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The Vocation sphere represents your background and natural aptitude towards certain trades and skill sets. Unlike most skill spheres, there is no base sphere ability or benefit to the Vocation sphere; it has no associated skill and does not unlock skill leverage.
When you first gain the Vocation sphere, choose one Vocation talent of your choice and gain it for free. You can gain the Vocation base sphere as a utility talent; if you do, you must choose a [utility] talent as the free talent.
Vocation Talent Types
Trade Talents
Some talents are marked (trade). These talents grant groups of class skills united by the theme of a single profession, lifestyle, or hobby. If a (trade) talent you gain would grant you a class skill which is already a class skill for you, you may replace one or more of the overlapping skills with a different class skill of your choice, to a maximum of one replaced skill for every 2 (trade) talents you possess (for example, a character who takes both the Anthropologist and Archaeologist trade talents could gain one additional class skill of their choice, as gaining Knowledge (history) as a class skill a second time would be redundant). For any overlapping class skill that you do not swap out, the bonus to those skills for being class skills is increased from +3 to +4.
Vocation Talents
Adept Administrator [plan] [utility]
You unlock skill leverage with Profession (barrister, clerk, scribe, or librarian), and may add half your Profession (barrister, clerk, scribe, or librarian) ranks (whichever is highest) as an insight bonus to Linguistics and Profession checks to spot a forgery, organize and deal with paperwork, and notice discrepancies in paperwork.
If you spend 1 minute reading a contract or similar legal document, you immediately become aware of the existence of any deliberate obfuscations or loopholes, although you do not know exactly what they are unless you spend 1 use of skill leverage. You also notice any secret messages present in a written page after this minute.
Additionally, you can create a forgery in 5 rounds per page, or as a plan that is revealed as a full-round action to produce up to 20 pages of one document you forged, encoded, or researched a translation for. Alternatively, you can reveal this plan to retrieve a text or document you could have legitimately acquired (either by paying for it or by succeeding at a relevant skill check to request them).
If you must attempt a skill check to acquire, translate, or forge the document, you make the attempt now. You can take 10 on the skill check.
If your campaign uses research rules, you are treated as if you had 10 ranks in the relevant skill for determining how much you reduce a library’s kp by on a successful research check.
Adept Adventurer
You unlock skill leverage with one of the Profession skills listed below. Additionally, you gain the following benefits if you have unlocked skill leverage with the appropriate Profession skill:
- Profession (adventurer or monster slayer): You can use Profession (adventurer or monster slayer) instead of a Knowledge check to identify the abilities and weaknesses of creatures, and are considered trained when making such checks. You can spend 1 use of skill leverage when making such a check to roll it twice and take the highest result.
- Profession (soldier): You increase any bonus due to battlefield positioning (such as flanking, higher ground, or cover) by 1, and whenever such a benefit would end, you retain the benefits of that bonus until the end of your next turn.
Adept Builder
Whenever you supervise or participate in the construction of a building, you reduce the raw material costs by 10%, including build point and capital costs.
You unlock skill leverage with one of the Profession skills listed below. Additionally, you gain the following benefits if you have unlocked skill leverage with the appropriate Profession skill:
- Profession (architect or dungeoneer): You can spend 10 minutes (or reveal this as a plan) observing a building to gain a rough impression of the layout of the building itself, including the general purpose of the rooms contained within, and whether or not there are any hidden rooms within the building and their rough location (but not how to access the room itself). You can spend 1 use of skill leverage to use this ability in only 1 minute.
- Profession (engineer or siege engineer): As a standard action that provokes attacks of opportunity, you can attempt to take control of a construct that is adjacent to you by succeeding a Profession (engineer or siege engineer) check (DC 15 + the construct's Hit Dice). On a success, the creature becomes staggered for 1 minute. If the construct has fewer Hit Dice than the ranks you possess in Profession (engineer or siege engineer), the construct also becomes under your control for 1 minute. The construct receives a Will saving throw (DC 10 + OAM + 1/2 ranks in either Profession (engineer) or Profession (siege engineer)) at the end of their turn each round they remain staggered (or controlled) this way, removing the effect on a successful save.
Adept Culinarian
You can spend 1 hour to prepare a meal (for Profession (baker or cook)) or drinks (for Profession (brewer)) for a number of creatures equal to 3 + 1/2 your ranks in the relevant Profession skill; creatures who consume the meal or drink over the course of 10 minutes gain an amount of temporary hit points equal to the ranks you possess in the associated Profession skill, in addition to a +2 alchemical bonus to saving throws against the sickened and nauseated conditions for 8 hours. If you can already prepare a meal in a similar fashion (such as the courser’s forage ability), you can apply this talent’s benefits to the prepared meal.
