Thaumaterge
Not too sore, are you?
- Joined
- Jan 15, 2017
- Messages
- 375
- Likes received
- 2,330
I'm trying to use them to present very dense character info in a small amount of space, but it keeps inserting end tags into the middle of things and breaking in various other unexpected ways.
Of course, I'm very new to this so I could just be messing up the formatting somehow.
[LEFT][accordion]
{slide=Stat Block}
Guiche de Gramont, Human Incanter 1
Defense
AC: 12, Touch: 10, Flat-Footed: 12
Combat Maneuver Defense: 12
HP: 8 (1d6 + 2)
Fort: +2, Ref: +2, Will: +2
Offense
Initiative: +2
Speed: 30 ft.
Magic
Caster Level: 1
Casting Tradition: Brimiric Magic (Earth)
Casting Ability Modifier: Charisma (+3)
Spell Pool: 5/5
Save DC: 13
Attributes
Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 16 (+3)
Skills
Bluff: +7
Diplomacy: +7
Artistry (Poetry): +7
Spellcraft: +4
Feats[/LEFT]
Cantrips: You can create a variety of small magical effects. These effects are not powerful and are treated as sphere effects in all ways. They require a standard action to use, usually have a range of close, and are either instantaneous or have a duration of 1 hour depending on the effect created.
[LIST]
[*]You may make a ranged touch attack, dealing 1d3 acid, electricity, fire, or cold damage to a target.
[*]You may clean, soil, or color up to 1 cubic foot of material per round.
[*]You may create floating lights the size of candle flames and move them up to 20 feet per round as a free action.
[*]You may create a spark such as with flint and steel, which may ignite flammable, unattended Fine objects.
[*]You may open or close a door or container weighing no more than 30 lbs.
[*]You may chill, warm, or flavor 1 lb. of nonliving material.
[*]You may create a small breeze from whichever direction you choose, strong enough to rustle clothing and flicker candles.
[*]You may lift objects weighing up to 1 lb. and move them up to 10 feet per round.
[*]You may create small non-speech sounds, such as that of a mouse screeching, soft simple harp music, or the hubbub of a whispered conversation.
[*]You may touch a creature or object and detect whether it possesses a magical aura. You may use Spellcraft to identify its aura as if using the detect magic spell.
[/LIST]
Homogenous Companions (Armored Companion): Choose one (form) or (type) talent one of your Conjuration sphere companions possesses that was not granted by a companion archetype or the free (form) or (type) talent granted to a companion when you first gain a companion. Your other companions gain the benefits of that talent if they are eligible. If any of your companions would not be eligible for the chosen talent, such as choosing a (type) talent where a companion already possesses a (type) talent, those companions do not gain any benefits until they become eligible.
Whenever you rest and regain spell points, you may change the (form) or (type) talent chosen for this feat and apply the benefits of that talent to each eligible Conjuration sphere companion.
[LEFT]{/slide}
{slide=Incanter Features}
Casting[/LEFT]
An incanter may combine spheres and talents to create magical effects. An incanter is considered a High-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)
Spell Pool
An incanter gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents
An incanter gains 1 magic talent every level, according to Table: The Incanter. The incanter also gains a bonus magic talent at every odd incanter level.
Familiar (1 Specialization Point)
The incanter gains a familiar, as the wizard's arcane bond option, using his incanter levels as wizard levels for this purpose.
Sphere Specialization (Conjuration, 3 Specialization Points)
The incanter specializes in a sphere of his choice. The incanter gains that sphere as a bonus sphere and gains a +1 bonus to his caster level with that sphere. In addition, he also gains a series of abilities associated with that sphere, as detailed below. Some specializations have optional sub-specializations which may be chosen when the sphere specialization is gained. Like archetypes, these sub-specializations trade out one or more of a sphere specialization's benefits for new abilities.
[LEFT]{/slide}
{slide=Spheres and Talents}
Conjuration Sphere
As a standard action, you may spend a spell point to summon a creature you have made a contract with (called a companion) causing it to appear in an adjacent square, ready to act on your following turn. You must concentrate to maintain the companion's presence, but may always spend an additional spell point to allow the summoned creature to remain for 1 minute per caster level without concentration.
