Mikasa Extra Sheet
You are a fetch: a rare half-ghost, half-human creature. A product of a forbidden experiment conducted by your father who tried to cure a rare disease he had. Your father unfortunately died in the process and you, who once was an ordinary kid, became a fetch since then as part of the side effect of that forbidden experiment. The exact reason why such experiment would turn a normal person into a fetch is still a mystery, yet you continue to persist, year after year. Though nearly a century in age, you nevertheless appear like a middle-aged human with skin of nearly transparent white, faint blue eyes, and jet-black hair. Superficially, fetches resemble unnaturally lithe and fragile humans, and they present as sickly specimens knocking on death's door. Most often encountered in the Veil, they are rare in the material world, but this has always been your home. When you speak, it is always in a soft, melodious voice barely above a whisper. Curiously, you cast no shadow - a hint of your true nature that is seldom noticed. People don't normally realize you are a fetch, and they just think that you are having some kind of a rare and incurable disease. You still remain to be a Citizen.
Your mother was Johai Doriavo, a Citizen of House Doriavo in Ohma. As a Citizen, she was considered a noble member of the ruling class. However, when she wouldn't name your father, and it was discovered that you were half-ghost, she was disgraced and cast out of the house. She was eventually accepted into the Untouched Monastery, where you spent your formative years learning and training under its esteemed monks. She died there, alone with her secrets, but you remained and continued your studies.
The Monks of the Untouched Monastery have one sacred rule: no physical contact. While it protects from disease, it can lead to an isolated existence. Fortunately, you were graced with a gift for telekinesis - making you an exception to the rule. An esteemed monk there taught you how to control your mystical power through your mind. Contrary to the magic in the World of the Ledge which is tied to an emotion, you can unleash your full power only when you are calm, and you feel weaker when you are emotional. To continue your magical studies, you eventually decided to leave for the Floating Cities of Al'Maqadim. Many great academies of arcane instruction are there, and though it took some convincing, you eagerly enrolled.
Then the Daulo attacked. Magic-immune barbarians riding winged horses descended on the Ivory Towers of the Floating Cities. As they are impervious to all direct magical attacks, but not telekinetic projectiles, you were one of the few spellcasters capable of defending the city. When a traitor opened the gates, you and the other defenders were routed and forced to flee to Ashareashade. The Daulo pursued and nearly killed you, but at the last moment, you were saved by none other than Marko Doriavo.
With the Floating Cities conquered, you find yourself supporting your mother's house, generations after she fled. House Doriavo seems different than in the stories, and you owe your life to Marko for putting an end to the Daulo's pursuit.
---
Your character knows a mystical tradition that is part psychic, part arcane. Casting spells requires drawing intricate diagrams 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?
Your character may have spent some time cloistered in a monastery. Were they left there as a babe or did they go willingly? Did you ever meet Menelik there?
Your character spent some time studying in the Floating Cities of Al'Maqadim. What did they study there? Do they have any personal connections with other students or instructors?
You carry a Bag of Endless Holding, a relatively rare magic relic. Where did you find this? Was it a gift?
You've participated in a bloodtouched rite. These necromantic rituals are forbidden in the Floating Cities, but grant power at great sacrifice. Without it, you may not have survived this long. What's the story here?
Is your character religious? Do they worship a deity, an abstract ideal, or some other philosophy? Do they have a personal code of conduct?
Does your character have a reputation? Are they infamous, famous, or generally unknown?
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?
Illustrated Mystics seek physical and mental perfection, combining battle prowess and psychic powers. Borrowing from other traditions, illustrated 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 draw eldritch diagrams to augment their already formidable offensive and defensive capabilities. By standing in these circles of power (or tricking an opponent to enter the area of a diagram), the Illustrated Mystic displays the highest form of their abilities.
Bonus Talents:
• Equipment: Unarmed Training, Unarmored Training
• Variable: Illustrated Mystics gain either the Scout sphere or the Alchemy sphere (formulae package).
• Variable: Illustrated Mystics gain either the Open Hand sphere or the Sniper sphere.
Bonus Magic Talents: Choose one of either the Light or Dark sphere and then another of either the Telekinesis or Enhancement sphere.
Drawbacks: Diagram Magic, Emotional Casting, Somatic Casting x2
Boons: Easy Focus
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. (Note that you are immune to ability damage)
In your case, you also recover your magical energies (spell pool), ghost form, and other abilities 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: 22 points per day
Psionics: 14 rounds per day
Invocations: 4 per day
ability damage
fear
non-magical attacks (ghost form only)
critical hits & precision damage (100% in ghost form, 25% in human form)
cold 5
electricity 5
Diagram Magic
Emotional Casting
Somatic Casting x2
Meld Into Dark
Light Touch
Holy Water (1d4)
Turning
Darkvision 60 ft.
Low-Light Vision
DIrection (in ghost form)
Mind Link - Target within 60 ft. to link, then maintained until dismissed
Fetch register as undead creatures for the purposes of spells and effects that detect undead (such as detect undead). A fetch counts as half its HD for the purposes of aura strength.