Additionally, the DC of any ingested poisons you placed within such food or drink increases by 1. These bonuses increase by +2/+1 respectively for every 5 ranks in Profession (baker, brewer, or cook) you possess (whichever is higher).
These benefits are not granted to magical or alchemical food or drink.
Adept Handler [utility]
You only need to spend 1 day to train an animal for the riding purpose (learning the tricks come, heel, and stay), or you may spend 1 use of skill leverage to reduce this to 4 hours. This general purpose does not count towards the animal’s usual maximum of tricks or general purposes they may learn. You halve the time required to teach an animal a trick or general purpose.
Additionally, when using Handle Animal to command an animal to perform a task or trick, you may do so as a standard action to command a number of animals that can perceive you equal to your ranks in Profession (shepherd or stable master).
Adept Hunter
You unlock skill leverage with one of the Profession skills listed below. Additionally, you gain the following benefits if you have unlocked skill leverage with the appropriate Profession skill:
- Profession (butcher): If you would successfully damage a creature while inside them (such as from being swallowed whole), you deal an additional amount of damage equal to 1/2 your ranks in Profession (butcher); this damage is multiplied by a critical hit. Additionally, once per round whenever you confirm a critical hit, the weapon damage of the attack (but no other damage dice rolled) is maximized, and the target suffers 1 point of bleed damage.
- Profession (fisherman): You gain tremorsense, except only allowing you to detect anything in contact with the same body of water as you. The range is 10 feet, or 20 feet if you are holding a fishing pole or a weapon from the spears fighter weapon group and the object is touching the water.
- Profession (trapper): You can spend 1 minute with a trap you have created or discovered (and can handle safely) to improve it, increasing the saving throw to avoid it by 2, and the DC to notice or disable the trap by an amount equal to 1/2 your ranks in Profession (trapper).
Adept Trader
You unlock skill leverage with one of the Profession skills listed below. Additionally, you gain the following benefits if you have unlocked skill leverage with the appropriate Profession skill:
- Profession (driver, pilot, or sailor): You may use Profession (driver, pilot, or sailor) for any driving check, and may make an accelerate, decelerate, or turn action as a move action instead of a standard action. Additionally, when turning a vehicle, you reduce the DC required to do so by 5.
- Profession (merchant): Whenever you purchase an item that costs 250 gp or less, you can buy it at 90% of the market price. At 4 ranks in Profession (merchant), this increases to 500 gp; this gp limit is multiplied by four for every 4 ranks thereafter (2,000 gp at 8 ranks, 8,000 gp at 12 ranks, and so on).
- Profession (porter): You add 1/2 your ranks in Profession (porter) to your Strength score when determining your carrying capacity. Additionally, whenever you are carrying a medium or heavy load, you reduce the check penalty (and increase the maximum Dexterity bonus allowed) by 2, and may move at your normal speed while carrying a medium load.
Alternate Methods [utility]
You can use any ability score of your choice for Artistry, Craft, and Profession checks instead of their usual ability scores, as long as the ability score is relevant to the chosen skill. For example, using Strength or Dexterity for Craft (armor) or Profession (blacksmith) to represent working metal, Intelligence for Profession (barrister), or Dexterity for Artistry (choreography).
Crowd Pleaser [plan] [utility] [DRS]
Source: Diamond Spheres: Harmony & Discord
When gathering a crowd (new skill use), you can do so as a plan. Additionally, you can increase the size of your crowd to 1d4 x your check result, instead of 1d3, increasing by one die size for every 5 ranks you possess in the used Perform skill you possess (1d4, 1d6, 1d8, 1d10, 1d12). Lastly, a crowd gathered lingers for up to 8 hours, although they must still remain engaged (although interruptions of 5 minutes every 30 minutes is generally acceptable).
When you have the attention of a crowd, you can spend 1 round to direct them, choosing one of the following options.
- Chaotic (requires Bluster sphere): The crowd becomes densely packed and difficult to move through. A creature attempting to enter a square where the crowd occupies (or movement made through the crowd) costs 3 squares of movement, and if such a creature moves more than 10 feet within the crowd, they must succeed at a Reflex save (using your Bluster sphere DC) or fall prone.
- Helpful (requires Communication sphere): The crowd becomes helpful and calm, generally with a purpose of assisting those they can. The crowd provides a +2 bonus to creatures attempting skill checks, and feels inclined to provide general assistance to their community, depending on the individual’s capabilities (such as repairing, rebuilding, clearing out rubble or trash, etc.).
