the Artificial Soul talent to take that talent as an auxiliary talent rather than a potent talent.
Specialized Spell Resistance
When you take the spell resistance talent, you may choose to have it apply only against effects created by a single creature type or subtype. You must choose a subtype of humanoid or outsider if you select those types. Against creatures of that type or subtype, you are considered to have taken the Spell Resistance talent twice.
Sunlight Weakness
You may choose to become vulnerable in daylight, becoming staggered so long as you are exposed (this ignores any immunity to being staggered that you may possess). If you do, you gain either Meld Into Shadow or Negative Energy Affinity as a bonus talent. You may take this variation a second time to gain the other talent you did not select or Damage Reduction as a bonus talent. If you do, you take untyped damage equal to twice your character level every round you remain in daylight.
For the purpose of this talent, light coming from a star within 1 billion miles of the user is considered daylight. Light reflected off of other celestial bodies such as moons is not potent enough to be considered daylight.
Form Sphere
The Form sphere is tied to a character’s physical shape or conditioning. A character’s origin tradition may possess talents in the Form sphere to reflect unique physical traits, a background in a challenging environment, or an innate resistance with which the character was born or augmented.
Characters who gain additional Form sphere talents may do so to represent improvement of the body through exercise and developed tolerance or to convey improved physical capabilities gained from grafts and augmentations.
Form Sphere Potent Talents
Extra Legs [potent]
You possess two additional legs, granting you a +4 bonus to CMB against trip attempts and a +10 bonus to your land and climb speed (this does not grant a climb speed, but increases any existing speed you have). In addition, your carrying capacity increases as a result of being a quadruped. You may select this talent multiple times, each time gaining 2 additional legs, a +4 bonus to CMB against trip attempts and increasing your land and climb speed by an additional 10 feet.
Ferocity [potent]
You may remain conscious and continue fighting even if your hit point totals fall below 0. You are still staggered at 0 hit points or lower and lose 1 hit point each round as normal. Associated Feat: Diehard.
Spellhardy [potent]
You gain a +2 origin bonus on saving throws against spells, spell-like abilities, and magic sphere effects.
Form Sphere Auxiliary Talents
Able Recuperation [auxiliary]
Whenever you succeed at a saving throw against poison or disease, you heal 1 point of ability damage of the type dealt by the poison. Whenever you heal ability damage naturally or magically, you heal 1 additional point of ability damage. This talent has no effect on penalties to ability scores or ability drain. Associated Feat: Toxic Recovery.
Aquatic [auxiliary]
You gain a swim speed of 30 feet and the ability to hold your breath for 10 times longer than normal. This swim speed gives you a +8 origin bonus on Swim checks. If you take this talent a second time, you gain the aquatic subtype (and amphibious special quality) and can breathe underwater.
Climber [auxiliary]
You gain a climb speed of 20 feet. If you do not possess a land speed, you may use half your climb speed as a land speed.
Convenient Appendage [auxiliary]
You possess a tail, tongue, smaller arm, or other appendage that you can use to carry objects. You cannot wield weapons with this appendage, but the appendage allows you to retrieve a small, stowed object carried on your person as a swift action. You may take this talent multiple times, each time gaining an additional convenient appendage. Associated Feat: Grasping Tail, Quick Draw.
Darkvision [auxiliary]
You either gain darkvision with a range of 60 feet or you increase the range of your darkvision by 30 feet (to maximum of 120 feet), chosen when you gain this talent. This talent can be selected up to 3 times.
Developed Tolerance [auxiliary]
Choose either two types of effects from the Table: Lesser Developed Tolerance Effects or one type of effect from the Table: Greater Developed Tolerance Effects. You gain a +2 origin bonus to saving throws against those types of effects. You may select this talent multiple times, each time selecting either two additional effects from the Table: Lesser Developed Tolerance Effects or one type of effect from the Table: Greater Developed Tolerance Effects.Lesser Developed Tolerance Effects | Greater Developed Tolerance Effects |
---|---|
Ability damage and ability drain | Magic effects from a specific source of magic (arcane, divine, psychic, etc.) |
Acid effects | Mind-affecting effects |
Bleed and pain effects | |
Chaos of combat and distraction abilities | |
Charm effects | |
Cold effects | |
Compulsion effects | |
Death effects | |
Disease | |
Effects from a single magic school or magic sphere (bonuses against a specific school apply against corresponding sphere effects, and vice versa) | |
Effects that cause the dazed and staggered conditions | |
Effects that cause the exhaustion and fatigue (including starvation) | |
Effects that cause the nauseated and sickened conditions | |
Electricity effects | |
Emotion effects | |
Fear effects | |
Fire effects | |
Language-dependent and sonic effects | |
Paralysis | |
Patterns and phantasms | |
Petrification and polymorph effects | |
Poison | |
Positive and negative energy effects (may choose to only gain benefits against one or the other instead of selecting both) | |
Possession effects | |
Sleep effects | |
Stunning |
Dramatic Recovery [auxiliary]
You may roll twice when saving against either diseases or poisons (chosen when you select this talent), taking the better roll. Whenever you exceed the save DC to recover from a disease or poison effect by 5 or more, you are treated as though you had succeeded at two consecutive saving throws. You may take this talent a second time, gaining this talent’s benefits with the other option you did not select the first time.
Drastic Movement [auxiliary]
Your movement speeds are increased by 10 when you are using the charge, run, and withdraw actions.
Extra Head [auxiliary]
You gain a second head which helps you coordinate better, allowing you to commit greater focus to disparate attacks. You may treat a one-handed weapon as a light weapon for the purpose of two-weapon fighting penalties and dual attack from the Dual-Wielding sphere. You may take this talent multiple times, each time treating an additional one-handed weapon as light.
Fleet Movement [auxiliary]
One of your movement speeds that you possess increases by 5 feet. You may select this talent multiple times. Associated Feat: Fleet.
Focused Mauler [auxiliary]
Whenever you make an attack action or attack of opportunity with a single natural weapon, add 1-1/2 your Strength bonus to the damage dealt. This does not apply to bonus attacks made as part of any attack action.
Glider [auxiliary]
You can attempt a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, you may attempt an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet you fall, plus an additional 5 feet laterally for every 5 by which you exceed the DC.
Hardened [auxiliary]
You gain DR 2/- against nonlethal damage. This damage reduction increases by 1 for every 5 character levels you possess.
