Menelik Extra Sheet

Your character's race and ancestry are inspired by the maenad.  The maenad are described as a human-like race of sea-dwelling people, defined by their extreme emotions and culture of self-control.  In the World of the Ledge, we distinguish race and culture so that no one race belongs to a single culture and no culture is composed of only one race.  In other words, you have the freedom to change aspects of the race or culture to whatever you want.  Perhaps you were a member of a tribe of sea-faring people, whose members include the maenad among other races.  I've put your first language as Mataori-Dari as a placeholder name for your people.

Your character's story is also open to changes, but as the character is built now it looks something like this:

Menelik was abandoned at birth on the steps of the Untouched Monastery.  The monks there took him in and raised him during his early years.  At some point, he discovered his magical powers and railed against the harsh rules of the monastery.  Escaping as a stowaway aboard a ship in the Black Ink Depths, he eventually became a sailor, and then a pirate - a vocation that gave him an outlet for his rage and emotional outbursts.

Later, he encountered the Daulo Barbarians, and was accepted as a member of their tribe.  He helped them raid a number of airships before arriving at the Floating Cities of Al'Maqadim.  As they sacked the cities, Menelik found like minds amongst the native magisters, students, and academics.  He helped them to survive the war and even studied with them, keeping his magical skills a secret from his Daulo compatriots.  When the time came to prove his loyalty, Menelik fled with a tulpar foal (winged horse) too young and weak to fly.

The Daulo tracked him to the Ohmani-controlled town of Ashareashade.  He would have been killed had it not been for the intervention of Marko Doriavo, a citizen of Ohma.  Since then, Menelik has pledged to repay his life debt to Marko and serve the Ohmani as best he can.  Ultimately, his loyalties are his own.

Questions to answer:

Your character is middle-aged.  How would you describe their appearance?

Your character knows a mystical tradition that is part psychic, part arcane.  Casting spells requires intense mental focus and exact arcane gestures.  How did you learn this magic tradition?  Are you self-taught, or did you study under another?  Were you trained in a local academy?

Magic in the World of the Ledge is tied to an emotion.  Your magic is strongest in this emotional state, and weakest when you are possessed by a different sensation.  What emotion is the source of your magic?

Your character spent some time cloistered in a monastery.  Were they left there as a babe or did they go willingly?  Did you ever meet Mikasa there?

Is your character religious?  Do they worship a deity, an abstract ideal, or some other philosophy?  Do they have a personal code of conduct?

Your character has spent significant time at sea.  Were they a common sailor, a pirate, or navy man?

Does your character have a reputation?  Are they infamous, famous, or generally unknown?

When you were young, a relative with whom you had frequently quarreled passed away where his or her soul could not rest. Now, the unquiet spirit appears around you at inconvenient times, distracting you with regret for being unable to help.  Who was this relative and how would you describe this relationship?

Your character carries a family locket.  Does he know his family or is this his only connection to them?

Your character spent time raiding with Daulo marauders.  Normally they hate magic, and kill or subjugate all those who practice it.  Why were you spared?  And how did you end up with one of their tulpar foal (a young, winged horse)?

You are now working for the Ohmani, as you owe a life debt to Marko Doriavo.  Why do you owe this debt?  And how did you come to work for the Ohmani?

Is your character considered to be a Resident, Denizen, or Citizen by the Ohmani?

 

Tattooed Mystics seek physical and mental perfection, combining battle prowess and psychic powers.  Borrowing from other traditions, tattooed mystics mix arcane gestures with martial maneuvers to cast their spells while dealing deadly blows.  Rather than verbalize words of power or maintain spellbooks, they ink magic into their own skin to augment their already formidable offensive and defensive capabilities.  Finally, a tattooed mystic must cultivate their mental focus and concentration, requiring undivided attention and detachment from wordly desires.

Bonus Talents:

Equipment: Unarmed Training, Unarmored Training

Bonus Feats: Dragon’s Tattoos, Zodiac Tattoos

Special: Tattooed mystics gain 1 bonus skill point that must be spent on Craft (tattoos) each time they gain a level in any class.

Bonus Magic Talents: Choose one of either the Mind or Divination sphere and then another of either the Telekinesis or Enhancement sphere.

Drawbacks: Emotional Casting, Mental Focus, Rigorous Concentration, Somatic Casting x2

Boons: None

 

Generally, characters rest to recover their spells and daily abilities.

You can use downtime to rest and recover. It is assumed that you spend 8 hours resting at night, which allows you to recover 1 hp per level per day and 1 point of ability damage for each affected ability score. If you spend a full day of downtime resting in bed, you recover another 1 hp per level per day and another 1 point of ability damage for each affected ability score.

In your case, you also recover your magical energies (spell pool and channel energy), rage, and inspiration whenever you rest for 8 hours or more.  Though you do not need to prepare your spells ahead of time (by pre-allocating spell points to spells), you may still need an hour or so to practice your magical skills and martial maneuvers.

Spell Pool: 24 points per day

Rage: 11 rounds per day (need not be consecutive)

Channel Energy:  5 uses per day

Investigator Inspiration: 3 points per day

Factotum Inspiration: 2 points per encounter

 

 

When you were young, a relative with whom you had frequently quarreled passed away where his or her soul could not rest. Now, the unquiet spirit appears around you at inconvenient times, distracting you with regret for being unable to help.

Effect: You take a –2 penalty on saving throws against the distraction ability of swarms and mind-affecting effects and on concentration checks.

Animals do not willingly approach within 30 feet of you, unless you or the animal’s master succeeds at a DC 30 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.

At 2nd level, a burn rider can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow her to see normally.