- Rhapsodic (requires Performance sphere): The crowd becomes exhilarated and enthusiastic. You can choose to treat the check result as an attempt to earn income using Perform; if you do you earn the maximum potential result from the attempt (for example, 1d10 sp instead grants 10 sp). Additionally, you can entertain (new skill use) as part of gathering the crowd, and doing so doubles the range that the skill use extends to.
- Shielding (requires Subterfuge sphere): The crowd becomes dedicated to keeping you and your allies hidden. Squares that the crowd occupies grant a +4 circumstance bonus to Stealth checks. Additionally, if you or an ally is discovered within the crowd, you can spend a plan to instead have it be someone who vaguely had the allies appearance within the crowd, with you being in a different square nearby.
Once you have directed a crowd this way, any subsequent attempts to direct the same crowd require you to spend 1 use of skill leverage to do so.
Industrious Worker [utility]
When using a skill check to earn income (such as Craft, Perform, or Profession), you earn an additional 50%; for every 5 ranks you possess in the associated skill, you earn an additional 50%. For example, if you earn 6 silver pieces from an enjoyable performance, you earn 9 silver pieces instead.
If the skill check was used to assist an establishment that provides mundane services (such as waiting tables at an inn, performing at a tavern, etc.), the quality of your performance provides the establishment more income, and in exchange they offer you routine services for free (such as free meals or a free room or cabin—but not the best available).
If you are using the Downtime rules (Pathfinder Roleplaying Game: Ultimate Campaign), you gain a +2 insight bonus to any skill checks attempted to earn capital. Additionally, you treat the spending limit of Goods, Influence, and Labor within a settlement as being 25% higher.
Skill Acuity
Choose one skill that is a class skill for you. You gain an insight bonus to checks attempted with that skill equal to 1/2 your ranks in that skill, rounded down (minimum 1) and unlock skill leverage with that skill.
This talent may be selected multiple times, each time applying to a different skill.
Associated Feat: Skill Focus (chosen skill).
Skill Confidence
Prerequisites: 5 ranks in each of the chosen skills.
Choose two skills that are class skills for you other than Use Magic Device, at least one of which must be a background skill. You may always take 10 on these skills even when distracted or in danger.
You may select this talent multiple times, each time selecting two new skills.
Skill Tenacity
When you gain this talent, choose one skill that you have unlocked skill leverage with. After you spend skill leverage to use change tactics with a skill check of that type, you can choose to discard the extra die in order to reroll the d20. If you do, you must keep the new d20 result, even if it is lower.
You may select this talent multiple times, each time selecting an additional skill that you have unlocked skill leverage with.
Teacher [utility]
When you aid another’s skill check for a skill you are trained in, you can grant the benefit to an additional ally or increase the aid another bonus by 1. You may increase the bonus by an additional 1 or select an additional ally for every 5 ranks you possess in that skill.
If you spend 1 use of skill leverage on a skill check to aid another using a skill you have unlocked skill leverage with, you can grant each aided character a free use of skill leverage on their skill instead of granting a bonus. They need not have unlocked skill leverage with the skill to use this free skill leverage on the aided check.
Versatile Leverage [utility]
Choose three skills that are class skills for you, at least one of which must be a background skill. You unlock skill leverage with these skills.
You may select this talent multiple times, each time choosing three additional skills.
Working Folk [utility]
You possess specific job skills and keep them honed. When you gain this talent, you gain ranks in a single Artistry or Profession skill of your choice equal to your total Hit Dice; whenever you gain a permanent Hit Die (generally, when you gain a level) you gain an additional rank. If you already possess ranks in the chosen skill, you may immediately retrain them. You do not get to retrain when temporarily gaining this talent. You unlock skill leverage with this skill.
You can take this talent multiple times, choosing a different skill each time.
Trade Talents
Aberration Hunter (trade) [utility]
You gain Heal, Knowledge (dungeoneering), Spellcraft, and Stealth as class skills. You gain lowlight vision. If you already possess low-light vision, you can see things three times as far away rather than twice as far away.
Anthropologist (trade) [utility]
You gain Knowledge (geography), Knowledge (history), Knowledge (local), Knowledge (nobility), and Knowledge (religion) as class skills. When you appeal to precedent, reduce any DC modifiers for relevance to motivation by 5 (to a minimum of -15). You must decide to use this ability after the first roll is made but before the results are revealed.