Hidden Storage [auxiliary]
Somewhere on your body are pouches that you can use to hold and carry small loads. In total, these pouches can hold up to a total of 1 cubic foot in volume and 10 pounds in weight, such as light weapons, potions, scrolls, and similar objects.
You can transfer a held object to your hidden storage or extract an object from it as a swift action. As a move action that provokes an attack of opportunity, you can instead release all of the items held in hidden storage onto the ground in the square you occupy. You may hide objects in your hidden storage using the Sleight of Hand skill. Associated Feat: Quick Draw.
Improved Natural Attack [auxiliary]
Choose one of your natural attacks. You are considered one size larger for the purpose of determining the damage of that natural attack. You may select this talent multiple times, each time selecting a different natural attack to improve. Associated Feat: Improved Natural Attack.
Natural Attack [auxiliary]
You gain one of the following natural attacks, chosen when you select this talent. You must meet any prerequisites required by the natural attack (such as having legs to gain talon attacks) and can’t choose the same appendage twice. The damage dice listed are for Medium-sized creatures and should be adjusted appropriately for creatures of other sizes.
- Bite: You gain a bite attack as a primary natural attack with one of your heads which deals 1d6 points of piercing damage.
- Claws: (requires arms) You gain a pair of claws on 2 of your hands which can be used as primary natural weapons and deal 1d4 points of slashing damage. These claws do not stop you from holding or using things in your hands but cannot be used to make attacks while the hands hold something.
- Gore: You gain a gore attack as a primary natural attack which deals 1d6 points of damage.
- Hooves/Talons: (requires hands or legs) You gain a pair of hooves or talons on your feet or hands that can be used as primary natural weapons, dealing 1d4 damage (bludgeoning if hooves, slashing if talons). You can only use foot-based hooves or talons to attack targets you are grappling, targets that are prone, or if you are at least 5 feet above the ground (attacking while either flying, leaping, or falling).
- Tail Slap: You gain a tail and can make a tail slap attack with it. This is a secondary natural attack that deals 1d6 points of bludgeoning damage.
- Wing Buffets: (requires wings) You gain two wing buffet attacks as secondary natural attacks which deal 1d4 points of bludgeoning and slashing damage.
Scent [auxiliary]
You have a limited scent ability, which only functions for corpses and badly wounded creatures (50% or fewer hit points). If you take this talent a second time, you gain the full benefits of the scent ability.
Skirt Death [auxiliary]
You gain a +5 origin bonus on Constitution checks to stabilize when dying and add your character level to your Constitution score when determining the negative hit point total necessary to kill you.
Spiny [auxiliary]
You grow spines, thorns, or spikes that may be treated as armor spikes of their size (damage 1d6 Medium, 1d4 Small, critical 20/x2, damage type piercing) but may be enhanced as natural weapons. If you take this talent a second time, these spikes are treated as one size larger and may be wielded as a secondary natural weapon if beneficial (allowing you to use them as part of a full attack).
Steadfast [auxiliary]
Choose two types of combat maneuvers (such as grapple, trip, bull rush, or steal). You gain a +4 origin bonus to your CMD to resist such combat maneuvers. You may select this talent multiple times, each time selecting two additional types of combat maneuvers.
Steady Trek [auxiliary]
The total penalty to your movement speed from armor or encumbrance is reduced by 15, to a minimum of 0.
Stench [auxiliary]
You emit a terrible scent as a 10-foot aura that nearly every other creature finds offensive. This is a poison effect. All living creatures (except other creatures with the stench ability) within the aura must succeed at a Fortitude saving throw (DC 10 + 1/2 your character level + your Constitution modifier) or be sickened for a number of rounds equal to your Constitution modifier. Creatures that succeed at the saving throw cannot be sickened by the same creature’s stench for 24 hours. A delay poison or neutralize poison spell or similar effect removes the effect from the sickened creature.
Thick-Skinned [auxiliary]
You gain a +1 natural armor bonus to AC. You may take this talent a second time, in which case the bonus increases to +2. Associated Feat: Improved Natural Armor.
Unbowed [auxiliary]
Choose three types of weather conditions from the weather sphere (such as Cold, Heat, and Wind). You treat these conditions as one category less severe for the purpose of determining how you are affected. You may take this talent multiple times, each time selecting up to three different types of weather conditions.
Form Sphere Utility Talents
Altitude Acclimation [utility]
You are immune to altitude sickness and the effects of water pressure from being deep underwater.
Estivation [utility]
You can spend 1 hour entering a state of suspended animation for an indefinite amount of time. While estivating, you do not need to drink or eat, but take a penalty on Perception checks as if sleeping. Ending this dormant state is a full-round action.
Freeze [utility]
You can hold yourself so still you appear to be an inanimate object of the appropriate shape (a statue, patch of fungus, etc., chosen when you take this talent). You may take 20 on Stealth check to hide in plain sight as this kind of inanimate object.
Harsh Survivor [utility]
You gain a +4 origin bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, and nonlethal damage from running, forced marches, starvation, thirst, and hot or cold environments. Associated Feat: Endurance.
Keen Senses [utility]
You gain a +2 origin bonus to Perception checks and gain lowlight vision, allowing you to see twice as far in dim light.
Quick Rest [utility]
You only need to sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a character that requires rest to regain spell points or prepare spells to do so after only 2 hours, but this does not allow a character to regain spell points or prepare spells more than once per day.
Form Sphere Phenomenal Potent Talents
All-Around Vision [potent]
You cannot be flanked.
Developed Wings [potent]
Prerequisites: Form sphere (Glider [auxiliary]).
You automatically succeed at the Fly check made to glide with Glider. At 5th level, you gain a fly speed of 30 feet (average maneuverability) as a result of a pair of wings you have grown. You may take this talent multiple times. If you take this talent and already possess wings and an extraordinary fly speed, you may either increase your fly speed by 15 feet or increase your maneuverability by 1 step. Associated Feat: Angel Wings.
Endless Stamina [potent]
Prerequisites: Form sphere (Developed Tolerance (exhaustion, fatigue) [auxiliary]).
You are immune to fatigue and exhaustion.
Extra Arm [potent]
Prerequisites: Form sphere (Convenient Appendage [auxiliary]).
One of your Convenient Appendages improves into a fully-functional arm which you can use to wield weapons. You may select this talent multiple times, each time selecting another Convenient Appendage to improve.
