{Backstory goes here}
{Backstory goes here}
Build notes
WIP Statblock
Mental Tidbits
Basic training in alchemical knowledge
Training with general technologies
Contact is known simply as "Aranmir".
HQ is somewhere in the forest north of Stranwell, the Callanite Order appears to live off the grid, for the most part, but has access to modern technology (such as cellphones/smartphones, and a secure satellite uplink).
Sparknotes: Born in a lab, created by the Callanite Order, used as an infiltrator.
Statblock Template
N medium humanoid(human) Class 1
Init: +0; Senses: vision; Perception +0; Aura: -;
AC 10, touch 10, flat-footed 10 (+0 Dex, +0 natural, +0 size)
HP 10(1d10+0 Con Hit Die:d10;
Fort +0, Ref +0, Will +0
Speed 30 ft.
Melee: unarmed strike +0(1d4+0 B) ;
Ranged: -;
Space 5 ft; Reach 5 ft
Special Attacks:
Caster Level: 0; MSB: +0; MSD: 10; Concentration +0
Tradition: -(Boons: -; Drawbacks: - CAM: -
Spell Points: 1
Sphere sphere - DC 10; Duration: concentration; Range: Medium (110 ft. Package: -; Talents: -; Drawbacks: -;
Tradition: -; PAM: -;
Sphere sphere - DC 10, Packages: -;
Tradition: -; PAM: -;
Sphere sphere - DC 10, Packages: -;
Str 10(+0) Dex 10(+0) Con 10(+0) Int 10(+0) Wis 10(+0) Cha 10(+0)
Base Atk: +0; CMB: +0; CMD: 10
Feats:
Skills: ; Racial Modifiers: ;
Languages:
SQ:
Combat Gear: ;Other Gear:
GEAR
Item - price: 0 gp; weight: 0 lb(s
Armor - price: 0 gp; weight: 0 lb(s AC bonus: +0; maximum dex: +0; armor check penalty: -0; spell failure chance: 0%; speed(30ft / 20ft): -;
Weapon - price: 0 gp; weight: 0 lb(s dmg(S/M): 1d4 B; critical: 20/x2; range: -; special: -;
Title (Ex):
ECOLOGY
Environment:
Organization:
Treasure: gear
Words.
Factions: faction +0(unaffiliated)
Wealth Tracker
Build notes
Name: Σ-45
Race: Amicus
Class: Hedgewitch (http://spheresofpower.wikidot.com/hedgewitch)
Archetype(s): Martial Hedgewitch (http://spheresofpower.wikidot.com/martial-hedgewitch), Guileful Hedgewitch (http://spheresofpower.wikidot.com/guileful-hedgewitch)
Stats:
STR: 13 (+1)
DEX: 13 (+1)
CON: 13 (+1)
INT: 16 (+3)
WIS: 13 (+1)
CHA: 13 (+1)
Trade Tradition (adroit, OAM INT):
Technician (http://spheresofpower.wikidot.com/vocation#toc84)
Translator (http://spheresofpower.wikidot.com/vocation#toc86)
Courtier (http://spheresofpower.wikidot.com/vocation#toc32) [additional Sense Motive siphoned to Knowledge (earth and life sciences)]
Smuggler (http://spheresofpower.wikidot.com/vocation#toc80)
Communication sphere (http://spheresofpower.wikidot.com/communication) [Associated skill Linguistics, free rapport talent is Combat Courtesy (http://spheresofpower.wikidot.com/communication#toc32)]
Infiltration sphere (http://spheresofpower.wikidot.com/infiltration)
Casting Tradition (CAM INT):
Drawbacks: None
Boons: None
Divination sphere (http://spheresofpower.wikidot.com/divination)
Fast Divinations (http://spheresofpower.wikidot.com/divination#toc30)
Martial Tradition:
Firearm Proficiency (http://spheresofpower.wikidot.com/equipment-sphere#toc72)
Natural Materials (http://spheresofpower.wikidot.com/equipment-sphere#toc29)
Scout sphere (http://spheresofpower.wikidot.com/scout)
Alchemy sphere (http://spheresofpower.wikidot.com/alchemy) [Poison package (http://spheresofpower.wikidot.com/alchemy#toc1)]
Traits:
Gift for Magic [Divination] (http://spheresofpower.wikidot.com/traits#toc59)
Scout's Eyes (http://spheresofpower.wikidot.com/practitioner-traits#toc4)
Feats:
Tabulated Mind (http://spheresofpower.wikidot.com/divination#toc108)
Favored Class Bonus:
Bonus Utility Talent [1/5] (http://spheresofpower.wikidot.com/origins#toc252)
Talents:
Aberration Hunter (http://spheresofpower.wikidot.com/vocation#toc20) [from Journeyman Skill Expertise (http://spheresofpower.wikidot.com/using-spheres-of-guile#toc12), additional Knowledge (dungeoneering) siphoned to Knowledge (arcana)]
Skills:
Acrobatics: +5 [1 INT rank, class skill, +1 DEX]
Bluff: +6 [1 INT rank, boosted class skill, +1 CHA]
Craft (alchemy): +7 [1 talent rank, class skill, +3 INT]
Diplomacy: +5 [1 INT rank, class skill, +1 CHA, skill leverage]
Disable Device: +5 [1 talent rank, class skill, +1 DEX, skill leverage]
Knowledge (arcana): +7 [1 INT rank, class skill, +3 INT]
Knowledge (earth and life sciences): +7 [1 INT rank, class skill, +3 INT]
Linguistics: +7 [1 talent rank, class skill, +3 INT, skill leverage]
Lore (Callanite Order): +7 [1 INT rank, class skill, +3 INT]
Perception: +5 [1 INT rank, class skill, +1 WIS]
Sense Motive: +5 [1 INT rank, class skill, +1 WIS]