Apothecary (trade) [utility]
You gain Heal, Knowledge (arcana), Knowledge (nature), and Use Magic Device as class skills. Additionally, whenever you attempt to create an alchemical remedy, you may pay twice the normal crafting cost to create three instances of that remedy.
Archaeologist (trade) [utility]
You gain Appraise, Knowledge (history), Spellcraft, and Use Magic Device as class skills. When attempting a Spellcraft check to identify the properties of a magic item, you may attempt as many checks as you wish per day rather than just one (which allows you to take 20 on such checks).
Artificer (trade) [utility]
You gain Appraise, Knowledge (arcana), Knowledge (engineering), and Spellcraft as class skills. When rolling for the perks, quirks, or flaws of a magic item you create, you may roll twice on the table and take the result of your choice.
Artisan (trade) [utility]
You gain Disable Device, Disguise, Knowledge (engineering), and Sleight of Hand as class skills. Additionally, whenever you attempt an Artistry or Craft check (or a similar check for crafting or creating a commissioned work), you may attempt a Knowledge (engineering) check against the same DC. If you succeed, you gain a +2 circumstance bonus to the Artistry or Craft check.
Athlete (trade) [utility]
You gain Acrobatics, Climb, Fly, and Swim as class skills. You may use the better of your Dexterity or Strength modifier instead of the normal ability modifier for one of Climb, Acrobatics, Fly, or Swim, chosen when you select this talent. You may select this talent a second time, in which case you may use the better of the two ability score modifiers on all of the chosen skills.
Builder (trade) [utility]
You gain Climb, Disable Device, Escape Artist, and Knowledge (engineering) as class skills. Once per round, you may examine an item as a free action rather than a move action.
Burglar (trade) [utility]
You gain Climb, Disable Device, Sleight of Hand, and Stealth as class skills. You require only one hand free to climb.
Commander (trade) [utility]
You gain Diplomacy, Knowledge (history), Knowledge (nobility), and Ride as class skills. You get a +1 competence bonus to your Leadership modifier for mass combat.
Con Artist (trade) [utility]
You gain Bluff, Disguise, Knowledge (local), and Linguistics as class skills. You may use the better of your Charisma or Intelligence modifier when attempting either Bluff or Knowledge (local) checks, chosen when you select this talent.
Counterfeiter (trade) [utility]
You gain Appraise, Bluff, Linguistics, and Sleight of Hand as class skills. You treat objects as one size smaller for the purpose of calculating how long it takes you to Disguise them.
Courtier (trade) [utility]
You gain Bluff, Diplomacy, Knowledge (nobility), and Sense Motive as class skills. You gain a +5 insight bonus to Bluff checks made to resist sensing your goals or emotions and to the DC to get a hunch about you.
Cutpurse (trade) [utility]
You gain Acrobatics, Escape Artist, Sleight of Hand, and Stealth as class skills. If you have at least one ally within reach of your opponent, you gain a +2 circumstance bonus on Sleight of Hand checks against them.
Dilettante (trade) [utility]
You gain four skills of your choice as class skills, at least one of which must be a background skill. You may select this talent multiple times, gaining a different set of skills each time.
Diplomat (trade) [utility]
You gain Diplomacy, Knowledge (local), Linguistics, and Sense Motive as class skills. If you fail a Diplomacy check to alter a creature’s attitude and the creature’s attitude would worsen, instead the creature’s attitude towards you is unchanged. A specific creature may only be affected by this ability once every 24 hours.
Doctor (trade) [utility]
You gain Heal, Knowledge (nature), Knowledge (religion), and Spellcraft as class skills. You may use the better of your Intelligence and Wisdom modifier for Heal checks.
Dragon Envoy (trade) [utility]
You are accustomed to dealing with powerful creatures. You gain Diplomacy, Fly, Knowledge (arcana), and Knowledge (planes) as class skills. Creatures do not gain a bonus to Intimidate checks against you for being larger than you.
Duelist (trade) [utility]
You gain Bluff, Intimidate, Linguistics, and Sense Motive as class skills. You gain a +1 insight bonus on these skill checks against a target who has attacked you within the last 24 hours.
Dungeon Delver (trade) [utility]
You gain Acrobatics, Disable Device, Knowledge (dungeoneering), and Use Magic Device as class skills. You are only considered to have failed by 5 or more on any of these skill checks if you fail by 7 or more.
Engineer (trade) [utility]
You gain Appraise, Disable Device, Knowledge (dungeoneering), and Knowledge (engineering) as class skills. You may use the better of your Dexterity or Intelligence modifier for Disable Device checks.