Fortified Form [potent]
You gain a 20% chance to negate critical hits or sneak attacks and other precision damage (so damage is rolled normally instead). This does not stack with armor with the fortification special ability or any other similar effects. This talent can be selected up to 5 times, increasing the chance to negate critical hits or sneak attacks by an additional 20% for every additional time it is taken (to a maximum of 100%).
Legless [potent]
Rather than legs, your lower body is a single solid mass such as a tail or a complex mass such as a cluster of tentacles. This makes you immune to trip attempts so long as you are using your land speed.
Miniscule [potent]
Your size is reduced by one step, gaining the penalties and bonuses associated with the decreased size. This does not alter your ability scores or natural armor.
Tremendous [potent]
You occupy space as if you were a creature one size larger than your typical size. Whenever you are subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect you. This does not increase your reach or the size of weapons you may wield.
You may select this talent a second time. If you do, your size increases by one step in place of the normal benefits of this talent. This does not alter your ability scores or natural armor.
Unbroken [potent]
Prerequisites: Form sphere (Hardened [auxiliary]).
You are immune to nonlethal damage.
Form Sphere Phenomenal Auxiliary Talents
Additional Natural Attack [auxiliary]
Prerequisites: Form sphere (Natural Attack [auxiliary]).
You may select a second natural attack. This may be a second instance of a natural attack you have already selected, in which cases it applies on an additional head or set of arms, legs, or wings. At GM discretion, this talent may be selected multiple times, each time gaining an additional natural attack or instance of a natural attack.
Additional Wings [auxiliary]
Prerequisites: Form sphere (Developed Wings (phenomenal, potent), Glider [auxiliary])); or wings from another source.
You gain an additional pair of wings which increase your maneuverability by 1 step (to a maximum of perfect). You may select this talent multiple times.
Controlled Stench [auxiliary]
Prerequisites: Form sphere (Stench [auxiliary]).
The aura range of your stench ability increases by 10 feet. You can activate or suppress your stench ability as a free action. You may take this talent multiple times, each time increasing the range of your stench by 10 feet. Associated Feats: Improved Stench, Civilized Ghoulishness.
Distributed Vitals [auxiliary]
You are immune to decapitation from the vorpal weapon special ability. A successful coup de grace performed against you deals normal damage rather than a critical hit and you automatically succeed at any saving throws made to avoid dying from a coup de grace.
Greater Natural Attack [auxiliary]
Prerequisites: Form sphere (Improved Natural Attack [auxiliary]).
Choose a natural attack which has had its damage increased by Improved Natural Attack. It is treated as one additional size larger for the purpose of calculating its damage dice. This talent can be selected multiple times, each time applying to a different natural weapon.
Idealized Form [auxiliary]
Prerequisites: Form sphere (Developed Tolerance (petrification, polymorph) [auxiliary]).
You are immune to any petrification and polymorph effects which do not originate from yourself.
Inviolate Abilities [auxiliary]
Prerequisites: Aptitude sphere (Developed Tolerance (ability damage, ability drain) [auxiliary]).
You suffer no penalties from ability damage, although you still fall unconscious if ability damage in a specific ability score exceeds your ability score. If you take this talent a second time, you become immune to ability damage and ability drain.
Inviolate Senses [auxiliary]
Prerequisites: Form sphere (Developed Tolerance (patterns, phantasms) [auxiliary]).
You are immune to pattern and phantasm effects.
Perfect Health [auxiliary]
Prerequisites: Form sphere (Developed Tolerance (disease) [auxiliary]).
You are immune to disease effects.
Reaching Appendage [auxiliary]
Prerequisites: Form sphere (Convenient Appendage [auxiliary]).
One of your Convenient Appendages has a reach of 10 feet. You can use your appendage to pick up items weighing no more than 5 pounds, attempt Sleight of Hand checks, perform the steal or disarm combat maneuvers, or make melee touch attacks. This cannot be applied to a convenient appendage which is improved by the Extra Arm talent.
If you possess a tail slap attack, your reach with that tail slap improves by 5 feet. Associated Feat: Agile Tongue.
Redundant Physiology [auxiliary]
Prerequisites: Form sphere (Developed Tolerance (bleed and pain effects) [auxiliary]).
You are immune to bleed and pain effects.
Resilient Constitution [auxiliary]
Prerequisites: Form sphere (Developed Tolerance (poison) [auxiliary]).
You are immune to poison effects.
Sacrosanct Body [auxiliary]
Prerequisites: Form sphere (Developed Tolerance (possession effects) [auxiliary]).
You are immune to possession effects.
Saving Grace [auxiliary]
Prerequisites: Form sphere (Developed Tolerance [auxiliary]).
Choose two effects from the Table: Lesser Developed Tolerance Effects that you are resistant to. When you fail a saving throw against such an effect, you can attempt a new saving throw at the start of your next turn to end the effect. Your origin bonus increases by +2 on this second saving throw, but if you fail, the effect persists as long as it normally would. Failing this additional saving throw does not cause you to suffer additional effects from the disease or poison or for it to progress.
See In Darkness [auxiliary]
Prerequisites: Form sphere (Darkvision [auxiliary]); or darkvision from another source.
You can see perfectly in darkness of any kind, including that created by deeper darkness, out to the range of your darkvision. If your darkvision range is 120 feet or greater, you can see out to any distance in darkness of any kind.
Shatterproof Senses [auxiliary]
Prerequisites: Form sphere (Developed Tolerance (stunning) [auxiliary]).
You are immune to the stunned condition.
Sleepless [auxiliary]
Prerequisites: Form sphere (Developed Tolerance (sleep effects) [auxiliary]).
You are immune to sleep effects and do not need to sleep. You must still take 8 hours of general inactivity to regain spell points and spells.
Steadfast Will [auxiliary]
Prerequisites: Form sphere (Developed Tolerance (charm effects) [auxiliary]).
You are immune to charm effects.
Strong Stomach [auxiliary]
Prerequisites: Form sphere (Developed Tolerance (effects that cause nauseated and sickened conditions) [auxiliary]).
You gain immunity to the nauseated and sickened conditions.
Tail Hang [auxiliary]
Prerequisites: Form sphere (Convenient Appendage [auxiliary]); or tail slap natural attack.