Sleight of Hand: +5 [1 INT rank, class skill, +1 DEX]
Stealth: +6 [1 talent rank, boosted class skill, +1 DEX, skill leverage]
Languages:
Modern Almerican
Sinumese
Terran
Aquan
Ignan
Auran
Gnomish
Sigma-45's Class Skills:
Acrobatics (Dex)
Artistry [any/all] (Int)
Bluff x2 (Cha)
Climb (Str)
Craft [any/all] (Int)
Diplomacy (Cha)
Disable Device (Dex)
Disguise (Dex)
Heal x2 (Wis)
Knowledge [arcana] (Int)
Knowledge [dungeoneering] (Int)
Knowledge [earth and life sciences] (Int)
Knowledge [engineering] (Int)
Knowledge [local] (Int)
Knowledge [nobility] x2 (Int)
Linguistics (Int)
Lore [any/all] (Int)
Perception (Wis)
Perform (Cha)
Profession (Wis)
Sense Motive (Wis)
Sleight of Hand (Dex)
Spellcraft (Int)
Stealth x2 (Dex)
Swim (Str)
Race: Amicus
Class: Hedgewitch (http://spheresofpower.wikidot.com/hedgewitch)
Archetype(s): Martial Hedgewitch (http://spheresofpower.wikidot.com/martial-hedgewitch), Guileful Hedgewitch (http://spheresofpower.wikidot.com/guileful-hedgewitch)
Stats:
STR: 13 (+1)
DEX: 13 (+1)
CON: 13 (+1)
INT: 16 (+3)
WIS: 13 (+1)
CHA: 13 (+1)
Trade Tradition (adroit, OAM INT):
Technician (http://spheresofpower.wikidot.com/vocation#toc84)
Translator (http://spheresofpower.wikidot.com/vocation#toc86)
Courtier (http://spheresofpower.wikidot.com/vocation#toc32) [additional Sense Motive siphoned to Knowledge (earth and life sciences)]
Smuggler (http://spheresofpower.wikidot.com/vocation#toc80)
Communication sphere (http://spheresofpower.wikidot.com/communication) [Associated skill Linguistics, free rapport talent is Combat Courtesy (http://spheresofpower.wikidot.com/communication#toc32)]
Infiltration sphere (http://spheresofpower.wikidot.com/infiltration)
Casting Tradition (CAM INT):
Drawbacks: None
Boons: None
Divination sphere (http://spheresofpower.wikidot.com/divination)
Fast Divinations (http://spheresofpower.wikidot.com/divination#toc30)
Martial Tradition:
Firearm Proficiency (http://spheresofpower.wikidot.com/equipment-sphere#toc72)
Natural Materials (http://spheresofpower.wikidot.com/equipment-sphere#toc29)
Scout sphere (http://spheresofpower.wikidot.com/scout)
Alchemy sphere (http://spheresofpower.wikidot.com/alchemy) [Poison package (http://spheresofpower.wikidot.com/alchemy#toc1)]
Traits:
Gift for Magic [Divination] (http://spheresofpower.wikidot.com/traits#toc59)
Scout's Eyes (http://spheresofpower.wikidot.com/practitioner-traits#toc4)
Feats:
Tabulated Mind (http://spheresofpower.wikidot.com/divination#toc108)
Favored Class Bonus:
Bonus Utility Talent [1/5] (http://spheresofpower.wikidot.com/origins#toc252)
Talents:
Aberration Hunter (http://spheresofpower.wikidot.com/vocation#toc20) [from Journeyman Skill Expertise (http://spheresofpower.wikidot.com/using-spheres-of-guile#toc12), additional Knowledge (dungeoneering) siphoned to Knowledge (arcana)]
Skills:
Acrobatics: +5 [1 INT rank, class skill, +1 DEX]
Bluff: +6 [1 INT rank, boosted class skill, +1 CHA]
Craft (alchemy): +7 [1 talent rank, class skill, +3 INT]
Diplomacy: +5 [1 INT rank, class skill, +1 CHA, skill leverage]
Disable Device: +5 [1 talent rank, class skill, +1 DEX, skill leverage]
Knowledge (arcana): +7 [1 INT rank, class skill, +3 INT]
Knowledge (earth and life sciences): +7 [1 INT rank, class skill, +3 INT]
Linguistics: +7 [1 talent rank, class skill, +3 INT, skill leverage]
Lore (Callanite Order): +7 [1 INT rank, class skill, +3 INT]
Perception: +5 [1 INT rank, class skill, +1 WIS]
Sense Motive: +5 [1 INT rank, class skill, +1 WIS]
Sleight of Hand: +5 [1 INT rank, class skill, +1 DEX]
Stealth: +6 [1 talent rank, boosted class skill, +1 DEX, skill leverage]
Languages:
Modern Almerican
Sinumese
Terran
Aquan
Ignan
Auran
Gnomish
Sigma-45's Class Skills:
Acrobatics (Dex)
Artistry [any/all] (Int)
Bluff x2 (Cha)
Climb (Str)
Craft [any/all] (Int)
Diplomacy (Cha)
Disable Device (Dex)
Disguise (Dex)
Heal x2 (Wis)
Knowledge [arcana] (Int)
Knowledge [dungeoneering] (Int)
Knowledge [earth and life sciences] (Int)
Knowledge [engineering] (Int)
Knowledge [local] (Int)
Knowledge [nobility] x2 (Int)
Linguistics (Int)
Lore [any/all] (Int)
Perception (Wis)
Perform (Cha)
Profession (Wis)
Sense Motive (Wis)
Sleight of Hand (Dex)
Spellcraft (Int)
Stealth x2 (Dex)
Swim (Str)
WIP Statblock
Σ-45 CR 1/2 (XP 200)
N medium humanoid(sinumir, dark)
Sinumir(Amicur) Martial/Guileful Hedgewitch 1
Init: +1; Senses: darkvision 60 ft; Perception +2;
DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex, +0 natural, +0 size)
HP 9(1d8+1 Con Hit Die:d8;
Fort +1, Ref +1, Will +3
OFFENSE
Speed 30 ft.