Entertainer (trade) [utility]
You gain Acrobatics, Disguise, Escape Artist, and Sleight of Hand as class skills. You may use the better of your Dexterity or Charisma modifier when using one of these skills (chosen when you gain this talent) to entertain or interact with a creature that is aware of you (including escaping from a grapple or tumbling through a creature’s space). You may select this talent a second time, in which case you may use the better of the two ability score modifiers on all of the chosen skills.
Escapologist (trade) [utility]
You gain Acrobatics, Escape Artist, Knowledge (arcana), and Knowledge (engineering) as class skills. Whenever you attempt to break free of any bindings, manacles, or other restraints that take 1 minute to do so, you reduce the time taken to 1 round.
Esoteric Scholar (trade) [utility]
You gain Knowledge (dungeoneering), Knowledge (nature), Knowledge (planes), and Knowledge (religion) as class skills. When you fail a Knowledge check to recall the abilities of a creature, you learn two pieces of information of the GM’s choice about the creature, one true and one plausible but false.
Experimenter (trade) [utility]
You gain Fly, Intimidate, Knowledge (engineering), and Use Magic Device as class skills. You may use the better of your Intelligence or Charisma modifier for Intimidate checks.
Explorer (trade) [utility]
You gain Climb, Knowledge (geography), Survival, and Swim as class skills. You do not take penalties on skill checks for using improvised equipment or not having the proper equipment.
Faith Healer (trade) [utility]
You gain Bluff, Diplomacy, Heal, and Knowledge (religion) as class skills. You may use the better of your Wisdom and Charisma modifier for Heal checks.
Falconer (trade) [utility]
You gain Climb, Fly, Handle Animal, and Knowledge (nature) as class skills. As a swift action, you may improve the maneuverability of any flying creature that can hear you by one step to a maximum of good for 1 round.
False Mage (trade) [utility]
You gain Bluff, Knowledge (arcana), Sleight of Hand, and Use Magic Device as class skills. You may use your Charisma modifier in place of your Dexterity modifier for Sleight of Hand checks.
Farmer (trade) [utility]
You gain Appraise, Handle Animal, Knowledge (nature), and Ride as class skills. You receive a +1 competence bonus when taking 10 or 20 on skill checks.
Fey Friend (trade) [utility]
You gain Knowledge (nature), Knowledge (nobility), Linguistics, and Spellcraft as class skills. You can use your Charisma modifier in place of your Intelligence modifier for Spellcraft checks.
Gambler (trade) [utility]
You gain Appraise, Bluff, Sense Motive, and Sleight of Hand as class skills. You can use your Charisma modifier in place of your Intelligence modifier for Appraise checks.
Gossip (trade) [utility]
You gain Diplomacy, Knowledge (local), Knowledge (nobility), and Sense Motive as class skills. You can use your Charisma modifier in place of your Wisdom modifier for Sense Motive checks.
Greenskeeper (trade) [utility]
You gain Heal, Knowledge (geography), Knowledge (nature), and Survival as class skills. You can use your Wisdom modifier in place of your Intelligence modifier when attempting Knowledge (geography) or Knowledge (nature) checks, chosen when you take this talent.
Guide (trade) [utility]
You gain Knowledge (geography), Knowledge (nature), Ride, and Survival as class skills. You can attempt a Ride check in place of a Handle Animal check to interact with a mount that is helpful to you while you are touching it.
Handler (trade) [utility]
You gain Handle Animal, Knowledge (nature), Ride, and Survival as class skills. You may teach creatures 2 additional tricks using the handle animal skill.
Historian (trade) [utility]
You gain Knowledge (arcana), Knowledge (history), Knowledge (religion), and Linguistics as class skills. By spending 1 use of skill leverage, you may use a Knowledge (history) check in place of any other Knowledge check. When you do this, you take a -5 penalty on the roll.
Interlocutor (trade) [utility]
You gain Bluff, Diplomacy, Linguistics, and Sense Motive as class skills. You may use your Wisdom modifier in place of your Charisma modifier for Diplomacy checks to improve an attitude and for Bluff checks to make a claim.
Knight (trade) [utility]
You gain Handle Animal, Intimidate, Knowledge (nobility), and Ride as class skills. You may add the enhancement bonus of any armor, shield, or weapon you possess to checks made to assess proficiency or pose a menace.
Mage Hunter (trade) [utility]
You gain Disable Device, Disguise, Knowledge (arcana), and Spellcraft as class skills. You can disable magical traps using Disable Device as if you had the trapfinding class feature.