This ability replaces uncanny dodge.

A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).

Whenever you make a ranged attack from atop a mount, you take only half the usual attack penalty.

You may treat the atlatl dart, battle poi, boomerang, greatclub, hunga munga, klar, knobkerrie, rhomphaia, tepoztopilli, terbutje, and the wahaika as if they possessed the fragile weapon special feature for the purpose of feats or talents you possess.

You may deal nonlethal damage with the bola, garrote, grappling hook, harpoon, kyoketsu shogi, lasso, mancatcher, net, net launcher, sap, and whip at no penalty and treat them all as having the grapple special feature.

Sphere-casting Maenads have learned to fuel their outbursts differently. The maenad may spend a spell point as a free action to begin an outburst, as a result, they take a -2 penalty to Intelligence and Wisdom but gain a +2 bonus to Strength. This bonus lasts for a number of rounds equal to the maenad’s HD and may be ended as a free action. If possessing the rage ability, they gain an additional round of rage each odd level and may instead spend a round of rage to gain these benefits for one round. This replaces Outburst and Inner Rage.

Note: See also Unyielding Anger:

When the disciple of the raging sea uses his racial outburst ability, the bonus to Strength is increased to +4. If the disciple of the raging sea expends his psionic focus when activating his racial outburst ability, this bonus is increased to +6 for the first round of the outburst.

This ability replaces Stunning Fist.

A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except AcrobaticsFlyIntimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

As a free action at the start of each turn, you may choose to take a -2 penalty to AC in exchange for 3 temporary hit points. The penalty and the temporary hit points end at the start of your next turn. For every point of base attack bonus you have, the granted temporary hit points increase by 1.

You can cast a spell without revealing that you are doing so. Make a Sleight of Hand check as part of the action used to cast the spell, opposed by the Perception checks of onlookers. If you are successful, an observer can't tell that you're casting a spell. That observer cannot make an attack of opportunity against you for casting, nor can it attempt to counter your spell.

+1 DC for sonic spells, amnesia, hostility, & read mind

+level/6+2 DC for all Mind sphere abilities and eliciter class features

 

+1 CL for amnesia, hostility, & read mind

+1 CL w/ cracked orange prism

+1 CL for mind sphere w/ thought lever 

+1d4-2 CL w/ wayfinder (see below)

 

Every time the bearer casts a spell, roll 1d4–2 and add this (and the +1 caster level granted by the normal power of the ioun stone) to his caster level. If this modified caster level is too low to cast the spell, the spell fails and is lost.

Your spells have the maximum possible effect.

Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables.

Level Increase: +3 (a maximized spell uses up a spell slot three levels higher than the spell’s actual level.)

An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half the normally rolled result.

 

Note: Spheres of Power has special rules for applying metamagic feats to sphere abilities:

Applying a metamagic feat to a sphere effect is similar to, but slightly different from, how a spontaneous caster applies a metamagic feat to a spell. A caster may choose to augment their sphere effect with an appropriate metamagic feat at the time of casting. To use a metamagic feat, the caster must spend a number of additional spell points equal to the level increase of the metamagic feat. In addition, the sphere effect’s casting time increases by 1 step. These effects are cumulative for every metamagic feat applied.

Example: A Thaumaturge uses a powerful destructive blast with the explosive orb talent (2 spell points) augmented by the Maximize Spell (3 spell points), and Silent Spell (1 spell point) metamagic talents. This costs 6 spell points and takes 1 round to cast (+2 time increases).

The only exception to this is Quicken Spell which, instead of increasing the casting time, decreases the casting time by 2 steps to a minimum of one swift action. Like all metamagic feats, a caster cannot apply Quicken Spell multiple times to the same effect.

The following metamagic feats may all be applied to an appropriate sphere effect: Bouncing Spell, Coaxing Spell, Consecrate Spell, Widen Spell, Disruptive Spell, Ectoplasmic Spell, Empower Spell, Enlarge Spell, Reach Spell, Extend Spell, Focused Spell, Jinxed Spell, Lingering Spell, Maximize Spell, Merciful Spell, Persistent Spell, Piercing Spell, Quicken Spell, Selective Spell, Silent Spell (if the caster possesses the Verbal Casting drawback), Still Spell (if the caster possesses the Somatic Casting drawback), Thanatopic Spell, and Threnodic Spell.

If the effect of a metamagic feat is determined by spell level, treat the sphere effect’s caster level/2 as its effective spell level.

Whenever you roll a critical hit with a fragile weapon, you may give it the broken condition to automatically confirm the critical hit.

An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any KnowledgeLinguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Before making an attack roll, damage roll, or saving throw, you can spend 1 factotum inspiration point to gain a competence bonus on the roll equal to your Intelligence modifier. Cunning insight does not require an action, and you can use it as often as you wish during your turn or others’ turns—provided that you have the inspiration points to spend. Because this ability provides a competence bonus, it does not stack with itself.

When making a check involving a skill in which you have at least 1 rank, you can spend 1 factotum inspiration point to gain a bonus on the check equal to your factotum level. You can use this ability once per day for a particular skill. For example, if you use cunning knowledge to gain a bonus on a Stealth check, you cannot use the ability to improve other Stealth checks for the rest of the day, though you can use it on different skills.

Upon selecting this feat, you immediately add one Knowledge skill of your choice to your list of class skills. Thereafter, you treat that skill as a class skill, regardless of which class you are advancing in. Whenever you fight a creature, you can make a Knowledge check based on its type, as described on page 78 of the Player's Handbook, provided that you have at least one rank in the appropriate Knowledge skill.

