Techniques

Techniques are an expanded form of the Spellcrafting system, allowing characters to create complex actions using a combination of both combat and magic spheres. Similar to Spellcrafting, the technique system is designed to allow for the creation of custom abilities by PCs and GMs. Any effect that would apply to spellcrafting or crafted spells applies to techniques in the same manner.

In its simplest form, a technique is a sphere effect that has been augmented and added to with combat or magic talents. Like unaugmented sphere effects, a technique has a base sphere from which its DC is derived. A technique may also have a caster level if it uses magic talents. For the purpose of resolving interactions, a technique is considered to be a talent of every sphere which is used in its construction or the most beneficial to the initiator in the case that two component spheres would contradict each other in an interaction.

While the rules presented below are designed to aid in creating techniques, in the end, these rules are purposely left vague to encourage creativity, mystery, and wonder.

Optional Rule: Skill Spheres and Techniques [LotS]

Skill spheres and skill talents can be used in the creation of techniques in a manner similar to combat or magic talents. Skill spheres or talents applied to a technique increase the technique’s complexity as normal and a character who applies any exceptional talents to a technique must apply any prerequisite talents to the technique as well.

If a technique is created using at least one skill sphere, a character may outwit the target of the technique to pay 1 point of the technique’s complexity cost.

Utility Techniques

In addition to the combat-focused techniques utilized in battle, characters may also wish to create combinations of sphere abilities designed for out-of-combat use. These sorts of techniques, known as Utility Techniques, should be modified in the following ways when creating them.

1. The total complexity cost of a Utility Technique is reduced by 1, to a minimum of 1.
2. Utility Techniques cannot have their complexity cost paid for by initiation time increases or expenditures of martial focus.
3. Utility Techniques allow a character to pay skill leverage to the complexity cost. Each point of skill leverage spent pays one point of the complexity cost.

Creating a Technique

Technique creation is as much art as science and is a similar process as inventing spells with the core Pathfinder magic system, in that good sense and judgment are just as important to creating a balanced spell as the math itself. GMs are encouraged to adjust the performance time, spell point cost, and content of a technique if it is exploitative or disrupting of gameplay.

To create a technique, first choose a base sphere ability (destructive blast, glow, shapeshift, etc. for magic spheres, barrage, shout, tame, etc. for combat spheres) augmented by talents as normal. This base ability determines the technique’s base sphere and all associated numbers such as saving throws, spell point cost, and caster level if, as is the case with the elementalist, eliciter, or shifter, their caster level is different with different spheres. This also determines the spell’s number of targets, duration, etc. (Note: If a technique employs both magic and combat spheres, it is treated as having both a base magic sphere and a base combat sphere, though only uses the highest when determining DCs. This means that abilities which would specifically affect either sphere affect the technique.)

Next, choose additional sphere abilities, talents, feats, and other augmentations to add to the base sphere ability. You must possess every sphere, talent, or feat to be used in the created technique, and any spell points cost associated with these additional abilities is added to the spell point cost of the technique. Sphere abilities or talents may not be applied twice to the same technique unless it is granting different effects. Additionally, with every alteration made, the technique gains or loses complexity. The more complex a technique is, the greater its initiation time and/or the more spell points it costs to use.

A technique’s cost in actions and spell points is determined by its complexity, which is determined by the number of spheres comprising the technique.

Every base sphere ability that is added to the technique beyond the second increases the technique’s complexity by 1. This includes barrage, blooded strike, destructive blasts, darkness, geomancing, glow, shove, and other effects. Techniques that utilize at least one combat sphere do not provoke attacks of opportunity in the same way spells do (but may still provoke if they involve ranged attacks or movement).

Sometimes, you may wish to add the effects of a feat or a talent independent of adding a base sphere ability. This could include adding multiple (blast type) talents to a destructive blast, applying an Enhancement talent to a (stance) talent, or applying a (blitz) talent to a destructive blast. In each of these cases, the technique gains 1 complexity for each talent applied. You must have the base talent of sphere as part of a technique before you can apply other talents of that sphere to it.

A technique that includes at least one advanced talent must also include all talents used to meet the prerequisites for that talent. For example, a technique that includes the Reverse Gravity advanced talent must also include the Lighten talent. With GM permission, other changes to a technique may increase or decrease the complexity. This could include targeting a creature other than yourself with a (spirit) Nature ability (+1 complexity), shortening a duration from 1 hour per caster level to 10 minutes per caster level (-1 complexity), etc. The minimum complexity of a technique is 0. No technique effect should be created that grants more than 1 damage die per hit die of the creatures using it (discounting weapon damage dice) without severe inspection.

