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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
Specialty Talents [DRS]
Source: Diamond Spheres: Hustle & Bustle
Some talents have the (specialty) tag. When you gain a (specialty) talent, you choose one of the listed specialty skills—you unlock skill leverage with the skill and gain ranks in the skill equal to your total Hit Dice, plus an additional rank whenever you gain a permanent Hit Die (generally when you gain a level).
Some (specialty) talents may also grant a specialty ability depending on your chosen specialty skill(s). You use the listed skill as the ability’s associated skill for any of its effects (such as range, save DC, scaling, etc.), as well as any of the talent’s base effects (if any). This includes gaining a competence bonus if you have another talent, sphere, or package with the same associated skill.
If a specialty ability has the [utility] tag, the talent can be taken as a [utility] talent, but you can only choose specialty skills that correspond with such specialty abilities (and talents that require it as a prerequisite can only be taken as a [utility] talent, and therefore can only ‘unlock’ specialty abilities with the [utility] tag).
Non-Standard Profession Skills and Specialty Talents
Due to the free-form nature of the Profession skill, the specialty skills listed within a (specialty) talent are not exhaustive. If you are using a non-standard Profession skill, it can only have one equivalent Profession skill for the purposes of (specialty) talents. Work with your GM to find a suitable equivalent Profession skill.
For example, Profession (mixologist) could be used as an equivalent for Profession (brewer) or (innkeeper), but not both.
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
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).
If you have unlocked skill leverage in such a skill, you add a second ability score modifier when attempting such a check, which must be relevant to the skill as normal (such as Intelligence and Charisma for Profession (barrister)). The chosen ability score must differ from the first.
Additionally, the bonus granted to Artistry, Craft, and Profession skills for being a class skill and having at least 1 rank increases from +3 to +4.
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.
Influential Management [utility] [DRS]
Source: Diamond Spheres: Hustle & Bustle
Note: This talent requires you to be running the Downtime rules (Pathfinder Roleplaying Game: Ultimate Campaign) to be taken.
When a room you own becomes broken, you can repair it for half the normal cost (both gold pieces and capital) rounded up. Additionally, buildings and organizations you have created do not suffer from capital attrition for 1 month of absence, after which it affects them as normal. If your building has a manager, they delay capital attrition to 1 every 1 month (instead of every 14 days).
Associated Feat: Superintendent (Quests and Campaigns).
Nifty Repurposing [utility] [DRS]
Source: Diamond Spheres: Hustle & Bustle
Whenever you use a tool that grants a bonus to an ability check or skill check (excluding artisan’s tools), the bonus that it grants increases by +2, +1 per 6 character levels you possess.
You can spend 1 hour with a kit that has limited uses (such as a disguise kit or healer’s kit) to make it ‘repurposed’. A repurposed kit has double the normal number of uses, and can be restored to its full number of uses by spending 1 hour within a settlement. If the kit can already refill itself (such as a healer’s satchel (Healer's Handbook)), you can instead spend 1 use of skill leverage as a standard action to refill such a kit.
Risk Management [utility] [DRS]
Source: Diamond Spheres: Hustle & Bustle
Note: This talent requires you to be running the Downtime or Kingdom Building rules (Pathfinder Roleplaying Game: Ultimate Campaign) to be taken.
Whenever an event occurs during the Event phase of downtime or kingdom turn, the GM rolls twice on the appropriate table, choosing the most fortunate result. Additionally, if the results of such an event would involve you gaining or losing capital or build points, you can increase or decrease the amount by 1 (minimum 1).
For example, your Inn suffers from the Bad Weather event, and you fail the Survival check. You roll a 3 on the 1d4—instead of losing 3 Goods, you only lose 2.
In the case of downtime, this only affects businesses or organizations you own, and can only be done once per week. In the case of a kingdom turn, you must have a leadership role within a kingdom to benefit from this talent.
Associated Feats: Fortunate Manager and Fortunate Ruler (Quests and Campaigns).
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).
Utility Option: This talent can be taken as a utility talent as long as the chosen skill is a background 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 Temerity [DRS]
Source: Diamond Spheres: Hustle & Bustle
You can use any ability score of your choice in place of the normal ability score used to determine the DC of skill checks made against you by non-allied creatures, as long as you demonstrate the ability score used to resist such an attempt—if such a DC involves two ability scores, you only replace one of your choice. This includes skill DCs determined by a skill modifier (such as a feint attempt) and even other statistics such as CMD when relevant (such as against Acrobatics checks).
Example—When a creature attempts to demoralize you, you could use your Constitution modifier instead of your Wisdom modifier by showing off your many scars or demonstrating your pain tolerance to psych them out, or your Dexterity modifier by ducking and weaving erratically.
Additionally, whenever you make an opposed skill check against a creature, you can use the skill modifier of the skill you are opposing instead of the usual skill (for example, you can use a Disguise check to foil a disguise instead of a Perception check, or a Stealth check to notice a creature attempting to hide instead of a Perception check).
If you are maintaining an approach from a skill sphere (or a specialty ability), whenever a creature attempts a skill check against you, you can choose to have the DC of the check be equal to 10 + the sphere or talent’s associated skill modifier—if you have multiple associated skills for the one sphere, choose one when you are subject to a skill check.
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.
Utility Option: This talent can be taken as a utility talent as long as the chosen skill is a background skill.
Specialized Worker [utility] [DRS]
Source: Diamond Spheres: Hustle & Bustle
Note: This talent requires you to be running the Downtime rules (Pathfinder Roleplaying Game: Ultimate Campaign) to be taken.
When you gain this talent, choose one type of capital: Goods, Influence, Labor, or Magic.
Whenever you spend downtime to perform skilled work to gain the chosen type of capital, you gain +50% of the capital (for example, if you choose Goods and would gain 3 Goods, you gain 4 Goods instead).
Additionally, you can purchase the chosen type of capital at 75% of its normal cost, or half its normal cost if you spend 1 full day to do so.
You can take this talent multiple times. Each time you do, choose another type of capital.
Associated Feats: Focused Overseer and Focused Worker (Quests and Campaigns), Secret Capital (Andoran, Birthplace of Freedom).
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.
Specialty Talents
Adept Administrator (specialty) [plan] [utility]
Specialty Skills: Profession (barrister, clerk, librarian, scribe)
You may add half your associated ranks 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.
You can take this talent multiple times—each time you do, choose another specialty skill.
Adept Adventurer (specialty)
Specialty Skills: Profession (adventurer, monster slayer, soldier)
You gain an ability depending on the chosen specialty skill:
Monster Lore—Profession (adventurer or monster slayer): You can use an associated skill check 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.
Tactical Acumen—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.
You can take this talent multiple times—each time you do, choose another specialty skill.