When you gain the Conjuration sphere, you automatically gain a single companion of your choice. If a companion is conjured multiple times during a day, they do not regain hit points or other resources spent. If a companion is reduced to 0 hit points, they instantly disappear and cannot be summoned until the following day.
Extra Companion
You gain an additional companion. Whenever you summon a companion, you must select only one of your companions, although you may have multiple companions summoned at once. You may select this talent multiple times. Each time it is selected, gain another companion.
Armored Companion (Homogenous)
Your companion gains armor as appropriate for its form and appearance (a suit of armor, a tougher hide, buffeting winds, etc.). Your companion gains a +2 armor bonus, +1 at every odd Hit Die beyond 1st.
Creation Sphere
Altering an object is a standard action and requires you to touch the object to be altered. Alter is subject to spell resistance. You cannot alter an animate target (such as a golem or animated object) and the object must be non-magical and unattended (not held, worn, or part of a creature's equipment). While some talents may affect these limitations, artifacts can never be altered.
As a standard action, you may spend a spell point to create a non-magical, unattended object out of vegetable matter such as wood, hemp, or cotton in either your hand or an adjacent square. You may create objects with multiple materials, provided you can create all the materials required. Adamantine cannot be altered or created, except for the Repair and Destroy abilities. The object may be of equivalent size to one Small object per caster level (see chart below) and lasts as long as you continue to concentrate, to a maximum of 1 minute per caster level. When creating an object you may spend an additional spell point to allow that object to persist for 1 minute per caster level without concentration. A created object may be dismissed as a standard action.
Nature Sphere (Earth Package)
As a standard action, you may command terrain and natural effects to act on your behalf. The effect produced depends on the environmental aspect targeted. Each effect must be centered or targeted within close range. Because geomancing manipulates natural elements, it is not subject to spell resistance, even if a geomancing ability targets a creature directly.[/LEFT]
Bury: Concentration, requires sand. You shift the sands, swallowing targets within a 10-foot radius + 5 feet per 5 caster levels area centered within range. This functions as Entangle from the (plant) package, but on a failure targets cannot move but do not become entangled. Each subsequent round they do not escape and this effect is still active, the Strength and Escape Artist DC increases by 1. After 10 rounds or if the target is knocked prone within this area and fails their save, they are considered buried and begin to suffocate until they escape.
Dust Storm: Concentration, requires sand or loose dirt. You kick up sand or dirt within a 10-foot radius + 5 feet per 5 caster levels area centered within range. All creatures fully within this area gain concealment (attacks against them have a 20% miss chance). If creatures within this area attack creatures outside this area, the targets also have concealment.
Tremor: Instantaneous, requires dirt or stone. You may spend a spell point to send a tremor through the ground, affecting a 10-foot radius + 5 feet per 5 caster levels area centered within range. Targets standing within this area must succeed at a Reflex save or fall prone.
[LEFT]{/slide}
{slide=Familiar and Summons}
[tabs]
[tab=Verdante]
Verdante, Mole Familiar (Mascot)
Defense
AC: 15, Touch: 14, Flat-Footed: 15
Combat Maneuver Defense: 2
HP: 4
Fort: +2, Ref: +2, Will: +2
Offense
Initiative: +2
Speed: 20 ft., Burrow 5 ft.
Claws +0 (1 dmg)
Skills
Stealth +19
Granted Abilities
Alertness: While a familiar is within arm's reach, the master gains the Alertness feat.
Mole Bonus: Master gains a +3 bonus on smell-, taste-, and touch-based Perception checks
Share Spells: The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link: The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Affinity for my Team: A mascot is the heart and soul of its team. At first, the team consists of only the familiar and its master, but at 3rd level and every 3 levels thereafter, a mascot can add an additional member to its team. A mascot's empathic link extends to all members of its team. A mascot can add or remove one team member over the course of a day.
