1st - I'm good -
Choose your Bluff or Sense Motive - you can add your tier to checks with that skill.
You can add a +3 luck bonus to any saving throw or skill check before you know the outcome; you can apply this as many times as you want, but if you fail the saving throw or skill check you cannot use this power until the next day.
4th - It's me -
You add your tier as a luck bonus to your initiative.
When you lose or reduce your luck bonus you can take a move action.
7th - Get faster kid -
When you roll initiative if you have the highest you can do one of the following as a free action, if this is a surprise round you can choose two:
Move half your based speed without provoking.
Make an attack with a bonus to damage equal to 3x your tier.
You can dodge the next attack against you even if you are unware of the source.
10th - I'm great -
You are immune to fear effects for as long as you have your Luck bonus.
When you fail a saving throw or skill check instead of losing your bonus it is reduced by 1 until the next day.
1st - Make it work -
You know how to get the most from your items; you have a Charge pool equal to twice your tier.
You are always considered to have 1 charge for the sake of items that are powered.
You can end this ability to recharge 1 battery to full for 24 hours before it burns out.
4th - I've seen this one -
For every 2 ranks you have in Craft: Technology, you can choose one technological weapon or armor you are proficient in; this selection is permanent.
Treat your character levels as levels in fighter when choosing feats with these items; if you are a fighter these feats apply instead to the entire tech weapon group.
7th - Unstable -
As a standard action, you can throw an empty battery as a small grenade.
The battery deals 2d6 damage (DC 20 for half damage) to one square; for each charge left in the battery, add +1 damage.
If you use charges from your personal pool they add damage equal to your tier instead of +1.
The damage type is the same as the weapon the battery was most recently used in, or is otherwise Force damage.
You can have a number of prepared batteries equal to your tier.
10th - Rigged -
You can spend an hour to change the energy type of any item you have to another type.
In combat you can do this as a standard action to a battery, the item the battery is applied to uses the chosen energy type until the battery is empty of charges.
If you can cast spells, you can change the energy descriptor of any spell that would ordinarily be cast using a standard action by instead using a full round action when you cast.
1st - 6 paths - You align yourself with one of the L’vat, taking on elemental powers and tricks. Once you choose one L’vat to follow, you cannot follow another's path. As a full-round action, you can change the energy type of a spell you are casting to the energy type provided by your chosen L’vat (listed at 2nd level).
Anese - You can speak Ignan, and gain cindersight (fire and smoke does not block your sight, allowing you to see normally based on light conditions).
Astris - You can speak Joyti, and can see auras of life - everything living gives off a bright aura, undead a darker one, and non-living constructs a grey aura.
Although this does not allow you to automatically detect invisible or otherwise difficult to see creatures, the bonus does still apply against such targets.
Magrik - You speak Terran, and gain tremorsense out to 15ft.
Monias - You speak Aklo, and gain +30ft to your existing darkvision, or darkvision to 30ft if you didn’t already have it.
Typhis - You speak Auran, and do not take penalties due to winds and storms (though they can still push you around while flying).
Uldin - You speak Aquan, and gain blindsense out to 30ft.
4th - Elemental Persuasion - you gain elemental resistance against the energy type associated with your L’vat equal to 3xTier, as well as the listed benefit below:
Anese - (fire) - Spells you cast with the Fire descriptor are treated as Empowered.
Astris - (positive/divine) - When you are healed above your maximum HP, you keep those hit points as temporary hit points (to a maximum of your Tier + your character level) for 1 min per level of the spell used, or 1 min if from a non-spell source.
Magrik - (physical - your elemental resistance instead provides non-lethal damage conversion against physical sources) - As long as you are touching a natural surface you gain non-lethal fast healing 3.
Monias - (negative energy) You no longer have to breathe and are constantly under the effects of Death Ward (you can still be targeted by energy drain effects; though they would have no effect, they still will trigger the 10th level power).
Typhis - (electric) You can call upon the winds to lift you, gaining as a free action the Jump spell 3/day, and you gain the permanent effects of feather fall (self only).
Uldin - (cold) You gain +5 to your CMD versus grapple, bull rush, and drag attempts.
7th - Planar Warrior
Anese - Your fire damage against creatures that are immune to fire is only halved rather than being reduced to 0.
Astris - Your critical hits also restore 1d10 HP to yourself and all allies within 10ft.
Magrik - When charging, you ignore difficult terrain and can add a bull rush attempt with the attack if you choose to, using your character level + STR or WIS modifier in place of your normal CMB.
Monias - If a creature is suffering from a status effect or condition, you treat the damage dice of your weapon as though it were one size category larger.
Typhis - If your opponent has a significant amount of metal on them, your weapon or attack is considering Shocking Burst.
Uldin - Your combat maneuvers also deal 1d6+Tier of bludgeoning damage.
10th - Champion - Your elemental resistance you gained from your L’vat is now 5 X Tier, and gain the listed benefit below:
Anese - (fire) As a swift action, you surround yourself with a nimbus of fire; for 10 + Tier rounds per day, you gain a Fire Shield effect that deals 1d8 + Tier damage rather than the normal amount; it is a swift action to turn this off.