You then receive an insight bonus on attack rolls and damage rolls against that creature type for the remainder of the combat. The amount of the bonus depends on your Knowledge check result, as given on the following table.

Check Result Bonus Granted
20 or below +1
21—40 +2
41—50 +3
51—60 +4
61 or higher +5

You can make only one Knowledge check per creature type per combat. If you fight creatures of multiple types during the same combat, you can make one Knowledge check per type, thereby possibly gaining different bonuses against different opponents.

Example: Alhandra faces a black dragon, a vampire, and a beholder. She has the Knowledge Devotion feat and ranks in both Knowledge (arcana) and Knowledge (religion). At the beginning of the battle, she makes checks to gain bonuses against the dragon and the vampire, but since she possess no ranks in Knowledge (dungeoneering), she has no chance to gain a bonus against the beholder (an aberration). Alhandra's Knowledge (arcana) check grants her a +3 insight bonus on attack rolls and damage rolls against the black dragon. Later, a half-dragon enters the fray. Alhandra cannot make another check since she has already checked for the dragon type this combat, but she can apply the +3 insight bonus to her attack rolls and damage rolls against the half-dragon as well.

This benefit is an extraordinary ability.

Masters can handle their animal companion as a free action, or push it as a move action, even if they don't have any ranks in the Handle Animal skill. The link grants a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

This task involves commanding an animal to perform a task or trick that it knows. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.

When your mount is targeted by an attack or subject to a Reflex save, you may spend an attack of opportunity to make a Ride check and use the result in place of your mount’s AC or Reflex save result, if higher. Associated Feat: Mounted Combat.

 

Your character does not have any special attacks of opportunity.

At 3rd level, when a burn rider succeeds at a Reflex save to avoid fire damage, she can spend an immediate action to move up to half her speed. If the burn rider ends this movement outside the area of effect, she takes no damage from the effect. After this sudden movement, the burn rider is staggered until the end of her next turn. If the burn rider is mounted, her mount makes the movement instead, and both the mount and the burn rider are staggered until the end of the burn rider’s next turn.

This ability replaces trap sense.

Once per day as a swift action, you can summon the power of law to aid you. Upon activating this ability, you immediately gain a +3 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on your attack rolls or to your AC until your next action. At the beginning of your next action, you can reallocate the bonus if desired. This effect lasts for 1 minute. The bonus increases to +5 when you attain 10th level, and to +7 when you attain 15th level.

Special

You can select this feat multiple times, gaining one additional daily use each time you take it.

If you have the ability to channel energy, you gain one additional daily use of this feat for each three daily channel energy uses you expend.

Once per day as a swift action, you can activate this ability to move up to your speed as a swift action each round. Thus, you can move your speed and then take a full-round action, or move and take two other actions (two move actions or one move action and one standard action). This effect lasts for 1 minute.

 

Special

You cannot take a 5-foot step in the same round that you use this feat to move as a swift action.

You can select this feat multiple times, gaining one additional daily use each time you take it.

If you have the ability to channel energy, you gain one additional daily use of this feat for each two daily channel energy uses you expend.

You may attempt a trip combat maneuver with a -2 penalty as a move action, although you may not use a manufactured weapon to make this trip attempt. This does not provoke an attack of opportunity.

Masters can handle their animal companion as a free action, or push it as a move action, even if they don't have any ranks in the Handle Animal skill. The link grants a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

To push an animal means to get it to perform a task or trick that it doesn’t know but is physically capable of performing. This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.

You can use destructive power.

As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within Close range. A destructive blast deals bludgeoning damage as indicated on the table below. This damage bypasses DR/magic, but being bludgeoning in nature, does not automatically bypass other forms of damage resistance. A ranged destructive blast counts as a ray attack.

 

Table: Destructive Blast Damage

Level Damage
1st 1d6
3rd 2d6
5th 3d6
7th 4d6
9th 5d6
11th 6d6
13th 7d6
15th 8d6
17th 9d6
19th 10d6

 

When augmenting a destructive blast with Destruction talents, you may only apply 1 blast type talent and 1 blast shape talent to each individual destructive blast.

You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum: 2d6).

Note: Due to your focused energy drawback, you may only deal sonic damage with your destructive blast (as the shattering blast below), so you cannot use the basic destructive blast above to deal bludgeoning damage.  This entry is given for completeness.

Your destructive blast becomes a sonic lance, shattering whatever it strikes. A shattering blast uses d4 instead of d6 as its damage die and deals sonic damage. The blast does full damage to objects and ignores up to half your caster level in hardness.

You can predict the future and gain information not available to the usual 5 senses.

You may divine to gain information. To divine, you must spend 10 minutes 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, not even walking); you are flat-footed while divining.

When you divine, you detect the strength and location of all magical auras within Medium range. 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 pass 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
20+ Overwhelming

 

A magical aura lingers after its original source dissipates (in the case of a 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, 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. Divining can penetrate most barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Alternate Divinations

If you possess certain other spheres, you may divine for information other than magical auras. These alternate divinations are detailed below.

Alteration

Divine Shapechanger

If you possess the Alteration sphere, you may divine for creatures with the shapechanger type. The strength of a shapechanger aura is determined according to Chart: Shapechanger. If a creature is not a shapechanger, but is under the effect of a Shapeshift Alteration sphere (or similar) ability, it shows up with a dim aura.

Chart: Shapechanger

HD Strength Lingering Aura Duration
Under the effects of Shapeshift Dim 1 round
1 or lower Faint 1d6 rounds
2-4 Moderate 1d6 minutes
5-10 Strong 1d6 x 10 minutes
11+ Overwhelming 1d6 days

Bear

Divine Bears

If you possess the Bear sphere, you may divine for the presence of bears, as well as edible plants, animals, and other edible substances such as honey.

