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Table structure:

  • Name - Wikitext
  • Type - Wikitext
  • SneakAttack - Wikitext
  • Prerequisites - Wikitext
  • Short - Wikitext
  • Benefit - Wikitext

This table has 134 rows altogether.

Page Name Type SneakAttack Prerequisites Short Benefit
Hedgemage/Hedgemage Secrets Alchemy The hedgewitch gains one of the following alchemist’s discoveries, treating her hedgewitch levels as alchemist levels when meeting its prerequisites and determining its effects: Dilution, Spontaneous Healing, Healing Touch, Mutagen, Cognatogen, Enhance Potion, Extend Potion, Eternal Potion, Elixir of Life, Concentrated Poison. You may gain this secret multiple times. Each time it is selected, gain another discovery.
Hedgemage/Hedgemage Secrets Artificer Gain one Item Creation feat of your choice for which you meet the prerequisites. You may gain this secret multiple times. Each time it is taken, gain a different Item Creation feat.
Hedgemage/Hedgemage Secrets Combatant You gain proficiency with medium armor, shields (but not tower shields), and 1 martial weapon of your choice. You may count half your hedgewitch levels as fighter levels when meeting combat feat prerequisites.
Hedgemage/Hedgemage Secrets Covenant Select an alignment from the following list: chaos, evil, good, or law. This must be an alignment you possess (if you are neutral, you may choose any of the above alignments for this purpose). You gain an aura of your chosen alignment as a cleric of equal level.

In addition, you may detect your opposite alignment (good and evil oppose one another, just as law and chaos oppose one another) as if using the detect alignment Divination ability. To use this ability, you must spend a move action and focus on a single item or creature within 60 feet. You do not detect alignment in any other object or creature when using this ability in this way.

Hedgemage/Hedgemage Secrets Cursed Choose an oracle curse. You gain this curse and its associated benefits, using your hedgewitch level as your effective oracle level. If you already possess an oracle’s curse (or gain one later), this instead allows your hedgewitch levels to stack with the levels of the class that grants access to the oracle’s curse.

Note that some oracle curses (such as haunted) grants a benefit that is not easily translated to the Spheres of Power system, and would most likely not be an advisable choice.

Hedgemage/Hedgemage Secrets Dreamwalker You gain the Dreamspace feat as a bonus feat, even if you do not meet the prerequisites.
Hedgemage/Hedgemage Secrets Extra Concoctions Increase the number of concoctions you may create in a day by 2. If you cannot create concoctions, you may create 2 per day. You may select this secret multiple times. The effects stack.
Hedgemage/Hedgemage Secrets Extra Spell Points Increase your spell pool by 2 spell points. You may select this secret multiple times. The effects stack.
Hedgemage/Hedgemage Secrets Familiar You gain a familiar as the wizard class feature, using your hedgewitch level as your wizard level for this purpose.
Hedgemage/Hedgemage Secrets Green Magic You gain the Wild Empathy and Woodland Stride druid class features.
Hedgemage/Hedgemage Secrets Metamagic Feat Gain one metamagic feat of your choice for which you meet the prerequisites. You may gain this secret multiple times. Each time it is taken, gain an additional metamagic feat.
Hedgemage/Hedgemage Secrets Poppet You can create a poppet that possesses a sympathetic link to a creature, allowing you to affect them with your magic regardless of distance.

To create a poppet, you must personally collect a specimen directly from the creature body, such as a hair, a nail cutting, or drop of blood. Within 24 hours of collection, you must create a small poppet that incorporates the entire specimen, a process that takes 1 full minute and requires common materials of negligible cost (such as a handful of straw, mud, or wood). The poppet lasts indefinitely once created.

When you use a sphere ability, you may target the poppet to affect the creature it was made from, allowing you to affect them regardless of distance or line of sight, though they must be on the same plane. The sympathetic link makes the creature immediately aware of the incoming effect and allows them to defend against it without being surprised or asleep, though they are not made aware of the magic’s precise nature or source. After conveying magic once the poppet crumbles, becoming useless.

You may only possess a number of poppets equal to your casting ability modifier at one time, and only one poppet at a time for any given creature. If you collect a sample for a new poppet that would put you over these limits, an older poppet crumbles (either the already existing poppet for the creature targeted if you have one, or one of your choice if you don’t).

Hedgemage/Hedgemage Secrets Potent Concoctions Your concoctions last 1 hour per hedgewitch level before they become inert instead of only lasting 1 hour.
Hedgemage/Hedgemage Secrets Skilled Magic You gain one of the following feats: Cantrips, Counterspell, Ritual Caster. You must meet the prerequisites of the feat. You may select this secret multiple times. Each time it is selected, gain an additional feat.
Hedgemage/Hedgemage Secrets Spiritualist You may make Knowledge checks untrained. Whenever you make a Knowledge check, roll twice and take the higher result.
Hedgemage/Hedgemage Secrets Store Potion You may drink a potion, poison, or concoction without applying the effects to yourself. Instead, you may touch a target as a standard action and grant the effects to that target. You cannot store more than 1 potion, poison, or concoction at a time in this manner, and if storing a concoction, the concoction still loses its potency if not used in time.
Hedgemage/Hedgemage Secrets Surgeon Using the Heal skill to treat deadly wounds takes 10 minutes instead of 1 hour.

In addition, you heal the target 2 hit points per HD instead of 1 hit point per HD.