At 4th level, animals, both wild and domesticated, can sense the unnatural presence of a fetch at a distance of 15 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
At 2nd level a knight of willpower gains immunity to fear and any other non-allied creature normally immune to fear loses that immunity while within 10 ft. of the knight of willpower, replacing their usual immunity with a +4 bonus to saves against fear effects.
The knight of willpower must consciously determine who is an ally and may do so as a free action. At 6th level, allies within 10 ft. of the knight of willpower gain a +1 morale bonus on saving throws against fear effects and enemies take a -1 penalty on saving throws against fear effects. This bonus and penalty increases by 1 for every additional 4 levels the knight of willpower has to a maximum of +/- 4 at 18th level. This ability only functions while the knight of willpower remains conscious, not if he is unconscious or dead.
This ability replaces occult knowledge.
The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe - but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).
Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Some fetchlings are from families that have fearfully avoided the Shadow Plane, living on the Material Plane for generations. As a result, these fetchlings are closely tied to the Material Plane. Fetchlings with this racial trait count as outsiders with the native subtype and humanoids with the human subtype for any effect related to race, including feat prerequisites and spells that affect humanoids. They can pass for human without using the Disguise skill. This racial trait replaces the +2 racial bonus on Knowledge (planes) checks from the skilled racial trait, and alters the native outsider racial trait.
There is a 3% chance per Hit Die that, upon a fetch's death, it will rise as a full undead ghost.
Upon reaching maturity, a fetch ages at one-fourth of the base creature's normal rate.
At 3rd level, a fetch is harmed by positive energy and healed by negative energy. A fetch with the fast healing special quality still benefits from that quality.
(in ghost form only)
An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.
An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.
You gain the ability to react to danger before her senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dex bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.
Thaumaturges use bargains, secrets, and dangerous magical practices to push their casting to greater heights than their more careful contemporaries achieve. A thaumaturge may, as part of the action required to use a spell or sphere effect, increase his caster level by 2 for that effect. This applies to variables dependent on a particular casting of an effect (damage, duration, number of targets etc.), but it does not apply to the caster’s total caster level with that sphere (i.e., it does not determine the strength of a companion from the Conjuration sphere, nor to the total number of HD of reanimated creatures that may be controlled through the Death sphere). This bonus increases by +1 at 5th level, and by an additional +1 for every 4 levels thereafter to a maximum of +6 at 17th level.
Whenever a thaumaturge uses forbidden lore to enhance their magic, there is a 15% chance the thaumaturge will suffer backlash; the spell or sphere effect does not manifest, and any spell slot or spell points spent are lost. In addition, the thaumaturge suffers a -1 penalty to attack rolls, saving throws, skill checks, and to their effective caster level (minimum: 1), which lasts until he rests to regain spell points. This penalty is cumulative; every time the thaumaturge suffers backlash in a day, these penalties increase by 1.
(see Mind over Matter below)
When using the forbidden lore class feature, the knight of willpower is particularly powerful with certain spheres at the cost of others. When using forbidden lore to strengthen an effect from the Creation, Light, or Telekinesis sphere, the increase to his caster level is 50% higher than normal. This increase does not affect the bonus granted by invocations. When using forbidden lore to strengthen the effect of any of the other spheres, the increase to his caster level is only 50% of the normal value.
A knight of willpower may push themselves beyond their normal limits and apply this bonus to any sphere, eliminating the usual penalty to those spheres (or apply it a second time to the Creation, Light, or Telekinesis spheres for a total of a 100% increase to those spheres), by increasing the chance of backlash to 30% and increasing the penalty to attack rolls, saving throws, skill checks, and their effective caster level to -2. When used in this way, his forbidden lore bonus for the purposes of invocations is treated as if it were 50% higher. When using forbidden lore in this way the chance of backlash occurring cannot be reduced by any means.
This modifies forbidden lore.
Thaumaturges control power in its purest form; whether through bargains with outsiders, the summoning of primal spirits, or simply an untamable spark in their soul, a thaumaturge can invoke a limited amount of truly wondrous power.
A thaumaturge may use invocations a number of times per day equal to his casting ability modifier, which refreshes when he rests to regain spell points. Whenever an invocation calls for a saving throw, the DC is equal to 10 + 1/2 the thaumaturge’s level + the thaumaturge’s casting ability modifier. A thaumaturge may only use invocations of his level or lower. Using an invocation is a free action that may be taken even when it isn't the Thaumaturge's turn.
At 1st level, a knight of willpower may reroll a failed Will save as an immediate action. This invocation replaces meditation.
At 1st level, when using forbidden lore to augment a Light sphere glow effect, the knight of willpower may use an invocation to cause all enemies in the area of the light to become shaken as long as they remain within the area (Will negates). He may also use this invocation when using the Creation sphere to create an object which causes any creature touching the object to become shaken as long as they remain in contact with the object (no save). This replaces lingering pain.
At 1st level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to cause the affected targets to gain 1 temporary hit point per thaumaturge level. These temporary hit points stack with any the target already possesses, and last for 1 round.
At 3rd level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to grant himself a dodge bonus to AC equal to his forbidden lore bonus for a number of rounds equal to his casting ability modifier.