Melee: unarmed strike +1(1d4+1 B) ;
Ranged: -;
Space 5 ft; Reach 5 ft
Special Attacks: Poison Blast
MAGIC
Caster Level: 0; MSB: +1; MSD: 12; Concentration +3
Tradition: -(Boons: -; Drawbacks: - CAM: Int(+3)
Spell Points: 4
Sphere sphere - DC 13; Duration: concentration; Range: Medium (110 ft. Package: -; Talents: -; Drawbacks: -;
MARTIAL
Tradition: -; PAM: Int(+3)
Sphere sphere - DC 13, Package: -; Talents: -; Drawbacks: -;
GUILE
Tradition: -; OAM: Int(+3)
Vocation sphere - DC 13, Talents: -; Drawbacks: -;
Sphere sphere - DC 13, Packages: -; Talents: -; Drawbacks: -;
STATISTICS
Str 13(+1) Dex 13(+1) Con 13(+1) Int 16(+3) Wis 13(+1) Cha 13(+1)
Base Atk: +0; CMB: +1; CMD: 12
Feats: Gunsmithing(bonus), Tabulated Mind
Skills: ; Racial Modifiers:
Languages: Almerican(Modern), Sinumese (+5)
SQ:
Traits:
Gear: ; Other Belongings: ; Combat Gear: ; Other Gear:
GEAR
SPECIAL ABILITIES
Racial
Size and Type: Sinumir are Medium humanoids with both the sinumir and magical subtypes. In addition, they gain a tertiary subtype related to their attunement (see below).
Augmented Beasts: For effects targeting creatures by type, sinumir count as both humanoid and magical beasts (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types).
Alternate Attuned: Amicur are similarly attuned to sinumir, but, their resistances and weaknesses seem to be fundamentally different; they exibhit strengths and weaknesses rather than resistances.
Evolving Abilities: Similar to their attunements, their abilities come in distinctly different elements from standard sinumir. When amicur attunements interact with non-amicur creatures, the abilities instead use Starfinder core damage types, as listed below.
Class
Weapon and Armor Proficiency: A hedgewitch is proficient with all simple weapons and light armor. Casting: A hedgewitch may combine spheres and talents to create magical effects. A hedgewitch is considered a Mid- Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.) Spell Pool: A hedgewitch gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her class level + her casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest. Magic Talents: A hedgewitch gains 3/4ths of a magic talent per level, according to Table: The Hedgewitch. Paths: The hedgewitch draws power from her paths, blending magic and hidden knowledge to powerful effect. A hedgewitch chooses two paths at 1st level, gaining their class skills, path benefits, path powers, and their path masteries at 20th level. In addition, each path grants access to a number of secrets the hedgewitch may choose whenever she gains a secret.
Feats
Gunsmithing: You can use a gunsmithing kit to craft/repair firearms and ammo.
Tabulated Mind: You can take swift/immediate actions while concentrating on a divine ability, and are no longer flat-footed while doing so.
Spheres
Divination: Divine You can divine magical auras.
Divination: Read Magic You can read and decipher magical writing,
Poison (alchemy sphere): You can create alchemical poisons.
Scout sphere: Scout Identify a creature's weaknesses as a swift action.
Trade Tradition (adroit, OAM INT):
Technician[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).
Translator[utility]: You gain Knowledge (local), Knowledge (nobility), Sense Motive, and Linguistics 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).
Courtier [additional Sense Motive siphoned to Knowledge (earth and life sciences)]: 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.
Smuggler[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.
Communication sphere () [Associated skill Linguistics, free rapport talent is Combat Courtesy: Operatives of the Communication sphere are skilled at clear speech, clever wordplay, persuasive rhetoric, and translation across all sorts of differences. They can easily understand other creatures despite language barriers. Others listen to the operative and weigh their words seriously. Associated Skill: Diplomacy or Linguistics. Choose one to be the associated skill when you gain the sphere. You gain the following benefits when you gain the Communication sphere. You gain 5 ranks in that skill, plus 5 ranks per additional talent spent in the Communication sphere (maximum ranks equal to your Hit Dice). If you already have ranks in the associated skill not from a skill sphere, you may immediately retrain them. Skill Leverage: You unlock skill leverage with the Diplomacy and Linguistics skills. Bonus Talent: You gain a bonus talent with the (rapport) tag, described below. It cannot be an exceptional talent. If you choose a [utility] talent as this bonus talent, you can take the base sphere as a [utility] talent. You also gain the Betray and Build Rapport abilities. Betray (Ex): You can outwit allied NPCs, but only as part of taking a hostile action against them. If a creature believes you are an ally, you can outwit the creature by worsening their attitude (generally to hostile, though the GM might rule otherwise). Build Rapport (Ex): When you interact with a creature that is not hostile to you within 30 feet, you can choose to form a rapport with that creature as a standard action, or as a move action if you know one of the creature’s motivations. You cannot form a rapport with a mindless creature. The rapport remains until 24 hours pass, you or the creature chooses to end the rapport as a swift action, or you form another rapport. You can form a rapport with multiple creatures at once if you know a motivation for each of them, up to a number of targets equal to your operative ability modifier. You can always use gestures to communicate simple concepts to creatures you share a rapport with without using words just as easily as with words, regardless of whether you share a language. Communicating complex information this way requires a successful DC 25 Linguistics check; failing by 5 or more conveys inaccurate information rather than what the creature intended to share. Each creature that shares a rapport with you (including you) automatically succeeds at Bluff (or Linguistics) checks to send secret messages to each other, although they still attempt a skill check to determine if observers understand. They can use their Linguistics modifier in place of their Bluff modifier to pass the secret message at no penalty. You can choose one or two (rapport) talents you have when you form a rapport and apply the effect to creatures sharing your rapport (including you). You can only choose two (rapport) talents to apply at once if one or both of them have the [utility] tag. If you target a creature who already shares a rapport with someone else, you can join the existing rapport without counting against its maximum number of targets, and you can add one of your own (rapport) talents for all members to benefit from. You cannot add a talent the rapport already has. This replaces build rapport’s usual effect.