Astris - (positive/Divine) You cannot die from overhealing. All healing effects within 30ft add your Tier to the total HP provided, and allies within this radius can now exceed their maximum HP as temp HP for 1 round (to a maximum of your CON score + your Level).
Magrik - (physical) - CON mod times per day (minimum 1), as an immediate action, you can change your non-lethal conversion to an equal amount of DR/- for 1 round.
Monias - (negative energy) - You gain superior darkvision (120ft) and heal when dealt negative energy damage. If you would gain negative levels (even negative levels that would be blocked by Death Ward), you instead gain a +1 profane bonus to attack rolls, saving throws, skill checks, CMB and CMD, as well as +5 profane HP for 1 min; treat these bonus HP as temporary HP, except they specifically do stack with any other temporary HP you might have.
Typhis - (electric) - Your fly speed increases by +30ft and your maneuverability rating goes up by one step. If you do not have a fly speed, you gain one at 30ft with clumsy maneuverability. Your fly speed is increased by +10 per wind category.
Uldin - (cold) - During any turn in which you move at least 30ft, you are considered to have freedom of movement and 25% fortification until the end of your next turn.
1st - You are able to put together information quickly; you are treated as taking 10 on Perception checks, and once per day you can re-roll any Knowledge, Perception, or Sense Motive later in the same day to try and get new information. You also gain the Urban Tracking feat for free.
4th - When you Appraise an item, you also learn all properties of it as well.
7th - When you choose to ready an action, you can ready both a standard and move action.
10th - When you are scryed and you pass the save, you can allow them to see just you and nothing around you; while connected in this way you can see and talk to the person scrying you, though they can still end the scry at their discretion. In addition, two times per day you can add a +10 untyped bonus to an INT- or WIS-based skill check.
1st - Hates these cans - At the start of combat, roll 2d20 for initiative; choose one of the results to apply towards your initiative and set aside the other result. At any point during the encounter, you can substitute the retained result for any d20 roll by yourself or an ally. If the retained number is not used by the end of the encounter, it is lost.
4th - Oh shit! - You add your Tier to your AC and Saves when flat-footed or surprised.
7th - Oof - If you are struck by a creature and take damage during an attack of opportunity triggered by entering or leaving a threatened range, you can move anywhere in their threatened range as a free action.
10th - Meant To Do That - When an opponent rolls a 20 against you, you treat your next roll against them as a natural 20.
1st - The average person starts with attitude of helpful. You have a badge or symbol of your office, giving you a +2 to CHA-based checks when visible, and can gather information in 1d4x10 min instead of hours.
4th - You gain 2 extra skill points per level; these skill points must be spent in Intimidation, Perception, Sense Motive, or Stealth. You have exotic proficiency with Seeker Pistols.
7th - As a move action, you can mark an opponent that they have shaken; allies gain a +2 untyped bonus to attack rolls and damage against marked creatures. Both the bonus and the mark expire at the end of the encounter.
10th - You are the rank of Seeker Justicar, this comes with the following benefits:
You can gather information in 1d4 rounds, using contacts in any city.
You bonus to CHA-based checks increases to +4.
You don’t provoke attacks of opportunity for using a ranged weapon in combat.
You add your Tier to your Will saves versus illusions and charm effects
1st - The first strike -
It is ingrained in you to not strike first; you treat other humanoids as though they were protected by Sanctuary (DC 15 Will save to ignore). You can still make attacks of opportunity while in a full defense at a -4 to your attack rolls. As with the spell, when a humanoid attacks you it is no longer protected by this effect.
4th - Virtue -
At all times, you have a +1 per Tier Divine bonus to your AC, Saves, and Skills. This bonus is lost the first time you deal lethal damage to an opponent, and remains lost until your designated prayer hour.
7th - Righteous -
The first time you take lethal damage in a combat until the end of your next turn you gain a bonus to damage equal to twice your tier.
10th - Purity -
You have a permanent Sanctuary effect (DC 18). You only lose this effect when you deal lethal damage or drop a target to 0 or less.
1st - Hedron Miner -
You gain proficiency with Hedron Harvesting Equipment.
When you are not in contact with solid horizontal surface you gain a dodge bonus to AC equal to your tier.
You can use your fly skill in place of acrobatics..
4th - Thread the needle -
You do not lose your Dex or Dodge bonuses when running, climbing, or squeezing into tight spaces.
When you provoke an attack of opportunity or use two actions to move in a turn you gain 1 point of momentum.
Momentum goes away when you do are in an initiative setting.
You can spend a point of momentum as a free action to:
Add +5ft to a 5ft step
Gain the benefits of Lightning stance until the end of your next turn
7th - Momentum Maneuver -
When you score a critical hit you gain momentum equal to your critical multiplier
In addition you can spend your momentum to:
Reduce a critical hit to regular hit.
add 1d6 damage to your next attack this are spent if you hit or miss.