Complex techniques require expenditures of effort, time, or magical energy. A technique has a complexity cost equal to its complexity. Complexity costs can be paid in one of three ways: Martial focus, extended initiation times, and spell points.

Expending martial focus as part of performing a technique (but not as part of other actions such as brutal strike) counts as paying 1 point to the complexity cost, as does each spell point spent as part of the technique. The actions used to perform the technique also contribute towards the payment of the complexity cost as per Table: Initiation Time Increases (remember that if the initiation time is 1 round or more, that the technique resolves when the last round has finished and it is the start of the initiator’s next turn). The complexity cost of a technique is set when the technique is created, but each creature may decide how to pay the cost of the technique when they perform it. (For example, a character could use a complexity 7 technique by spending martial focus and 4 spell points while extending the initiation time to 1 round. Another could initiate the same technique as a standard action by expending 7 spell points.)

A technique can only be paid for with martial focus if it was created with at least one combat sphere. All techniques that utilize one or more magic spheres require at least one spell point to initiate.

Table: Complexity
Technique Component Complexity
Starting base sphere 1
Second base sphere +1
Base sphere beyond second +2
Talent besides base sphere +1
Table: Initiation Time Increases
Action Complexity Cost Payment
Standard action none
1 full-round action 1
1 round 2
2 rounds 3
3 rounds 4
+1 round per increase +1 per increase

Technique Crafting

Once a character has set their technique’s function and complexity, they must spend resources to craft it. A character must possess the Technique Crafting feat and must have access to all of the feats and talents used in the creation of a technique (be this in the form of knowledge, of allies who possess this knowledge, or magic items that replicate the talents) in order to craft it. Once a particular technique has been created, it may be added to through further research, with characters adding new talents that they know to the technique at a rate of 1 feat or talent per day of research. A technique’s existing talents cannot be changed except through the creation of a new technique. Creating a technique is a process similar to creating a magic item, and takes 1 day of research + 1 day per point of complexity, at the end of which a caster must succeed at a skill check with a DC equal to 5 + 5 x the technique’s complexity, or have their efforts wasted. The skill check made to create a technique can be made with any of the following skills: Craft (any), Knowledge (any), Perform (any), Profession (any), Spellcraft, any skill that the creator uses with the Skilled Casting drawback, or any skill which a sphere used in the technique’s creation would grant ranks in (such as Diplomacy for Warleader or Intimidate for Gladiator).

If a character possesses talents that would modify all uses of a specific sphere ability (such as Extended Range from the Destruction sphere or Greater Shove from the Brute sphere), they may apply these talents’ effects to a technique as normal without having to modify the technique.

Complexity Modifiers [3PP]

The Technique rules introduced in Champions of the Spheres: Study and Practice provide a powerful set of tools for creating potent and unique magic effect cards, allowing characters to compose high-cost singular abilities which can shift the tide of battle. The following section presents additional modifiers which can be applied to techniques. Some require the use of Card Casting rules.

Drawpower (requires card casting)

The technique’s complexity may be increased by 1 to allow either the initiator or the affected targets to draw a card when it is initiated. For every additional point of complexity added through this modifier, they draw 2 extra cards.

Instant Initiation

If at least one sphere effect the technique is based on can be created as an immediate action, you may increase the technique’s complexity by 1 to initiate it as an immediate action rather than a standard action.

Interminate

The technique’s complexity may be increased by 2 to make it immune to being dispelled. However, for a non-instantaneous technique, they only last until the end of the current encounter or a number of rounds equal to your casting ability modifier, whichever is shorter.

Millpower

The technique’s complexity may be increased by 1 to force either the initiator or the affected targets to discard a card from their hand or top of their deck when it is initiated. For every additional point of complexity added through this modifier, they discard 2 extra cards from their deck or one additional card from their hand.

Token Mana (requires Card Casting and Mana Pool)

When the technique is initiated, you may create any number of Mana Point Cards which can be used a single time before they are destroyed and otherwise last until the end of the encounter. The technique’s complexity increases by 1 for every token mana created.