Blood

Divine Bleeding

If you possess the Blood sphere, you may divine the location of any creature that has taken bleed damage in the last 10 minutes per caster level or that is under half its maximum hit points. Creatures immune to bleed damage cannot be detected with this divination.

Conjuration

Divine Unnaturals [Core]

If you possess the Conjuration Sphere, you may divine the presence of outsiders and aberrations. In all other ways, this functions as divining for undead.

Creation

Divine Components

If you possess the Creation sphere, you may divine for a material of which you can create using the Creation sphere. Alternatively if presented with individual components, you can divine what the combined product was or could produce, effectively granting you a circumstance bonus to your choice of knowledge (engineering) or craft (any one) equal to 1/2 your caster level (minimum 1) on related checks, this bonus lasts for as long as you concentrate + 1 hour thereafter.

Dark

Divine Dark

If you possess the Dark sphere, you may divine the surrounding area at a medium range (100 ft + 10 ft per caster level). While under the effects of divine dark, you may see clearly in all forms of darkness, even magical darkness as if having the see in darkness ability.

Divine Shadow

If you possess the Dark sphere, you may divine the presence of creatures or objects native to the Plane of Shadow. When divining the presence of such creatures refer to Chart: Animals and Plants to determine the strength of the creature’s aura. Shadowstuff, such as that created from the fey adept class or those with the sphere specific drawback: Limited creation, shadowstuff count as originating from the plane of shadow for the purpose of this divination.

Death

Divine Undead [Core]

If you possess the Death sphere, you may divine for undead creatures. The strength of an undead aura is determined according to Chart: Undead.

Chart: Undead

HD Strength Lingering Aura Duration
1 or lower Faint 1d6 Rounds
2-4 Moderate 1d6 Minutes
5-10 Strong 1d6 x 10 Minutes
11 or higher Overwhelming 1d6 Days

 

Destruction

Divine Hostility

If you have the Destruction sphere, you may divine whenever a creature or an object within medium range takes hit point damage. In addition to you gain knowledge as to the amount and type of damage dealt and from what direction the damage was dealt from. If the source of the damage in inside the area of your divine effect, you also learn what square the source occupied.

Enhancement

Divine Enhancement

Instead of using your divine ability to detect magic in general, instead you focus in on specifically what short-term effects creatures you have pinpointed are undergoing. If you possess the Enhancement sphere, you may divine all creatures you can see within range and determine which (if any) are benefiting from temporary bonuses, and the sources of the bonuses be they magical, alchemical, supernatural, etc.

Fallen Fey

Detect Faetouched

If you possess the Fallen Fey sphere, you may divine the location of any creature that possesses the elf, fey, gnome, or sidheir types or subtypes.

Fate

Detect Loyalties

If you possess the Fate sphere, you may divine the top three general things matter most to the creatures you can see within range. Examples of base loyalties may include but are not limited to: Country, Faith, Family, Power, and Self. Subcategories for base loyalties may also exist where appropriate such as Self (survival) or Self (perfection). While you do not learn specific details such as proper names of the associated loyalties, you do acquire the order in which the loyalties stand. Mindless creatures might have only 1 loyalty such as Self (survival), whereas creatures with low animal-like intelligence might only have 2 loyalties such as Family (pack) and Self (survival). Only the top three loyalties are revealed, even if they have more.

Divine Alignment [Core]

If you possess the Fate sphere, you may divine for a specific part of the alignment spectrum: evil, good, lawful, or chaotic. The strength of these auras are determined according to Chart: Alignment.

Traps, poisons, and other potential perils have no alignment. Creatures with aligned intents (killing in anger, aiding those in need for their own sakes, etc.) may temporarily detect according to their actions.

Creature/Object Aura Power        
  None Faint Moderate Strong Overwhelming
Aligned Creature1(HD) 4 or lower 5-10 11-25 26-50 51 or higher
Aligned Undead (HD) - 2 or lower 3-8 9-20 21 or higher
Aligned Outsider (HD) - 1 or lower 2-4 5-10 11 or higher
Cleric or Paladin of an Aligned Deity2 (class levels) - 1 2-4 5-10 11 or higher
Aligned Magic Item or Spell (Caster Level) 5 or lower 6-10 11-15 16-20 21 or higher

1 Except for Undead and Outsider, which have their own entries on the table.
2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.

Divine Fate

If you possess the Fate sphere, you may divine the alignment auras of creatures you can see within medium range of you. Such creatures emit a colored aura depending upon what alignments or loyalties you share with them. Creatures that share the same moral alignment (Good/Neutral/Evil) emit a red aura. Creatures that share the same ethical alignment (Law/Neutral/Chaos) emit a blue aura. Creatures that share a primary base loyalty (see divine loyalties) emit a yellow aura. Creatures that share multiple colors have their colors combined, i.e. a creature that shares the primary base loyalty of family and the ethical alignment of chaos will emit a green aura. Creatures that share all three primary colors (Red, Blue, and Yellow) emit a glowing white aura. Refer to Chart: Divine Fate below for more information on how colored auras combine. Creatures that do not share any alignment or loyalties do not emit any aura that you can see.

Chart: Divine Fate

Primary Colors Secondary/Combination Color
Blue and Red Purple
Blue and Yellow Green
Red and Yellow Orange
Blue, Red, and Yellow White

 

Illusion

Divine Illusions [Core]

If you possess the Illusion Sphere, you may divine for illusions. This grants you a free Will save or Perception check (in the case of illusionary disguises or invisibility) against any illusions or invisibility within the area.