At 3rd level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to grant himself a bonus to attack rolls equal to his forbidden lore bonus for a number of rounds equal to his casting ability modifier.
A character who has the combat training class feature, the Extra Combat Talent feat, or who has gained a martial tradition or combat talent progression by some other means can achieve martial focus.
Characters gain their martial focus after a minute of rest, or by taking the total defense action. You may not by any means regain focus more than once per round.
When you have martial focus, you can expend your focus as part of any single Fortitude or Reflex saving throw you make thereafter. When you expend your focus in this manner, your saving throw is treated as if you rolled a 13, similarly to taking 10 on a skill check, except that the number you add to your saving throw is 13. You can also expend your martial focus to gain the benefit of certain combat talents and class features, as described in their entry, while other talents and abilities may require you to currently have martial focus.
Once you have gained martial focus, you remain focused until you expend your focus, become unconscious, or go to sleep (or enter a meditative trance).
The symbiat may use their telekinesis to manipulate the battlefield. So long as this effect is active, the symbiat may, as an immediate action, add either a bonus or a penalty equal to 1/2 his symbiat level (minimum: 1) to one attack roll made within 60 ft of him. The symbiat must announce he will use this ability before the attack roll is made.
At 1st level, a knight of willpower may reroll a failed Will save as an immediate action. This invocation replaces meditation.
As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.
Humans can walk at a base speed of 30 ft. per move action. When they run as a full-round action, they can move up to 4x that distance (120 ft.).
Your telekinetic abilities allow you to move faster, for a total of 40 ft. per move action (or 160 ft. when running).
In ghost form, you can fly at 40 ft. per move action. You have clumsy maneuverability, so you take a -8 on fly checks to perform special maneuvers.
Since you are incorporeal in ghost form, you can fly into solid objects or water. The only limitation is that you must be adjacent to the surface of solid objects (so you can't pass completely through a solid block that is larger than you). See the incorporeal special quality (copied to your constant effects), for details.
When maintaining a sphere ability through concentration, you only need to spend a move action to maintain concentration instead of a standard action. This does not decrease the sphere ability’s casting time, only the action used to maintain concentration.
At 2nd level, a fetch can detect any form of incorporeal undead, at will. This ability works like the detect undead spell (caster level equals fetch's HD) but it only detects incorporeal undead. If the fetch is a sphere caster, this instead functions as the divine undead alternate divination (caster level equal's the fetch's HD), but it may only be applied to incorporeal undead. If the fetch acquires the detect undead spell or the divination and death spheres, they may divine corporeal undead as well.
You may create and manipulate darkness.
As a standard action, you may create a sphere of darkness with a radius of up to 10 ft + 5 ft per 2 caster levels, centered anywhere within Medium range. This darkness radiates from a central point, and cannot extend through walls. You must concentrate to maintain this sphere, but you may always spend 1 spell point as a free action to make the darkness last for 1 minute per level without concentration. You must remain within Medium range of the darkness to sustain it through concentration. In this darkness, bright light (including daylight) becomes dim light, imposing a 20% miss chance to attacks. Normal light and dim light become absolute darkness. Sources of normal light only produce dim light in a 5-foot radius, and sources of dim light disappear. This is not subject to Spell Resistance, but creatures with Darkvision may see in this darkness as normal. You may always dismiss one of your darkness effects as a free action. Talents designated as (darkness) add additional effects to a sphere of darkness. Only one such talent may be applied to an individual sphere of darkness, but areas of darkness with different effects may overlap. Individual darkness effects do not stack with themselves. If a Light sphere effect is created inside a darkness effect, the creator of the Light sphere effect must pass a magic skill check against the creator of the darkness effect. If the check succeeds, the Light sphere effect functions normally. Otherwise, it functions as any other light source, as described above. Masters of the Dark sphere aren’t limited to creating globes of murk. Instead, they can spread pools of darkness to deliver their magic. A blot is a darkness effect created on a two-dimensional surface, such as the ground or a wall, appearing as an inky coating rather than a volume of decreased illumination. Blots do not affect the light level of the area. The Clearsight meld functions on blots the same as it does on areas of darkness. Dark talents listed with the (blot) tag can be applied to an area of darkness to add additional effects and to cause it to manifest as a blot. Only one such talent may be applied to an individual blot, but blots and darkness with different effects may overlap. Individual blots do not stack with themselves, nor do they stack with similar (darkness) talents. If a talent is labeled as (blot) and (darkness), the caster may decide whether to manifest an area of blot or darkness when the sphere effect is created. This decision cannot be changed. In order for a blot to affect a target, it must be in contact with the blot. Blots count as areas of darkness with respect to melds and interactions with Light sphere effects and talents. Meld talents allow the caster to grant himself and others the ability to interact with darkness in new ways. The caster must touch a target as a standard action to grant them the benefits of a meld talent. Dark talents listed with the (shadow) tag manipulate the target’s own shadow directly, without manifesting an area of darkness at all. Unless otherwise indicated, a shadow may be applied to a target within medium range as a standard action. Only one shadow may be applied to any one target at a time. An unwilling target is allowed a Will save to negate a shadow. The duration of each shadow is specified in its description. If a shadow can be maintained through concentration, you must remain within medium range of the target to do so. Shadows function normally within areas of glow, neither suppressing nor being suppressed by areas of glow simply by entering them. If a Light sphere effect and shadow are cast directly upon the same target, however, the caster of the Light sphere effect must pass a magic skill check against the MSD of the shadow’s caster. If the check succeeds, the the Light sphere effect functions normally and the shadow is suppressed. If it fails, the shadow functions normally and the Light sphere effect is suppressed. Time spent suppressed counts against the duration of the effect in either case. Note: See Meld into Dark below for restrictions.