Infiltration sphere: Operatives of the Infiltration sphere train to avoid scrutiny, move stealthily, and outsmart traps that stand in their way. They are silent and unobtrusive when they need to be, blending into shadows and moving where no eyes will see. Associated Skill: Disable Device. You gain the following benefits when you gain the Infiltration sphere. When you gain the Infiltration sphere, you gain 5 ranks in Disable Device, plus 5 ranks per additional talent spent in the Infiltration sphere (maximum ranks equal to your Hit Dice). If you already have ranks in Disable Device, you may immediately retrain them. Skill Leverage: When you gain the Infiltration sphere, you unlock skill leverage with Disable Device and Stealth. You also acquire the Fast Sabotage, Light Step, and Startle abilities. Fast Sabotage (Ex): You can attempt Disable Device on any item that would normally require up to 2d4 rounds in a single standard action (without a penalty for working quickly). You can perform disastrous sabotage (new skill use) in 1d4 rounds (without a penalty for working quickly). If the sabotage allows a saving throw, it is against your sphere DC if that is higher than the usual DC. If the sabotage allows a skill check, the DC is 15 + 150% your ranks in Disable Device + your operative ability modifier. Instead of a common Disable Device sabotage effect, you can apply the effect of a suitable (sabotage) talent to the device, but you cannot apply a talent faster by accepting a Disable Device penalty (as you can with disastrous sabotage). You can apply the sabotage effect immediately or choose for it to take effect when triggered. Typical triggers are when it is used a certain number of times (for items like weapons) or after a certain total number of minutes of use (for items like tools or vehicles). You can also make the trigger contingent on specific, physically distinct modes of use. For example, you might make sabotage to armor trigger when the wearer attempts two skill checks to move or sabotage to a lock trigger upon becoming specifically locked or specifically unlocked. When sabotage is triggered by an action or the use of the item, it takes effect during the triggering use (which might penalize or waste that action). If a (sabotage) talent’s effect goes unused for more than 1 day, it triggers. Until it becomes relevant, the sabotage can generally only be noticed with an active Perception check opposed to your Disable Device result. (Sabotage that has not been triggered yet is never relevant.) Most sabotage that has not yet triggered can be removed without triggering it with a successful opposed Craft check using a suitable skill for the item or with an opposed Disable Device check at a –5 penalty. If a creature attempts to remove sabotage that has not triggered yet and fails by 5 or more, the sabotage triggers immediately. Each sabotage indicates how it can be ended; if it requires an opposed skill check to end, use either Disable Device at a penalty or Craft unless noted otherwise. The standard action allowed by this ability is fast enough to sabotage an item held or carried by a creature with a successful dirty trick combat maneuver check (a new Disable Device skill use on page 44). Sabotaging an item a creature wears or carries is not a hostile action for magical effects like invisibility if you give the sabotage a trigger (rather than applying the effect immediately). Light Step [approach] (Ex): You adopt this approach as a swift action while you are using Stealth. You reduce by 5 the penalty to Stealth for moving up to your full speed, for skulking in the open (page 72), as part of creating a diversion to hide, or for relying on positional concealment (page 15). The penalty is reduced by the number of ranks in Stealth you possess instead if that is higher. You abandon the approach when you break Stealth. Startle (Ex): You can outwit any creature unaware of your location because you are using Stealth. Outwitting them breaks Stealth.
Casting Tradition (CAM INT):
Drawbacks: None
Boons: None
Divination sphere: You can predict the future and gain information not available to the usual 5 senses. Divine You may divine to gain information. To divine, you must spend 1 minute meditating, although you may spend a spell point to decrease this time to a single standard action. Divining always has a duration of concentration, but you must spend a full-round action concentrating (you can take no other action except free actions you are flat-footed while concentrating on divining. Divining reveals information from sources within medium range of you as an emanation; it reveals information each round the effect it is maintained. Divining can penetrate most barriers, but 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead blocks it. When you gain the Divination sphere, you gain the ability to divine for magical auras, learning their strength and location. You do not know the exact caster level of an item or spell, but you may sense the aura’s general strength according to the chart below. To determine the spell school or sphere of the effect, you must succeed at a Knowledge (arcana) check with a DC equal to 15 + 1/2 the caster level. Table: Aura Strength Caster Level Aura Strength 1-5 Faint 6-11 Moderate 12-20 Strong 21+ Overwhelming A magical aura lingers after its original source dissipates (in the case of spells and sphere effects) or is destroyed (in the case of a magic item). In such a case, divining reveals an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Table: Lingering Aura Original Strength Duration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6 x 10 minutes Overwhelming 1d6 days When using Spellcraft to identify the properties of a magic item or ongoing effect, you may use divine in place of the detect magic spell. Outsiders and elementals are not magical in and of themselves, but if they are summoned, the conjuration effect registers. Overwhelming Auras: Whenever an individual divines or senses an aura whose strength is overwhelming, from a source whose Hit Dice or caster level is equal to or greater than the caster's character level + 10, that individual becomes stunned for 1 round.
Fast Divinations: Divining takes 1 round instead of 1 minute to perform without a spell point.
Martial Tradition:
Firearm Proficiency: You gain proficiency with all firearms (except siege weapons) and the Gunsmithing feat.
Natural Materials: You do not need kits to create combat or skill sphere effects that do not possess a costly material component (such as an alchemy kit to create formulae from the Alchemy sphere). The materials are assumed to be gathered from your natural environment or generated by you. This talent treats you as always possessing the appropriate kit for combat or skill sphere effects (such as an alchemy crafting kit’s reduced poison crafting time for Alchemy sphere).
You may substitute your practitioner or operative modifier for your Intelligence modifier when attempting Craft checks to create combat or skill sphere effects.
You may take this talent a second time. If you do, you no longer require a free hand to use combat or skill sphere effects based on your creations. This may mean spitting a formula rather than throwing it (using the same range), licking a weapon to poison it, or disgorging a trap or gizmo as you plant it. This does not reduce the action needed to perform any of these actions. In addition, your creations are stored within your body rather than on your person, preventing them from being stolen or sundered.