Adept Assistant (specialty) [DRS]
Source: Diamond Spheres: Hustle & Bustle
Specialty Skills: Profession (courtesan, librarian, shepherd)
You can use an associated skill check in place of any roll made to aid another; this excludes Profession (shepherd), which can only be used to aid animals and magical beasts.
You gain an ability depending on the chosen specialty skill:
Fabled Circumvention—Profession (librarian): As long as you have successfully identified such an ability, you can use an associated skill check to find a loophole against a supernatural or extraordinary ability originating from a non-humanoid creature. The DC to do so is equal to 10 + the effect’s save DC, although abilities originating from particularly rare or common creatures may increase or decrease the DC by 5.
Such an effect must have granted a saving throw and not be a curse effect. If the effect is an instantaneous effect that causes a condition or other ongoing effect (such as ability damage or being petrified), this ability must be used within 1 minute of such an effect occurring.
For example, you could use this ability to target an ally that has been turned to stone from a basilisk’s gaze attack or a green hag’s weakness ability, but not a white dragon’s breath weapon.
Herder—Profession (shepherd): You gain a +2 insight bonus to combat maneuver checks made against non-humanoid creatures that are at least one size category larger than you, as well as to your CMD against maneuvers made by such creatures. This bonus increases by +1 per 4 associated ranks you possess.
Sensual Distraction—Profession (courtesan): You can spend 10 minutes entertaining up to 2 willing creatures, +1 per 3 associated ranks you possess. Any involved creatures are healed of all nonlethal damage, and for 1 hour afterwards gain a +2 morale bonus to saving throws against emotion and pain effects, as well as an amount of temporary hit points equal to your associated ranks.
You can take this talent multiple times—each time you do, choose another specialty skill.
Associated Feat: Improved Beast Hunter (Ultimate Wilderness) (Profession (shepherd) option)
Adept Botanist (specialty) [DRS]
Source: Diamond Spheres: Hustle & Bustle
Specialty Skills: Profession (herbalist, midwife, miller).
You gain an ability depending on the chosen specialty skill:
Ameliorate Health—Profession (midwife): Whenever you successfully administer first aid, the target heals an amount of hit points equal to your operative modifier + your associated ranks if they were at a negative hit point total (although this cannot restore a creature beyond 1 hit point), or equal to the amount of bleed damage they have suffered within the last round.
Special—This is considered as a (remedy) talent for the purposes of the Herbalism sphere ((remedy) package).
Herbal Tea—Profession (herbalist): You can spend 1 hour brewing a herbal tea that can sustain a number of creatures equal to 3 + 1/2 your associated ranks. A creature that spends 1 round drinking the tea gains a +2 alchemical bonus to saving throws against negative energy and effects that cause ability damage or drain. Additionally, the tea causes 1 point of ability drain from a single ability score (chosen by the creature imbibing the tea) to become ability damage, +1 point per 10 associated ranks. The benefits of herbal tea only last for 24 hours, and a creature can only convert ability drain to ability damage once per day.
Powder Efficiency—Profession (miller): As a special attack action, you can make a single weapon attack in conjunction with drawing and throwing, sprinkling, or otherwise using a bag of powder of similar forms of fine particulates (including magical forms, such as assassin’s dust ACG); alternatively, you can do so as part of a combat maneuver performed as a standard action. You can choose to use such an object before or after the attack, and if such a powder requires a ranged touch attack to throw, you can use your associated ranks in place of your base attack bonus when determining the attack bonus.
Additionally, you can spend 1 minute grinding such a powder or dust so that it is finer, granting +1 use of the powder—an item can only be grinded this way once, and this additional use is expended first. Once such a powder is used once, the magical wear and tear is obvious and becomes worthless.
You can take this talent multiple times—each time you do, choose another specialty skill.
Adept Builder (specialty)
Specialty Skills: Profession (architect, dungoneer, engineer, siege engineer)
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 gain an ability depending on the chosen specialty skill:
Hack Construct—Profession (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 an associated skill 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 the associated skill, the construct also becomes under your control for 1 minute. The construct receives a Will saving throw at the end of their turn each round they remain staggered (or controlled) this way, removing the effect on a successful save.
Siege Technician—Profession (siege engineer): You halve the time required to assemble and repair a siege engine. You also gain a +2 competence bonus to checks made to assemble, move, or repair a siege engine, increasing by +1 per 4 associated ranks you possess. Whenever you lead a siege engine assembly crew, you confer this competence bonus to all of its members, and you do not generate mishaps on the roll of a natural 1—if such a siege engine is broken, its misfire range is only increased by 2 (instead of 4) and it must misfire twice before it explodes.
Situate Building [plan] [utility]—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.
You can take this talent multiple times—each time you do, choose another specialty skill.
Associated Feats: Cannon Master (Inner Sea Combat), Siege Commander and Siege Engineer (Ultimate Combat) (Profession (siege engineer) option).
Adept Culinarian (specialty)
Specialty Skills: Profession (baker, brewer, cook)
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 the associated skill you possess.
These benefits are not granted to magical or alchemical food or drink.
You can take this talent multiple times—each time you do, choose another specialty skill.
Adept Gatherer (specialty)
Specialty Skills: Profession (miner, tanner, farmer, gardener, miller, woodcutter).
You gain a +2 insight bonus to sunder combat maneuvers and ignore an equal amount of hardness on such attempts made against objects associated with the following Profession skills you have unlocked skill leverage with: stone, metal, and minerals (Profession (miner)), leather (Profession (tanner)), wood and plants (Profession (farmer, gardener, miller, woodcutter)). This increases by +1 per 5 associated ranks you possess.
You also gain an ability depending on the chosen specialty skill:
Flay Hide—Profession (tanner): You can make a special sunder attempt as an attack action against a creature’s natural armor. If successful, you deal damage to the creature as normal, and it takes a penalty to its natural armor equal to 1 + 1 per 3 associated ranks (minimum 0). This penalty lasts for 24 hours, or until the creature receives an amount of healing equal to your associated ranks, or first aid, whichever comes first
Greenslayer—Profession (farmer, gardener, miller, woodcutter): You can use this ability’s associated skills instead of Survival when blazing a trail (new skill use), you can remove magical difficult terrain this way (although the DC increases to 10 + the effect’s caster level (if relevant)), and you can do so as a standard action and while moving at full speed. You also gain a +2 insight bonus to ability checks, skill checks, and saving throws made to avoid or break free from being entangled, as well as to blaze a trail. This bonus increases by +1 per 4 associated ranks you possess.
Stonecunning—Profession (miner): You can use an associated skill check instead of Perception when attempting to notice unusual stonework (such as traps and hidden doors located in a stone surface), and you receive an automatic check to notice such features when you pass within 10 feet. You gain a +2 bonus to checks made to notice unusual stonework, +1 per 4 associated ranks. This ability counts as the stonecunning ability for the purposes of feats, and doesn’t stack with itself.