Hedgemage/Hedgemage Secrets Swift Poison You may apply poison to a weapon as a move action instead of a standard action.
Hedgemage/Hedgemage Secrets Time You gain the Time Sphere as bonus magic talent. If you already have this sphere, you may choose any talent you qualify for from the Time sphere in its place.
Hedgemage/Hedgemage Secrets Transmuter You may treat your character level as your caster level for the purposes of create effects from the Creation Sphere.
Rage Powers Animal Fury Ex While raging, the barbarian gains a bite attack. If used as part of a full attack action, the bite attack is made at the barbarian's full base attack bonus –5. If the bite hits, it deals 1d4 points of damage (assuming the barbarian is Medium; 1d3 points of damage if Small) plus half the barbarian's Strength modifier. A barbarian can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the barbarian against the target this round are at a +2 bonus.
Rage Powers Guarded Stance Ex The barbarian gains a +1 dodge bonus to her Armor Class against melee attacks for a number of rounds equal to the barbarian's current Constitution modifier (minimum 1). This dodge bonus increases to +2 at 6th level. Activating this ability is a move action that does not provoke an attack of opportunity.
Rage Powers Intimidating Glare Ex The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.
Rage Powers Knockback Ex Once per round, the barbarian can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.
Rage Powers Low-Light Vision Ex The barbarian's senses sharpen and she gains low-light vision while raging.
Rage Powers Moment of Clarity Ex The barbarian does not gain any benefits or take any of the penalties from rage for 1 round. Activating this power is a swift action. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against her total number of rounds of rage per day. This power can only be used once per rage.
Rage Powers Night Vision Su low-light vision as a rage power or a racial trait The barbarian's senses grow incredibly sharp while raging and she gains darkvision 60 feet.
Rage Powers No Escape Ex The barbarian can move up to double her normal speed as an immediate action but she can only use this ability when an adjacent foe uses a withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. The barbarian provokes attacks of opportunity as normal during this movement. This power can only be used once per rage.
Rage Powers Powerful Blow Ex The barbarian gains a +1 bonus on a single damage roll. This bonus increases to +2 at 4th level. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.
Rage Powers Quick Reflexes Ex While raging, the barbarian can make one additional attack of opportunity per round.
Rage Powers Raging Climber Ex When raging, the barbarian adds her level as an enhancement bonus on all Climb skill checks.
Rage Powers Raging Leaper Ex When raging, the barbarian adds her level as an enhancement bonus on all Acrobatics skill checks made to jump. When making a jump in this way, the barbarian is always considered to have a running start.
Rage Powers Raging Swimmer Ex When raging, the barbarian adds her level as an enhancement bonus on all Swim skill checks.
Rage Powers Renewed Vigor Ex 4th level barbarian As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. This power can be used only once per day and only while raging.
Rage Powers Rolling Dodge Ex The barbarian gains a +1 dodge bonus to her Armor Class against ranged attacks for a number of rounds equal to the barbarian's current Constitution modifier (minimum 1). This bonus increases to +2 at 6th level. Activating this ability is a move action that does not provoke an attack of opportunity.
Rage Powers Roused Anger Ex The barbarian may enter a rage even if fatigued. While raging after using this ability, the barbarian is immune to the fatigued condition. Once this rage ends, the barbarian is exhausted for 10 minutes per round spent raging.
Rage Powers Scent Ex The barbarian gains the scent ability while raging and can use this ability to locate unseen foes.
Rage Powers Strength Surge Ex The barbarian adds her barbarian level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action. This power can only be used once per rage.
Rage Powers Superstition Ex The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases to +3 at 4th level. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
Rage Powers Surprise Accuracy Ex The barbarian gains a +1 morale bonus on one attack roll. This bonus increases to +2 at 4th level. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.
Rage Powers Swift Foot Ex The barbarian gains a 5-foot enhancement bonus to her speed. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack.
Rogue Talents Adrenal Reaction Ex Make an attack as an immediate action when you regain hit points. When you regain hit points, you may make an attack as an immediate action. You may not use this ability again until at least 1 minute has passed.
Rogue Talents Assault Leader When you miss, allow a flanking ally to make a single melee attack. Once per day, when the rogue misses with an attack on a flanked opponent, she can designate a single ally who is also flanking the target that her attack missed. That ally can make a single melee attack against the opponent as an immediate action.
Rogue Talents Black Market Connections Ex You have better access to magic items. A rogue with this talent gains better access to magic items from black market connections. She treats every settlement as one size greater (see Table: Settlement Statistics) for the purpose of determining the gp limit of the base value of items for sale, as well as the number of minor, medium, and major magic items for sale in the settlement. If the settlement is already a metropolis, all minor and medium magic items are for sale, as well as 3d8 major magic items.

With a successful Diplomacy check, the rogue can treat the settlement as two sizes larger. If the settlement is already a metropolis and she succeeds at the check, all magic items are for sale. If the settlement is already a large city and she succeeds at the check, all minor and medium magic items are for sale, as well as 3d8 major magic items.

With a successful check, the rogue can also sell stolen items on the black market. If the check fails by 5 or more, the rogue does something to spook the market, and treats the city as normal for 1 week. Furthermore, those in control of the black market may alert the authorities to the rogue’s presence in an act of reprisal for spooking the market or to divert attention away from their illicit activities. The DCs of the checks are by settlement size and are given in the table.