Blot
Meld
Shadow
You cannot create darkness, and you may only target yourself when granting a (meld) talent. You may only select (meld) talents and Quick Meld from the Darkness sphere. However, you may also use (meld) talents in all dim light and darkness, not just areas of your darkness.
You may use (meld) talents on yourself as a swift action instead of a standard action.
You may spend a spell point to grant the target the ability to make precision strikes for 1 hour per caster level. Whenever the target attacks a creature it is flanking, that is denied its Dexterity bonus to AC, or that is not able to perceive the creature (such as through a successful Stealth check), it deals an additional 1d6 points of precision damage to the target. This damage is not multiplied on a critical hit, but it does stack with a rogue’s sneak attack. This only functions while within an area of your darkness.
You may create and manipulate light.
As a standard action, you may cause an object or creature in Medium range to glow for 1 minute per caster level, outlining it with light as a candle, which may be of any color you wish. This requires a touch attack or ranged touch attack. The object or creature becomes outlined with light, giving it a -20 penalty on Stealth checks and negating all bonuses usually bestowed by invisibility, blink effects, darkness, or similar effects. As a free action, you may cause any creature or object you have caused to glow that is within Medium range to shed light as a torch, shedding normal light to 20 ft and increasing the light level by one step to a maximum of normal for 20 ft beyond this. Reducing this light is also a free action. As a standard action, you may cause one of your glow effects within Medium range to shed bright light for as long as you concentrate. This produces bright light for 30 ft +5 ft per 2 caster levels, and increases the light level by one step to a maximum of normal for 30 ft +5 ft per 2 caster level beyond this. As a free action, you may spend a spell point to allow the creature or object to continue glowing brightly without concentration for 1 minute per caster level, or until the glow effect expires, whichever comes first. The bright light produced by this effect is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by daylight, but it may affect creatures with Light Blindness or other conditions. When you create a glow you may cause it to shed bright light as part of the same action, but otherwise follow the normal rules for causing a glow to shed bright light. Whenever a glow effect interacts with a magical darkness effect (such as from the Dark sphere) the caster of the glow effect must pass a magic skill check against the MSD of the darkness effect’s caster. If he succeeds, the Light effect functions normally. If he fails, the Dark effect functions normally (outlines are swallowed, light sources are hampered, etc.) An area filled with normal or bright light from a glow effect is no longer considered an area of darkness for Dark sphere abilities. Some talents are designated (light), which add additional effects to your glow ability. You may only apply the benefits of one (light) talent to any individual glow effect. While you may only apply one such talent to an individual glow effect, areas of bright light from different glow effects can overlap. When augmenting a glow effect with a (light) talent, the effect is applied once per round, at the end of the caster’s turn. For example, if a glowing object is thrown into a large group of enemies, it would only affect those within the area where it landed, not those targets it passed by to arrive in that area. Light talents listed with the (lens) tag are talents that do not create light, but instead bend it or alter its properties. The caster may place a lens as a standard action on any target within the same range as their glow. This requires a melee or ranged touch attack on unwilling targets. A lens lasts as long as you concentrate, but you may spend a spell point to allow a lens to remain for 1 hour per caster level without concentration. Some Light talents are designated (nimbus), which notes a talent that alters the area of light shed by your glow effects, changing the area in which light is increased as well as where the effects of (light) talents are applied. You may only apply a single (nimbus) talent to a glow at a time but may switch between them and the normal area of your glow as a free action, though any (light) talents affect only one area in a round. The Illuminate talent is considered a (nimbus) talent. Note: See Touch of Light below for restrictions.
You cannot cause objects to glow as a ranged touch attack. You cannot take Ranged Light. If you use the Area Glow talent, you must center the effect on yourself.
You may create bright light that partially assimilates a glowing creature, allowing them to momentarily shed their physical form. A creature under this effect can choose to move through solid objects as long as there are no factors that block normal sight (such as concealment from darkness or fog). This allows them to pass through transparent barriers like glass or through impossibly small gaps (such as a keyhole).
You can lift and move objects through magic.