Lastly, you can ignore difficult terrain caused by stone and rubble when taking a 5-foot step.
You can take this talent multiple times—each time you do, choose another specialty skill.
Adept Handler [utility] (specialty)
Specialty Skills: Profession (farmer, shepherd, stablemaster).
Whenever you teach an animal a trick or general purpose, a day of training is the equivalent of 1 week. The first general purpose you teach an animal does not count towards its usual maximum number of tricks or general purposes it can learn.
You can also use an associated skill or Handle Animal check to improve the attitude of animals and vermin akin to the Diplomacy skill, as per the wild empathy class feature (including the ability to influence magical beasts with an Intelligence score of 1 or 2 with a -4 penalty).
Lastly, you can use an associated skill check in place of Heal checks when administered on animals, magical beasts, and vermin, and you can do so one step faster. Whenever you would treat disease or poison on an animal, you can spend 1 use of skill leverage to grant it a new saving throw against a single poison or disease they are suffering from. If the saving throw is successful, the affliction is cured, whereas a failed save does not worsen the affliction. Once attempted, you cannot use this ability on the animal against the same affliction.
You can take this talent multiple times—each time you do, choose another specialty skill.
Adept Hunter (specialty)
Specialty Skills: Profession (butcher, fisherman, trapper)
You gain an ability depending on the chosen specialty skill:
Angler’s Acumen—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. Also, you take no penalty to your speed or to Acrobatics or Stealth checks while within shallow water (generally 2 feet deep for Medium creatures), and you are not moved by flowing water unless you choose to be, in which case you can choose how much to be carried away by it; this does not include magically manipulated water.
Carver—Profession (butcher): You deal +1d6 precision damage against creatures you are inside of (such as being swallowed whole), that are helpless, or below 50% of their maximum hit point total. This increases by +1d6 per 6 associated ranks you possess. 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.
Refine Trap—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).
You can take this talent multiple times—each time you do, choose another specialty skill.
Adept Laborer (specialty) [DRS]
Source: Diamond Spheres: Hustle & Bustle
Specialty Skills: Profession (any).
For each week you spend earning a wage using this talent’s associated skills (and you have unlocked skill leverage in the skill), you have a 20% chance to discover a useful reagent worth a number of gold pieces equal to 5 × 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 also no longer become staggered due to nonlethal damage, and you recover nonlethal damage at twice the normal rate, healing 2 hit points per hour per character level you possess. Lastly, you add your associated skill + your operative modifier to your hit point total when determining the adverse effects of nonlethal damage (such as becoming unconscious or starting to incur lethal damage).
Adept Socialite (specialty) [utility] [DRS]
Source: Diamond Spheres: Hustle & Bustle
Specialty Skills: Profession (courtesan, innkeeper, gambler).
You gain an ability depending on the chosen specialty skill:
Compelling Attraction—Profession (courtesan): You gain a +2 circumstance bonus to Charisma checks and Charisma-based skill checks made against an intelligent creature that could be attracted to you, and can use Profession (courtesan) in place of Bluff checks to lie and Diplomacy checks made against such creatures. This bonus increases to +4 if the creature is impressed or at least friendly towards you.
Gamble Earnings—Profession (gambler): Whenever you use Profession (gambler) to earn an income, you can choose to roll 1d% and add your associated ranks to the result. On a 1-50, you gain half as much as you normally would, whereas on a 51 or higher, you gain double the normal amount. This is applied after any other increases to the amount of wealth you would earn, but can only be done once per instance of earning income.
Additionally, you gain a +2 bonus to any skill checks made within a game of chance, and temporarily unlock skill leverage in such skills. This bonus increases by 1 per 4 associated ranks you possess.
Luxury Treatment—Profession (innkeeper): You can spend 1 hour and 1 use of skill leverage providing services or advice to an inn, tavern, or similar establishment to ingratiate yourself with the business for 1 day. During this time, you and your close allies gain a 50% discount on any food, drink, or services provided by the business and if the business provides lodging, you and such allies receive free lodging of the highest quality that they can provide, functioning as the exceptional accommodations authorization use (as the Restful Refuge Faction sphere talent).
You may receive other benefits depending on the business, such as ignoring minor infractions or granting access to certain people or areas, although this is up to the GMs discretion. Conversely, you may encounter limited benefits (or even no benefit) depending on the business and your actions and expertise, up to GMs discretion. For example, you may require a certain amount of ranks in Profession (innkeeper) before a lavish inn will provide the full extent of this talent’s abilities, or be completely unable to use this ability with an establishment that you have exploited in the past.
You can take this talent multiple times—each time you do, choose another specialty skill.
Adept Trader (specialty)
Specialty Skills: Profession (driver, merchant, pilot, porter, sailor)
You gain an ability depending on the chosen specialty skill:
Driving Ace [utility]—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. Lastly, when stopping a vehicle, it moves 10 feet less from inertia (minimum 0 feet).
Reserved Inventory—Profession (merchant): You treat settlements as being 1 size larger for the purposes of determining available magic items, as well as increasing their base value and purchase limit by 30%. Also, 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).
Strong Back [utility]—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.
You can take this talent multiple times—each time you do, choose another specialty skill.
Associated Feat: Expert Driver (Ultimate Combat).
Expert Adventurer [DRS]
Source: Diamond Spheres: Hustle & Bustle
Prerequisites: Vocation sphere (Adept Adventurer), Profession (adventurer, monster slayer, or soldier) 5 ranks.
You gain an ability depending on the specialty skill(s) chosen with the Adept Adventurer talent:
Monster Lore—Profession (adventurer or monster slayer): You gain a +1 competence bonus to saving throws against the effects of exceptional or supernatural abilities originating from aberration, construct, dragon, fey, magical beast, monstrous humanoid, ooze, or undead creatures.
If you successfully identify such a creature, this bonus increases by +1, +1 per 7 associated ranks you possess against their exceptional and supernatural abilities.
Soldier’s Awareness—Profession (soldier): You gain a +2 competence bonus to initiative checks as well as a +2 bonus to opposed Perception and Sense Motive checks and the skill DC of Bluff and Intimidate checks made against you. This bonus increases by +1 per 5 associated ranks you possess.
Expert Builder [DRS]
Source: Diamond Spheres: Hustle & Bustle
Prerequisites: Vocation sphere (Adept Builder (specialty)), Profession (architect, dungeoneer, engineer, or siege engineer) 5 ranks.
You gain an ability depending on the specialty skill(s) chosen with the Adept Builder talent:
Hack Construct—Profession (engineer): Whenever you fail to hack a construct, it is still staggered for 1 round. Whenever you successfully hack a construct, you can make it confused instead of staggered (instead of babbling incoherently, it takes no actions on its turn, but can still make attacks of opportunity); if you successfully take control of a construct this way, it is not staggered.