Life

Divine Life [Core]

If you possess the Life sphere, you may divine the location of nearby living creatures. These creatures do not have auras; you instead determine their condition according to the list below:

  • Normal: Has at least 90% of full normal hit points, free of disease.
  • Fair: 30% to 90% of full normal hit points remaining.
  • Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury.
  • Weak: 0 or fewer hit points remaining, afflicted with a disease that has reduced an ability score to 5 or less, or crippled.

Light

Ultravision (divine)

If you possess the Light sphere, you may divine with an added level of perception. You gain a bonus to perception checks equal to your caster level. In addition, once per round you may make a Perception check as a free action (normally a move action).

Mind

Divine Charm [Core]

If you possess the Mind sphere, you may divine for the presence of charm, compulsion, possession, and mind sphere effects. You do not need to make a Knowledge (arcana) check to identify the school or sphere of these abilities.

Nature

Divine Elements [Core]

If you possess the Nature sphere, you may divine for the elements.

  • If you possess the Air package, you may divine and identify the presence of breathable air, and toxic gases or vapor (or lack thereof if in a vacuum).
  • If you possess the Earth package you may divine and identify the presence of dirt, gems, sand, and stone.
  • If you possess the Fire package you may divine the presence and strength of fires.
  • If you possess the Metal package, you may divine and identify the presence of ore deposits and metals.
  • If you possess the Plant package you may divine the location of plantlife and plant creatures.
  • If you possess a Nature (Spirit) talent, you may divine the location of animal creatures.
  • If you possess the Water package you may divine the location and size of bodies of water.

Chart: Animals and Plants

HD Strength Lingering Aura Duration
1 or lower Faint 1d6 rounds
2-4 Moderate 1d6 minutes
5-10 Strong 1d6 x10 minutes
11+ Overwhelming 1d6 days

Note: This is an update from the Diviner's Handbook and differs slightly from the original version in the main Spheres of Power book.

Protection

Divine Protection (divine)

If you possess the Protection sphere, you may divine all creatures you have pinpointed within range and determine which of those creatures have the lowest and highest armor class. Alternatively, you may divine the lowest and highest saving throw each of these creatures has. You do not however determine the values for any of these attributes.

Telekinesis

Divine Density

If you possess the Telekinesis sphere, you may divine the density and weight of nearby objects and creatures that you can see. Utilize the following chart when determining density:

Chart: Divine Density

Density Example Aura Strength
Weightless Balsa wood, feathers, shredded paper Faint
Light Charcoal, cork, darkwood, flour, hay, snow Moderate
Dense Flesh, iron, mithral, sand, soil, stone, water, wood Strong
Superdense Adamantine, lead, gold, silver Overwhelming

 

Divine Force

If you possess the Telekinesis sphere, you may divine the presence or absence of creatures with the incorporeal subtype. For the purpose of this ability, creatures such as unseen servant and other similar creatures of force are considered to have the incorporeal subtype. This ability will not not reveal the general location or direction in which the incorporeal creatures are, it will however give you knowledge of the incorporeal creature’s aura utilizing the same table as chart: animals and plants.

Time

Divine Time

If you possess the Time sphere, you may divine the events that happened within medium range (100 ft + 10 ft per caster level). You can only divine what occurred up to 1 hour per caster level ago. When you divine time you are only given the following details: The number of creatures that were in the area, their size, how long they remained in the area, and any movements they made while in the area. In addition, if objects were left unattended or unattended objects were moved during this time, you learn the size and vague shape of such objects.

War

Divine Allegiance

If you possess the War sphere, you may target an individual within medium range which allows you to divine through mud, blood, sweat, and wear or tear upon cloth or armor as if such was not there, revealing any colors, patterns, or insignia it may have previously bore. In addition, other creatures within range of the target glows with a particular aura allowing the caster to know who they openly allied with and who are not. Creatures under the affect of mind-affecting effects (such as charms and compulsions) are shown to be loyal to their controller and their allies. This does not properly function on those who are using subterfuge or are pretending to be on someone’s side, as it will present them as who they pretend to side with. Once each round as a free action while maintaining concentration on this effect, you may target a different individual within range with this divination ability.

Warp

Divine Warp

If you possess the Warp sphere, you may divine the presence of portals, rifts (including extradimensional spaces), and teleportation circles, both active and inactive within medium range. In addition, when identifying the properties of portals, you gain a circumstance bonus to Knowledge (planes) checks equal to 1/2 your caster level (minimum +1).

Weather

Divine Weather [Core]

If you possess the Weather sphere, you may divine the weather at your location for the next 24 hours, providing you with advance warning of storms, tornadoes, and so on. This reveals only the weather that would arise naturally and does not take into account any magical occurrences that might change the weather.


Some talents are marked (divine). These talents give you additional things you may divine for other than magical auras. Only one such talent can be applied to an individual use of divine.

Additional Rules

No action: While the divine ability specifies no other action can be taken, this applies specifically to full-round actions, standard actions, move actions, swift actions, and immediate actions. Free actions are still usable.

Emanation: The divine ability is an emanation, meaning the divination will gather information on targets within the area at the completion of casting, as well as targets who enter the area while the effect is still active.

Overwhelming Auras: Whenever an individual divines or senses an aura whose strength is overwhelming, from a source whose HD or CL is equal to or greater than the caster’s character level + 10, that individual become stunned for 1 round.

As a standard action, you may grant yourself paranormal senses for 1 hour/level. When you gain the Divination sphere, you gain the following sense.