Community Size DC Community Size DC
Thorp 10 Large Town 20
Hamlet 12 Small City 25
Village 15 Large City 30
Small Town 18 Metropolis 35
Rogue Talents Bleeding Attack Ex Yes Cause opponents damaged by your sneak attack to bleed. A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a successful DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any damage reduction the creature might possess.
Rogue Talents Camouflage Ex Gain a bonus to Stealth checks in certain terrains. A rogue with this talent can craft simple but effective camouflage from the surrounding foliage. The rogue needs 1 minute to prepare the camouflage, but once she does, it is effective for the rest of the day or until the rogue fails a saving throw against an area-effect spell that deals acid, cold, or fire damage, whichever comes first. The rogue gains a +4 bonus on Stealth checks while within terrain that matches the foliage used to make the camouflage. This ability cannot be used in areas without natural foliage.
Rogue Talents Canny Observer Ex Gain a +4 bonus to certain Perception checks. When a rogue with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus.
Rogue Talents Certainty Ex Rogue's Edge Reroll a skill check for a skill which you selected with rogue's edge. The rogue chooses one of the skills she selected with rogue’s edge. Once per day, the rogue can reroll a skill check she just made with the selected skill and take the better result. She can use this reroll with the selected skill one additional time per day at 10th level and every 5 levels thereafter. A rogue can select this talent multiple times. Each time, the rogue must choose a different skill. A rogue must have the rogue’s edge class feature before selecting this talent.
Rogue Talents Chance Feat Gain a chance feat. A rogue may gain any chance feat that she qualifies for in place of a rogue talent.
Rogue Talents Combat Swipe Gain Improved Steal as a bonus feat, and qualify for Greater Steal. A rogue with this talent gains Improved Steal as a bonus feat. At 6th level, she is treated as if she met all the prerequisites for Greater Steal (although she must take the feat as normal).
Rogue Talents Combat Trick Gain a bonus combat feat. A rogue who selects this talent gains a bonus combat feat.
Rogue Talents Deft Palm Ex Use Sleight of Hand to conceal a weapon in plain sight. A rogue with this talent can make a Sleight of Hand check to conceal a weapon while holding it in plain sight, even while she is being observed.
Rogue Talents Esoteric Scholar Ex Make a Knowledge check even when untrained. A rogue with this talent can attempt any Knowledge skill check, even if she is not trained in that Knowledge skill.
Rogue Talents Expert Leaper Ex Make longer jumps and fall more gracefully. When using the Acrobatics skill to jump, a rogue with this talent is always considered to have a running start and adds her rogue level to the check result. Whenever she deliberately falls, a successful DC 15 Acrobatics check allows her to ignore the first 20 feet fallen. For every 5 by which she exceeds the DC of this check, she can ignore an additional 10 feet of distance fallen.
Rogue Talents Extinguishing Strike Ex Yes When you hit a creature with a melee attack that deals sneak attack damage, any non-magical light sources worn or carried by the creature are extinguished. When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, any non-magical light sources worn or carried by the creature (such as lit torches, lanterns, or sunrods) are automatically extinguished. Once per day, the rogue can use this ability to also attempt a dispel check (as per dispel magic) against any magical sources of light a target carries, using her rogue level as the caster level.
Rogue Talents Fast Stealth Ex Move at full speed while using Stealth. This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Rogue Talents Flaying Slice Ex Reduce target's natural armor with sneak attack. When you do precision damage to a creature, you may open a wound that allows you and your allies to more easily penetrate their flesh.

When you successfully sneak attack a creature, you may spend up to half your sneak attack dice to reduce the creature’s natural armor class by 1 for each die spent, to a minimum of 0. You may do this multiple times with multiple strikes. The loss of natural armor lasts until the creature heals at least 5 hit points per point of natural armor lost.