As a standard action you can use telekinesis to lift one unattended object or willing creature within Close range and move it up to 20 ft, + 5 ft per 5 caster levels. The object levitates as long as you concentrate, have line of sight, and the object remains within Close range. The objects and creatures you may lift are restricted by size; the largest object you can lift is given in the chart below. This assumes the object is made from a dense material, such as stone. Objects made of lighter materials, mostly open space, or reduced to 1/2 weight with the lighten talent of the enhancement sphere count as being one size category smaller, while weightless objects count as being 2 size categories smaller for this purpose. Table: Object Size Your telekinesis is simple and cannot perform dexterous actions (tying a knot, opening a book, turning a key, etc.). Any object you control with telekinesis has a touch AC of 10 + your casting ability modifier + any size modifier, and a CMD of 10 + your caster level + your casting ability modifier + the object’s size modifier. If you possess the Blood and Telekinesis spheres and have the Limited Telekinesis drawback for blood, you may use your telekinesis abilities on any creature under the effects of your blood control (within the normal limits of the Telekinesis sphere). You gain the following special uses of telekinesis when you gain this sphere: You may, as a free action, spend a spell point to no longer need to concentrate to maintain lifting a particular object for up to 1 minute per caster level. You may give a sustained force simple orders (float in the air, go north, follow a target) that it obeys to the best of its ability. Changing a sustained force’s orders is a move action. You cannot sustain combat-related uses of telekinesis (combat maneuvers, bludgeons, etc.), nor complicated tasks (make a wagon load itself with stones and move them to another location, etc.). You may spend a spell point to lift an unwilling creature with telekinesis. The target is allowed a Will save to negate this effect, plus an additional Will save each round the effect is maintained. If a hostile lift is sustained with Sustained Force, it only lasts until the target succeeds at its save. A creature may suffer falling damage if they successfully save while floating high in the air. Once per turn when lifting an object with telekinesis, you can spend its remaining movement to strike a creature or object within its square. When you use a lifted creature or object to strike another creature or object (moving the object into the target’s square and ramming them), you must succeed at an attack roll using your base attack bonus plus your casting ability modifier against the target. On a successful hit, the target and the bludgeon take damage depending on the bludgeon’s size. If the bludgeon is a weapon, the attack deals appropriate damage for that weapon (bolts and arrows are treated as daggers for this purpose). Since weapons are designed to deal damage, they do not suffer damage if used as a bludgeon. Table: Object Damage If using telekinesis on a projectile or thrown object within your size limit (often as a readied action), you may stop the attack from dealing damage. The originator of the attack (the creature who threw the projectile, etc.) is allowed a Will save to negate this ability. After catching an object, you may move it as normal for your telekinesis.
Caster Level
Object Size
Sample Object
1st
Diminutive
Dagger
3rd
Tiny
Candelabra
5th
Small
Heavy Shield
8th
Medium
Cage
11th
Large
Statue
15th
Huge
Wagon
20th
Gargantuan
Catapult
25th
Colossal
Ship
Sustained Force
Hostile Lift
Bludgeon
Object Size
Damage Dealt
Fine
1
Diminutive
1d2
Tiny
1d3
Small
1d4
Medium
1d6
Large
1d8
Huge
2d6
Gargantuan
3d6
Colossal
4d6
Catch
You may lift multiple targets at once (up to 1 + 1 per caster level) whose combined size does not exceed your maximum telekinesis size. You may treat these objects as one effective object for the purpose of bludgeoning a creature, or you may make multiple bludgeons per round (although you cannot make more attacks in a round than would otherwise be allowed with your BAB and any respective feats if you possess the Flair or Dancing Weapon talents). If you spend a spell point to use Hostile Lift or Sustained Force, it may apply it to as many of these objects as applicable. You may also spend a spell point when using the Steal, Telekinetic Maneuver, or Telekinetic Push talents to affect multiple targets at once (up to one additional target per 2 caster levels, minimum: 1), although you cannot affect an individual target more than once per round with any combat maneuver.
You may use telekinesis to perform fine manipulations, such as turning a key in a lock, unrolling a scroll, or tying a knot. You may make appropriate skill checks (such as Craft, Profession, or Performance checks that involve objects or instruments) at a distance, as well as Heal checks to perform first aid. When performing a skill at a distance you may use your casting ability modifier in place of the normal ability modifier, but you also suffer a -5 penalty to the skill check. You may use Sustained Force to maintain complicated, non-combat procedures such as making knives prepare dinner, make a lute play itself, or making a shovel dig a ditch. When combined with the Flair talent, you may also perform Disable Device checks at a distance. When combined with the Steal talent, you may also perform Sleight of Hand checks to steal objects at a distance.
You may use telekinesis with a greater degree of detail. If you possess the Finesse talent, you may perform Disable Device checks at a distance with a -5 penalty. You may add the effects of feats you possess to the actions you perform with telekinesis (adding the benefits of Point-Blank Shot or Weapon Focus to bludgeons, using improved trip or improved steal to maneuvers made with the Telekinetic Maneuver talent or Steal talent, etc.). Bludgeons count as ranged weapons for this purpose.
By spending a spell point you can further advance the strength of your telekinesis. Increase the maximum sized object you can affect with telekinesis by 1 size category. This effect stacks with the benefits of Powerful Telekinesis. However, you must maintain concentration as a full-round action to gain this increased power, and may not spend a spell point to maintain it with sustained force. You may spend an additional spell point to increase your capacity by another size, but doing so demands all of your mental focus. You may only use the basic capability of telekinesis to move objects, and cannot use this in conjunction with hostile lift or bludgeon.