Read Magic [Core]

You may spend a spell point to gain a sense that allows you to decipher all magical writings, such as those found in books, scrolls, on weapons, or in other places intelligible to you. This does not invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once you have read a magical inscription through this ability, you are thereafter able to read that particular writing even without this sense. You can read at the rate of one page (250 words) per minute. You can identify glyphs, runes, and symbol spells with a Spellcraft check (DC 10 + 1/2 caster level).

Some talents are marked (sense). These talents grant you additional senses you may bestow upon yourself. There is no limit to the number of different senses you may have active at a time.

You may place enhancements on creatures and objects, altering their properties.

As a standard action, you may enhance a creature or object within Close range for as long as you concentrate. You may always spend a spell point to allow an enhancement to continue for 1 minute per caster level without concentration. If targeting a creature or intelligent item that doesn’t want to be enhanced (or an item in a creature’s possession that doesn’t want their item enhanced), the target is allowed a Will save (DC 10 + 1/2 caster level + casting ability modifier) to negate the effect. When you gain the enhancement sphere, you gain the following enhancement:

Enhance Equipment [Core]

You may enhance a weapon, suit of armor, or shield, granting it a +1 enhancement bonus. This bonus increases by 1 for every 5 caster levels possessed, to a total of +5 at 20th level. This does not stack with any enhancement bonus already possessed by the item.

Talents marked as (enhance) grant you new enhancements you may bestow.

 

You gain the ability to alter the minds of others, causing them to act as you see fit. All mind sphere abilities are Enchantment (compulsion) mind-affecting abilities.

Talents marked with the (cloud) tag allow the caster to create clouds of mental energy that emanate from an area, object, or creature. Creatures are not affected by a cloud unless they enter its area, or otherwise interact with the cloud in a fashion designated by the talent. You may imbue an area, object, or creature at close range with a cloud. An imbued item may be no larger than 5 cubic ft. per caster level in size. A creature may be up to the caster’s size + 1 size category for every 5 caster levels. It is possible to imbue a portion of an item or creature (a single head of a massive, two-headed dragon or a single segment of a lengthy carpet with blood smeared over it, for instance) but hiding a portion of an item or creature won’t prevent the whole of it from being noticed. Unless otherwise specified, a cloud’s radius extends from an item or creature as if the creature was the center of an imbued area measured as a radius.

An imbued area may either be 10 ft. in radius + an extra 5 ft. per caster level, or a 10-ft. wide area that extends for a length of 10 ft. + 10 ft. per caster level (such as would be appropriate to fill a 10 ft. wide hallway). Establishing a cloud requires a standard action that provokes attacks of opportunity. As with charms, most clouds have three strengths; lesser, greater, and powerful. Spell point expenditures remain the same for the three strengths, and you may only affect a creature with a cloud if you could also affect it with a charm. Similarly, the Powerful Charm talent is required to use the powerful versions of clouds and you may only imbue the same item, creature, or area with a lesser cloud once per day. With the exception of Group Charm, cloud talents are affected by talents that affect charms.

You can pull information from a target’s mind.

Lesser Charm: You may detect a creature’s emotional state (Will negates if unwilling). Unlike other lesser charms, there is no limit to the number of times you may use this lesser charm on a target in a day.

Greater Charm: You may read the surface thoughts of a creature (Will negates if unwilling) for as long as you concentrate.

Powerful Charm: You may pull a specific piece of information out of a creature’s mind (Will negates). This is usually enough information to answer a single, specific question to the best of that creature’s knowledge, in no more than 25 words. A creature who successfully saves against this powerful charm may choose to provide no answer to your question or attempt to lie with their Bluff skill. If you use this powerful charm twice on the same creature to ask the same question, the same answer (correct, no answer or lie) is given again.

You can communicate directly into the mind of another.

Lesser Charm: You project an empathic message into the mind of the target. The target knows what you are feeling (fear, anger, anxiety, rage, etc.), although they are not able to communicate back. Unlike other lesser charms, there is no limit to the number of times you may use this lesser charm on a target in a day.

Greater Charm: You may project a telepathic message to a target consisting of no more than 25 words. If you and the target do not possess a shared language, this form of communication is impossible.

Powerful Charm: Your projected telepathic message does not have a word limit, although communication is carried out in real time and you must concentrate for as long as you communicate. You can communicate with the target even without a shared language.

You wield the powers of life.

This section also includes vitality talents. A caster with one or more vitality talents may grant a bonus to any ally they use a Life sphere ability on as a free action made when they use that sphere ability. This includes using Fount of Life and granting effects with a duration, such as Revitalize. The bonus lasts for up to 1 minute, or until the ally takes damage from either failing a saving throw or being hit with an attack roll. In the case of abilities with a duration, the minute starts when the ability is used, and ends 1 minute later at the latest, even if the triggering ability is still in effect. If a caster possesses multiple vitality talents, only one talent takes effect when they use a Life sphere ability on an ally, but a single Life sphere ability that affects multiple allies may affect different allies with different vitality talents. A creature can benefit from a vitality talent attached to a Life ability, even if they don’t actually gain anything from the Life ability (such as using cure on a creature at full hit points).

As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum: 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour. Temporary hit points, even from different sources, do not stack; only the highest bonus applies.

As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. This is a positive energy effect, and as such may be used to harm undead (Will half).

As a standard action, you may touch a target and spend a spell point to restore their physical and mental health.

This accomplishes all of the following:

  • Heals 1d4 points of ability damage to one ability score of your choice.
  • Removes the fatigued condition or lessens exhaustion to fatigued.
  • Removes the sickened condition or lessens nauseated to sickened.
  • Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
  • Removes the staggered condition.
  • Removes the dazzled condition.
  • Removes the battered condition. (When using Spheres of Might.)