Rogue Talents Follow Clues Ex Use Perception to follow tracks. A rogue with this talent can use Perception to follow tracks as per the Survival skill.
Rogue Talents Getaway Artist Ex Add Fly, Handle Animal, and Ride to your list of class skills. A rogue with this talent adds Fly, Handle Animal, and Ride to her list of class skills, and gains a +2 bonus on all driving checks.
Rogue Talents Hold Breath Ex Hold your breath longer. A rogue with this talent doubles the amount of time she can hold her breath.
Rogue Talents Know How To Bleed Ex When heavily injured, feint as a swift action. By exaggerating injuries, you can gain the upper hand in combat. Whenever you are hit for more than 20 hit points of damage in a single round, you can, until then end of your next turn, feint as a swift action.
Rogue Talents Lasting Poison Ex Poison applied to a weapon lasts for two successful attacks. A rogue with this talent can apply poison to a weapon in such a way that it is effective for a number of successful attacks equal to her Dexterity modifier (minimum two) instead of one. This poison has a reduced effect, however, and saves made against the poison gain a +2 circumstance bonus. Applying poison in this way is a full-round action, or a standard action if the rogue has the swift poison rogue talent.
Rogue Talents Ledge Walker Ex Move along narrow surfaces at full speed using Acrobatics. This ability allows a rogue to move along narrow, uneven, or slippery surfaces (such as ice) at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along such surfaces, and retains her Dexterity bonus to AC.
Rogue Talents Magical Trapfinding Ex Gain the ability to disable magical traps. A rogue with this talent can use Disable Device to disarm magic traps.
Rogue Talents Nimble Climber Ex Stop a fall while climbing by making a Climb check. Whenever the rogue fails a Climb check by 5 or more, she can attempt a Reflex save (using the same DC as the Climb check) to catch herself and avoid falling.
Rogue Talents Poison Use Ex You are trained in the use of poison, and can’t accidentally poison yourself when applying poison to a weapon. The rogue is trained in the use of poison, and can’t accidentally poison herself when applying poison to a weapon.
Rogue Talents Positioning Attack Ex When you hit, reposition yourself around the target. Once per day, when a rogue with this talent hits a creature with a melee attack, she can move up to 30 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the creature hit with the melee attack.
Rogue Talents Powerful Sneak Ex Yes Take attack roll penalty to reroll sneak attack dice. Whenever a rogue with this talent takes a full-attack action, she can take a –2 penalty on all attack rolls until the start of her next turn. If she does, she can reroll any sneak attack damage dice that result in 1s. She can reroll multiple dice, but she can’t reroll any individual die more than once per attack.
Rogue Talents Quick Disable Ex Disable a trap in half the normal amount of time. It takes a rogue with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round). When she uses Disable Device to open a lock that would normally take a full-round action to open, she reduces the duration to a standard action.
Rogue Talents Quick Disguise Ex Reduce the amount of time needed to create a disguise. A rogue with this talent can use the items at hand and seemingly innocuous material hidden on her person to create startlingly effective disguises, reducing the amount of time it takes to create a disguise using the Disguise skill. The time needed for the rogue to alter her appearance in this manner is based on the complexity of the disguise, as noted on the following table. The times are cumulative, so if a female rogue wants to disguise herself as a male of a different race, that takes 2 minutes.
Disguise Time Disguise Time
Minor details only full-round action
Disguise as a different gender 1 minute Disguise as a different age category 1 minute
Disguise as a different race 1 minute Disguise as a different size category 1 minute
Rogue Talents Resiliency Ex Gain temporary hit points to avoid dying. Once per day, a rogue with this ability can gain a number of temporary hit points equal to twice her rogue level. Activating this ability is an immediate action that can be performed only when the rogue is brought to below 0 hit points. This ability can be used to prevent the rogue from dying. These temporary hit points last for 1 minute. If the rogue’s hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.
Rogue Talents Rogue Crawl Ex Move at half speed & reduced penalties while prone. While prone, a rogue with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A rogue with this talent can take a 5-foot step while crawling, and she reduces her attack roll and AC penalties for being prone by 2.
Rogue Talents Rope Master Ex Move at normal speed when using a rope while climbing. A rogue with this ability can move at her normal speed when using rope on a Climb check, can take 10 when using Acrobatics to move over narrow surfaces even when in danger or distracted, and gains a +4 bonus when determining the DC to escape bonds when she ties up a creature.
Rogue Talents Slow Reactions Ex Yes Opponents damaged by your sneak attack may not make attacks of opportunity. Opponents damaged by the rogue‘s sneak attack can’t make attacks of opportunity for 1 round.
Rogue Talents Stand Up Ex Safely stand up from prone as swift action, or stand up as a free action that provokes AoO’s. A rogue with this ability can stand up from a prone position as a swift action without provoking attacks of opportunity, or as a free action that provokes attacks of opportunity.
Rogue Talents Stolen Blood Su After sneak attack healing to the target is gained by your instead. Whenever you do precision damage to a creature, until the end of your next turn any hit points that creature regains are gained by you instead. The creature may make a Will save with a DC equal to 10 + 1/2 your rogue level + your Dex bonus to negate this effect.
Rogue Talents Strong Stroke Ex Rolls twice when making Swim checks and take the better result. A rogue with this talent rolls twice when making Swim checks and takes the better result. If she already rolls twice while making a Swim check because of another ability or effect, she gains a +2 insight bonus on both of those rolls instead. If the rogue is under the effect of a spell or ability that forces her to roll two dice and take the worse result, she only needs to roll 1d20 while making Swim checks.
Rogue Talents Survivalist Ex Add Heal and Survival as class skills. A rogue with this talent adds Heal and Survival to her list of class skills.
Rogue Talents Terrain Mastery Ex Gain a favored terrain. A rogue with this talent gains a favored terrain, as the ranger class feature of the same name, but the bonus does not increase with her level. A rogue can select this talent multiple times, each time applying it to a new terrain.
Rogue Talents Trap Spotter Ex Receive a Perception check whenever you come within 10 feet of a trap. Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.
Rogue Talents Underhanded Trick You gain Improved Dirty Trick as a bonus feat, even if you do not meet the prerequisites. A rogue who selects this talent gains Improved Dirty Trick as a bonus feat, even if she does not meet the prerequisites. At 6th level, she is treated as if she meets all the prerequisites for Greater Dirty Trick (although she must take the feat as normal). If she succeeds in giving her target the blinded condition, the target cannot remove the condition during the first round of blindness.
Rogue Talents Wall Scramble Ex Roll twice when making Climb checks and takes the better result. A rogue with this talent rolls twice when making Climb checks and takes the better of the two rolls. If she already rolls twice while making a Climb check because of another ability or effect, she gains a +2 insight bonus on both of those rolls instead. If the rogue is under the effect of a spell or ability that forces her to roll two dice and take the worse result, she only needs to roll 1d20 while making Climb checks.
Scholar/Material Impositions Ammonium Nitrate Advanced research into various chemical reactions has taught the scholar how to create a substance that can drastically lower temperatures, or even freeze an opponent solid. The scholar may activate this imposition in two ways:

First, she may use it to lower the ambient temperature in an area, protecting herself and every creature within 30 ft. from the effects of extreme heat, such as heat exhaustion and nonlethal damage for 10 minutes; this cooling effect can even protect the scholar and her allies from the heat of lava, cooling molten stone within the radius of the effect and allowing the scholar and her allies to safely traverse it. Creatures within the radius of this effect also gain fire resistance equal to the scholar’s class level, or increase any fire resistance they currently possess by the same amount.