When you using an object or weapon as a bludgeon, it is effectively one size larger for determining how much damage it deals. In addition, any time you would perform a combat maneuver using telekinesis (such as with Steal or Telekinetic Maneuver) you add a +2 bonus to your CMB and CMD.
Increase the range of your telekinesis by one step (Close to Medium, Medium to Long). You may select this talent multiple times. The effects stack.
Increase the maximum sized object or creature you may affect with telekinesis by 1 size category.
A symbiat’s alien mind empowers the symbiat with strength and subtlety far beyond what most casters can achieve. A symbiat may create psionic effects from the list below for a total number of rounds per day equal to 4 + his Int modifier. Every level gained beyond 1st grants him an additional 2 rounds he may create psionic effects.
A symbiat may activate any psionic effect he possesses as a standard action, but need only spend a free action to maintain the effect each round. Changing from one psionic effect to another requires the symbiat to stop the previous effect and start a new one as a standard action. A psionic effect cannot be disrupted, but it ends immediately if the symbiat is killed, stunned, knocked unconscious, or otherwise prevented from taking a mental free action to maintain it each round. A symbiat cannot maintain more than one psionic effect at one time.
At 7th level, a symbiat can start a psionic effect as a move action instead of a standard action. At 13th level, a symbiat can start a psionic effect as a swift action.
The symbiat may link the minds of himself and any number of willing targets with Intelligence scores of 3 or higher. All targets to be connected must be within 60 ft of the symbiat when the effect is begun, but they need not remain within 60 ft while it is maintained. All affected creatures may communicate with each other through this mental link, provided they share a language. Where there is no shared language, only simple communication (go, come, attack, help) may be sent.
So long as this psionic effect is active, the telekinetic warrior gains a +2 bonus to all attack rolls made with bludgeons. This increases to +3 at 7th level, +4 at 13th level, and +5 at 19th level.
This replaces battlefield relay.
The symbiat may use their telekinesis to manipulate the battlefield. So long as this effect is active, the symbiat may, as an immediate action, add either a bonus or a penalty equal to 1/2 his symbiat level (minimum: 1) to one attack roll made within 60 ft of him. The symbiat must announce he will use this ability before the attack roll is made.
At 3rd level, the symbiat may create a psionic effect that allows him and his allies to share knowledge and capabilities. The symbiat chooses one skill he has at least 1 rank in. All allies within 60 ft may use the symbiat’s ranks in that skill in place of their own when making checks, if the symbiat has more ranks. If the skill to be shared is a class skill, the class skill bonus is also shared, although every creature uses its own ability score modifier. At 10th level, the symbiat may choose the skill ranks and class skill bonus from an ally within range instead of himself and grant those ranks to himself and his other allies.
You can defend yourself as a standard action. You get a +4 dodge bonus to your AC for 1 round. Your AC improves at the start of this action. You can’t combine total defense with fighting defensively or with the benefit of the Combat Expertise feat. You can’t make attacks of opportunity while using total defense.
Note: When you use this ability, you may also regain your martial focus.
As long as you have martial focus, you can catch thrown or falling rocks (or projectiles of similar shape) that are no larger than your current size. Once per round, when you would normally be hit by a rock, you can make a Reflex save to catch it as a free action. The DC is 40 for a rock of your current size, -5 for each size category it is smaller than you. If the projectile has a magical bonus on attack rolls, the DC increases by that amount. You must be aware of the attack in order to make a rock catching attempt.
Additionally, you are considered proficient with thrown rocks. You can hurl rocks of up to two size categories smaller than you. A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5.
You can hurl the rock as a thrown weapon with a range increment of 10 ft. +10 per size category it is smaller than you. Tiny rocks deal 1d6 bludgeoning damage, Small 1d8, Medium 2d6, and Large 3d6. As long as you have martial focus and a suitable rock is within your reach, you may pick them up as part of your attack. At 7th and 14th base attack bonus, increase the maximum size rock you may throw by one size category, to a maximum equal to your current size.
Note that you can use this ability with your flair ability to telekinetically toss rocks at your enemies.
Deadly Shot
As a special attack action, you may make an attack with a ranged weapon. You may add any one (snipe) talent you know to this attack.
In addition, you may expend your martial focus to increase the damage dealt by the attack by 1d10, or 1d6 if the attack targets touch AC or is made with a scatter weapon. You must choose whether or not to use this ability before making your attack roll. These extra damage dice are not multiplied on a critical hit, but are added to the total. For every 4 points of base attack bonus you possess, you deal an additional 1d10 damage, or an additional 1d6 if the attack targets touch AC or is made with a scatter weapon.
Some talents are marked (snipe). These talents add additional effects when you perform a deadly shot. You may only apply the effects of one (snipe) talent to each deadly shot.
As a special attack action, you may make two ranged attacks at your full base attack bonus -2. Beginning at 6 base attack bonus, you may expend your martial focus to make an additional extra attack, increasing the penalty to all your attacks from -2 to -4. For every 5 points of base attack bonus you possess beyond 6, when expending your martial focus you may increase this penalty by an additional -2 to make an additional extra attack.