If your square has a branch or other sturdy large object that you could hang from, as a swift action you may jump upward and use your tail to hang from that object. While hanging, you cannot be tripped, you ignore the effects of difficult terrain in your square, and you gain a +2 bonus to your CMD against bull rush, drag, and reposition attacks. If you leave that square (including if you are moved against your will), you lose your grip on the object and are no longer hanging, falling prone if you are moved against your will. While hanging, you cannot use your tail for anything else.
If you possess the Reaching Appendage talent, you can hang from an object within 10 feet of you. Associated Feat: Tree Hanger.
Tail Armament [auxiliary]
Prerequisites: Form sphere (Convenient Appendage [auxiliary]); or tail slap natural attack.
You can augment your tail slap attack with a kobold tail attachment and are considered proficient with all kobold tail attachments. Associated Feat: Tail Terror.
Tremendous Tolerance [auxiliary]
Prerequisites: Form sphere (Developed Tolerance [auxiliary] or Spellhardy [potent]).
Choose either Spellhardy or one instance of Developed Tolerance. Your origin bonus to saving throws from that talent increases from +2 to +4. You may take this talent multiple times, each time selecting a different instance of one of those two talents.
Unshakeable Nerve [auxiliary]
Prerequisites: Form sphere (Developed Tolerance (fear effects) [auxiliary]).
You are immune to fear (magical or otherwise).
Unwavering Path [auxiliary]
Prerequisites: Form sphere (Developed Tolerance (compulsion effects) [auxiliary]).
You are immune to compulsion effects.
Vigorous [auxiliary]
Prerequisites: Form sphere (Developed Tolerance (paralysis) [auxiliary]).
You gain immunity to paralysis effects.
Void Denizen [auxiliary]
You no longer need to breathe. This grants immunity to inhaled poison as well as suffocation (such as from being underground, underwater, or in a vacuum) but does not grant immunity to cloud or gas attacks that do not require breathing.
Form Sphere Phenomenal Utility Talents
Pheromone Communication [utility]
You gain the ability to release pheromones which you can use to communicate with other creatures as a free action. These pheromones can be used to convey emotions such as fear, interest, or anger. They may also communicate basic concepts such as “this is a safe place”, “this territory belongs to me”, or “food is that way”. Territory may be marked with a specific pheromone to leave a message in that location for a number of days equal to the marking creature’s Hit Dice. Pheromone communication can be understood by any creature with the scent ability or Pheromone Communication talent within 30 feet of the pheromone mark or pheromone-releasing creature.
Self-Sustaining [utility]
You do not need to eat or drink.
Form Sphere Variations
Amphibious Skin
You may choose to have your body require constant submersion in fresh or saltwater. If you spend more than one day without fully submerging yourself in water, you immediately die after 4d6 hours. If you choose this variation, you gain Aquatic as a bonus talent.
Arm-Wings
When you take the Developed Wings talent, you may choose to only gain the benefits of the talent on turns which at least two of your arms are not used to perform any other action. If you do, you gain an additional instance of the talent.
Alternatively, when you take the Glider talent, you may choose to only gain the benefits of the Glider and Developed Wings talents on turns which at least two of your arms are not used to perform any other action. If you do, you may select Developed Wings as an auxiliary talent rather than a potent talent.
Assistive Device
You use prosthetic arms, a wheelchair, an external life support shell, or some other tool to perform tasks. Which portions of your body incorporate these assistive devices are decided when you select this variation. These devices, whatever form they take, can be targeted with the sunder combat maneuver, have a number of hit points equal to 10 + twice your character level, and have hardness equal to 5 + 1 per 4 character levels you possess. Targeting assistive devices with disarm or steal combat maneuvers is generally impossible and would likely have the effect of moving the entire creature (and should thus be resolved using a different combat maneuver such as drag or grapple).
Components can be fully repaired in a process that takes 1 hour (if any are broken) or 8 hours (if any are destroyed) and removes all negative conditions from broken or destroyed components. The benefits given by components and the penalties for sundered components depends on the type of components you possess, chosen when this variation is selected. A character may possess multiple different types of assistive devices and thus may select this variation multiple times. At GM discretion, the penalties for different assistive devices being broken or destroyed may be exchanged (for example, the penalties for a broken or destroyed Body component may be more appropriate than the Mobility component’s normal penalties for a character who can walk for a limited duration).
For every assistive device your character incorporates, you gain one of the talents listed alongside the device to reflect either an advantage conferred by the device or special training used in conjunction with the device. You only receive the benefits of this talent when your assistive device is not broken or destroyed.
- Arms: Arm components include artificial hands, arms, prehensile tails, limb extensions, and other appendages for manipulation. If an arm component becomes broken, you take a -4 penalty on any attack roll or skill check which involves that arm alongside a -4 penalty to concentration checks. If an arm component is destroyed, the concentration penalty increases to -8 and you cannot use the arm for any purpose until it is repaired. Associated Talents: Hidden Storage, Steadfast (disarm, grapple, steal, or reposition only).
- Body: Body components include breathing apparati, exoskeletons, environment suits, or artificial organs with some sort of external component. Although you take penalties as if the body component were destroyed whenever you are not wearing the integrated equipment. While a body component is broken, you gain the fatigued condition which cannot be removed or ignored unless the body component is repaired. While a body component is destroyed, you gain the exhausted condition which cannot be removed or ignored unless the body component is repaired. Both of these effects ignore any immunity to fatigue or exhaustion you may possess. Associated Talents: Altitude Acclimation, Developed Tolerance, Hidden Storage, Steady Trek.
- Hearing: Hearing components include hearing aids, ear implants, artificial ears, and other tools which allow a character to hear more effectively. If a hearing component becomes broken, you take a -4 penalty on Perception checks involving hearing and on initiative checks (this can alter a creature’s place in the initiative order mid-combat). If a hearing component becomes destroyed, these penalties increase to -8. Associated Talents: Developed Tolerance, Utility Training.
- Mobility: Mobility components cover legs, wings, fins, wheels, canes, and other tools which are used for movement. Even if they constitute multiple limbs or sections, all mobility components which affect a specific movement speed are considered to be a single item for the purpose of being targeted. If a mobility component is broken, you are considered entangled for as long as the component remains broken (this penalty cannot be removed except by repairing the component). If a mobility component is destroyed, any associated movement speed is reduced to 5 feet. Associated Talents: Hidden Storage, Steadfast (bull rush, drag, reposition, or trip only), Steady Trek (with associated movement speed only), Utility Training.