Secondly, she may make a single ranged touch attack against an opponent within 30 ft.; on a successful attack the opponent takes 1d8 cold damage for every five class levels the scholar possesses (rounded down, minimum 1d8), and must make a Fortitude save or be frozen solid in a block of ice for 1 round, plus 1 round per class level. (this ability can affect objects and undead). While trapped in the ice, the creature is paralyzed but does not need to eat or breathe for the duration of the effect, and any physical attack or damaging spell deals damage to the ice first and cannot harm the trapped creature until the ice is destroyed, which ends all other effects of this ability. The ice has 20 hit points and hardness 0.

Glacial Percussion [explosive]: Mixing various freezing compounds into her flashbangs, the scholar allows them to deal an additional 1d6 cold damage per two class levels she possesses, and creatures that fail their Fortitude save are staggered for 1d4 rounds in addition to the flashbang’s normal effects. If the scholar hits a target that is already staggered with this effect, the target is instead paralyzed for 1 round.

Scholar/Material Impositions Aspect Infusion The scholar learns how to combine a small sample of a chosen element with other materials to grow a living elemental that they can keep in a small

container, such as a bottle or potion vial.

When this imposition is chosen, the scholar selects one of the following: air, earth, fire, or water. The scholar may grow a small elemental of this type during an 8 hour rest; at 5th level, the scholar increases the size and power of the elemental she can grow in this way to a medium elemental.

The scholar may activate this imposition to release the elemental from the vial, allowing it to aid her on and off the battlefield. The elemental understands the scholar and follows her commands to the best of its ability. If the elemental moves more than 100 ft. away from the scholar, it disperses 1d4 rounds later, regardless of whether or not it returns to the scholar’s side during that time. The scholar cannot have more than one elemental active with this ability at a time, and activating another imposition dismisses the elemental, causing it to return to its vial.

As long as the elemental is not destroyed, banished, or dispersed, it can be reclaimed into its vial as a swift action.

Elementals conjured in this way are treated as summoned creatures for spells and effects.

Elemental Enhancement [explosive]: As long as the scholar is adjacent to an active elemental from this imposition’s primary effect, she may use it to augment her flashbangs with elemental power, allowing them to deal damage of the type matching her elemental. Targets must make a Reflex save instead of the normal Fortitude save; in addition to the normal effects of the flashbang, the scholar deals an amount of additional damage of the chosen element type (air deals electricity damage, water deals cold damage, earth deals acid damage, and fire deals fire damage) equal to 1d6 per scholar level. Creatures who succeed on their Reflex save take 1/2 damage and are not subject to the flashbang’s normal effects.

Special: The scholar may choose this imposition more than once, selecting a different element each time.

Scholar/Material Impositions Belladonna Barrier The scholar activates this imposition by quickly mixing a piece of belladonna root with several other herbs and minerals and then ingesting it or feeding it to an adjacent ally. This mixture protects the target from being subjected to the belladonna’s poison, and confers several of its properties to them.

First, the target is immune to lycanthropy; if the target has already been afflicted with lycanthropy, they cannot be affected by or benefit from any of its effects for the duration of this ability.

Secondly, the target gains a circumstance bonus to their armor class against all natural attacks equal to the scholar’s Intelligence bonus. These effects last for a number of rounds equal to the scholar’s Intelligence bonus.

In addition, her work with belladonna has made the scholar particularly adept at treating and preventing poisoning; whenever the scholar uses her medical training or advanced medical training on a creature, the subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the effect’s duration does not affect the subject until the effect’s duration has expired, though the duration of the effect continues to expire as normal; this does not reverse instantaneous effects of poison that have already occurred, such as hit point damage, temporary ability damage, or effects that don’t go away on their own.

Belladonna Bursts [explosive]: The scholar may enhance her flashbangs with crushed belladonna, causing targets who fail their save to take 1d6 points of Strength damage in addition to the normal effects. This is a poison effect, and creatures with resistance to poison apply that resistance to their save against the flashbang’s effects.

Scholar/Material Impositions Black Cat The scholar must have the small animal training scholar’s knack or have gained a familiar from another source to select this imposition.

Familiars belonging to scholars with this ability always take the form of a black cat and cannot be exchanged for other creatures with the Improved Familiar feat or large animal training knack unless that creature is also feline in appearance in its natural form (such as a cait sith or panther); if the scholar had an animal other than a cat as her familiar before gaining this imposition her connection with it is broken and the black cat drives it away.

The scholar can activate this imposition to cause her black cat to set off a series of minor events that result in remarkably bad luck for anyone affected; all creatures within 20 ft. of the black cat other than the scholar take a -2 penalty on attack rolls, Dexterity-based skill checks, and Perception checks for a number of rounds equal to the scholar’s Intelligence bonus (minimum 1); this penalty increases by an additional -1 at 5th level and every 5 levels thereafter.

Scholar/Material Impositions Brimstone Brimstone, also known as sulfur, has effects that can ward off illness and disease when used in small and controlled amounts.

The scholar may activate this imposition by snapping a small piece of brimstone in two and placing it in a vest pocket or pouch resting between the nose and heart of a target creature within reach, granting a +1 competence bonus to Fortitude saves, increasing to +2 at level 5. This bonus lasts for a number of minutes equal to 1 + her Intelligence modifier.

While a creature is benefiting from this imposition, any time a creature attempts a bite or swallow whole against them, that creature must succeed at a Fortitude saving throw or be nauseated for 1 round.

Sulfuric Detonations [explosive]: The scholar may enhance her flashbangs with large doses of brimstone, causing them to smoke and burn. In addition to the flashbang’s normal effects, the target also takes 1d6 points of fire damage per 2 class levels the scholar possesses; creatures who succeed on their Fortitude save against the flashbang take 1/2 damage from this effect. In addition, noxious smoke fills a radius around the target equal to 5 ft. + 5 ft. per four class levels the scholar possesses, causing any creature that is in the smoke to make a Fortitude save against the flashbang’s original DC or be sickened for as long as they remain in the effect and for 1d4 rounds thereafter. The smoke dissipates naturally after 1 minute, and is dispersed in 1 round by strong or stronger winds.