Lucky Mascot: Whenever a mascot uses the aid another action to improve a team member's attack roll or AC, that team member also gains a +1 luck bonus to AC for 1 round.
[/tab]
[tab=Valkyrie x2]
Valkyrie, Conjuration Companion (Warrior)
Defense
AC: 15, Touch: 11, Flat-Footed: 14
Combat Maneuver Defense: 16
HP: 10 (2d10+2)
DR 2/Adamantine
Fort: +3, Ref: +1, Will: +2
Offense
Initiative: +1
Speed: 30 ft.
Base Attack Bonus +2, Combat Maneuver Bonus +5
Melee:
Spear +7 (1d8+4 | 20 x3)
Attributes
Strength: 16 (+3)
Dexterity: 12 (+1)
Constitution: 13 (+1)
Intelligence: 7 (-2)
Wisdom: 10 (+0)
Charisma: 11 (+0)
Form and Type Talents
Armored Companion: Your companion gains armor as appropriate for its form and appearance (a suit of armor, a tougher hide, buffeting winds, etc.). Your companion gains a +2 armor bonus, +1 at every odd Hit Die beyond 1st.
Battle Creature x2: Your companion is learned in the ways of war. It gains proficiency with all simple weapons and when summoned, appears with up to 2 weapons it is proficient with (masterwork, but of unremarkable composition). These weapons gain a +1 enhancement bonus for every 3 Hit Dice possessed to a maximum of +5. A companion may gain this form talent twice. If gained a second time, it gains proficiency with all martial weapons and treats its Hit Dice as fighter levels when meeting the prerequisites for feats.[/LEFT]
Constructed: Your companion is mechanical in its nature, whether it is a full construct or a modified biological creature. The companion gains the construct creature type. The companion gains moderate fortification and DR 2/adamantine +1 per 3 Hit Dice.
You may take this talent twice. If taken twice, your companion gains heavy fortification, DR 3/- +1 per 3 Hit Dice, and your companion no longer needs to breathe, granting it immunity to drowning, suffocation, or gas-based effects.
[/tab]
[/tabs]
[LEFT]{/slide}[/LEFT]
[/accordion]
Edit: As you can see, it's even exploding out of the spoiler
Edit 2: I just copy-pasted the problematic section from my quest to make sure the bug was preserved, but if you like I can try to remove the non-topical content.
Of course, I'm very new to this so I could just be messing up the formatting somehow.
[LEFT][accordion]
{slide=Stat Block}
Guiche de Gramont, Human Incanter 1
Defense
AC: 12, Touch: 10, Flat-Footed: 12
Combat Maneuver Defense: 12
HP: 8 (1d6 + 2)
Fort: +2, Ref: +2, Will: +2
Offense
Initiative: +2
Speed: 30 ft.
Magic
Caster Level: 1
Casting Tradition: Brimiric Magic (Earth)
Casting Ability Modifier: Charisma (+3)
Spell Pool: 5/5
Save DC: 13
Attributes
Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 16 (+3)
Skills
Bluff: +7
Diplomacy: +7
Artistry (Poetry): +7
Spellcraft: +4
Feats[/LEFT]
Cantrips: You can create a variety of small magical effects. These effects are not powerful and are treated as sphere effects in all ways. They require a standard action to use, usually have a range of close, and are either instantaneous or have a duration of 1 hour depending on the effect created.
[LIST]
[*]You may make a ranged touch attack, dealing 1d3 acid, electricity, fire, or cold damage to a target.
[*]You may clean, soil, or color up to 1 cubic foot of material per round.
[*]You may create floating lights the size of candle flames and move them up to 20 feet per round as a free action.
[*]You may create a spark such as with flint and steel, which may ignite flammable, unattended Fine objects.
[*]You may open or close a door or container weighing no more than 30 lbs.
[*]You may chill, warm, or flavor 1 lb. of nonliving material.
[*]You may create a small breeze from whichever direction you choose, strong enough to rustle clothing and flicker candles.