If the condition targeted is part of an on-going effect, this suppresses the effect for a number of round equal to your caster level. This cannot be used to remove curses or instantaneous effects.

 

An eliciter’s power comes from their command of emotions, both their own and others. At 2nd level, an eliciter chooses an emotion, gaining the minor power associated with that emotion. At 5th level and every 3 levels thereafter, the eliciter may choose to gain the minor power of a new emotion, or gain access to the next level of an emotion he already possesses (lesser, greater, and master). An eliciter cannot gain a lesser power before 5th level, a greater power before 8th level, or a master power before 11th level. All emotions are mind-affecting effects. If an emotion calls for a saving throw, the DC is equal to 10 + 1/2 the eliciter’s level + the eliciter’s Charisma modifier + his persuasive bonus.

You can make a melee touch attack as a standard action to make a target frightened for 1 round (Will negates). A successful save still leaves the target shaken for 1 round. This does not stack with other shaken effects. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

You can touch a willing creature as a standard action, filling it with elation and confidence in all it undertakes. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

You can touch a willing creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your eliciter level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

 

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

 

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

 

A cleric must be able to present her holy symbol to use this ability.

Berserkers are indomitable warriors with boundless reservoirs of endurance and unmatched destructive potential. Practitioners of the Berserker sphere gain the following abilities:

As a free action at the start of each turn, you may choose to take a -2 penalty to AC in exchange for 3 temporary hit points. The penalty and the temporary hit points end at the start of your next turn. For every point of base attack bonus you have, the granted temporary hit points increase by 1.

Boxers specialize in fighting with their fists, using their punches and upper bodies to batter their way across the battlefield. Boxing practitioners are unarmed fighters who deal additional damage with their unarmed strikes as described in the unarmed strike practitioner table. Associated Feat: Improved Unarmed Strike.

All practitioners of the Boxing sphere gain the following ability:

You may ready an action to make an attack with a light melee weapon against the next enemy who makes a melee attack roll against you before the beginning of your next round; this attack is treated as an attack action for the purposes of talents as well as the Vital Strike feat and occurs before the attack that triggers it, gaining a +2 competence bonus to damage rolls. For every 4 points of base attack bonus you possess, this bonus increases by +2. Using this ability does not change your place in the initiative order.

You can apply a single talent with the (counter) tag to a counter punch.

Whenever you ready a counter punch, you can decide on an additional trigger for your prepared attack from the following list; if the trigger is met, the readied attack qualifies as a counter punch (if an action would also provoke an attack of opportunity, you may choose in which order you wish to resolve your attacks):

  • A hostile creature making an attack roll
  • A hostile creature attempting a combat maneuver
  • A hostile creature moving from their square
  • A hostile creature using a spell or a spell-like ability
  • A hostile creature drawing a weapon
  • A hostile creature speaking

For every 5 points of base attack bonus you possess, you may select an additional trigger from this list.

Masters of unarmed combat, Open Hand practitioners are known for their varied styles and unorthodox combat technique. Open Hand practitioners are unarmed fighters who deal additional damage with their unarmed strikes as described in the unarmed strike practitioner table. Associated Feat: Improved Unarmed Strike.

In addition, all practitioners of the Open Hand sphere gain the following ability:

You may attempt a trip combat maneuver with a -2 penalty as a move action, although you may not use a manufactured weapon to make this trip attempt. This does not provoke an attack of opportunity.

At 1st level, once per rage, a burn rider can goad her mount into a burst of incredible speed. The mount’s speed increases by 10 feet until the end of the burn rider’s turn. This bonus to speed increases by 10 feet at 9th level and again at 15th level.

This ability replaces fast movement.

As a special attack action, you may make a melee attack against a target. Creatures damaged by a brutal strike gain the battered condition until the end of your next turn. You may expend martial focus to have the attack deal additional damage equal to twice your base attack bonus.

Each brutal strike may be modified by a single (exertion) talent.

Your character does not have any special full-round actions (although maximizing a spell might qualify).

SP Cost: 1

Casting Time: 10 minutes (Standard action for 1 SP)

Range: Medium (100 + 10 ft./CL)

Duration: Concentration

 

You may spend a spell point to see, hear, smell, feel, and even taste a torrent of past scenes and pieces of conversations related to anything in a settlement you are currently in. At the end of each of your turns for the duration of this divination, make a single Diplomacy check to gather information as though you had spent 1d4 hours talking to local people, without having to use an action to do so. Multiple Diplomacy checks made to gather information on the same topic always grants the same information as the first check. You can use your Perception bonus in place of your Diplomacy bonus if you so wish. However, you can only make a number of such checks equal to 1/2 your caster level (minimum 1) each time you use this talent.

A factotum adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A factotum can use Disable Device to disarm magic traps.

Menelik behaves very differently in combat and out.

He typically begins battles by attempting to recall the strengths and weaknesses of his enemies with an appropriate knowledge check (as a free action with Knowledge Devotion).  Then he enters a berserking rage augmented by his spell rage outburst and unyielding anger (all free actions).  These provide a number of benefits and drawbacks, essentially making him stronger and tougher, but more reckless (see buffs on the main character sheet).  

As a swift action, he can activate either his Law Devotion or Travel Devotion abilities, giving him a boost to attack, armor, or movement speed (in later rounds) as needed.

As a move action, he can move into position adjacent to an enemy (or order his mount to do so).  If he's already within reach of an enemy, he can attempt a leg sweep to trip them, giving him bonuses on future attacks.