Some talents are marked (blitz). You may apply a maximum of one (blitz) per extra attack to a barrage, but only if the barrage meets the prerequisites, including that attack (for example, if a (blitz) requires a target be struck twice, you can only apply that (blitz) to a target that has been struck twice. If he is struck a third time, you could apply a second (blitz) that requires at least two attacks to that target). Associated Feat: Rapid Shot
In order to perform any magical effect, either you or your target must be entirely contained within the boundaries of a special diagram. Creating this diagram requires a full-round action for every 5 ft. square contained within the diagram. Once the circle has been drawn, make a spellcraft check as part of the full-round action to draw the final part of the circle against DC 15 + the maximum caster level of any effect to be performed within the circle to determine if it was done correctly. You may take 10 on this check even if in combat or stressed. You can increase the speed at which you draw the diagram but at greater risk of making a mistake. For every step by which you reduce the time required to draw the diagram, increase the spellcraft DC by +5 to a maximum of +20 to draw the circle as a free action, but doing so prevents you from taking 10 on the check.
The diagram need not be drawn with any special materials, and can be done with sprinkled salt, paint, blood, or anything else that may be on hand so long as it is clearly visible. If the diagram is disrupted (any amount of damage dealt to the surface it is carved upon, or sufficient force from water, wind, or any other effect that might disperse the material the diagram was created with) then any magic previously cast stays in effect, but no further spells may be used until a new circle is drawn. Spells and effects created by magic within the diagram and summoned creatures never disrupt it even if they would otherwise.
This counts as 2 drawbacks when determining the number of spell points gained.
You can make a perception check to attempt to find a hidden trap as a move action. Typically, you can only search one 5-by-5 foot area at a time, so this will often take a few minutes to complete for each room.
Once you find a trap, you can use the disable device skill to attempt to disable that trap.
At 4th level, a fetch can create a spirit body capable of traveling about freely and engaging in combat. This ability functions as the shadow projection spell with a caster level equal to the fetch's HD, except that the fetch takes on the incorporeal form of a ghost without changing its type to undead or gaining any other abilities of a ghost. It is usable once per day and requires a minute to activate.
At the beginning of the following round the fetch's body lies in a comatose state while a shimmering, incorporeal duplicate of it moves about freely. This ghost form glows with an eerie light whose color holds special significance to the fetch. The ghost form has access to all of the fetches special abilities, skills, spells and feats, but it has no weapons or equipment and can use only items that an incorporeal creature can handle. A fetch can return to its body as a full-round action.
At 8th level, a fetch may activate this ability at will as a full-round action.
Mikasa performs significantly better when he has sufficient time to prepare for encounters.
For example, if he expects a battle, he can draw a magic diagram at a safe location. He can do this as a full-round action by taking 10 on his spellcraft check, or he can use a full minute by taking 20 (for difficult battles). Once the diagram is drawn, he can lie down inside and spend a minute to separate his soul from his body. This allows his soul to fly about as though it were a ghost, while his body lies comatose within the diagram. He can remain in ghost form for up to four hours, but he can only activate this ability once per day, so he must choose his battles wisely.
In ghost form, Mikasa cannot interact with the world in the typical way. His incorporeal hand simply passes through physical objects. Likewise, he can fly through obstacles or up to 5 feet into solid barriers (such as the ground or thick stone walls). Whenever possible, he uses this to position himself for maximum advantage. Areas of darkness or dim light work best with his dark sphere abilities, as in these areas he benefits from concealment and his meld abilities (such as Dark Slaughter). When he finally does emerge to attack, he'll need to make a stealth check to catch his enemies unaware.
To meaningfully interact with the world in ghost form, Mikasa must rely on his telekinesis. By tapping into his key emotion and gesturing with his arms, he can lift up to 500 lbs. of loose material with this magic. This can be as a single object of up to medium size, or several smaller objects (max 6 total). In any case, he propels these objects with such force that they act as though one category larger when dealing damage (so as large sized objects by default). Typically, he would bludgeon his enemies with whatever materials are available, with either a focused snipe or a barrage of attacks (up to two per round). When necessary, he can recall his Forbidden Lore (w/ Mind over Matter) or spend a spell point to increase the potency of his telekinesis, but he should beware of psychic backlash when pushing himself to his limits. Theoretically, he can bludgeon his enemies with objects weighing up to 16 tons, or simply lift up to 125 tons. This would require enormous strain and concentration, preventing him from taking any other actions.
Perhaps the most efficient attack is a combination of hostile lift and bludgeon. By spending a spell point on focused might, then four for hostile life, and finally invoking his Forbidden Lore, Mikasa can take hold of up to four medium-sized creatures and bludgeon them together in a barrage of attacks. Each creature deals damage both to itself and its target, effectively dealing 400% more damage than his base attack (not to mention fall damage).
Defensively, Mikasa depends on his stealth and incorporeal nature to avoid most attacks. His physical body is naturally vulnerable, and he must keep it safe at all times. If it dies, so does he, but if his ghost form dies, he may yet live for a few moments as his soul violently returns to his body. Almost any form of disease or bodily curse is fatal to him, and so he should avoid encountering foes that can target his Fortitude save. Even something as simple as the flu could kill him. Luckily, in his ghost form, he is immune to most of these threats. If he is ever attacked direction (such as by a magical weapon), he can attempt to use the catch maneuver to telekinetically block the attack. Similarly, he can use telekinetic manipulation to subtly redirect or misdirect key attacks as an immediate action. Should a creature attempt to influence his mind or spirit, he can reroll any Will save in a similar way.