[*]You may lift objects weighing up to 1 lb. and move them up to 10 feet per round.
[*]You may create small non-speech sounds, such as that of a mouse screeching, soft simple harp music, or the hubbub of a whispered conversation.
[*]You may touch a creature or object and detect whether it possesses a magical aura. You may use Spellcraft to identify its aura as if using the detect magic spell.
[/LIST]
Homogenous Companions (Armored Companion): Choose one (form) or (type) talent one of your Conjuration sphere companions possesses that was not granted by a companion archetype or the free (form) or (type) talent granted to a companion when you first gain a companion. Your other companions gain the benefits of that talent if they are eligible. If any of your companions would not be eligible for the chosen talent, such as choosing a (type) talent where a companion already possesses a (type) talent, those companions do not gain any benefits until they become eligible.
Whenever you rest and regain spell points, you may change the (form) or (type) talent chosen for this feat and apply the benefits of that talent to each eligible Conjuration sphere companion.
[LEFT]{/slide}
{slide=Incanter Features}
Casting[/LEFT]
An incanter may combine spheres and talents to create magical effects. An incanter is considered a High-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)
Spell Pool
An incanter gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents
An incanter gains 1 magic talent every level, according to Table: The Incanter. The incanter also gains a bonus magic talent at every odd incanter level.
Familiar (1 Specialization Point)
The incanter gains a familiar, as the wizard's arcane bond option, using his incanter levels as wizard levels for this purpose.
Sphere Specialization (Conjuration, 3 Specialization Points)
The incanter specializes in a sphere of his choice. The incanter gains that sphere as a bonus sphere and gains a +1 bonus to his caster level with that sphere. In addition, he also gains a series of abilities associated with that sphere, as detailed below. Some specializations have optional sub-specializations which may be chosen when the sphere specialization is gained. Like archetypes, these sub-specializations trade out one or more of a sphere specialization's benefits for new abilities.
[LEFT]{/slide}
{slide=Spheres and Talents}
Conjuration Sphere
As a standard action, you may spend a spell point to summon a creature you have made a contract with (called a companion) causing it to appear in an adjacent square, ready to act on your following turn. You must concentrate to maintain the companion's presence, but may always spend an additional spell point to allow the summoned creature to remain for 1 minute per caster level without concentration.
When you gain the Conjuration sphere, you automatically gain a single companion of your choice. If a companion is conjured multiple times during a day, they do not regain hit points or other resources spent. If a companion is reduced to 0 hit points, they instantly disappear and cannot be summoned until the following day.
Extra Companion
You gain an additional companion. Whenever you summon a companion, you must select only one of your companions, although you may have multiple companions summoned at once. You may select this talent multiple times. Each time it is selected, gain another companion.
Armored Companion (Homogenous)
Your companion gains armor as appropriate for its form and appearance (a suit of armor, a tougher hide, buffeting winds, etc.). Your companion gains a +2 armor bonus, +1 at every odd Hit Die beyond 1st.
Creation Sphere
Altering an object is a standard action and requires you to touch the object to be altered. Alter is subject to spell resistance. You cannot alter an animate target (such as a golem or animated object) and the object must be non-magical and unattended (not held, worn, or part of a creature's equipment). While some talents may affect these limitations, artifacts can never be altered.
As a standard action, you may spend a spell point to create a non-magical, unattended object out of vegetable matter such as wood, hemp, or cotton in either your hand or an adjacent square. You may create objects with multiple materials, provided you can create all the materials required. Adamantine cannot be altered or created, except for the Repair and Destroy abilities. The object may be of equivalent size to one Small object per caster level (see chart below) and lasts as long as you continue to concentrate, to a maximum of 1 minute per caster level. When creating an object you may spend an additional spell point to allow that object to persist for 1 minute per caster level without concentration. A created object may be dismissed as a standard action.