Tutored Magic (requires card casting)

The technique’s complexity may be increased by any amount. When the technique is initiated, you may search your deck or discard pile for a number of cards and either play them, discard them, or put them into your hand. The cards you may search for and how you may use them is based on how much you spend in terms of complexity

Card Type and Use Complexity Cost
Mana Point Card, put into hand or discarded +1
Mana Point Card, put into play +2
Non-Mana Point Card, put into hand or discarded +2
Non-Mana Point Card, played immediately as part of technique’s action +2 + spell point cost of playing the card/activating its effect
Each additional card targeted beyond the first +1

Versatile Technique

You may increase a technique’s complexity by 1 to allow it to be initiated in two separate variants which may be initiated at different complexities and use different talents (this modifier increases both variant’s effective complexities). The variant used by an initiator is chosen when they initiate the technique. For every additional point of complexity you apply with this modifier, you may create one additional variant for the technique.

Table: Complexity Changes
Change Complexity Cost
Adding a feat or talent to a sphere effect it would not normally affect. +1
Add an additional sphere effect. +1 (+2 if you’ve already applied 2 or more sphere effects)
Increase range or duration by 1 step. +2
Decrease range or duration by 1 step. -1
Changing a personal effect to ‘touch’ +1
Multiple characters perform the Technique -2 for each additional performer (determined at time of performance)
Instant Initiation (use as immediate action if any part can be used as immediate action) +1
Interminate (can’t be dispelled, but lasts for CAM rounds) +2
Versatile Technique (alternate mode of use) +1 for each alternate mode
Card Casting Complexity Changes Complexity Cost
Drawpower (target draws cards) (Requires Card Casting) +1 per 2 cards drawn
Millpower (target or user discards cards from their deck) +1 +1 for every card from hand/2 cards from deck
Token Mana (creates one-use mana cards) (requires Card Casting and Mana Pool) +1 for every card created
Tutored Magic (searches deck for an effect) (requires Card Casting) Cost various based on search

Learning Techniques

A character who creates a technique automatically knows the technique, and can teach it to others either directly or through scribing it in a technique script. The character learning the technique directly must spend at least one hour studying with someone who knows the technique for every point of the technique’s complexity, and must attempt a skill check with a DC of 10 + 2 x the complexity of the technique. The skill check made must use one of the skills used to create the technique. A character need not know all of the talents used in the creation of a technique to learn the technique, but must have access to all of them in various forms (be it from knowledge, magic items that replicate the talent, or allies in the case of multi-character techniques) in order to perform the technique.

A character may only know a number of techniques at a time equal to their casting ability modifier or practitioner modifier, whichever is higher (minimum 1). If the character is only a caster or only a practitioner, they use the corresponding modifier.

If a character is neither a practitioner or a caster, they can know a maximum of one technique. If a character researches a technique after they have reached this limit, they must decide which of their previous techniques will be lost from his memory to make room for the new technique. A character may augment a technique by adding more feats or talents to it, through an additional day of research per feat or talent, and a new skill check at the end of the process. A character cannot use a technique that requires an advanced talent unless a participant possesses that talent and meets the prerequisites for that talent.

Multi-Character Techniques

Multiple characters may work together to perform a technique, in which case all participants must pay the complexity cost. However, the complexity cost of the technique is reduced by 2 for every participant beyond the first (for example, three characters performing a technique with complexity 4 could do so by spending a standard action and no other resources, or two could perform the technique as a standard action by spending martial focus and 1 spell point). If the technique uses magic talents, at least one spell point must be spent by at least one participant in the technique. The participants all contribute their actions and spell points to a single individual performing the technique (meaning that if Fire Tackle is performed with two participants, both must contribute to the complexity cost but only one actually charges). If multiple characters work together to perform a technique, no one participant is required to know all of the talents needed to perform the technique (in the previous example, one participant could possess the Destruction sphere, Energy Strike, and Fire Blast talents, while the other could possess the Brute sphere, Hammer, and Unstoppable talents). Use the highest of each participant’s caster level and base attack bonus for the purpose of calculating the effects of the technique. The technique is performed on the lowest of the participants’ initiative counts, and all participants must delay their actions until all members are able to act. All participants in a technique must be within close range (25 feet + 5 feet/2 levels) of each other, using the lowest-level participant to determine the maximum range.