Scholar/Material Impositions Crystalline Focus Some crystals are believed to assist with clarity, memory, and mental focus. The scholar learns to create small amulets or charms incorporating such crystals using crystals or precious gemstones, costing 8 hours and 100 gp times the scholar’s class level to create. A crystalline focus may be sold for 1/2 its crafting cost, as long as it is currently functioning.

As long as the scholar or an ally is wearing this amulet, they gain an insight bonus to concentration checks and Sense Motive checks equal to 1/2 the scholar’s class level (minimum 1), as determined at the time the amulet or charm was created. The scholar may rework a crystalline focus after leveling up to increase its bonus based on her current class level by paying the difference between its original crafting cost and the cost of creating one based on her current level. These charms do not occupy an item slot, but wearing more than one has no additional effect.

The exact cleanliness, positioning, and presentation of the crystals to receive these benefits is very important, and extremely distressing events that would jostle or damage the charm, such as the wearer failing a Reflex saving throw or suffering a critical hit, have a 50% chance of throwing the charm out of alignment, breaking it and ending its benefits until the scholar spends at least 1 hour re-attuning it. A scholar who would lose a crystalline focus she is wearing in such a manner may expend her martial focus as an immediate action to prevent the charm from breaking. The scholar may create a purposely weaker foci, in which case the cost and bonuses are both reduced.

Scholar/Material Impositions Dowsing Rod The scholar’s studies have taught her how to identify objects that serve as natural dowsing rods capable of leading her towards a person, place, or thing.

The scholar must have seen the thing she seeks or an accurate representation of it (such as a detailed portrait) in order for this ability to work. If searching for a non-specific type of thing (such as the nearest body of water, the nearest city, etc.) the scholar need not have seen it or a representation before, but the rod becomes much less accurate, and may lead to something other than what she seeks (for example, a scholar seeking the nearest body of water could be led to a puddle or the ocean, and one seeking the nearest city could be led to a bustling metropolis or the ruins of an ancient civilization).

Once activated, the dowsing rod will always point towards the desired target, though it gives no indication as to the target’s distance and always points directly towards it, regardless of obstacles. If the target is protected by a nondetection spell or similar effect, the scholar uses her class level as her caster level when determining if her dowsing rod can pierce the effect. This is a supernatural effect, except for when using it to locate the nearest body or source of water, in which case it can be used as an extraordinary ability

Scholar/Material Impositions Gold Gold is the metal most closely associated with the sun, willpower, and vitality. By following a carefully designed formula and creating a small structure in an adjacent square using at least 50 gp worth of gold, the scholar and all allies in a 30 ft. radius of the structure are protected from the powers of negative energy and undeath, gaining a +2 morale bonus to saving throws against death effects, disease, and paralysis effects for a number of minutes equal to 1/2 her class level (minimum: 1). This bonus increases to +4 at 5th level.

In addition, any undead creature attempting to enter the protected radius of the structure must succeed on a Will save or find itself prevented from entering. The structure can be destroyed if it takes a number of points of damage equal to 5 times the scholar’s class level; as long as the structure is not destroyed, the scholar can retrieve it and recoup the gold used in its construction as a move action.

Purifying Detonations [explosive]: The scholar learns how to mix small amounts of gold flakes and holy water into her flashbangs, allowing her to damage undead with positive energy in addition to the flashbang’s normal effects, though the target must make a Will save instead of the Fortitude save normally granted. Undead creatures targeted by this ability take 1d6 points of positive energy damage per class level the scholar possesses. This ability has no effect on living creatures, unless they are also damaged by positive energy, such as most dhampirs. Undead who succeed on their Will save take 1/2 damage from this effect.

Scholar/Material Impositions Howling Herbology The mandrake root is feared in myth and legend for its ability to rend the life from mortals with its banshee-like wail. The scholar knows that while much of this is simply myth, the root does contain certain properties that gave rise to the legends.

By ingesting a small portion of ground mandrake root mixed with various catalyzing agents, the scholar is able to unleash a piercing scream that deals an amount of sonic damage equal to 1d4 per class level to all creatures within a 30 ft. radius (Fortitude save for half). This ability affects objects and undead. The scholar herself is immune to the damage from this effect.

Sonic Shriekers [explosive]: Scholars with the howling herbology material imposition may enhance their flashbangs with mandrake root, granting them thunderous power. In addition to the flashbang’s normal effects, the target also takes 1d6 points of sonic damage per class level the scholar possesses, and the DC for Fortitude saves against flashbangs modified with this imposition increases by 1 or by 2 at 5th level. Creatures who succeed on their Fortitude save against the flashbang take 1/2 damage from this effect. The damage and effects from this ability apply to objects and undead.

Scholar/Material Impositions Lodestone Lodestone’s unusual properties often seem like magic to the uninitiated, but to the scholar, it is a predictable and reliable tool. The scholar may activate this imposition in one of two ways:

firstly, the scholar may draw one primarily metal item or creature within 60 ft. + 10 ft. per class level directly towards herself. This item or creature cannot weigh more than 50 lbs. per class level the scholar possesses, and if it is a living creature or an item held by a living creature, the scholar must succeed on a combat maneuver check against the opponent’s CMD, using her class level in place of her base attack bonus and her Intelligence modifier in place of her Strength modifier for the check. Upon a successful use of this ability, the targeted creature or item is moved up to 10 ft. per class level directly towards the scholar; if this ability is used on a creature, this movement provokes attacks of opportunity.