Nature Sphere (Earth Package)
As a standard action, you may command terrain and natural effects to act on your behalf. The effect produced depends on the environmental aspect targeted. Each effect must be centered or targeted within close range. Because geomancing manipulates natural elements, it is not subject to spell resistance, even if a geomancing ability targets a creature directly.[/LEFT]
Bury: Concentration, requires sand. You shift the sands, swallowing targets within a 10-foot radius + 5 feet per 5 caster levels area centered within range. This functions as Entangle from the (plant) package, but on a failure targets cannot move but do not become entangled. Each subsequent round they do not escape and this effect is still active, the Strength and Escape Artist DC increases by 1. After 10 rounds or if the target is knocked prone within this area and fails their save, they are considered buried and begin to suffocate until they escape.
Dust Storm: Concentration, requires sand or loose dirt. You kick up sand or dirt within a 10-foot radius + 5 feet per 5 caster levels area centered within range. All creatures fully within this area gain concealment (attacks against them have a 20% miss chance). If creatures within this area attack creatures outside this area, the targets also have concealment.
Tremor: Instantaneous, requires dirt or stone. You may spend a spell point to send a tremor through the ground, affecting a 10-foot radius + 5 feet per 5 caster levels area centered within range. Targets standing within this area must succeed at a Reflex save or fall prone.
[LEFT]{/slide}
{slide=Familiar and Summons}
[tabs]
[tab=Verdante]
Verdante, Mole Familiar (Mascot)
Defense
AC: 15, Touch: 14, Flat-Footed: 15
Combat Maneuver Defense: 2
HP: 4
Fort: +2, Ref: +2, Will: +2
Offense
Initiative: +2
Speed: 20 ft., Burrow 5 ft.
Claws +0 (1 dmg)
Skills
Stealth +19
Granted Abilities
Alertness: While a familiar is within arm's reach, the master gains the Alertness feat.
Mole Bonus: Master gains a +3 bonus on smell-, taste-, and touch-based Perception checks
Share Spells: The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link: The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Affinity for my Team: A mascot is the heart and soul of its team. At first, the team consists of only the familiar and its master, but at 3rd level and every 3 levels thereafter, a mascot can add an additional member to its team. A mascot's empathic link extends to all members of its team. A mascot can add or remove one team member over the course of a day.
Lucky Mascot: Whenever a mascot uses the aid another action to improve a team member's attack roll or AC, that team member also gains a +1 luck bonus to AC for 1 round.
[/tab]
[tab=Valkyrie x2]
Valkyrie, Conjuration Companion (Warrior)
Defense
AC: 15, Touch: 11, Flat-Footed: 14
Combat Maneuver Defense: 16
HP: 10 (2d10+2)
DR 2/Adamantine
Fort: +3, Ref: +1, Will: +2
Offense
Initiative: +1
Speed: 30 ft.
Base Attack Bonus +2, Combat Maneuver Bonus +5
Melee:
Spear +7 (1d8+4 | 20 x3)
Attributes
Strength: 16 (+3)
Dexterity: 12 (+1)
Constitution: 13 (+1)
Intelligence: 7 (-2)
Wisdom: 10 (+0)
Charisma: 11 (+0)
Form and Type Talents
Armored Companion: Your companion gains armor as appropriate for its form and appearance (a suit of armor, a tougher hide, buffeting winds, etc.). Your companion gains a +2 armor bonus, +1 at every odd Hit Die beyond 1st.
Battle Creature x2: Your companion is learned in the ways of war. It gains proficiency with all simple weapons and when summoned, appears with up to 2 weapons it is proficient with (masterwork, but of unremarkable composition). These weapons gain a +1 enhancement bonus for every 3 Hit Dice possessed to a maximum of +5. A companion may gain this form talent twice. If gained a second time, it gains proficiency with all martial weapons and treats its Hit Dice as fighter levels when meeting the prerequisites for feats.[/LEFT]
Constructed: Your companion is mechanical in its nature, whether it is a full construct or a modified biological creature. The companion gains the construct creature type. The companion gains moderate fortification and DR 2/adamantine +1 per 3 Hit Dice.
You may take this talent twice. If taken twice, your companion gains heavy fortification, DR 3/- +1 per 3 Hit Dice, and your companion no longer needs to breathe, granting it immunity to drowning, suffocation, or gas-based effects.