Technique Scripts

A character who possesses the Technique Crafting feat is capable of recording any techniques they know as well as any techniques they research into technique scripts. Writing a technique down in a script takes 1 hour per sphere or talent or feat involved in the technique and requires 1 page per sphere or talent or feat involved in the technique. Talents providing several effects count once per effect.

If a character finds a technique script they have not created themselves, they must decipher its writing through either a successful skill check using either Linguistics or one of the skills used to create the technique (DC 20 + the technique’s complexity), a read magic spell, or the basic sense ability from the Divination sphere in order to understand it. Once a technique has been deciphered, it does not need to be deciphered again by the same character.

If a character possesses all of a technique’s prerequisite spheres and talents and has deciphered the writing, they may read from the script and use that technique as if it were in their repertoire without issue. Alternately, the character may spend an hour per page reading and practicing a deciphered technique to add that technique to his repertoire as if he had just researched it. A character may attempt to initiate a technique from a script without meeting the prerequisites, but the technique’s effective complexity increases by 1 for every sphere or talent not possessed (talents gained through implements, with the Circle Casting feat, or with similar items or feats count when meeting a spell’s prerequisites), and suffers a cumulative 10% chance per missing prerequisite that the technique will not function. Unlike a ritual book, a technique script is simply a notebook detailing the theory involved in a technique’s creation, and as such, has no cost in magical components to create. Technique scripts have no market value of their own, and while they may be found, they are rarely bought and even more rarely sold.

Author's Note: For the purpose of being able to use a technique from a script without having it in their repertoire, a character must be able to read the script. This usually involves having the script held in hand, but other solutions such as recording the script on the character's gear or having another character narrate the script to them may be utilized.


Sample Techniques

Agonizing Draw [3PP]

Magic Sphere Destruction
Complexity 7 (1 base talents, 2 talents total, 4 drawpower x4, 1 extra spell point expenditure) (crafting time 8 days)
Range close (25 feet + 5 feet per 2 levels)
Target 1 creature, see text
Duration instantaneous
Saving Throw Reflex half, see text; Spell Resistance yes
Prerequisites Card Casting, Destruction sphere (Explosive Orb)
Description
You grant the target a surge of magical power which runs an immense risk of harming them. A target who fails their saving throw takes 1d6 points of piercing, slashing, and bludgeoning damage per caster level and draws 7 cards from their deck (if they possess a deck). On a successful saving throw, a target who takes damage still draws 3 cards.

Destructive Barrage

Combat Sphere Barrage
Magic Sphere Destruction
Complexity 4 (2 base talents, 4 talents total) (crafting time 5 days)
Range see text
Target see text
Duration see text
Saving Throw none; Spell Resistance yes
Prerequisites Barrage sphere (any one (blitz) talent), Destruction sphere (any one (blast type) talent)
Description
You unleash a flurry of powerful magical shots. When you use this technique, you perform a barrage action using your destructive blast in place of a ranged weapon on each attack. You may apply (blitz) talents to the barrage as normal and (blast type) talents to the destructive blasts, and may spend a spell point to increase the damage of any of your destructive blasts as normal.

Distant Thrust

Combat Sphere Fencing
Magic Sphere Destruction
Complexity 2 (2 base talents, 2 talents total) (crafting time 3 days)
Range close (25 ft. + 5 ft. per 2 caster levels)
Target 1 creature or object
Duration instantaneous
Saving Throw none; Spell Resistance yes
Prerequisites Fencing sphere, Destruction sphere
Description
You strike out against a distant target using a melee weapon. You may make an attack action with a melee weapon against one target within close range as if it were within your reach. This does not grant the additional damage of a destructive blast. If you possess the Extended Range talent, you may use it to increase the range of this technique as if it were your destructive blast.

Fire Tackle

Combat Sphere Brute
Magic Sphere Destruction
Complexity 5 (2 base talents, 5 talents total) (crafting time 6 days)
Range see text
Target see text
Duration instantaneous
Saving Throw Reflex partial (see text); Spell Resistance yes (see text)
Prerequisites Brute sphere (Unstoppable), Destruction sphere (Energy Strike, Fire Blast)
Description
You surround yourself in a corona of fire before charging at the target, leaving a path of flame in your wake. Make a charge attack or charging shove against a creature you are capable of charging. You may charge over difficult terrain. This movement still costs twice as much as normal. When making this charge, you may attempt to overrun a creature in the path of the charge or to attempt a Strength check to break an unattended object such as a door or wall that is in your way, as a free action that does not provoke an attack of opportunity. If the check is successful, you may complete the charge. If the check is unsuccessful, the charge ends in the space directly in front of that creature or object. Any object you break or creature you overrun catches on fire, taking 1d6 points of fire damage per round. Each round the target may attempt a Reflex save to attempt to extinguish the flames. Rolling on the ground or using a blanket to smother the flames (a full-round action) grants the target a +4 bonus to that round’s saving throw.