- Sight: Sight components cover glasses, artificial eyes, and other tools which allow a creature to effectively see. If a sight component becomes broken, you take a -5 penalty on Perception checks involving sight and treat all targets as having partial concealment. If a sight component is destroyed, you take a -20 penalty on Perception checks involving sight and treat any target more than 5 feet away from you as having total concealment rather than partial concealment. Associated Talents: Developed Tolerance, Utility Training.
Awkward Flight
When you take the Developed Wings talent, you may increase your speed by an additional 30 feet. If you do, your maneuverability drops from average to clumsy and cannot be improved as long as you possess this variation.
Blind
Your character’s vision is limited or nonexistent; you rely on other senses to navigate the world around you. You automatically fail at skill checks which rely on vision (such as observing with sight or reading many languages) and are immune to visual effects. Before any additional talents, feats, class features, or other effects are applied, all opponents are considered to have total concealment (50% miss chance) against you and you take a –2 penalty to armor class and lose your Dexterity bonus to AC (if any) (you do not suffer the other penalties of the blinded condition, having acclimated to blindness). To represent the other capacities you have developed instead of vision, select your choice of two in any combination of the following talents from the Aptitude or Form sphere: Blindsense, Scent, Sightless Action, and Utility Training, possibly selecting the same talent multiple times. Alternatively, you may select a single origin talent of your choice in place of two of the listed talents.
Burdensome Defenses
You may reduce all of your movement speeds by 10 feet (to a minimum of 5 feet) to gain either Steady Trek or Thick-Skinned as a bonus talent. You cannot select this talent if any movement speed has reached the minimum of 5 feet.
Cold-Hearted
When you take the Developed Tolerance talent, you may select one additional option from the Table: Lesser Developed Tolerance Effects to gain a bonus to saving throws against. If you do, you cannot benefit from morale bonuses.
Dayblind
When you select Darkvision as a talent, you may choose to gain Light Sensitivity. This causes you to become dazzled in areas of bright sunlight or within the area of a daylight spell or similar effect. If you take this penalty, you are treated as having taken the Darkvision talent an additional time. Alternatively, you may gain Light Blindness, causing you to become blinded instead of dazzled in such areas. If you do, you are treated as having taken the Darkvision talent a third time.
Deaf
Your character may not use or have a sense of hearing, using other senses in its place. You automatically fail all sound-based Perception checks and are immune to any effect which requires being heard to take effect (you do not suffer the other penalties of the deafened condition, having acclimated to deafness). To represent other capacities you have developed instead of hearing, you gain your choice of Keen Senses, Scent, or Utility Training from the Aptitude sphere as a bonus talent.
Defensive Familiarity
When you select Developed Tolerance as a talent, you may choose only a single option from the Table: Lesser Developed Tolerance Effects rather than 2. If you do, choose a single skill. You gain a +2 origin bonus to checks made with that skill. This counts as having the Skill Familiarity talent for the purpose of meeting prerequisites.
Distinct Vulnerability
When you select Developed Tolerance as a talent, you may choose one additional option from the Table: Lesser Developed Tolerance Effects. If you do, choose two different options from the Table: Lesser Developed Tolerance Effects. You take a -2 penalty to saving throws against effects of those types and do not benefit from immunities or origin bonuses to saving throws to those types of effect.
Inoperable Appendage
You may choose to reduce your number of functional arms by 1, to a minimum of 0. If you do, you gain Utility Training from the Aptitude sphere as a bonus talent. You must have at least one functional arm prior to selecting this variation to select this variation, but may select it multiple times.
Instinctive Tail
When you gain a tail slap natural attack from an origin talent, you may choose to only be able to use your tail slap and kobold tail attachments on attacks of opportunity. If you do, you gain either the Reaching Appendage, Tail Armament, or Tail Hang talent as a bonus talent.
Grippable Growths
When you take the Thick-Skinned or Spiny talent, you may choose to take a -4 penalty to your CMD. If you do, you are considered to have taken either talent a second time.
Quadruped
When you gain the Extra Legs talent, you can choose to have these additional legs replace your hands. Your front legs can fulfill somatic components and manipulate items, but they cannot wield weapons or shields. If you do, you gain either the Natural Attack, Additional Natural Attack, or Improved Natural Attack talents, with any claws or hooves developing on your 2 front legs. You may take this variation a second time to completely replace your arms with legs, in which case they cannot fulfill somatic components nor manipulate items. If you do, you also gain one of the two talents that you did not select.
Seadweller
When you take the Aquatic talent, you may choose to lose the ability to breathe air and to lose your base land speed. If you do, you are treated as having taken the Aquatic talent twice.
Sundrinker
You may choose to become dependent on sunlight to operate, taking 1d4 points of Constitution damage every 24 hours you go without exposure to sunlight (this ignores any immunity to Constitution damage you may possess and instead deals Charisma damage if you lack a Constitution score). If you do, you gain either Harsh Survivor, or Self-Sustaining as a bonus talent.
Unsteady Fleetness
When you gain the Fleet Movement talent, you can choose to suffer increased penalties from difficult terrain. For you, each square of difficult terrain counts as 4 squares of movement (rather than 2), and each diagonal move into a square of difficult terrain counts as 6 squares (rather than 3). If you do, you gain Fleet Movement a second time as a bonus talent. On any turn in which you benefit from Fleet Movement, you cannot use any ability which allows you to ignore difficult terrain.
Vestige Of The Other
When you gain the Developed Tolerance talent, you can choose an additional option from the Table: Lesser Developed Tolerance Effects to gain a bonus to saving throws against. If you do, choose either construct, dragon, outsider, or undead. For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), you count both as your actual type and your chosen type.
Waterhome
When you take the Aquatic talent, you may reduce your base land speed by 10 feet or 20 feet (minimum 0 feet). For every 10 feet you reduce your land speed, your swim speed improves by 10 feet rather than decreasing (for example, a character normally has a land speed of 30 feet. They reduce their land speed to 10 feet to increase their swim speed to 50 feet.
Favored Class Bonuses
First introduced in the Advanced Player’s Guide, favored class bonuses have generally granted race-specific benefits to specific classes. In a game which uses origin traditions in place of races, favored class bonuses thus must function somewhat differently.