Medium (trade) [utility]
You gain Diplomacy, Fly, Knowledge (planes), and Knowledge (religion) as class skills. You can use the better of your Intelligence or Charisma modifier when attempting Diplomacy checks.
Merchant (trade) [utility]
You gain Appraise, Bluff, Diplomacy, and Knowledge (local) as class skills. When you give a creature a gift worth 10% the heroic NPC wealth of the target’s level, it functions as a gift worth 15% of the heroic NPC wealth of the target’s level.
Miner (trade) [utility]
You gain Appraise, Escape Artist, Knowledge (dungeoneering), and Knowledge (engineering) as class skills. You gain a +4 insight bonus on Perception checks to notice natural deposits of precious metals or minerals or gems, and a +4 insight bonus on Appraise checks to determine their worth. When you can use a weapon (typically a pick or hammer) as a tool of your trade, you add your weapon’s enhancement bonus on trained Craft and Profession checks.
Monster Hunter (trade) [utility]
You gain Appraise, Intimidate, Knowledge (arcana), and Survival as class skills. You do not take penalties on Intimidate checks for being smaller than your target.
Mystic (trade) [utility]
You gain Heal, Knowledge (planes), Knowledge (religion), and Spellcraft as class skills. You may treat deadly wounds on a creature even if it was wounded more than 24 hours ago and may treat deadly wounds on each creature up to twice per day.
Occultist (trade) [utility]
You gain Knowledge (dungeoneering), Knowledge (planes), Linguistics, and Use Magic Device as class skills. You can use the better of your Charisma or Intelligence modifier when attempting Use Magic Device checks.
Orator (trade) [utility]
You gain Bluff, Diplomacy, Intimidate, and Knowledge (history) as class skills. When you modify a character’s attitude with the Diplomacy or Intimidate skill, the attitude change lasts 5 times longer than it otherwise would.
Philosopher (trade) [utility]
You gain Knowledge (history), Knowledge (nature), Knowledge (religion), and Sense Motive as class skills. You can use the better of your Intelligence or Wisdom modifier when attempting Sense Motive checks.
Pirate (trade) [utility]
You gain Appraise, Climb, Intimidate, and Swim as class skills. You may use your Acrobatics or Climb modifier on Acrobatics checks to balance and Climb checks made to swing on a rope.
Plane-walker (trade) [utility]
You gain Fly, Knowledge (planes), Linguistics, and Use Magic Device as class skills. You can use your Charisma modifier when attempting your choice of either Knowledge (planes) or Linguistics checks instead of your Intelligence modifier.
Priest (trade) [utility]
You gain Knowledge (planes), Knowledge (religion), Sense Motive, and Spellcraft as class skills. You gain a +2 insight bonus on all skill checks regarding your specific faith or members of your specific faith (this includes checks such as Diplomacy checks and Sense Motive checks against members of the faith in addition to Knowledge checks regarding your faith).
Racer (trade) [utility]
You gain Fly, Handle Animal, Ride, and Swim as class skills. All of your movement speeds or those of any mount you are riding increase by 5 feet whenever you or they take a run action and for the purpose of calculating overland movement speed.
Rescuer (trade) [utility]
You gain Climb, Escape Artist, Heal, and Swim as class skills. You may take 10 on Heal checks attempted to perform first aid or treat poison.
Roughrider (trade) [utility]
You gain Climb, Handle Animal, Ride, and Swim as class skills. Whenever you take cover, soft fall, fast mount, or fast dismount with an unwilling mount, you ignore any Climb modifiers.
Sailor (trade) [utility]
You gain Acrobatics, Knowledge (geography), Survival, and Swim as class skills. You take no penalties to Swim checks for keeping a creature or object your size or smaller at the surface or move it with you.
Scout (trade) [utility]
You gain Acrobatics, Knowledge (geography), Stealth, and Survival as class skills. The DC of Perception checks increases by 1 for every 20 feet of distance you have from the source or object rather than for every 10 feet.
Scrounger (trade) [utility]
You gain Knowledge (local), Sleight of Hand, Survival, and Swim as class skills. You automatically succeed at skill checks to get along in the wild and protect against the weather. The bonus to Fortitude saves granted against severe weather by successful Survival checks increases by 2.
Sea Cultist (trade) [utility]
You gain Knowledge (dungeoneering), Knowledge (religion), Swim, and Use Magic Device as class skills. You can use the highest of your Charisma, Wisdom, or Intelligence modifiers for attempting either Knowledge (dungeoneering) or Knowledge (religion) checks, chosen when you select this talent.