As normal for these options, the construct receives a Will saving throw each round to remove its effects.
Siege Technician—Profession (siege engineer): You take no size penalty for aiming a direct-fire siege weapon larger than yourself. If you operate an indirect-fire siege weapon and miss, you misdirect by 1 square per range increment (instead of 1d4 squares). Also, if you are the crew lead on a siege engine, you reduce the aim and reload time by 1 (minimum 1), and your crew can use standard actions to load and aim a siege engine.
Situate Building [utility]—Profession (architect or dungeoneer): Whenever you situate a building, you can attempt a DC 10 associated skill check—on a success, you gain 1 assessment point + 1 per 10 you exceed the DC. You can spend 1 assessment point to reroll any ability check or skill check made involving the building’s layout or structure (such as a Stealth check to hide within the building, a Strength check to break down a door, etc.).
You cannot gain any more assessment points for a building for 1 day after situating it. You lose all assessment points for a building after 1 day (or when you situate a different building, whichever comes first).
Associated Feat: Siege Gunner (Ultimate Combat) (Profession (siege engineer) option).
Expert Culinarian [DRS]
Source: Diamond Spheres: Hustle & Bustle
Prerequisites: Vocation sphere (Adept Culinarian (specialty)), Profession (baker, brewer, or cook) 5 ranks.
You can create a meal or drink using Adept Culinarian in only 10 minutes.
You gain an ability depending on the specialty skill(s) chosen with the Adept Culinarian talent:
Hearty Meal—Profession (baker or cook): When you create a meal using Adept Culinarian, you can spend 1 use of skill leverage to improve its effects—if you do, you can designate a physical ability score (Strength, Dexterity, or Constitution) to each individual meal. Creatures that consume such a meal gain a +2 enhancement bonus to the designated ability score for 8 hours (or until they consume another hearty meal, whichever comes first).
Stimulating Brew—Profession (brewer): When you create a drink using Adept Culinarian, you can spend 1 use of skill leverage to improve its effects—if you do, you can designate a mental ability score (Intelligence, Wisdom, or Charisma) to each individual drink. Creatures that consume such a drink gain a +2 enhancement bonus to the designated ability score for 8 hours (or until they consume another stimulating brew, whichever comes first).
Expert Trader [DRS]
Source: Diamond Spheres: Hustle & Bustle
Prerequisites: Vocation sphere (Adept Trader (specialty)), Profession (driver, merchant, pilot, porter, or sailor) 5 ranks.
You gain an ability depending on the specialty skill(s) chosen with the Adept Trader talent:
Driving Ace—Profession (driver, pilot, or sailor): You reduce the DC to smooth the motion of a vehicle to prevent concentration checks by 10, and whenever you make the turn action, you can increase the DC to do so by 5 to turn 180 degrees instead of 90 degrees. Additionally, whenever a creature attempts to cast a spell within the vehicle you are driving, you can jerk the vehicle as an immediate action—make an associated skill check. The caster must immediately succeed at a concentration check (with a DC equal to your associated skill check result) or lose the effect.
Reserved Inventory—Profession (merchant): The gp limit for your 90% discount is doubled (so at 12 ranks, the limit is 16,000 gp). You can also use an associated skill check instead of Appraise checks to determine the worth or authenticity of an object, and you gain a +5 bonus when doing so.
Strong Back—Profession (porter): You ignore the normal penalties associated with encumbrance (including the maximum Dexterity bonus), and your encumbrance is treated as one step lighter for the purposes of class features that are reliant on it (such as a monk’s AC bonus or barbarian’s fast movement). As long as you are unencumbered, you gain a +5-foot competence bonus to your land speed.
Intermediate Daredevil (specialty) [DRS]
Source: Diamond Spheres: Hustle & Bustle
Prerequisites: Profession (driver, gambler, pilot, sailor, or soldier) 5 ranks.
Specialty Skills: Profession (driver, gambler, pilot, sailor, soldier).
You gain an ability depending on the chosen specialty skill:
Lucky Streak—Profession (gambler): Whenever you succeed at a saving throw or skill check, you can designate the specific saving throw or skill check as being ‘lucky’ for 1 hour. You gain a +1 luck bonus to a lucky saving throw or skill check, and whenever you succeed at such a roll, the bonus increases by +1 (to a maximum bonus equal to +2, +1 per 6 associated ranks). You can only have one type of roll designated as lucky at one time.
Also, whenever you (or a creature attacking you) rolls a d% due to miss chance (or the d% roll associated with the the gamble earnings specialty ability), you can choose to subtract or add up to your operative modifier + your associated ranks to the result.
Stunt Driver—Profession (driver, pilot, or sailor): You are treated as though you possessed the Greater Bull Rush, Improved Overrun, Improved Bull Rush feats for the purposes of vehicular combat maneuvers. You also treat your vehicle as being one size larger for determining ramming damage. Lastly, if you would fall unconscious (but remain alive) while driving, you can attempt a Fortitude save each round to remain conscious enough to remain in control of the vehicle (although you cannot take any other actions). The DC of this save is equal to 10 + your negative hit point total (if any) + 1 per previous success.
Tactical Acumen—Profession (soldier): If you start your turn benefitting from cover, you gain temporary hit points equal to your associated ranks until the start of your next turn. Additionally, if you are benefitting from an attack bonus due to battlefield positioning (such as flanking or higher ground), you gain an equal bonus to damage rolls against the target(s) that the attack bonus is applied against (although this doesn’t stack with similar abilities that would grant a similar benefit).
You can take this talent multiple times—each time you do, choose another specialty skill.
Intermediate Industrialist (specialty) [DRS]
Source: Diamond Spheres: Hustle & Bustle
Prerequisites: Profession (architect, blacksmith, or porter) 5 ranks.
Specialty Skills: Profession (architect, blacksmith, porter).
You gain an ability depending on the chosen specialty skill:
Architectural Advantage—Profession (architect): You treat solid, immovable objects that occupy a square (such as columns, walls, etc.) and are adjacent to a creature as though it were an ally threatening them when determining whether or not you are flanking a creature. Additionally, if you are adjacent to such an object, you gain a +1 circumstance bonus to your AC (this bonus does not stack with bonuses granted by cover).
Heating Expertise—Profession (blacksmith): You gain fire absorption 10 + your associated ranks (see Rule Reminder—Energy Absorption). Additionally, any metal weapon or armor you are wielding or wearing can be heated as though it were made of fire-forged steel (Ultimate Equipment); if such an object is already made of fire-forged steel, it deals +1 damage die (usually 2d4).