Each character begins play with a single favored class of their choosing—typically, this is the same class as the one they choose at 1st level. Whenever a character with an origin tradition gains a level in this favored class, they receive a bonus chosen from either the generic favored class bonus list, the spellcaster favored class bonus list (if they possess casting), or their class’ unique favored class bonus list. The choice of favored class cannot be changed once the character is created, but the choice of which favored class bonus to gain at each level is made each time a character gains a level (including their first level) and cannot be changed once made for a particular level. Prestige classes cannot normally be a favored class, but cannot take options from these lists even if they are a favored class. At GM discretion, characters with normal races instead of origin traditions may also take these bonuses.
Generic Favored Class Bonuses
- The following favored class bonuses may be selected by any characters with a favored class:
- Gain +1 hit point.
- Gain +1 skill point.
- Gain +1 foot to base movement. In combat, this only has an effect for every five increases to the movement’s speed.
- Gain +1/6 of a bonus combat talent, auxiliary origin talent, or skill talent.
- Gain +1/5 of a bonus utility talent from any sphere.
- Gain +1/8 of a combat feat.
- Add +1 hit point or +1 skill rank to a subordinate.
- +1/6 bonus to the DCs associated with one magic, combat, origin, or skill sphere of your choice. You cannot improve the DC of a single sphere by more than 1 with this favored class bonus.
- Choose one class ability that can be used a number of times per day equal to 3 + one of your ability score modifiers (such as a domain ability). You may use that ability an additional +1/2 times per day.
- +1/6 bonus to the DCs associated with your class features of this class (such as channel energy or invocations but excluding sphere abilities, spellcasting, and other similar abilities). You cannot improve the DCs of a single class by more than 1 with this favored class bonus.
- Add +1 to the character’s CMD when resisting two combat maneuvers of the character’s choice.
- Increase the total number of negative hit points you can reach before dying by 2.
Spellcaster Favored Class Bonus List
If a character possesses spellcasting or spherecasting capabilities (either from a class or a feat), they may select their favored class bonus from the spellcaster favored class bonus list. The options for a spellcaster favored class bonus are as follows:
- Gain +1/6 of a bonus magic talent.
- Add one spell known or one spell to your spellbook from your class’ spell list. This spell must be at least one level below the highest spell level you can cast.
- +1/8 of an item creation feat.
- +1/8 of a metamagic feat.
- Gain a +1/4 bonus to all concentration checks.
Class-Specific Favored Class Bonus list
In addition to the generic favored class bonus and spellcaster favored class bonus options, each class has its own unique set of favored class bonus options which can be selected if that class is a character’s favored class. These favored class bonuses come from every favored class bonus which has been written for that class and which would normally be unique to a specific race. However, GM discretion should be implemented on the matter of favored class bonuses which are based on a specific racial trait (such as the barbarian favored class bonus for ratfolk) or which would be superior in progression to a generic favored class bonus (such as cecaelia gaining +1/5 of a Nature sphere talent instead of +1/6 of a magic talent).
Subordinate Options
The following section provides new options for characters’ animal companions, familiars, and other subordinates.
Automatic Bonus Progression, Oath Boons, and Subordinates
When using the Automatic Bonus Progression rules from Pathfinder Unchained, a character may choose to have a single subordinate benefit from any of the bonuses gained in place of themself. For example, a 10th-level druid might choose to benefit from armor attunement, deflection, mental prowess, and resistance while granting the benefits of physical prowess, toughening, and weapon attunement to their animal companion. If the druid also possessed a familiar, they could also choose to grant the benefits of deflection to the familiar instead of themself. The benefits of an individual bonus cannot be split between multiple creatures (for example, the druid could not have weapon attunement improve one of their own weapons and one of the animal companion’s weapons).
In the case of Oath boons, a character may assign any number of their Oath points to subordinates, causing any Oath boons selected with those Oath points to instead affect the subordinate. For example, a paladin with 7 Oath points could grant 3 of those Oath points to their mount, using 4 Oath points to gain Enhanced Abilities and Enhanced Armaments for themself and 3 Oath points to gain Enhanced Abilities and Inhuman Resilience for their mount. When a subordinate is granted Oath points in this way, any actions which the subordinate takes which would violate one of your Oaths counts as you violating one of your Oaths (unless you are unable to control the subordinate).
If you possess the Linked Equipment feat, you may lose your choice of any Oath boons or automatic bonus progression bonuses you possess and apply them to your companion for the duration of the summon. Assigning a bonus to a newly summoned companion ends its effects for any previously summoned companion. You regain the benefits of the selected Oath boons when the summon ends. When gaining Oath boons in this way, your companions are treated as subordinates for the purpose of acting in a way that violates your Oaths.
Custom Animal Companions and Familiars
Just as players may wish to customize their characters using origin talents and traditions, they may want to utilize unconventional creatures for animal companions or familiars. Others may be frustrated that existing rules render their companion of choice suboptimal or difficult to utilize. To address both issues, a variety of rules are presented below to create new companions using origin talents.
Custom Animal Base
Rather than the base statistics of an animal companion (such as wolf, big cat, or allosaurus), a character who gains an animal companion may select a custom animal base to build for themself. A custom animal base is made up of the following components:
Size: The player selects either Tiny, Small, or Medium size. The animal companion begins at that size. This does not alter the creature’s ability scores.
Type: The player selects a creature type for their animal companion. This type generally must be animal but may be plant, vermin, or another type at GM discretion. This does not affect the creature’s abilities in any way, nor does it grant any resistances or immunities.
Senses: All animal companions gain low-light vision, although they may gain additional senses through origin talents.
Ability Scores: The player selects ability scores for their animal companion. All animal companions start with an Intelligence score of 2 and a Charisma score of 6. For the remaining 4 ability scores, the animal companion may assign ability values to those scores as if they had 22 point buy, without the Intelligence and Charisma scores being taken into account (alternatively, they may allocate scores of 16, 15, and either 14 and 10 or 13 and 12 to the remaining scores). These ability scores may be increased as normal through magic items, origin talents, or the animal companion’s standard progression.
Natural Armor: Every animal companion begins with a +1 natural armor bonus.
Limbs and Speeds: The animal companion begins with a land speed of 30 feet and either four legs or two legs and two “hands” which can grip and use basic tools (the companion may use these limbs to wield weapons they are proficient in, but takes a -2 penalty to attack rolls when doing so. These limbs may be changed through origin talents and variations.
Origin Talents: The animal companion gains 1 potent origin talent and 5 auxiliary origin talents, all of which can be selected from the Aptitude and Form spheres. For every 4 effective druid levels the animal companion’s master possesses, they gain either a single potent talent or two auxiliary talents.