Secondly, the scholar may use this ability to repel all metal creatures or objects within a 30 ft. radius; this ability cannot effect a single item or creature whose weight is more than 50 lbs. per class level the scholar possesses. Any unattended metal objects within the radius of this effect are immediately moved directly away from the scholar to the first legal square outside of the effect’s radius; when the scholar activates this ability, she makes a single combat maneuver check using her class level in place of her base attack bonus and her Intelligence modifier in place of her Strength modifier and compares the result against the CMD of all metal creatures or creatures wielding metal equipment within the area’s effect, moving any creature whose CMD her check exceeds directly away to the first legal square outside of the effect’s radius. Creatures wielding metal weapons may choose to drop them rather than be subject to this ability’s effects, but creatures wearing metal armor are treated as metal creatures for determining this ability’s effects.

Magnetic Bursts [explosive]: Scholars with the lodestone material imposition may enhance their flashbangs with lodestone flakes that cling to the target, making it easier for metallic weapons, or weapons whose primary damage-dealing apparatus is composed of metal, such as spear or arrowheads, to hit the target. For the next 1d4 rounds, any attack made with a metal weapon against a target who has failed their save against a flashbang modified with this explosive gains a +1 circumstance bonus to the attack roll, +1 for every 3 class levels the scholar possesses.

Scholar/Material Impositions Magnesium The scholar has learned to distill magnesium into a highly reactive material that, when ignited, burns at extreme temperatures and sheds a brilliant white light.

Activating this imposition gives the scholar a brilliant magnesium torch that can be wielded as a light weapon the scholar is proficient with, dealing 1d6 fire damage with an 18-20/x2 critical range and multiplier. This torch sheds bright light to a range of up to 30 ft., +5 ft. per 2 class levels, and increases the light level by one step within twice that range.

This effect automatically dispels any darkness effect within its area whose spell level is equal to or less than half the scholar’s class level (rounded down), as well as any darkness effects from the Dark sphere whose effective caster level is lower than the scholar’s class level.

Whenever the scholar confirms a critical hit against a target with this weapon, they catch fire, taking 1d6 points of fire damage each round. A creature ignited by this ability is entitled to a Reflex saving throw at the start of their turn each round to attempt and extinguish the flame. If the fire is not extinguished, it burns out naturally after 1 minute.

The scholar must have a hand free when she activates this imposition, otherwise the torch falls to the ground in an adjacent square, causing any unattended flammable items or substances in that square to catch fire.

Sun Flare [explosive]: The scholar mixes a blend of magnesium and phosphorescent materials into her flashbangs, allowing them to cause targets who fail their save against them to be blinded and shed bright light out to 30 ft. +5 ft. per two class levels for 1 round per class level. This effect automatically dispels any darkness effect within its area whose spell level is equal to or less than half the scholar’s class level (rounded down), as well as any darkness effects from the Dark sphere whose effective caster level is lower than the scholar’s class level. If the scholar’s flashbangs would normally be capable of blinding due to the scholar having at least 5 ranks in Craft (alchemy), the duration of this effect is doubled.

Scholar/Material Impositions Ooze The scholar’s alchemical studies branch out into learning how to cultivate, manipulate, and establish mastery over the strange creatures known as oozes.

The scholar may grow a simple garden ooze in a specially prepared vial during an 8 hour rest; at 5th level she learns to cultivate an ochre jelly instead.

The scholar may activate this imposition to release the ooze from the vial, allowing it to quickly reconstitute and aid her on the battlefield. The ooze understands basic commands such as “attack”, “defend”, or “move” from the scholar and follows them to the best of its ability. If the ooze moves more than 100 ft. away from the scholar, it begins to lose cohesion and dissolves 1d4 rounds later, regardless of whether or not it returns to the scholar’s side during that time. The scholar cannot have more than one ooze active with this ability at a time, and activating another imposition dismisses the ooze, causing it to return to its vial. The scholar can only have a total number of prepared or captured oozes equal to 1 + her Intelligence bonus. If an ooze is split by an attack, the scholar retains control of one of the oozes (chosen at the time the split occurs), but the other ooze becomes its own creature and acts according to its own impulses, as do any future oozes split off such an independent ooze.

As long as the ooze is not destroyed, banished, or dispersed, it can be reclaimed into its vial as a swift action. Oozes conjured in this way are treated as summoned creatures for spells and effects.

Alchemical Solvent [explosive]: The scholar mixes special solvents into her flashbangs that dissolve the flesh of non-ooze creatures. In addition to the flashbang’s normal effects, the target takes 1d4 acid damage per class level the scholar possesses; creatures who succeed on their saving throw take half damage from this effect. When a flashbang modified with this explosive is used against a creature of the ooze type, instead of dealing additional acid damage the target takes a -5 penalty to its saving throw and is stunned for 1d4 rounds if it fails its saving throw. If the scholar does not have an ooze currently active through this imposition, she may spend a full-round action to attempt to capture the ooze inside an alchemical vial, though the ooze is entitled to a Fortitude saving throw (DC 10 + 1/2 scholar level + Intelligence modifier) to resist this effect; oozes whose CR is greater than the scholar’s class level are immune to this effect. Oozes who fail their saving throw are captured and may be used as though they were cultivated through the primary use of this imposition.

Scholar/Material Impositions Salt The scholar carefully lays out an unbroken circle of salt, creating a protective circle around herself and up to 1 adjacent ally per 2 class levels (minimum 1) that lasts for a number of rounds equal to the scholar’s Intelligence bonus (minimum 1).