Heavy Lifter—Profession (porter): You are treated as if you were one size larger than you are for the purposes of combat maneuvers you attempt, for determining carrying capacity, as well as for determining size bonuses to your CMB and CMD. Additionally, whenever you move while grappling a creature, your speed is not reduced.
You can take this talent multiple times—each time you do, choose another specialty skill.
Associated Feat: Press to the Wall (Melee Tactics Toolbox) (Profession (architect) option only).
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.
Chronicler (trade) [utility] [LG]
Source: Arcforge Players Compendium
You gain Knowledge (dungeoneering), Knowledge (nature), Knowledge (planes), and Knowledge (religion) as class skills. You may use the higher of your Intelligence and Wisdom modifier on Monster Lore checks attempted with Knowledge skills.
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.
Dazzler (trade) [utility] [DRS]
Source: Diamond Spheres: Hustle & Bustle
You gain Bluff, Fly, Knowledge (nobility), and Stealth as class skills. You can use your Charisma modifier in place of your Dexterity modifier when attempting Fly or Stealth checks, chosen when you take 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 listed skills.
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.
Fabulist (trade) [utility] [LG]
Source: Arcforge Players Compendium
You gain Knowledge (arcana), Knowledge (nature), Knowledge (planes), and Knowledge (religion) as class skills. You may use the higher of your Intelligence and Charisma modifier on Monster Lore checks attempted with Knowledge skills.
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.
Geometer (trade) [utility] [DRS]
Source: Diamond Spheres: Hustle & Bustle
You gain Knowledge (arcana), Knowledge (engineering), Knowledge (geography), and Use Magic Device as class skills. You can use your Charisma modifier in place of your Intelligence modifier when attempting two of Knowledge (arcana), Knowledge (engineering), and Knowledge (geography), chosen when you take this talent.
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.
Guard (trade) [utility] [DRS]
Source: Diamond Spheres: Hustle & Bustle
You gain Diplomacy, Intimidate, Knowledge (local), and Sense Motive as class skills. Whenever a creature attempts an Appraise, Heal or Sense Motive skill check against you, or a skill use that would cause a condition or change your degree of alertness, you can choose to have the DC of the check be equal to 10 + your Intimidate bonus.
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.
Intuiter (trade) [utility] [DRS]
Source: Diamond Spheres: Hustle & Bustle
You gain Appraise, Knowledge (arcana), Linguistics, and Spellcraft as class skills. You can use your Wisdom modifier in place of your Intelligence modifier when attempting one of the listed skills, chosen when you take 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 listed skills.
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.
Loner (trade) [utility] [DRS]
Source: Diamond Spheres: Hustle & Bustle
You gain Bluff, Heal, Intimidate, and Survival as class skills. You can use your Constitution modifier instead of the normal ability modifier when attempting one of the skills gained as class skills with this talent, chosen when you take 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 listed skills.
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.
Minstrel (trade) [utility] [DRS]
Source: Diamond Spheres: Hustle & Bustle
You gain Acrobatics, Diplomacy, Knowledge (local), and Sleight of Hand as class skills. You can use any Perform skill to accompany a Diplomacy, Intimidate, or Perform check (although the DC is 20 in these cases), and you can accompany all creatures within 20 feet of you at once (although you must choose what kind of check to benefit when doing so). Additionally, whenever you earn income using Perform, you reroll any 1s or 2s when determining how much you earn.
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).
Quicksilver (trade) [utility] [DRS]
Source: Diamond Spheres: Hustle & Bustle
You gain Acrobatics, Appraise, Escape Artist, and Sense Motive as class skills. You can use your Intelligence or Wisdom modifier in place of your Dexterity modifier when attempting Acrobatics or Escape Artist checks, chosen when you take 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 both of the listed skills.
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.
Reliquarian (trade) [utility] [DRS]
Source: Diamond Spheres: Hustle & Bustle
You gain Knowledge (religion), Knowledge (planes), Stealth, and Sleight of Hand as class skills. You can use your Intelligence or Wisdom modifier in place of your Dexterity modifier when attempting Stealth or Sleight of Hand checks, chosen when you take 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 both of the listed skills
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.
Sleuth (trade) [utility] [DRS]
Source: Diamond Spheres: Hustle & Bustle
You gain Appraise, Linguistics, Sense Motive, and Survival as class skills. You can use your Intelligence modifier in place of your Wisdom modifier when attempting Survival checks.
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.
Squire (trade) [utility] [DRS]
Source: Diamond Spheres: Hustle & Bustle
You gain Appraise, Handle Animal, Heal, and Knowledge (nobility) as class skills. You can determine the hardness and hit points of an item even when untrained in the appropriate Craft skill.
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.
Strongarm (trade) [utility] [DRS]
Source: Diamond Spheres: Hustle & Bustle
You gain Diplomacy, Escape Artist, Fly, and Ride as class skills. You can use the better of your Constitution or Strength modifier instead of the normal ability modifier when attempting one of the listed skill checks (chosen when you take 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 listed skills.
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.
Veterinarian (trade) [utility] [DRS]
Source: Diamond Spheres: Hustle & Bustle
You gain Handle Animal, Heal, Knowledge (local), and Ride as class skills. You can use your Intelligence in place of the normal ability score modifier when attempting a Handle Animal or Ride check, chosen when you take 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 both of the listed skills.
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.
Wildsoul (trade) [utility] [DRS]
Source: Diamond Spheres: Hustle & Bustle
You gain Diplomacy, Knowledge (local), Knowledge (nature), and Survival as class skills. You can use your Charisma modifier in place of the normal ability score modifier used when attempting a Knowledge (nature) or Survival check, chosen when you take 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 both of the listed skills.
Exceptional Talents
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.
Expert Administrator [utility] [DRS]
Source: Diamond Spheres: Hustle & Bustle
Prerequisites: Vocation sphere (Adept Administrator (specialty)), Profession (barrister, clerk, scribe, or librarian) 5 ranks.
You gain an ability depending on the specialty skill(s) chosen with the Adept Administrator talent:
Crime Sense [approach] (Su)—Profession (barrister): You can adopt this approach as a standard action. While maintaining this approach, you can touch a creature as a standard action, learning whether or not they are guilty or innocent—if you have a specific crime in mind, you can specify when touching the creature. This sense is vague and broad, and if a crime is not specified, it encompasses acts within the last 10 years (although particularly horrendous acts may ignore this limit).
If your own personal morals and the morals of the most relevant settlement would differ enough to have different results, you gain both results and are aware of their distinct nature (for example, “You would find them guilty, but this city would find them innocent”).
If you know a major motivation from the touched creature, you also learn if they feel that they are guilty or innocent, as well as any complex emotions they may feel surrounding this personal verdict (such as feeling justified, harrowed, or regretful).