Scout sphere: Training in the Scout sphere teaches you how to hide from danger, identify potential threats and hazards, track opponents through almost any environment, and identify a creature’s key weaknesses. When you gain the Scout sphere, you gain 5 ranks in the Stealth skill, plus 5 ranks per additional talent spent in the Scout sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Stealth skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature. All practitioners of the Scout sphere gain the following ability: Scout As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.
Alchemy sphere [Poison package]: Training in the Alchemy combat sphere teaches you how to quickly and efficiently combine volatile chemicals for new or enhanced effects. When you gain the Alchemy sphere, you gain 5 ranks in the Craft (alchemy) skill, plus 5 ranks per additional talent spent in the Alchemy sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Craft (alchemy) skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
• Poison: You may create a special poison as a standard action, or a move action if you have access to an alchemist’s lab or alchemist’s crafting kit. This special poison forces the opponent to make a successful Fortitude save against it (saving throw DCs are determined using the normal formula for combat sphere talents but substituting ranks in Craft (alchemy) for base attack bonus) or become fatigued for 1 minute. This poison may be contact, ingested, inhaled, or injury (chosen when created), but you cannot increase its DC by using multiple doses. Some (toxin) talents have additional effects when a creature fails multiple saving throws against a poison; these toxins can affect a creature who has already failed a saving throw against their effects if the target is exposed to additional applications of the same toxin on subsequent rounds, requiring an additional saving throw, though a single target cannot be affected by the same (toxin) more than once per round. The necessary ingredients for creating poison are contained within an alchemy crafting kit or alchemist’s lab and are otherwise gathered over the course of a given day; there is no monetary cost to creating a poison. You may apply this poison to a weapon as part of the same standard or move action used to create it and do not risk poisoning yourself when doing so. After creating a poison, you may make a melee touch attack against a target (if using a contact poison) or throw the poison (if using an inhaled poison) as a standard action. Thrown poisons have a 10 foot range increment. A poison remains potent until used or for 1 round +1 per 4 ranks in Craft (alchemy) you possess, whichever comes first. Inhaled poisons are considered splash weapons that fill up a 10 ft. cube when used. (Toxin) talents modify your poison in some way, causing it to have a variety of different effects. You may apply a single (toxin) talent to your poison at the time of creation. You cannot gain a (formulae) talent unless you possess the (formulae) package, nor a (toxin) talent unless you possess the (poison) package. Note: The Alchemy Sphere and Other Poisons Unless stated otherwise within the talent, Alchemy talents that involve poisons only work for poisons created with the Alchemy sphere itself. They do not improve poisons created through other means, such as traditional crafting or class features from outside the Spheres system.
Traits:
Gift for Magic [Divination]: Whether through ancestry, training, or another personal aspect, your skill with a particular type of magic is far more natural than normal. Benefit: Choose a sphere. You gain a +2 trait bonus to your caster level with that sphere. This bonus cannot cause your caster level to exceed your Hit Dice.
Scout's Eyes: You ignore the -5 penalty on Perception checks when using the Scout sphere’s scout ability.
Feats:
Tabulated Mind: Prerequisite: Divination sphere.
> Benefit: When you concentrate to maintain a divine effect, you are no longer considered flat-footed due to maintaining concentration, and may also take swift or immediate actions during the same action. In addition, as a free action you may spend a spell point to reduce the concentration action for divine effects by 1 step for 1 round per caster level, thus reducing a normally full-round action into a standard action, and also allowing for additional move actions to be performed. If you also possess the boon Easy Focus, you reduce instead the concentration action without spending a spell point to a standard action, allowing for additional move actions, and with spending spell points from 1 full-round action to 1 move action, allowing for additional standard actions.
> Normal: Concentrating on a divine effect is usually a fullround action, while also preventing any other standard, move, immediate and swift actions, and granting the flat-footed condition.
Favored Class Bonus:
Bonus Utility Talent [1/5]
Talents:
Poison Blast (1st level, 5/day): 1d6 + 1 (1/2 character level, min 1) Dark (effectively bludgeoning damage). DC 13 (10 + first class key ability score (Int) + 1/2 character level) Fort or take 1d3 untyped damage per round, for the next 1d4 rounds, or until the affected creature succeeds on their Fort save. Creatures immune to poison only take the initial damage, and automatically resist the subsequent damage per round.
N medium humanoid(sinumir, dark)
Sinumir(Amicur) Martial/Guileful Hedgewitch 1
Init: +1; Senses: darkvision 60 ft; Perception +2;
DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex, +0 natural, +0 size)
HP 9(1d8+1 Con Hit Die:d8;
Fort +1, Ref +1, Will +3
OFFENSE
Speed 30 ft.
Melee: unarmed strike +1(1d4+1 B) ;
Ranged: -;
Space 5 ft; Reach 5 ft
Special Attacks: Poison Blast
MAGIC
Caster Level: 0; MSB: +1; MSD: 12; Concentration +3
Tradition: -(Boons: -; Drawbacks: - CAM: Int(+3)
Spell Points: 4
Sphere sphere - DC 13; Duration: concentration; Range: Medium (110 ft. Package: -; Talents: -; Drawbacks: -;
MARTIAL
Tradition: -; PAM: Int(+3)
Sphere sphere - DC 13, Package: -; Talents: -; Drawbacks: -;
GUILE
Tradition: -; OAM: Int(+3)
Vocation sphere - DC 13, Talents: -; Drawbacks: -;
Sphere sphere - DC 13, Packages: -; Talents: -; Drawbacks: -;
STATISTICS
Str 13(+1) Dex 13(+1) Con 13(+1) Int 16(+3) Wis 13(+1) Cha 13(+1)
Base Atk: +0; CMB: +1; CMD: 12
Feats: Gunsmithing(bonus), Tabulated Mind
Skills: ; Racial Modifiers:
Languages: Almerican(Modern), Sinumese (+5)
SQ:
Traits:
Gear: ; Other Belongings: ; Combat Gear: ; Other Gear:
GEAR
SPECIAL ABILITIES
Racial
Size and Type: Sinumir are Medium humanoids with both the sinumir and magical subtypes. In addition, they gain a tertiary subtype related to their attunement (see below).