Mikasa's greatest weakness are ambushes, surprise attacks, or any instance where he lacks sufficient time to prepare. Without a magical diagram, he cannot use his magic (as either he or his target must be in the diagram at the time of casting). In his natural human form, he is incredibly fragile. In these situations, it might be best to run or hide to fight another day. When that is not an option, he can attempt to hastily draw a diagram (by making a rushed spellcraft check), or he can rely on conventional weapons (he's still decent at throwing rocks).
Outside of combat, Mikasa is a great scout and infiltrator. He possesses the skills and know-how to disarm mundane and magical traps, or pick locks using his telekinesis alone. His eyesight is relatively poor, however, and since he wouldn't typically trigger most mundane traps, he should be wary that dangers could still await any allies that follow him. His psionic mind link is usefully for reporting quick scouting missions. Though he is soft spoken, he has a pleasant personality and charm, which allows him to socialize decently well with anyone that can overcome his grisly appearance and dual-nature.
Fetch Template Class | 1 | Symbiat (Telekinetic Warrior) | 1 | Thaumaturge (Knight of Willpower) | 1 | Luck of Heroes | ||||||||
Fetch Template Class | 2 | Symbiat (Telekinetic Warrior) | 2 | Thaumaturge (Knight of Willpower) | 2 | |||||||||
Fetch Template Class | 4 | Symbiat (Telekinetic Warrior) | 4 | Thaumaturge (Knight of Willpower) | 4 | Bloodtouched Rite | Extra Combat Talent: Barrage | |||||||
Fetch Template Class | 8 | Symbiat (Telekinetic Warrior) | 6 | Thaumaturge (Knight of Willpower) | 6 | Unchained Rogue (Phantom Thief) | 4 | |||||||
Fetch Template Class | 8 | Symbiat (Telekinetic Warrior) | 6 | Thaumaturge (Knight of Willpower) | 6 | Unchained Rogue (Phantom Thief) | 4 | Maximize Spell | ||||||
Fetch Template Class | 8 | Symbiat (Telekinetic Warrior) | 6 | Thaumaturge (Knight of Willpower) | 6 | Unchained Rogue (Phantom Thief) | 4 | |||||||
Fetch Template Class | 8 | Symbiat (Telekinetic Warrior) | 6 | Thaumaturge (Knight of Willpower) | 6 | Unchained Rogue (Phantom Thief) | 4 | Fortify Spell | ||||||
Fetch Template Class | 8 | Symbiat (Telekinetic Warrior) | 6 | Thaumaturge (Knight of Willpower) | 6 | Soul Weaver (Ghost Sovereign) | 4 | Wraith? | ||||||
Symbiat (Telekinetic Warrior) | 8 | Thaumaturge (Knight of Willpower) | 8 | Soul Weaver (Ghost Sovereign) | 8 | Irresistble Spell | ||||||||
Symbiat (Telekinetic Warrior) | 8 | Thaumaturge (Knight of Willpower) | 8 | Soul Weaver (Ghost Sovereign) | 8 | |||||||||
Symbiat (Telekinetic Warrior) | 8 | Thaumaturge (Knight of Willpower) | 8 | Soul Weaver (Ghost Sovereign) | 8 | Truename Feat | ||||||||
Symbiat (Telekinetic Warrior) | 8 | Thaumaturge (Knight of Willpower) | 8 | Soul Weaver (Ghost Sovereign) | 8 | |||||||||
Symbiat (Telekinetic Warrior) | 8 | Thaumaturge (Knight of Willpower) | 8 | Soul Weaver (Ghost Sovereign) | 8 | ??? | ||||||||
Symbiat (Telekinetic Warrior) | 8 | Thaumaturge (Knight of Willpower) | 8 | Soul Weaver (Ghost Sovereign) | 8 | |||||||||
Symbiat (Telekinetic Warrior) | 8 | Thaumaturge (Knight of Willpower) | 8 | Soul Weaver (Ghost Sovereign) | 8 | ??? | ||||||||
Symbiat (Telekinetic Warrior) | 8 | Thaumaturge (Knight of Willpower) | 8 | Soul Weaver (Ghost Sovereign) | 8 | |||||||||
Symbiat (Telekinetic Warrior) | 8 | Thaumaturge (Knight of Willpower) | 8 | Soul Weaver (Ghost Sovereign) | 8 | ??? | ||||||||
Symbiat (Telekinetic Warrior) | 8 | Thaumaturge (Knight of Willpower) | 8 | Soul Weaver (Ghost Sovereign) | 8 | |||||||||
Symbiat (Telekinetic Warrior) | 8 | Thaumaturge (Knight of Willpower) | 8 | Soul Weaver (Ghost Sovereign) | 8 | ??? | ||||||||
Symbiat (Telekinetic Warrior) | 8 | Thaumaturge (Knight of Willpower) | 8 | Soul Weaver (Ghost Sovereign) | 8 |