If the creature is unwilling, you must succeed at a melee touch attack to touch the creature, and even on a successful hit they gain a Will save to negate its effects. Once you use this ability on a creature (regardless of the result), they are immune to its effects for 1 week, although you can spend 1 use of skill leverage when attempting to use this ability to ignore this immunity.
Page Whisperer [approach] (Su)—Profession (clerk, librarian, or scribe): You can adopt this approach as a standard action. While maintaining this approach, you can communicate telepathically with books, texts, and similar repositories of information that you are touching. The text understands and speaks the language that it is written in—if you do not share a language, the book can still ‘communicate’ with you, but it is often fragmented and simple. Generally, a text only knows what is contained within it (but can summarize or contextualize such information), as well as what has touched it, passed by it, what is covered or concealed underneath it, etc., although a particularly esoteric or complex text may have a keener eye for details. Conversely, a particularly dogmatic text may be difficult, belligerent, or even malicious. A severely damaged or magically obstructed text may be aware of its lost knowledge, but is unable to recall such information.
When used passively, this grants you a +4 circumstance bonus to Knowledge checks made with a book or library (or similar repository of knowledge), and halves the time required to perform such checks.
Additionally, you can spend 1 use of skill leverage as a standard action and touch a damaged or obfuscated book (or similar text) to restore it to its true, original state for 1 minute. This cannot return any magical knowledge the text possessed (such as from a scroll), and if the writing was removed or obfuscated by a magical effect (such as the erase spell), you must succeed at an associated skill check (DC 15 + twice the effect’s caster level) to restore such text.
Expert Gatherer [DRS]
Source: Diamond Spheres: Hustle & Bustle
Prerequisites: Vocation sphere (Adept Gatherer (specialty)), Profession (farmer, gardener, miner, tanner, woodcutter) 5 ranks.
You gain a +2 insight bonus to attack and damage rolls made against certain creatures, depending on the specialty skill(s) chosen with the Adept Gatherer talent (and are listed within the appropriate specialty ability). This increases by +1 per 10 associated ranks you possess.
You also gain an ability depending on the specialty skill(s) chosen with the Adept Gatherer talent:
Excavator—Profession (miner): This talent’s insight bonus applies to creatures mostly composed of stone, metal, or minerals (such as most constructs). Additionally, when using a miner’s pick (or a similar tool or weapon), you gain a burrow speed equal to half your land speed—you can tunnel through stone at half your burrow speed. You leave a tunnel as wide as your space in earth or half your space in stone.
Greenslayer—Profession (farmer, gardener, woodcutter): This talent’s insight bonus applies to plant creatures or creatures wearing plant or wood-based armor, and you increase your weapons’ critical multiplier by 1 on attacks made against such creatures. Additionally, you ignore the effects of difficult terrain caused by plant life.
Leather Expertise—Profession (tanner): This talent’s insight bonus applies to animals, magical beasts, monstrous humanoids, or humanoids with natural armor or wearing hide or leather armor. Additionally, you increase the armor bonus of any hide or leather armor you wear by +1, +1 per 10 associated ranks.
Associated Feat: Focused Plant Expertise (Monster Hunter's Handbook) (Profession (farmer, gardener, or woodcutter) option).
Expert Handler [DRS]
Source: Diamond Spheres: Hustle & Bustle
Prerequisites: Vocation sphere (Adept Handler (specialty)), Profession (farmer, shepherd, or stablemaster) 5 ranks.
You halve the time taken to teach an animal a trick or general purpose.
You can also use an associated skill or Handle Animal check to replicate the Intimidate skill when used against animals and vermin (or magical beasts with an Intelligence score of 1 or 2). You also do not increase the DC of Handle Animal checks or wild empathy checks made against non-animal creatures.
Also, you can use wild empathy as a full-round action—this can be used to calm an animal (or similar creatures you can affect with wild empathy) that is hostile towards you or your allies. As normal, a creature that is attacked or threatened will become hostile again. If you attempt to calm the same creature this way in the same 24-hour period, the DC increases by +5 for each subsequent attempt (or +10 if you or your allies made them hostile).
If this is used against an animal companion or a creature under magical compulsion, the DC increases by +5. An animal companion applies the bonus to Will saves from the devotion ability to this DC, and attacking the creature’s master also causes them to become hostile once more.
Associated Feats: Greater Wild Empathy (Ultimate Magic) and Pacify Animal (Monster Hunter’s Handbook).
Expert Hunter [DRS]
Source: Diamond Spheres: Hustle & Bustle
Prerequisites: Vocation sphere (Adept Hunter (specialty)), Profession (butcher, fisherman, or trapper) 5 ranks.
You gain an ability depending on the specialty skill(s) chosen with the Adept Hunter talent:
Carver—Profession (butcher): You can use your associated ranks in place of your Strength modifier when determining the damage dealt by your melee attacks. This excludes attacks where you add more or less than your full Strength bonus to a damage roll (such as an off-hand or two-handed attack).
Additionally, this specialty ability’s precision damage increases by +1d6, and improves to d8s if the damaged creature is below 25% of their maximum hit point total or you are inside of them.
Net Fighter—Profession (fisherman): You gain a +2 circumstance bonus to damage rolls and attack rolls made to confirm critical hits against creatures that are entangled, grappled, pinned, or prone, or that have the aquatic or water subtype. This bonus to damage rolls increases by +1 per 2 associated ranks.
Additionally, the distance of the tremorsense granted by angler’s acumen increases by +10 feet.
Trap Maker—Profession (trapper): You reduce the time and cost to craft traps by 50% (as long as the trap’s CR is equal to or lower than your associated ranks). You can spend 1 use of skill leverage to craft a trap as a full-round action—you must spend the gp cost required as normal.
Expert Socialite [utility] [DRS]
Source: Diamond Spheres: Hustle & Bustle
Prerequisites: Vocation sphere (Adept Socialite (specialty)), Profession (courtesan, innkeeper, or gambler) 5 ranks.
You gain access to the following abilities as long as you chose the associated skill in the Adept Socialite talent.
Compelling Attraction (Su)—Profession (courtesan): As a swift action, you can wink or make a similar gesture towards a single non-hostile creature within close range that can see you, forcing them to succeed at a Will saving throw or become helpful towards you for 1 hour per associated rank.
The target must be an intelligent creature that could be attracted to you. If the creature is unfriendly towards you, they gain a +4 bonus to their saving throw.
This is a charm effect.
Luck of the Dice (Su)—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, you can spend 1 use of skill leverage at any point during a game of chance to force luck in your favor, allowing you another chance at success (such as drawing another card, rolling another dice, etc.). The exact details of this is up to the GMs discretion, but is generally a sudden and definitive phenomenon. Using this ability in the same game of chance increases the skill leverage cost by 1 each time.