Augmented Beasts: For effects targeting creatures by type, sinumir count as both humanoid and magical beasts (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types).
Alternate Attuned: Amicur are similarly attuned to sinumir, but, their resistances and weaknesses seem to be fundamentally different; they exibhit strengths and weaknesses rather than resistances.
Evolving Abilities: Similar to their attunements, their abilities come in distinctly different elements from standard sinumir. When amicur attunements interact with non-amicur creatures, the abilities instead use Starfinder core damage types, as listed below.
Class
Weapon and Armor Proficiency: A hedgewitch is proficient with all simple weapons and light armor. Casting: A hedgewitch may combine spheres and talents to create magical effects. A hedgewitch is considered a Mid- Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.) Spell Pool: A hedgewitch gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her class level + her casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest. Magic Talents: A hedgewitch gains 3/4ths of a magic talent per level, according to Table: The Hedgewitch. Paths: The hedgewitch draws power from her paths, blending magic and hidden knowledge to powerful effect. A hedgewitch chooses two paths at 1st level, gaining their class skills, path benefits, path powers, and their path masteries at 20th level. In addition, each path grants access to a number of secrets the hedgewitch may choose whenever she gains a secret.
Feats
Gunsmithing: You can use a gunsmithing kit to craft/repair firearms and ammo.
Tabulated Mind: You can take swift/immediate actions while concentrating on a divine ability, and are no longer flat-footed while doing so.
Spheres
Divination: Divine You can divine magical auras.
Divination: Read Magic You can read and decipher magical writing,
Poison (alchemy sphere): You can create alchemical poisons.
Scout sphere: Scout Identify a creature's weaknesses as a swift action.
Trade Tradition (adroit, OAM INT):
Technician[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).
Translator[utility]: You gain Knowledge (local), Knowledge (nobility), Sense Motive, and Linguistics 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).
Courtier [additional Sense Motive siphoned to Knowledge (earth and life sciences)]: 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.
Smuggler[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.
Communication sphere () [Associated skill Linguistics, free rapport talent is Combat Courtesy: Operatives of the Communication sphere are skilled at clear speech, clever wordplay, persuasive rhetoric, and translation across all sorts of differences. They can easily understand other creatures despite language barriers. Others listen to the operative and weigh their words seriously. Associated Skill: Diplomacy or Linguistics. Choose one to be the associated skill when you gain the sphere. You gain the following benefits when you gain the Communication sphere. You gain 5 ranks in that skill, plus 5 ranks per additional talent spent in the Communication sphere (maximum ranks equal to your Hit Dice). If you already have ranks in the associated skill not from a skill sphere, you may immediately retrain them. Skill Leverage: You unlock skill leverage with the Diplomacy and Linguistics skills. Bonus Talent: You gain a bonus talent with the (rapport) tag, described below. It cannot be an exceptional talent. If you choose a [utility] talent as this bonus talent, you can take the base sphere as a [utility] talent. You also gain the Betray and Build Rapport abilities. Betray (Ex): You can outwit allied NPCs, but only as part of taking a hostile action against them. If a creature believes you are an ally, you can outwit the creature by worsening their attitude (generally to hostile, though the GM might rule otherwise). Build Rapport (Ex): When you interact with a creature that is not hostile to you within 30 feet, you can choose to form a rapport with that creature as a standard action, or as a move action if you know one of the creature’s motivations. You cannot form a rapport with a mindless creature. The rapport remains until 24 hours pass, you or the creature chooses to end the rapport as a swift action, or you form another rapport. You can form a rapport with multiple creatures at once if you know a motivation for each of them, up to a number of targets equal to your operative ability modifier. You can always use gestures to communicate simple concepts to creatures you share a rapport with without using words just as easily as with words, regardless of whether you share a language. Communicating complex information this way requires a successful DC 25 Linguistics check; failing by 5 or more conveys inaccurate information rather than what the creature intended to share. Each creature that shares a rapport with you (including you) automatically succeeds at Bluff (or Linguistics) checks to send secret messages to each other, although they still attempt a skill check to determine if observers understand. They can use their Linguistics modifier in place of their Bluff modifier to pass the secret message at no penalty. You can choose one or two (rapport) talents you have when you form a rapport and apply the effect to creatures sharing your rapport (including you). You can only choose two (rapport) talents to apply at once if one or both of them have the [utility] tag. If you target a creature who already shares a rapport with someone else, you can join the existing rapport without counting against its maximum number of targets, and you can add one of your own (rapport) talents for all members to benefit from. You cannot add a talent the rapport already has. This replaces build rapport’s usual effect.