These origin talents may be altered whenever the animal companion would gain a level or with 1 week of training (in case of serious physical changes, this may be explained as the character getting a new animal companion). At GM discretion, in place of a potent origin talent, an animal companion may select a shifter bestial trait, using their companion level as their shifter level for the purpose of determining effects and if the companion meets the prerequisites. Animal companions made with a custom animal base may select Extra Origin Talent as a feat and may exchange origin talents gained through this feat for bestial traits. Talents outside of the Aptitude or Form spheres should not be selected without GM permission.
At 7th level, the custom animal companion increases its ability scores. The animal companion may choose to improve a single ability score by 8 and a second score by 2, improve all ability scores (except Intelligence) by 2, or improve 2 ability scores by 4 and a third by 2.
Improved Animal Companions
A character who selects the Improved Animal Companion legendary talent may create a custom improved animal companion. This functions as creating a custom animal companion with the following modifications
Type: The creature’s type is either magical beast or plant instead of animal, plant, or vermin. This does not affect the creature’s abilities in any way, nor does it grant any resistances or immunities.
Ability Scores: The creature gains an additional +2 bonus to one of its ability scores.
Natural Armor: The creature’s natural armor bonus increases by an additional +1.
Bestial Trait: The creature gains one shifter bestial trait.
Sample Custom Animal Base
Gorgonopsid Companion
Size: Medium; Type: Animal
Senses: low-light vision
Ability Scores: Str 16, Dex 12, Con 15, Int 2, Wis 13, Cha 6
Starting Origin Talents
- Aptitude sphere (Scent x2)
- Form sphere (Focused Mauler, Improved Natural Attack (bite), Natural Attack (bite))
Bestial Traits: Grab (bite)
Custom Familiar Base
Familiars can be custom-built in a similar manner to animal companions, with the following modifications.
Size: The familiar’s size may be Diminutive, Tiny, or Small. This does not alter the familiar’s ability scores.
Type: The familiar’s type is always considered a magical beast.
Senses: The familiar does not gain low-light vision.
Ability Scores: The familiar may assign ability scores between Strength, Dexterity, Constitution, Wisdom, and Charisma as if it had 10 point buy.
Natural Armor: The familiar does not gain innate natural armor in the same manner as an animal companion
Origin Talents: The familiar gains 1 potent origin talent from the Form sphere, 3 auxiliary talents, and 1 utility talent at 1st level. The familiar does not gain additional origin talents as its master increases in level.
Hit Dice: A familiar created using a custom familiar base always uses its master’s Hit Dice for the purpose of effects related to the number of Hit Dice.
Familiar Bonus: A familiar created using a custom familiar base grants its master one of the following bonuses, chosen when the familiar is gained.Custom Familiar Bonus Options |
---|
+1 natural armor bonus to AC |
+2 bonus to a single type of saving throws |
+2 bonus to CMB with a single combat maneuver |
+2 bonus to initiative checks |
+3 bonus on checks made with a single skill |
+3 bonus to concentration checks |
+3 hp, plus an additional hp for every level beyond 3rd |
+10 bonus to movement speed when using charge, run, or withdraw actions |
Improved Familiars
A character who gains an Improved Familiar through a feat, talent, or class feature may create a custom improved familiar. This functions as creating a custom familiar with the following modifications.
Type: The creature type may be any type. This does not affect the creature’s abilities in any way, nor does it grant any resistances or immunities.
Ability Scores: The creature gains an additional +2 bonus to two of its ability scores.
Talents: The creature gains two potent origin talents, plus an additional potent origin talent for every 4 levels their master possesses. As with an animal companion, the creature may gain a shifter bestial trait in place of a potent talent at GM discretion.
Sample Custom Familiar Base
Tiny Dog Familiar
Size: Tiny
Ability Scores: Str 7, Dex 15, Con 14, Int 2, Wis 13, Cha 6
Starting Origin Talents
- Aptitude sphere (Keen Senses, Scent x2)
- Form sphere (Fleet Movement, Natural Attack (bite))
Familiar Bonus: +2 to Will saves
Cohorts and Origin Traditions
If a character possesses the Leadership sphere, any of their cohorts may possess an origin tradition rather than a race. An origin tradition given to a cohort confers all the same benefits that it would to a PC.
In addition, rather than using the listed starting ability scores for a cohort based on their profession, you may assign a cohort’s ability scores using a 15 point buy (or 26 point buy if not using origin talent ability score modifiers) or may assign values of 16, 13, 12, 11, 10, and 9 among any ability scores you wish.
When recruiting cohorts using an origin tradition rather than a race, the DC to recruit cohorts is reduced by 1 for every origin talent you share with them and increased by 1 for every variation they possess which you do not share. Any other modifiers to DC based on the cohort’s race should be ignored. However, not all origin traditions, variations, professions, and traditions will be available in all locations; the available pool is determined by the GM.
Removing Age Ability Modifiers
The age rules used in the Pathfinder Core Rulebook grant ability score bonuses and penalties based on a character's age, with the most extreme example being the -6 penalties and +3 bonuses of the venerable age categories. These modifiers can result in skewed character builds which ultimately discourage the play of any character of middle age or older. What's more, they may not always be accurate to the advantages or disadvantages that a character develops from age (for example, a veteran dancer may preserve their agility into middle age but be no wiser than they were in youth).
When playing using origin traditions, it is advised that any ability score modifiers from age be ignored. Rather, what boons or ravages affect the character from age should be incorporated into their ability score array or their modifiers from their origin tradition/talents. Effects which forcibly age a creature should apply the normal penalties, however. In the event that a campaign lasts long enough for a character to change age categories over the course of play, the player and GM should discuss what changes to ability scores might be appropriate for the character's increased age.
Example Origin: Mascots [Bonus]
Mascots are an enigmatic species, with origins outside the Material Plane. These outsiders usually take on the shapes of various small, quadruped animals in order to guide people. The goals which are aimed for vary from mascot and partner. Often they support a single creature in their fight of good vs. evil, but adopting entire groups is not unusual. Mascots consider themselves advisors and thus avoid the spotlight. Nonetheless there are some, who employ their powers to be themselves the hero instead.
Mascots have several peculiarities compared to other species. They have lost their leg strength, since they move exclusively via hovering slowly above the ground. They also cannot speak verbally, limited to animal noises. Instead they use telepathy for communication. Mascots can carry around small items inside their own body, seemingly pulling them out of nowhere.