Luxury Treatment—Profession (innkeeper): You do not need to spend skill leverage to use this ability. When you ingratiate yourself with a business, you can gossip with the staff and clientele in the same hour to gather information around a topic of your choice, treating your check result as 15 + your associated skill modifier. Also, while ingratiated with a business, you and your close allies receive any food, drink, or other services at no cost (although if the business is particularly frugal or struggling, there may be limits to these no cost services, up to the GMs discretion). Also, the business will ignore and/or pardon moderately impactful activities that you or your allies perform, such as injuring a patron, destroying property less than 250 gp, etc.
Master Administrator [utility] [DRS]
Source: Diamond Spheres: Hustle & Bustle
Prerequisites: Vocation sphere (Adept Administrator (specialty)), Profession (barrister, clerk, scribe, or librarian) 10 ranks
You gain an ability depending on the specialty skill(s) chosen with the Adept Administrator talent:
Crime Sense (Su)—Profession (barrister): While adopting the crime sense approach, your sense extends out to close range, allowing you to focus on a creature as a move action to determine if they are guilty or innocent. You can always determine if the creature feels as though they are guilty or innocent—if you know a major motivation from the creature, you are imparted a brief and cryptic vision of their actions during the crime (or lack thereof).
Page Whisperer (Su)—Profession (clerk, librarian, or scribe): While adopting the page whisperer approach, you can communicate telepathically with books (and similar repositories of knowledge) within 30 feet. Additionally, the quality of the communication that the text is capable of is greatly improved: the text can generally describe creatures that touch or pass by it in detail (such as physical features), with particularly complex texts being able to pick out more specific details such as personality, emotional state, and apparent goals. Also, you understand such texts regardless of if you share a common knowledge or not.
Lastly, whenever you restore a damaged text using this talent, it becomes an instantaneous, permanent effect.
Master Adventurer [DRS]
Source: Diamond Spheres: Hustle & Bustle
Prerequisites: Vocation sphere (Adept Adventurer (specialty), Expert Adventurer), Profession (adventurer, monster slayer, or soldier) 10 ranks.
Whenever you would regain skill leverage due to thwarting a significant encounter, you also gain +1 temporary use of skill leverage for 1 hour.
You gain an ability depending on the specialty skill(s) chosen with the Adept Adventurer talent:
Slayer’s Boon—Profession (adventurer or monster slayer): Whenever you successfully identify an aberration, construct, dragon, fey, magical beast, monstrous humanoid, ooze, or undead, or have successfully damaged such a creature within the last round, you can spend a swift action and 1 use of skill leverage to grant up to 2 weapons you are wielding the bane weapon special ability against the appropriate creature type for 1 minute. This only functions while you are wielding such a weapon.
Rush of Battle—Profession (soldier): Once per hour whenever you roll initiative at the start of combat, you may gain a number of temporary hit points equal to your initiative result − 10 as well as gaining a temporary martial focus (Spheres of Might) for 1 minute. Once expended, this instance of temporary martial focus cannot be regained.
Master Builder [DRS]
Source: Diamond Spheres: Hustle & Bustle
Prerequisites: Vocation sphere (Adept Builder (specialty), Expert Builder), Profession (architect, dungeoneer, engineer, or siege engineer) 10 ranks.
If using the Kingdom Building rules (Pathfinder Roleplaying Game: Ultimate Campaign), you reduce the BP cost of the first building you create each turn by 2 (minimum 1).
You gain an ability depending on the specialty skill(s) chosen with the Adept Builder talent:
Creative Manifestation [approach] (Su) [utility]—Profession (architect or dungeoneer): You can adopt this approach as a standard action—while maintaining this approach, any hammer or mallet you wield gains the abilities of a mallet of building (Ultimate Equipment) although is otherwise considered a mundane object.
You can also use any of the following abilities by spending 1 hour:
Build: You create a building made of materials that are common for the area. The building can occupy up to a 10-foot cube per associated rank (which must be contiguous), and must be fully contained within an unoccupied space. The building lasts for 1 day and can comfortably house 2 Medium creatures per associated rank.
The building is otherwise furnished however you wish (within the same limitations as the renovate ability, except any furnishings break down immediately upon leaving the building), and is reinforced to withstand any weather of severity 5 or lower (and thus conferring the same protection to creatures within the building). Lastly, the building functions as the exceptional accommodations authorization use (as the Restful Refuge Faction sphere talent).
Renovate: You renovate a room you are currently within. The extent of this renovation is simple yet broad, allowing you to create, move, repair, or change the composition of the room and its furnishings to your own preferences. Simple materials such as wood, paint, and masonry are magically created to aid in the renovation, although any complex or high-quality materials must be within the room to incorporate them into the renovation, and may even require an appropriate Craft check (for example, you could purchase several planks of fine mahogany to have the renovation create a mahogany dresser).
Shape: You shape up to a medium-range square (and up to 10 feet deep) of natural terrain (such as dirt, sand, stone, etc.), allowing you to alter its topography. This shaping is delicate, and can be used without disrupting structures and plant life.
Hack Construct—Profession (engineer): You can hack a construct as a swift action by accepting a -10 penalty to your associated skill check. Additionally, if a construct fails to save against this ability for the full 1 minute duration, the imposed condition or control instead lasts for 1 day. At the end of this day, you can spend 1 use of skill leverage to extend the duration by another day, but the construct gains a new Will saving throw against the effect.
Siege Technician—Profession (siege engineer): If you are the crew lead on a siege engine, the siege engine requires 1 less crew member, you reduce the reload time by 1 (minimum 0, in which case it becomes a free action to perform), and you and your crew can use move actions to load and aim a siege engine,
Associated Feats: Master Siege Engineer (Ultimate Combat) (Profession (siege engineer) option).
Master Culinarian [DRS]
Source: Diamond Spheres: Hustle & Bustle
Prerequisites: Vocation sphere (Adept Culinarian (specialty), Expert Culinarian), Profession (baker, brewer, or cook) 10 ranks.
You gain an ability depending on the specialty skill(s) chosen with the Adept Culinarian talent:
Hearty Meal—Profession (baker or cook): When you create a hearty meal, the granted enhancement bonus to the chosen ability score increases by +2 and becomes an alchemical bonus. Whenever a creature benefitting from your hearty meal becomes nauseated, they delay the onset of the condition by 1 round.
Stimulating Brew—Profession (brewer): When you create a stimulating brew, the granted enhancement bonus to the chosen ability score increases by +2 and becomes an alchemical bonus. Additionally, a stimulating brew can be consumed as a standard action, instead of 10 minutes.
Master Gatherer [DRS]
Source: Diamond Spheres: Hustle & Bustle
Prerequisites: Vocation sphere (Adept Gatherer (specialty), Expert Gatherer), Profession (farmer, gardener, miner, tanner, woodcutter) 10 ranks.