Infiltration sphere: Operatives of the Infiltration sphere train to avoid scrutiny, move stealthily, and outsmart traps that stand in their way. They are silent and unobtrusive when they need to be, blending into shadows and moving where no eyes will see. Associated Skill: Disable Device. You gain the following benefits when you gain the Infiltration sphere. When you gain the Infiltration sphere, you gain 5 ranks in Disable Device, plus 5 ranks per additional talent spent in the Infiltration sphere (maximum ranks equal to your Hit Dice). If you already have ranks in Disable Device, you may immediately retrain them. Skill Leverage: When you gain the Infiltration sphere, you unlock skill leverage with Disable Device and Stealth. You also acquire the Fast Sabotage, Light Step, and Startle abilities. Fast Sabotage (Ex): You can attempt Disable Device on any item that would normally require up to 2d4 rounds in a single standard action (without a penalty for working quickly). You can perform disastrous sabotage (new skill use) in 1d4 rounds (without a penalty for working quickly). If the sabotage allows a saving throw, it is against your sphere DC if that is higher than the usual DC. If the sabotage allows a skill check, the DC is 15 + 150% your ranks in Disable Device + your operative ability modifier. Instead of a common Disable Device sabotage effect, you can apply the effect of a suitable (sabotage) talent to the device, but you cannot apply a talent faster by accepting a Disable Device penalty (as you can with disastrous sabotage). You can apply the sabotage effect immediately or choose for it to take effect when triggered. Typical triggers are when it is used a certain number of times (for items like weapons) or after a certain total number of minutes of use (for items like tools or vehicles). You can also make the trigger contingent on specific, physically distinct modes of use. For example, you might make sabotage to armor trigger when the wearer attempts two skill checks to move or sabotage to a lock trigger upon becoming specifically locked or specifically unlocked. When sabotage is triggered by an action or the use of the item, it takes effect during the triggering use (which might penalize or waste that action). If a (sabotage) talent’s effect goes unused for more than 1 day, it triggers. Until it becomes relevant, the sabotage can generally only be noticed with an active Perception check opposed to your Disable Device result. (Sabotage that has not been triggered yet is never relevant.) Most sabotage that has not yet triggered can be removed without triggering it with a successful opposed Craft check using a suitable skill for the item or with an opposed Disable Device check at a –5 penalty. If a creature attempts to remove sabotage that has not triggered yet and fails by 5 or more, the sabotage triggers immediately. Each sabotage indicates how it can be ended; if it requires an opposed skill check to end, use either Disable Device at a penalty or Craft unless noted otherwise. The standard action allowed by this ability is fast enough to sabotage an item held or carried by a creature with a successful dirty trick combat maneuver check (a new Disable Device skill use on page 44). Sabotaging an item a creature wears or carries is not a hostile action for magical effects like invisibility if you give the sabotage a trigger (rather than applying the effect immediately). Light Step [approach] (Ex): You adopt this approach as a swift action while you are using Stealth. You reduce by 5 the penalty to Stealth for moving up to your full speed, for skulking in the open (page 72), as part of creating a diversion to hide, or for relying on positional concealment (page 15). The penalty is reduced by the number of ranks in Stealth you possess instead if that is higher. You abandon the approach when you break Stealth. Startle (Ex): You can outwit any creature unaware of your location because you are using Stealth. Outwitting them breaks Stealth.
Casting Tradition (CAM INT):
Drawbacks: None
Boons: None
Divination sphere: You can predict the future and gain information not available to the usual 5 senses. Divine You may divine to gain information. To divine, you must spend 1 minute meditating, although you may spend a spell point to decrease this time to a single standard action. Divining always has a duration of concentration, but you must spend a full-round action concentrating (you can take no other action except free actions you are flat-footed while concentrating on divining. Divining reveals information from sources within medium range of you as an emanation; it reveals information each round the effect it is maintained. Divining can penetrate most barriers, but 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead blocks it. When you gain the Divination sphere, you gain the ability to divine for magical auras, learning their strength and location. You do not know the exact caster level of an item or spell, but you may sense the aura’s general strength according to the chart below. To determine the spell school or sphere of the effect, you must succeed at a Knowledge (arcana) check with a DC equal to 15 + 1/2 the caster level. Table: Aura Strength Caster Level Aura Strength 1-5 Faint 6-11 Moderate 12-20 Strong 21+ Overwhelming A magical aura lingers after its original source dissipates (in the case of spells and sphere effects) or is destroyed (in the case of a magic item). In such a case, divining reveals an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Table: Lingering Aura Original Strength Duration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6 x 10 minutes Overwhelming 1d6 days When using Spellcraft to identify the properties of a magic item or ongoing effect, you may use divine in place of the detect magic spell. Outsiders and elementals are not magical in and of themselves, but if they are summoned, the conjuration effect registers. Overwhelming Auras: Whenever an individual divines or senses an aura whose strength is overwhelming, from a source whose Hit Dice or caster level is equal to or greater than the caster's character level + 10, that individual becomes stunned for 1 round.
Fast Divinations: Divining takes 1 round instead of 1 minute to perform without a spell point.
Martial Tradition:
Firearm Proficiency: You gain proficiency with all firearms (except siege weapons) and the Gunsmithing feat.
Natural Materials: You do not need kits to create combat or skill sphere effects that do not possess a costly material component (such as an alchemy kit to create formulae from the Alchemy sphere). The materials are assumed to be gathered from your natural environment or generated by you. This talent treats you as always possessing the appropriate kit for combat or skill sphere effects (such as an alchemy crafting kit’s reduced poison crafting time for Alchemy sphere).
You may substitute your practitioner or operative modifier for your Intelligence modifier when attempting Craft checks to create combat or skill sphere effects.
You may take this talent a second time. If you do, you no longer require a free hand to use combat or skill sphere effects based on your creations. This may mean spitting a formula rather than throwing it (using the same range), licking a weapon to poison it, or disgorging a trap or gizmo as you plant it. This does not reduce the action needed to perform any of these actions. In addition, your creations are stored within your body rather than on your person, preventing them from being stolen or sundered.
Scout sphere: Training in the Scout sphere teaches you how to hide from danger, identify potential threats and hazards, track opponents through almost any environment, and identify a creature’s key weaknesses. When you gain the Scout sphere, you gain 5 ranks in the Stealth skill, plus 5 ranks per additional talent spent in the Scout sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Stealth skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature. All practitioners of the Scout sphere gain the following ability: Scout As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.