Servant (trade) [utility]
You gain Handle Animal, Heal, Knowledge (nobility), and Stealth as class skills. You can use your Knowledge (nobility) modifier for any skill check to aid another.
Sky Pilot (trade) [utility]
You gain Acrobatics, Fly, Knowledge (geography), and Survival as class skills. You treat yourself and any vehicle you are piloting as one size larger for the purpose of being checked or blown away by wind.
Smuggler (trade) [utility]
You gain Bluff, Disguise, Sleight of Hand, and Stealth as class skills. Any small object you attempt to hide on your body is treated as an extraordinarily small object for the purpose of Sleight of Hand checks.
Soldier Of Fortune (trade) [utility]
You gain Appraise, Intimidate, Knowledge (local), and Sense Motive as class skills. When you evaluate a service, bribe, or creature’s prowess, you only need to evaluate them for 1 round rather than 3 rounds.
Spy (trade) [utility]
You gain Disguise, Escape Artist, Sense Motive, and Stealth as class skills. When someone uses an ability that would detect alignment on you, your effective Hit Dice are 4 lower than your actual total when someone discerns the strength of your aura.
Storyteller (trade) [utility]
You gain Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) as class skills. You can use the higher of your Charisma or Intelligence modifiers when attempting two of Knowledge (history), Knowledge (local), and Knowledge (nobility) checks, chosen when you select this talent.
Technician (trade) [utility]
You gain Disable Device, Heal, Knowledge (dungeoneering), and Knowledge (engineering) as class skills. You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit.
Associated Feat: Technologist (Pathfinder Campaign Setting: Technology Guide).
Thug (trade) [utility]
You gain Disguise, Intimidate, Knowledge (local), and Stealth as class skills. You can add your Strength modifier in place of your Charisma modifier when attempting Intimidate checks.
Translator (trade) [utility]
You gain Knowledge (local), Knowledge (nobility), Linguistics, and Sense Motive as class skills. Every time you gain a rank in Linguistics, you learn one additional language in addition to the normal language or languages you learn (this benefit applies retroactively when you gain it permanently).
Trapper (trade) [utility]
You gain Disable Device, Knowledge (geography), Knowledge (nature), and Survival as class skills. You can use the higher of your Dexterity or Intelligence modifiers when attempting Craft (traps) checks.
Undead Slayer (trade) [utility]
You gain Intimidate, Knowledge (religion), Knowledge (planes), and Survival as class skills. You can attempt Intimidate checks against undead creatures to influence their attitude as if they were not immune to mind-affecting effects.
Virtuoso (trade) [utility]
You gain Disguise, Knowledge (history), Knowledge (nobility), and Linguistics as class skills. Choose a single Perform skill which you have ranks in (such as Perform (dance) or Perform (sing)). You can use either Dexterity or Constitution score in place of your Charisma score when attempting Perform checks of that type.
Exceptional Talents
Adept Companion [utility]
Prerequisites: Profession (courtesan, innkeeper, or gambler) 1 rank.
You unlock skill leverage with one of the Profession skills listed below. Additionally, you gain the following benefits if you have unlocked skill leverage with the appropriate Profession skill:
- Profession (courtesan): You can spend 10 minutes entertaining a willing creature. After this time, the creature recovers ability damage as if they had 8 hours of rest with long-term care, and gains a +4 morale bonus to saving throws against emotion effects for 1 hour. Additionally, they receive a new saving throw against any negative emotion effects, mind-affecting effects, or temporary negative levels they are suffering from with a +4 morale bonus to the attempt. Once a creature attempts this new saving throw against an effect, they cannot do so again using this talent.
- Profession (innkeeper): You can spend 1 hour and 1 use of skill leverage at an inn, tavern, or similar establishment providing advice or your services to the inn; after this time, choose two of the following (although other options may be provided at the GM's discretion). You can only use this ability once per day at a specific establishment. If you exploit the establishment’s generosity (such as by attempting to feed or house an excessive amount of ‘allies’, or by causing unwanted chaos or destruction), you may not be able to use this ability at a specific establishment for a longer period of time, up to GM's discretion.
- You and your close allies gain the highest quality services the business can offer (such as meals, drinks, lodging, etc.) for 24 hours. If this includes lodging, the services granted function as the exceptional accommodations authorization use (as the Restful Refuge Faction sphere talent).
- You learn two pieces of information as if you had successfully gathered information by taking 10 on a Profession (innkeeper) check.