As a standard action, he can go on the offense with a brutal strike, or hold back and set up a counter punch.  When his allies are wounded (or when he's fighting undead), he can choose instead to channel positive energy to heal all living creatures (or damage undead creatures) in the immediate area.  Alternatively, he can transfer his emotions to others by touch, using his Touch of Fear, Joy, or Rage on enemies or allies.

Notably, he cannot cast spells while raging, and he consumes two daily rounds of rage for each round he maintains his rage and outburst.  His unyielding anger ends after the first round of his outburst (unless he regains his psionic focus).

In non-combat encounters, Menelik relies more on his discipline and self-control.  Typically, this manifests as casting spells such as read thoughts and project thoughts.  Once per encounter (or once per minute), he can conceal a spell by making a sleight of hand check.  If successful, his enemies are unaware that he cast a spell, and his subtlety with mind magic ensures that his enemies remain unaware of his attempts even when he fails to access their memories.  By concentrating for longer, he can maximize his spell, making it harder to resist, but only while holding his wayfinder.  Once he's learned the surface thoughts of a creature, he can communicate telepathically to his allies with his project thoughts spell.

When attempting a skill check, attack, or saving throw (basically any roll of a d20), he can apply inspiration for an extra boost as a free action.  Depending on the type of check, he can spend either his investigator or factotum inspiration points.  Note that factotum inspiration provides a competence bonus that doesn't stack with his existing bonuses to knowledge checks made to identify the strengths and weaknesses of creatures.  So he should avoid applying his factotum inspiration on those checks, but he can still benefit on regular knowledge checks or any other checks where applicable.

Eliciter (Id) 1         Barbarian (Berserker / Burn Rider) 1             Luck of Heroes
Eliciter (Id) 2         Barbarian (Berserker / Burn Rider) 2              
Eliciter (Id) 4     Investigator (Psyforensic / Cryptid Scholar) 4 Barbarian (Berserker / Burn Rider) 4             Maximize Spell
Eliciter (Id) 6     Investigator (Psyforensic / Cryptid Scholar) 6 Barbarian (Berserker / Burn Rider) 6 Unchained Monk (Street Fighter / Perfect Scholar / Disciple of the Raging Sea / Sea Dog) 4 Factotum 1 Cleric (Cloistered / Sphere) 4  
Eliciter (Id) 6 Symbiat (Egregore)  4 Investigator (Psyforensic / Cryptid Scholar) 6 Barbarian (Berserker / Burn Rider) 6     Factotum 2     Monstrous Mount
Eliciter (Id) 6 Symbiat (Egregore)  6 Investigator (Psyforensic / Cryptid Scholar) 6 Barbarian (Berserker / Burn Rider) 6              
Eliciter (Id) 6 Symbiat (Egregore)  6 Investigator (Psyforensic / Cryptid Scholar) 6         Factotum 4 Mariner??? 2 Monstrous Mount Mastery
Eliciter (Id) 6 Symbiat (Egregore)  6 Investigator (Psyforensic / Cryptid Scholar) 6     Unchained Monk (Street Fighter / Perfect Scholar / Disciple of the Raging Sea) 6          
Eliciter (Id) 6 Symbiat (Egregore)  6 Investigator (Psyforensic / Cryptid Scholar) 6 Barbarian (Berserker / Burn Rider) 6             Truename Feat
Eliciter (Id) 6 Symbiat (Egregore)  6 Investigator (Psyforensic / Cryptid Scholar) 6     Unchained Monk (Street Fighter / Perfect Scholar / Disciple of the Raging Sea) 6          
Eliciter (Id) 6 Symbiat (Egregore)  6 Investigator (Psyforensic / Cryptid Scholar) 6 Barbarian (Berserker / Burn Rider) 6             Fortify Spell
Eliciter (Id) 6 Symbiat (Egregore)  6 Investigator (Psyforensic / Cryptid Scholar) 6     Unchained Monk (Street Fighter / Perfect Scholar / Disciple of the Raging Sea) 6          
Eliciter (Id) 6 Symbiat (Egregore)  6 Investigator (Psyforensic / Cryptid Scholar) 6 Barbarian (Berserker / Burn Rider) 6             Irresistble Spell
Eliciter (Id) 6 Symbiat (Egregore)  6 Investigator (Psyforensic / Cryptid Scholar) 6     Unchained Monk (Street Fighter / Perfect Scholar / Disciple of the Raging Sea) 6          
Eliciter (Id) 6 Symbiat (Egregore)  6 Investigator (Psyforensic / Cryptid Scholar) 6 Barbarian (Berserker / Burn Rider) 6             Spell Perfection
Eliciter (Id) 6 Symbiat (Egregore)  6 Investigator (Psyforensic / Cryptid Scholar) 6     Unchained Monk (Street Fighter / Perfect Scholar / Disciple of the Raging Sea) 6          
Eliciter (Id) 6 Symbiat (Egregore)  6 Investigator (Psyforensic / Cryptid Scholar) 6 Barbarian (Berserker / Burn Rider) 6             Persistent Spell
Eliciter (Id) 6 Symbiat (Egregore)  6 Investigator (Psyforensic / Cryptid Scholar) 6     Unchained Monk (Street Fighter / Perfect Scholar / Disciple of the Raging Sea) 6          
Eliciter (Id) 6 Symbiat (Egregore)  6 Investigator (Psyforensic / Cryptid Scholar) 6 Barbarian (Berserker / Burn Rider) 6             ???
Eliciter (Id) 6 Symbiat (Egregore)  6 Investigator (Psyforensic / Cryptid Scholar) 6     Unchained Monk (Street Fighter / Perfect Scholar / Disciple of the Raging Sea) 6