While within this circle, the scholar and protected allies gain a circumstance bonus to saving throws against spells, spell-like abilities, and supernatural effects equal to the scholar’s Intelligence bonus (minimum 1). Whenever the scholar succeeds on a saving throw against such an effect while protected by the circle, she immediately regains her martial focus if it is currently expended.

In addition, while within the circle, the scholar and affected allies are also protected from bodily contact by summoned creatures and incorporeal undead. This causes the natural weapons and touch attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature.

The protection ends if the warded creature takes any hostile action against a blocked creature, and that creature may pass through the barrier (though other creatures are still warded as normal). If a protected ally moves outside of the square they occupied when the circle was created, the protective energy is disrupted and the effect immediately ends.

Dispelling Detonations [explosive]: The scholar adds a mixture of silver, salt, lead, and other materials which naturally disrupt magical energies to her flashbangs. Creatures that fail their save against the flashbang’s initial effect are also subject to a targeted dispel magic spell, using the scholar’s level as the caster level. This cannot be used to target a specific spell effect. If the scholar also possesses the silver material imposition, this instead acts as a targeted greater dispel magic effect.

Scholar/Material Impositions Silver Silver is the metal most closely related to the moon and is said to ward off bad luck and witchcraft. When the scholar first gains this imposition she learns how to craft a small amulet that must use at least 10 sp worth of silver and costs 1 hour and a total of 100 gp times the scholar’s class level to create. A silver amulet crafted in this manner may be sold for 1/2 its crafting cost, as long as it is currently functioning.

As long as the scholar or an ally is wearing this amulet, they gain spell resistance equal to 10 + the scholar’s class level. These charms do not occupy an item slot, but wearing more than one has no additional effect. Because they are not true magic items but rather science and geometry applied in a way that interferes with magical energies, these amulets are exceedingly fragile, and they cease to function after they have forced casters to attempt a caster level check to overcome the granted spell resistance a number of times equal to the scholar’s Intelligence modifier (minimum 1), as determined at the time the amulet was crafted.

Once this limit has been reached, the amulet ceases to function until the scholar spends at least 1 hour re-attuning it. As an immediate action, the scholar may expend their martial focus to quickly realign the amulet, causing a caster level check to not consume one of its uses.

Dispelling Detonations [explosive]: The scholar adds a mixture of silver, salt, lead, and other materials which naturally disrupt magical energies to her flashbangs. Creatures and objects that fail their save against the flashbang’s initial effect are also subject to a targeted dispel magic spell, using the scholar’s level as the caster level. This cannot be used to target a specific spell effect. If the scholar also possesses the circle of salt material imposition, this instead acts as a targeted greater dispel magic effect.

Scholar/Scholar's Knack Academic Knowledge The scholar adds half her class level (minimum 1) on all Knowledge skill checks and and may make all Knowledge skill checks untrained. If the scholar succeeds on a Knowledge check to identify a creature that she has successfully scouted, she may spend a move action to instruct her allies on how best to take it down, granting them a +2 bonus on combat maneuver checks and to the DCs of any abilities used against the creature for 1 minute.
Scholar/Scholar's Knack Aeronautics The scholar has learned how to construct a basic gliding apparatus that can be quickly assembled and disassembled for easy use.

It takes the scholar 1 hour to assemble the glider, and it has a number of hit points equal to the scholar’s class level, hardness equal to twice her Intelligence bonus (minimum 2), and weighs 10 lbs. The scholar may attach the glider to her or an ally’s pack or clothing as a standard action; while it is attached, the character can make a DC 15 Fly check to fall safely from any height without taking falling damage. When falling safely, they may make an additional DC 15 Fly check to glide, moving 5 ft. laterally for every 10 ft. they fall.

Allies may use a glider in this manner once for a maximum number of rounds equal to 1 + the scholar’s Intelligence modifier before it breaks, and the scholar can use the glider in this way a total number of times per day equal to her Intelligence bonus (minimum 1) for the same duration; any attempt to exceed this usage results in failure and causes the glider to break, forcing the scholar to spend an hour building a new one before it can be used again.

Only one glider can be attached to a single creature at a time.

At 6th level, the scholar and any ally given a glider are able to fly with a speed of 30 ft. and average maneuverability. The duration that the glider lasts during a single use increases to a number of minutes equal to 1 + the scholar’s Intelligence bonus.

In addition to using the glider to fall safely, the scholar can use the glider to fly a total number of times per day equal to 1 + her Intelligence bonus; any attempt to exceed this usage or remain in flight after the glider’s normal duration results in failure and causes the glider to break, forcing the scholar to build a new one before it can be used again. Allies using a glider still suffer breakage after the first usage.

Scholar/Scholar's Knack Animal Training, Large The scholar must have the small animal training knack to select this knack.

The scholar’s familiar takes the form of an animal companion of her choice, using her scholar level as her effective druid level. The animal retains the special abilities and the Intelligence score of the scholar’s familiar, but also has the statistics and abilities of an animal companion. If the animal is dismissed, is lost, or dies, it can be replaced in the same way as a normal familiar can be.

Scholar/Scholar's Knack Animal Training, Small The scholar gains a familiar, treating her class level as her arcane spellcaster level. The scholar is unable to utilize the share spells, deliver touch spells, or scry on familiar abilities normally granted to a familiar, but is still considered to have them for the purposes of determining what archetypes her familiar qualifies for.

If a familiar is dismissed, lost or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per scholar level. The ritual takes 8 hours to complete.

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