[/tab]
[/tabs]
[LEFT]{/slide}[/LEFT]
[/accordion]
- Stat Block
-
Guiche de Gramont, Human Incanter 1
Defense
AC: 12, Touch: 10, Flat-Footed: 12
Combat Maneuver Defense: 12
HP: 8 (1d6 + 2)
Fort: +2, Ref: +2, Will: +2
Offense
Initiative: +2
Speed: 30 ft.
Magic
Caster Level: 1
Casting Tradition: Brimiric Magic (Earth)
Casting Ability Modifier: Charisma (+3)
Spell Pool: 5/5
Save DC: 13
Attributes
Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 16 (+3)
Skills
Bluff: +7
Diplomacy: +7
Artistry (Poetry): +7
Spellcraft: +4
Feats
- Incanter Features
-
CastingAn incanter may combine spheres and talents to create magical effects. An incanter is considered a High-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)
Spell Pool
An incanter gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents
An incanter gains 1 magic talent every level, according to Table: The Incanter. The incanter also gains a bonus magic talent at every odd incanter level.
Familiar (1 Specialization Point)
The incanter gains a familiar, as the wizard's arcane bond option, using his incanter levels as wizard levels for this purpose.
Sphere Specialization (Conjuration, 3 Specialization Points)
The incanter specializes in a sphere of his choice. The incanter gains that sphere as a bonus sphere and gains a +1 bonus to his caster level with that sphere. In addition, he also gains a series of abilities associated with that sphere, as detailed below. Some specializations have optional sub-specializations which may be chosen when the sphere specialization is gained. Like archetypes, these sub-specializations trade out one or more of a sphere specialization's benefits for new abilities.
- Spheres and Talents
-
Conjuration Sphere
As a standard action, you may spend a spell point to summon a creature you have made a contract with (called a companion) causing it to appear in an adjacent square, ready to act on your following turn. You must concentrate to maintain the companion's presence, but may always spend an additional spell point to allow the summoned creature to remain for 1 minute per caster level without concentration.
When you gain the Conjuration sphere, you automatically gain a single companion of your choice. If a companion is conjured multiple times during a day, they do not regain hit points or other resources spent. If a companion is reduced to 0 hit points, they instantly disappear and cannot be summoned until the following day.
Extra Companion
You gain an additional companion. Whenever you summon a companion, you must select only one of your companions, although you may have multiple companions summoned at once. You may select this talent multiple times. Each time it is selected, gain another companion.
Armored Companion (Homogenous)
Your companion gains armor as appropriate for its form and appearance (a suit of armor, a tougher hide, buffeting winds, etc.). Your companion gains a +2 armor bonus, +1 at every odd Hit Die beyond 1st.
Creation Sphere
Altering an object is a standard action and requires you to touch the object to be altered. Alter is subject to spell resistance. You cannot alter an animate target (such as a golem or animated object) and the object must be non-magical and unattended (not held, worn, or part of a creature's equipment). While some talents may affect these limitations, artifacts can never be altered.
As a standard action, you may spend a spell point to create a non-magical, unattended object out of vegetable matter such as wood, hemp, or cotton in either your hand or an adjacent square. You may create objects with multiple materials, provided you can create all the materials required. Adamantine cannot be altered or created, except for the Repair and Destroy abilities. The object may be of equivalent size to one Small object per caster level (see chart below) and lasts as long as you continue to concentrate, to a maximum of 1 minute per caster level. When creating an object you may spend an additional spell point to allow that object to persist for 1 minute per caster level without concentration. A created object may be dismissed as a standard action.