For every 5 base attack bonus or caster levels you possess (whichever is higher) you may attempt to break or overrun an additional target, but suffer a cumulative -2 penalty on each additional check made. This can allow you to initiate a charge through squares that you do not have line of sight to. You may resolve your charge attack against any valid target within reach of the charge’s path after passing through the barriers (creature or object) blocking your line of sight.

If the charge or shove strikes its target, the target takes additional fire damage equal to your destructive blast damage and must succeed at a Reflex save or catch fire. Spell resistance applies against the fire damage and the risk of catching fire, but not the damage from the charge itself.

Forceful Riposte

Combat Spheres Boxing, Brute
Complexity 3 (2 base talents, 3 talents total) (crafting time 4 days)
Range see text
Target see text
Duration 1 round
Saving Throw none; Spell Resistance no
Prerequisites Boxing sphere, Brute sphere (Quick Force)
Description
You prepare an attack that will blow your target away. You ready an action to perform a counterpunch, and may perform a shove in place of the counterpunch when the counterpunch is triggered. This shove deals additional damage as your counterpunch would. If the shove is successful, you may perform a bull rush, drag, or reposition combat maneuver as part of the shove.

Obliterate [3PP]

Magic Spheres Death, Mind
Complexity 11 (2 base talents, 1 advanced talent, 6 talents total, 5 extra spell point expenditure)
Range close (25 feet + 5 feet per 2 levels)
Target 1 creature per caster level
Duration instantaneous
Saving Throw Will negates, see text; Spell Resistance yes
Prerequisites Death Sphere (Curse), Mind Sphere (Deadly Vision, Mass Charm, Vision)
Description
You unleash a lethal curse that ravages mind and body. Any creature that fails their saving throw against this effect must succeed at a Fortitude save with a penalty equal to 3 + 1 per 5 caster levels or die. A creature that succeeds on this saving throw retains this saving throw penalty as a penalty to all attack rolls, saving throws, and skill checks. This is a curse effect.

Sniper’s Burst

Combat Spheres Barrage, Sniper
Complexity 3 (2 base talents, 3 talents total) (crafting time 4 days)
Range see text
Target 1 creature
Duration instantaneous
Saving Throw none; Spell Resistance no
Prerequisites Barrage sphere, Sniper sphere (any (snipe) talent)
Description
You slip in an immensely deadly shot amidst a flurry of projectiles. You make a barrage attack, adding your damage from deadly shot to a single attack made as part of the barrage. You may also apply a single (snipe) talent to this attack.

Warping Fury

Combat Sphere Berserker
Magic Sphere Warp
Complexity 5 (2 base talents, 5 talents total) (crafting time 6 days)
Range close (25 ft. + 5 ft. per 2 caster levels)
Target one creature, see text
Duration instantaneous
Saving Throw none; Spell Resistance no
Prerequisites Berserker sphere (Advancing Carnage), Warp sphere (Pouncing Teleport, Quick Teleport)
Description
You teleport around the battlefield rapidly, delivering strikes to multiple creatures. You teleport into melee attacking range of a creature within close range and make a single melee attack against it, taking a -2 penalty to the attack roll. If you are successful, you may teleport to another creature which is within close range of your new position and make a melee attack against it at the same -2 penalty. You may teleport and attack again every time you hit a target, to a maximum number of attacks beyond the first equal to 1/2 your caster level or 1/2 your base attack bonus (whichever is higher). You cannot attack the same creature multiple times with this ability.

Wondrous Play [3PP]

Magic Spheres none
Complexity 6 (Tutored Magic 6)
Range see text
Target see text
Duration see text
Saving Throw see text; Spell Resistance see text
Prerequisites Card Casting
**Description **
You search your deck for a single card which costs 4 or fewer spell points and immediately play it


Technique Feats

Adept Initiator (Champion, Combat)

You simplify and streamline your intricate performances.