You gain an ability depending on the specialty skill(s) chosen with the Adept Gatherer talent:
Excavator—Profession (miner): The granted burrow speed increases to equal your land speed, and is no longer halved when burrowing through stone. Additionally, you gain the scent ability for up to 120 feet, except that it can only detect precious metals (copper, silver, gold, adamantine, etc.) and gemstones—this includes creatures primarily made of such materials. This scent bypasses stone, sand, dirt, and similar materials.
Flay Hide—Profession (tanner): Whenever you successfully confirm a critical hit against a creature, they immediately suffer the effects of the flay hide specialty ability. Additionally, the penalties from flay hide are permanent, and are only halved after receiving healing or first aid, and requires a second, separate application of healing or first aid to fully remove its effects.
Greenslayer—Profession (farmer, gardener, woodcutter): You roll any saving throws associated with ‘plant’ effects twice, taking the highest result. If such an effect would not normally grant a saving throw, you gain a Will saving throw to negate the effect, using the sphere DC that the sphere ability originates from (or if not applicable, the GM determines the DC, usually 10 + 1/2 the source’s HD + a relevant ability score modifier).
If you succeed such a saving throw, it fails to function entirely (including if it affected other creatures or an area) as though it were subject to an antimagic field. Generally this turns such effects to ash or soil, depending on your disposition.
You are also immune to difficult terrain caused by plant-life, and can cause such squares of difficult terrain you enter or leave to turn to ash, removing the difficult terrain—if it is magical, you must succeed at a dispel check to successfully destroy such terrain (using your associated ranks as your effective caster level).
Note—A ‘plant’ effect is any effect that involves plant-life, such as most Nature sphere effects from the (plant) package, the verdant step fey-blessing from the Mantle of Spring talent, etc.
Master Handler [DRS]
Source: Diamond Spheres: Hustle & Bustle
Prerequisites: Vocation sphere (Adept Handler (specialty), Expert Handler), Profession (farmer, shepherd, or stable master) 10 ranks.
You can handle and push an animal one step faster (standard > move > swift > free). You can also spend 1 use of skill leverage as a swift action to grant an animal you are adjacent to a trick or general purpose of your choice for the next 24 hours.
Additionally, you can use wild empathy as a standard action, and can communicate with animals (and similar creatures you can affect with wild empathy) as if you shared a common language, although they are still limited by their intelligence.
Master Hunter [DRS]
Source: Diamond Spheres: Hustle & Bustle
Prerequisites: Vocation sphere (Adept Hunter (specialty), Expert Hunter), Profession (butcher, fisherman, or trapper) 10 ranks.
You gain an ability depending on the specialty skill(s) chosen with the Adept Hunter talent:
Angler’s Acumen—Profession (fisherman): The distance of the tremorsense granted by this ability is quadrupled—you also do not suffer miss chance from concealment or total concealment against creatures within your tremorsense that are underwater or have the aquatic or water subtype.
Additionally, you can spend 1 use of skill leverage as a swift action while in contact with a body of water to learn if any creatures have touched or passed by it, if anything is hidden within it, the general state of the terrain, etc. This sense only pertains to up to a long range distance of water.
Carver—Profession (butcher): Whenever you fail to confirm a critical hit, you can still maximize your weapon damage dice (but no other dice). Also, this specialty ability’s precision damage increases by +1 die size (d6 > d8 > d10), and also triggers on a successful critical hit.
Refine Trap—Profession (trapper): Whenever you refine a trap using this specialty ability, the Perception DC to notice the trap using abilities that grant automatic Perception checks against traps (such as the trap spotter rogue talent or the Heightened Awareness Scout sphere talent) increases by an amount equal to your associated ranks.
Additionally, the trap increases its damage die by +1 die step (for example, a bear trap that normally deals 2d6+3 damage instead would deal 2d8+3 damage).
Master Socialite [utility] [DRS]
Source: Diamond Spheres: Hustle & Bustle
Prerequisites: Vocation sphere (Adept Socialite (specialty), Expert Socialite), Profession (courtesan, innkeeper, or gambler) 10 ranks.
You gain an ability depending on the specialty skill(s) chosen with the Adept Socialite talent:
Compelling Attraction (Su)—Profession (courtesan): Your compelling attraction ability becomes a gaze attack, subjecting all relevant creatures that can see you within close range to its effects. You can spend a free action to deactivate or activate this ability. Additionally, your compelling attraction ability works against creatures regardless of their attraction to you, although such creatures that fail their saving throw are only friendly towards you, not helpful.
Luck of the Dice (Su)—Profession (gambler): The first time you use this ability in a game of chance, it does not require spending a use of skill leverage. Additionally, subsequent uses of this ability used within the same game of chance does not increase its skill leverage cost.
Luxury Treatment—Profession (innkeeper): When you ingratiate yourself with a business, you are ingratiated with the business permanently. You can spend 10 minutes with a business you have ingratiated to gossip, yielding information on 1d3+1 topics of your choice as though your chest result was 20 + your associated skill modifier.
Additionally, an ingratiated business will ignore and/or pardon majorly-impactful activity that you or your allies perform, such as gravely injuring a patron or destroying property less than 1,000 gp. An event that causes fatal injury or impacts the businesses public opinion greatly is out of the realm of possibility.
Master Trader [DRS]
Source: Diamond Spheres: Hustle & Bustle
Prerequisites: Vocation sphere (Adept Trader), Profession (driver, pilot, porter, sailor, or merchant) 10 ranks.
Specialty Skills: Profession (driver, pilot, porter, sailor, or merchant)
You gain an ability depending on the specialty skill(s) chosen with the Adept Trader talent:
Driving Ace—Profession (driver, pilot, or sailor): You can attempt any driving action one step faster (standard > move > swift). Also, when you are driving a vehicle, you grant it a +2 competence bonus to its AC and Reflex saves, +1 per 5 associated ranks beyond 10 you possess.
Reserved Inventory—Profession (merchant): You have no limit to your 90% discount. You also gain an extra 25% to the gp value gained when selling treasure (normally 50% of the item’s original value); you cannot gain more gp this way than the treasure’s original value. At 15 associated ranks, this additional gp value increases by +25%.
Strong Back—Profession (porter): Your encumbrance no longer causes certain class features or abilities (such as the monk’s AC bonus class feature) to cease functioning. Also, you reduce any nonlethal damage you suffer by 2, +1 per 4 associated ranks. Lastly, whenever you become fatigued or exhausted, you can spend 1 use of skill leverage as a free action to ignore the condition for 1 hour.
Skill Constancy [DRS]
Source: Diamond Spheres: Hustle & Bustle
Prerequisites: 5 ranks in the chosen skills.
Whenever you roll a skill check that you have unlocked skill leverage in and you roll a 9 or lower, you can spend 1 use of skill leverage to instead treat the roll as if you had taken 10 on the check.
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