- The establishment ignores and/or pardons a moderately-impactful event that had occurred, such as inciting a bar brawl, destroying property worth less than 100 gp, etc. An event that caused grievous injury or impacted the establishment’s public opinion greatly is out of the realm of possibility for this option.
- Profession (gambler): You can use Profession (gambler) instead of a Bluff check made to lie, a Sense Motive check to determine when a creature is lying or to sense their emotions, and to a Sleight of Hand check to hide an object on your body. Additionally, once per game when playing a game of chance, you can spend 1 use of skill leverage to force luck in your favor. When the deciding factor in a game would be made apparent (such as the revealing of cards in poker, something landing in a certain location in roulette, etc.), something incredibly abnormal forces the game of chance to redo this deciding factor. This could be a sudden burst of wind blowing away some cards, a roulette ball shooting from its place due to an unfortunate fall, etc.
Adept Gatherer
Prerequisites: Profession (miner, tanner, or woodcutter) 7 ranks.
You unlock skill leverage with one of the Profession skills listed below. Additionally, you gain a +4 insight bonus to sunder combat maneuvers against objects associated with any of the following Profession skills you have unlocked skill leverage with: stone and minerals (Profession (miner)), leather (Profession (tanner)), wood and plants (Profession (woodcutter)).
You gain the following benefits if you have unlocked skill leverage with the appropriate Profession skill:
- Profession (miner): When using a miner's pick (or a similar tool or weapon) you gain a burrow speed of 10 feet. You can tunnel through stone at half your burrow speed. You leave a tunnel as wide as your space in earth or as wide as half your space in stone.
- Profession (tanner): When attacking a creature wearing hide or leather armor or an animal, magical beast, monstrous humanoid, or humanoid with natural armor, you get a +2 insight bonus on the attack roll.
- Profession (woodcutter): When using a weapon from the axes fighter weapon group to damage wood or plant-based materials (including plant creatures), you gain an insight bonus to damage rolls made against them equal to half the ranks you possess in Profession (woodcutter).
Adept Naturalist [utility]
Prerequisites: Profession (farmer, gardener, or miller) ranks 5.
For every week you spend earning a wage using Profession (farmer, gardener, or miller), you have a 50% chance to discover a useful reagent, worth a number of gold pieces equal to 5 x your Profession check result when used in the crafting of an alchemical or magical item. It can be sold for half as much gold pieces.
You can communicate with animals (for Profession (farmer)) or plants and plant creatures (for Profession (gardener or miller)) as if you shared a common language, although they are still limited by their intelligence; a normal plant's sense of its surroundings is limited, so it won't be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity.)
Such creatures have a starting attitude of indifferent, although domesticated animals and well-maintained plants are usually friendly.
You can also spend 1 minute and 1 use of skill leverage tending to an animal (Profession (farmer)) or plant or plant creature (Profession (gardener or miller)) and attempt a relevant Profession check against the saving throw DC of each disease, poison, and curse it is affected by. On a success, the affliction is removed. Once you tend a creature or plant this way, you cannot do so again for 24 hours.
Lastly, if you spend at least 1 hour during the day in direct sunlight, you do not need to eat or drink that day.
If using the Kingdom Building rules (Pathfinder Roleplaying Game: Ultimate Campaign), the BP cost to create a Farm within a Desert or Hills is halved, and you may cultivate a Farm within any other hex by spending 8 BP.
Divergent Aptitude [utility]
Prerequisite: Chosen skill 1 rank.
Choose one skill you have as a class skill and one ability score which is not usually used for that skill. When you attempt skill checks with the chosen skill, you may use the chosen ability score in place of the normal ability score for that skill. You also unlock skill leverage with that skill.
You may take this talent multiple times, choosing a different skill each time.
Entrepreneur [utility]
Prerequisites: Profession ranks (any) 8 ranks, Vocation sphere (Industrious Worker).
When using a skill check to earn income, you increase the type of coin earned by one step (copper to silver, silver to gold, gold to platinum). For example, a memorable performance using Perform would grant 1d6 platinum pieces instead of gold pieces.
If you are using the Downtime rules (Pathfinder Roleplaying Game: Ultimate Campaign), you double the spending limit of Goods, Influence, and Labor you can spend per day within a settlement. Additionally, you may trade 2 points of Goods, Labor, Influence, or Magic for 1 point of Goods, Labor, or Influence. You may spend 2 uses of skill leverage when converting capital to do so at a 1-for-1 rate rather than the normal 2-for-1. You may also trade 4 points of Goods, Labor, or Influence for 1 point of Magic.
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