Prerequisite: Knowledge of at least one technique.

Benefit: Reduce the complexity of all techniques you know by 1 for the purpose of your initiation of them.

Burning Technique (Champion, Combat)

You suffer to perform immensely powerful techniques.

Prerequisite: Knowledge of at least one technique.

Benefit: In addition to the normal methods of paying for a technique’s complexity cost, you may choose to pay for complexity by taking ability burn to an ability score of your choice. Every 2 points of ability burn that you take pays for 1 point of complexity. Ability burn functions as ability damage, save that it can only be healed by resting for 8 hours.

Companion Techniques (Champion, Combat)

You share the intricacies of your combat lore with your closest allies.

Prerequisites: Knowledge of at least one technique, must have the Conjuration sphere, an animal companion, or some similar ability that grants a companion.

Benefit: Choose an animal companion, Conjuration sphere companion, or other companion you have as a result of some ability. It learns any techniques you do. In addition, when learning or crafting techniques, you have access to any talents your companion has, even if it is not currently summoned.

Special: You may take this feat multiple times. Each time, you select a different companion.

Coordinated Initiation (Champion, Teamwork)

You and your allies can amplify your abilities when coordinating.

Prerequisite: Knowledge of at least one technique.

Benefit: When multiple characters work together to perform a multi-character technique and all of them possess this feat, the technique’s complexity is reduced by 3 for each participant beyond the first rather than 2.

Extensive Technique Study (Champion, Combat)

You possess extensive experience with the lore of techniques.

Benefit: Increase the maximum number of techniques you are capable of knowing at one time by 4.

Special: You may select this feat multiple times.

Group Initiation (Champion, Combat, Teamwork)

When you aid in a technique, you may also perform it yourself.

Prerequisite: Knowledge of at least one technique.

Benefit: When multiple characters work together to perform a multi-character technique and all of them possess this feat, they may choose to increase the technique’s complexity by 3. If they do, every character who worked together to initiate the technique may perform the technique’s action (for example, each member would charge when using Fire Tackle).

Improved Assistance (Champion, Combat)

You add a bit of extra aid when coordinating a technique.

Prerequisite: Knowledge of at least one technique.

Benefit: When you initiate a multi-character technique where you do not perform the action, you may attempt the aid another action on the character performing the action as part of the action to initiate the technique. So long as you are in range to initiate the technique, you do not need to be in the normal range to aid another.

If you possess the Circle Casting feat, you may maintain that feat’s effects on the target so long as you are within range of the technique (rather than 30 feet).

Ready Initiation (Champion, Combat, Teamwork)

When one of your allies primes a technique, you respond immediately.

Prerequisite: Knowledge of at least one technique.

Benefit: When multiple characters with this feat work together to initiate a multi-character technique, the technique is performed on the highest of the participants’ initiative counts rather than the lowest. All participants have their actions for the turn moved up to the initiative count where the technique is performed.

Signature Technique [3PP]

Source: Baron’s Glorious Arena

Prerequisites: Technique Crafting

Benefits: When you craft a technique, you may incorporate your identity into the technique; this involves personalized imagery and symbolism. Once you complete a technique developed through this method, you must name the technique after yourself. Whenever you use the technique or other allies perform the technique alongside you, the technique’s complexity is treated as one lower. Whenever a creature performs the technique without you, the technique’s complexity is treated as one higher.

Technique Crafting (Combat)

You have learned how to create elaborate and unique actions.

Benefit: You gain the ability to create techniques, as per the technique rules.

Technique Prowess (Combat)

Your martial skills enable incredible technique usage.

Prerequisites: Base attack bonus +5, knowledge of at least one technique.

Benefit: When you expend martial focus to pay for the complexity cost of a technique that uses no magical spheres, the amount of the complexity cost paid by expending martial focus increases by 1 for every five points of base attack bonus you possess.

Technique Skimmer (Combat) [3PP]

Source: Baron’s Glorious Arena

Prerequisites: Knowledge of at least one technique or spell

Benefits: When using a technique or spell from a technique script or spellbook, the chance of failure for not having a talent is reduced to 5% per missing prerequisite from 10% per missing prerequisite.


Magic Items and Techniques [3PP]

You may apply Technique complexity modifiers to Magic Items you are crafting, applying as if they were item complexity modifiers

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