Nature Sphere (Earth Package)
As a standard action, you may command terrain and natural effects to act on your behalf. The effect produced depends on the environmental aspect targeted. Each effect must be centered or targeted within close range. Because geomancing manipulates natural elements, it is not subject to spell resistance, even if a geomancing ability targets a creature directly.Bury: Concentration, requires sand. You shift the sands, swallowing targets within a 10-foot radius + 5 feet per 5 caster levels area centered within range. This functions as Entangle from the (plant) package, but on a failure targets cannot move but do not become entangled. Each subsequent round they do not escape and this effect is still active, the Strength and Escape Artist DC increases by 1. After 10 rounds or if the target is knocked prone within this area and fails their save, they are considered buried and begin to suffocate until they escape.
Dust Storm: Concentration, requires sand or loose dirt. You kick up sand or dirt within a 10-foot radius + 5 feet per 5 caster levels area centered within range. All creatures fully within this area gain concealment (attacks against them have a 20% miss chance). If creatures within this area attack creatures outside this area, the targets also have concealment.
Tremor: Instantaneous, requires dirt or stone. You may spend a spell point to send a tremor through the ground, affecting a 10-foot radius + 5 feet per 5 caster levels area centered within range. Targets standing within this area must succeed at a Reflex save or fall prone.
- Familiar and Summons
-
-
Verdante, Mole Familiar (Mascot)
Defense
AC: 15, Touch: 14, Flat-Footed: 15
Combat Maneuver Defense: 2
HP: 4
Fort: +2, Ref: +2, Will: +2
Offense
Initiative: +2
Speed: 20 ft., Burrow 5 ft.
Claws +0 (1 dmg)
Skills
Stealth +19
Granted Abilities
Alertness: While a familiar is within arm's reach, the master gains the Alertness feat.
Mole Bonus: Master gains a +3 bonus on smell-, taste-, and touch-based Perception checks
Share Spells: The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link: The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Affinity for my Team: A mascot is the heart and soul of its team. At first, the team consists of only the familiar and its master, but at 3rd level and every 3 levels thereafter, a mascot can add an additional member to its team. A mascot's empathic link extends to all members of its team. A mascot can add or remove one team member over the course of a day.
Lucky Mascot: Whenever a mascot uses the aid another action to improve a team member's attack roll or AC, that team member also gains a +1 luck bonus to AC for 1 round.
-
Valkyrie, Conjuration Companion (Warrior)
Defense
AC: 15, Touch: 11, Flat-Footed: 14
Combat Maneuver Defense: 16
HP: 10 (2d10+2)
DR 2/Adamantine
Fort: +3, Ref: +1, Will: +2
Offense
Initiative: +1
Speed: 30 ft.
Base Attack Bonus +2, Combat Maneuver Bonus +5
Melee:
Spear +7 (1d8+4 | 20 )
Attributes
Strength: 16 (+3)
Dexterity: 12 (+1)
Constitution: 13 (+1)
Intelligence: 7 (-2)
Wisdom: 10 (+0)
Charisma: 11 (+0)
Form and Type Talents
Armored Companion: Your companion gains armor as appropriate for its form and appearance (a suit of armor, a tougher hide, buffeting winds, etc.). Your companion gains a +2 armor bonus, +1 at every odd Hit Die beyond 1st.
Battle Creature x2: Your companion is learned in the ways of war. It gains proficiency with all simple weapons and when summoned, appears with up to 2 weapons it is proficient with (masterwork, but of unremarkable composition). These weapons gain a +1 enhancement bonus for every 3 Hit Dice possessed to a maximum of +5. A companion may gain this form talent twice. If gained a second time, it gains proficiency with all martial weapons and treats its Hit Dice as fighter levels when meeting the prerequisites for feats.
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Constructed: Your companion is mechanical in its nature, whether it is a full construct or a modified biological creature. The companion gains the construct creature type. The companion gains moderate fortification and DR 2/adamantine +1 per 3 Hit Dice.
You may take this talent twice. If taken twice, your companion gains heavy fortification, DR 3/- +1 per 3 Hit Dice, and your companion no longer needs to breathe, granting it immunity to drowning, suffocation, or gas-based effects.
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Edit: As you can see, it's even exploding out of the spoiler
Edit 2: I just copy-pasted the problematic section from my quest to make sure the bug was preserved, but if you like I can try to remove the non-topical content.