Furthermore, while their outsider heritage grants them the opportunity to forgo eating if desired, mascots remain aligned with their planes of origin. That makes them detectable like a cleric and susceptible to effects like summoned creatures, except for being able to be banished. If any mascot would deem it necessary to enter close combat, their weapon attacks are imbued with this energy, too.
This closeness to their origins may grant them immortality, but on the flipside, mascots are hard to return to life after they have died. Even undeath cannot hold them chained. That results in mascots being cautious and to avoid the attention of their enemies. This suits them fine - as stalwart supporters of the heroes they are surrounded by the best shields they could ask for.
Note: The default alignment for mascots is lawful good, which is reflected by the appropriate subtypes and knowledge of Celestial. If the starting alignment is changed, the subtypes need to be adapted and possibly Celestial to be exchanged.
Origin Tradition
Generation Tradition: Planeborn
Size: Small
Type: Outsider (extraplanar, good, lawful)
Speed: fly 20 ft. (perfect, hover only)
Limbs: 4 legs (somatic components and item manipulation possible)
Languages: Common, Celestial
Potent Talents
Aptitude: Specialized Training (support feats or talents requiring or benefiting teamwork of some kind)
Form: Extra LegsV
Auxiliary Talents
Essence: Aligned ArmamentsV, Hover 2xV
Form: Darkvision, Hidden Storage, Natural AttackV (claws)
Utility Talents
Essence: Telepathy*V 2x
Form: Self-Sustaining*V
Variations
Aptitude: Nonverbal
Essence: Blatant Alignment, Buoyant Traveler, Gravebound
Form: Quadruped
Mascot Variants
Several variants of the mascot ancestry are available. These can be combined, as long they do not trade out the same talents or variations.
Bipedal Mascots
Some mascots are moving on just two legs, instead having two normal arms. They lose Quadruped, Extra Legs and Natural Attack (claws). They tend to be of Medium size.
Size: Small or Medium
Speed: fly 20 ft. (perfect, hover only)
Limbs: 2 arms, 2 legs
Potent Talents
Form: -
Auxiliary Talents
Essence: Aligned ArmamentsV, Glider
Form: Darkvision, Hidden Storage
Variations
Form: -
Bird Mascots
Some mascots have taken on bird-like shapes instead, allowing them eventually true flight. These remove Quadruped and so Extra Legs and Natural Attack (claws). They also trade out Buoyant Traveler, Hover 2x and Hidden Storage with Glider, Developed Wings and Arm-Wings.
Speed: 30 ft., 30 fly ft. (average) (5th level upwards)
Limbs: 2 arms/wings, 2 legs
Potent Talents
Form: -
Auxiliary Talents
Essence: Aligned ArmamentsV, Glider
Form: Darkvision, Developed Wings* (auxiliaryV)
Variations
Essence: Blatant Alignment, Gravebound
Form: Arm-Wings
Courier Mascots
Some bird mascots are fast fliers, sacrificing grace for speed.
Speed: fly 60 ft.V (clumsy) (5th level upwards)
Variations
Form: Arm-Wings, Awkward Flight
Magpie Bird Mascots
Some bird mascots like having pretty odds and ends so much that they can't bear separating from them. Due to this deep connection they took on the properties of the items they keep on them. They gain Partial Construction and Hidden Storage.
Auxiliary Talents
Form: Darkvision, Developed Wings* (auxiliaryV), Hidden StorageV
Variations
Essence: Blatant Alignment, Gravebound, Partial Construction
Catburglar Mascots
Some mascots enjoy the thrill of pilfering items, but escaping is difficult, if you can't run. To strengthen their legs, they infused their bodies with other materials, but now are no longer merely beings of flesh. They tend to disguise this in some way. They trade Buoyant Traveler with Partial Construction.
Speed: 40 ftV., fly 20 ft. (perfect, hover only)
Auxiliary Talents
Essence: Aligned ArmamentsV, Hover 2x
Form: Darkvision, Hidden StorageV, Natural AttackV (claws)
Variations
Essence: Blatant Alignment, Gravebound, Partial Construction
Close-Quarter Combat Mascots
Some mascots are willing to go toe to toe with their enemies. Instead of the slow hovering, they move fast on 4 legs and have sharper claws. In addition, their claws pack more punch. Often, these mascots are Medium-sized, too. They trade out Hidden Storage, Hover x2 and Buoyant Traveler for Improved Natural Attack and Skirt Death.
Size: Small or Medium
Speed: 40 ft.
Auxiliary Talents
Essence: Aligned ArmamentsV
Form: Darkvision, Improved Natural Attack (claws), Natural AttackV (claws), Skirt Death
Variations
Essence: Blatant Alignment, Gravebound
Fairy Mascots
Some mascots enjoy true flight, not mere hovering. They trade Hidden Storage with Magical Flight.
Speed: fly 30 ft. (perfect) (hover height only below 5th level)
Auxiliary Talents
Essence: Aligned ArmamentsV, Hover 2xV, Magical Flight*
Form: Darkvision, Natural AttackV (claws)
Magpie Fairy Mascots
Some fairy mascots like having pretty odds and ends so much that they can't bear separating from them. Due to this deep connection they took on the properties of the items they keep on them. They gain Partial Construction and Hidden Storage.
Auxiliary Talents
Form: Darkvision, Hidden StorageV, Natural AttackV (claws)
Variations
Essence: Blatant Alignment, Buoyant Traveler, Gravebound, Partial Construction
Hero Mascots
Despite being fragile compared to mortals, some mascots have a desire to be the hero themselves, instead merely supporting their chosen. They trade out Specialized Training with Gift Of Fortune.
Potent Talents
Aptitude: -
Essence: Gift Of Fortune
Speaking Mascots
These mascots have chosen normal speech over telepathy. They trade out Nonverbal and Telepathy 2x with Utility Training (freely chosen).
Utility Talents
Essence: -
Variations
Aptitude: Utility Training* (any)
Tiny Mascots
Some mascots are even smaller than the average. These trade out Specialized Training for Miniscule, resulting in these adaptations:
Size: Tiny
Potent Talents
Form: Extra Legs, Miniscule*
Generation Tradition: Planeborn
Drawbacks:
- Lost To Oblivion
- Slow Maturation 2x
Boons:
- Long-Lived 3x
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book