Alchemy sphere [Poison package]: Training in the Alchemy combat sphere teaches you how to quickly and efficiently combine volatile chemicals for new or enhanced effects. When you gain the Alchemy sphere, you gain 5 ranks in the Craft (alchemy) skill, plus 5 ranks per additional talent spent in the Alchemy sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Craft (alchemy) skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
• Poison: You may create a special poison as a standard action, or a move action if you have access to an alchemist’s lab or alchemist’s crafting kit. This special poison forces the opponent to make a successful Fortitude save against it (saving throw DCs are determined using the normal formula for combat sphere talents but substituting ranks in Craft (alchemy) for base attack bonus) or become fatigued for 1 minute. This poison may be contact, ingested, inhaled, or injury (chosen when created), but you cannot increase its DC by using multiple doses. Some (toxin) talents have additional effects when a creature fails multiple saving throws against a poison; these toxins can affect a creature who has already failed a saving throw against their effects if the target is exposed to additional applications of the same toxin on subsequent rounds, requiring an additional saving throw, though a single target cannot be affected by the same (toxin) more than once per round. The necessary ingredients for creating poison are contained within an alchemy crafting kit or alchemist’s lab and are otherwise gathered over the course of a given day; there is no monetary cost to creating a poison. You may apply this poison to a weapon as part of the same standard or move action used to create it and do not risk poisoning yourself when doing so. After creating a poison, you may make a melee touch attack against a target (if using a contact poison) or throw the poison (if using an inhaled poison) as a standard action. Thrown poisons have a 10 foot range increment. A poison remains potent until used or for 1 round +1 per 4 ranks in Craft (alchemy) you possess, whichever comes first. Inhaled poisons are considered splash weapons that fill up a 10 ft. cube when used. (Toxin) talents modify your poison in some way, causing it to have a variety of different effects. You may apply a single (toxin) talent to your poison at the time of creation. You cannot gain a (formulae) talent unless you possess the (formulae) package, nor a (toxin) talent unless you possess the (poison) package. Note: The Alchemy Sphere and Other Poisons Unless stated otherwise within the talent, Alchemy talents that involve poisons only work for poisons created with the Alchemy sphere itself. They do not improve poisons created through other means, such as traditional crafting or class features from outside the Spheres system.
Traits:
Gift for Magic [Divination]: Whether through ancestry, training, or another personal aspect, your skill with a particular type of magic is far more natural than normal. Benefit: Choose a sphere. You gain a +2 trait bonus to your caster level with that sphere. This bonus cannot cause your caster level to exceed your Hit Dice.
Scout's Eyes: You ignore the -5 penalty on Perception checks when using the Scout sphere’s scout ability.
Feats:
Tabulated Mind: Prerequisite: Divination sphere.
> Benefit: When you concentrate to maintain a divine effect, you are no longer considered flat-footed due to maintaining concentration, and may also take swift or immediate actions during the same action. In addition, as a free action you may spend a spell point to reduce the concentration action for divine effects by 1 step for 1 round per caster level, thus reducing a normally full-round action into a standard action, and also allowing for additional move actions to be performed. If you also possess the boon Easy Focus, you reduce instead the concentration action without spending a spell point to a standard action, allowing for additional move actions, and with spending spell points from 1 full-round action to 1 move action, allowing for additional standard actions.
> Normal: Concentrating on a divine effect is usually a fullround action, while also preventing any other standard, move, immediate and swift actions, and granting the flat-footed condition.
Favored Class Bonus:
Bonus Utility Talent [1/5]
Talents:
Poison Blast (1st level, 5/day): 1d6 + 1 (1/2 character level, min 1) Dark (effectively bludgeoning damage). DC 13 (10 + first class key ability score (Int) + 1/2 character level) Fort or take 1d3 untyped damage per round, for the next 1d4 rounds, or until the affected creature succeeds on their Fort save. Creatures immune to poison only take the initial damage, and automatically resist the subsequent damage per round.
Mental Tidbits
Basic training in alchemical knowledge
Training with general technologies
Contact is known simply as "Aranmir".
HQ is somewhere in the forest north of Stranwell, the Callanite Order appears to live off the grid, for the most part, but has access to modern technology (such as cellphones/smartphones, and a secure satellite uplink).
Sparknotes: Born in a lab, created by the Callanite Order, used as an infiltrator.
Statblock Template
Sigma
N medium humanoid(human) Class 1
Init: +0; Senses: vision; Perception +0; Aura: -;
DEFENSE
AC 10, touch 10, flat-footed 10 (+0 Dex, +0 natural, +0 size)
HP 10(1d10+0 Con Hit Die:d10;
Fort +0, Ref +0, Will +0
OFFENSE
Speed 30 ft.
Melee: unarmed strike +0(1d4+0 B) ;
Ranged: -;
Space 5 ft; Reach 5 ft
Special Attacks:
MAGIC
Caster Level: 0; MSB: +0; MSD: 10; Concentration +0
Tradition: -(Boons: -; Drawbacks: - CAM: -
Spell Points: 1
Sphere sphere - DC 10; Duration: concentration; Range: Medium (110 ft. Package: -; Talents: -; Drawbacks: -;
MARTIAL
Tradition: -; PAM: -;
Sphere sphere - DC 10, Packages: -;
GUILE
Tradition: -; PAM: -;
Sphere sphere - DC 10, Packages: -;
STATISTICS
Str 10(+0) Dex 10(+0) Con 10(+0) Int 10(+0) Wis 10(+0) Cha 10(+0)
Base Atk: +0; CMB: +0; CMD: 10
Feats:
Skills: ; Racial Modifiers: ;
Languages:
SQ:
Combat Gear: ;Other Gear:
GEAR
Item - price: 0 gp; weight: 0 lb(s
Armor - price: 0 gp; weight: 0 lb(s AC bonus: +0; maximum dex: +0; armor check penalty: -0; spell failure chance: 0%; speed(30ft / 20ft): -;
Weapon - price: 0 gp; weight: 0 lb(s dmg(S/M): 1d4 B; critical: 20/x2; range: -; special: -;
SPECIAL ABILITIES
Title (Ex):
ECOLOGY
Environment:
Organization:
Treasure: gear
Words.
Factions: faction +0(unaffiliated)
Wealth Tracker
Pocket Change (~$50)
+$55 (completing inspection of the haunted duplex)
+$960 (age ointment sale)
-$480 (paid for ointment materials)
-$54 (hotel room for one night)
+$85 (earned for making cosmetics)
+$55 (completing inspection of the haunted duplex)
+$960 (age ointment sale)
-$480 (paid for ointment materials)
-$54 (hotel room for one night)
+$85 (earned for making cosmetics)
Appearance
Mentality
Known Languages
Almerican, Sinumese, Terran, Aquan, Ignan, Auran, Gnomish, hints of Hellasi
Personality
The major events and journals in Sigma-45's history, from the beginning to today.
The list of amazing people following the adventures of Sigma-45.
Social