Treat your self as one size larger combat maneuvers until the end of the turn
10th - Unfettered -
When you use your hedron equipment, reduce the charges used by 1.
When you are not in contact with a solid horizontal surface you gain freedom of movement.
When you roll initiative you gain 4 points of momentum.
1st -
You can automatically recognize any power or spell for what it is as though you had succeeded at a Spellcraft/Psicraft check, and how long its effects will last if you have identified it. Against any mind-affecting spell with a verbal component, you get a +2 untyped bonus to your Will saves.
4th -
In the morning, you can focus for 10 min and roll 2d20. Retain the results; during that day, you can swap out any two d20 rolls for one of the retained numbers.
7th -
When a creature tries to target you with a mind-affecting ability, as a free action you may force them to take 2d6 + your Tier of damage (no save), and they must make a concentration check to maintain the spell, or if using an innate ability, to avoid losing 1 daily use of the spell.
10th - True Name -
You know your soul’s true name, you gain a +10 divine bonus to Will saves against mind-affecting effects and being scryed. You do not get this bonus against creatures that know your true name. When someone screams out your true name, no matter where you are you hear it and may Teleport or Plane Shift to where they are with no chance of failure; before you travel to their location, you may spend up to 1 round observing them and 10ft around them.
1st - Cultivate -
Plants that you tend to seem to flourish; any plants within half a mile produce twice as much as they normally would. You can speak with animals, plants, and rocks once per day.
4th - For each planar language you speak, you are considered to have Planar Adaptation for that plane.
7th - Pure Focus -
as a free action you enter a Focused state, which lasts for up to 6 + Tier rounds per day, but must persist for at least 1 round. While in this state you have True Seeing constantly, you can Teleport double your speed as a move action, and cannot be flanked or caught flat footed. You can exit this state as a free action, but cannot re-enter the state for at least 1 full round.
10th - You can recover corruption and taint in the same way you restore ability damage. As a full-round action you can touch a creature and accept their corruption/taint into yourself; if the creature is unwilling, you must succeed a touch attack as part of the full-round action. You must take the full amount at one time, and if this would kill you, as you would die you can Consecrate the area within a half mile of where you perished. This area is considered Cultivated (the area produces twice as much as it would). The consecration is permanent unless an equally corrupt creature desecrates the area.
1st - Aura of Protection - You know the remaining hit points and conditions of all allies within 60ft; this increases by 60ft per level. Allies get a +1 insight bonus to AC when within this aura.
4th - As an immediate action, you can remove the flat-footed or flanked conditions from an ally within 60ft for 1 round.
7th - When you are fighting against an aberration, outsider, or undead, your critical hits deal an additional 1d10 force damage.
10th - When you make a Fortitude save, if you are successful you take no effects; on a failed save you take the results as normal. When you are at 0 or less HP, you gain 4/- DR and add +2 to your attack rolls, damage rolls, saving throws, and caster level or manifester level checks. If you would be brought to a lethal amount of negative damage from an attack, you can, as an immediate action take 1 standard action; if this is an attack, treat it as a successful critical hit, or if it is a spell, treat that spell as though it was Maximized
1st - When dealing with outsiders, you can use your Knowledge: Planes in place of Diplomacy; when bribing or making deals with outsiders, you add your Tier as well to the Knowledge: Planes roll.
4th - You gain access to a small pool of Motes, equal to your Tier per day (minimum 1). You can spend one mote to add +1d4 to any skill check after you know the result, but the next time you use that skill you take a -1d4 penalty to the skill.
7th - When you score a critical hit, you can spend a mote to succeed at the confirmation roll.
10th - You know the ancient ritual to call the attention of the Dweller. The ritual requires spending an hour drawing arcane symbols on a doorway of at least small size; the more ornate the door, the quicker the connection. You can ask 3 questions of him, though the answer will most likely be cryptic. He tries his best to answer, and each question has a 75% chance of getting a true answer; you can increase this up to 90% by offering rare gifts or items. The chance of getting a true answer goes down by 20% each time beyond the first that this ability is used within a 7 day period.
1st - You can read any language, but you still require a Linguistics check to be able to speak it. When you succeed at a Sense Motive check by 10 or more, you learn your target’s surface thoughts for that round, you do not need to share a language to gain this benefit.
4th - You gain a +4 divine bonus to any skills you attempt in which you have no ranks.
7th - Shattered Secrets - The DC to identify any creature is reduced by 10; if you reach a DC on your Knowledge check equal to their HD + 10 you know their stats and abilities.
10th - You know the ritual to access the lost library; by spending 1 hour in meditation, you can choose one Craft, Knowledge, or Profession and take 12 on checks with that skill for 1 day; you can do this regardless of conditions.
1st - Assistant to the Captain -
You start with an implanted sliver.
Any ship or vehicle that you are in control of or helping with treats the weather as one step less powerful.
As a free action you can treat any fall as though it were 10 ft less per tier.
4th - Crew Hand -
As a swift action you can aid any other ally you are in mental communication with.
7th - Focused Thought -
When you are *powered you can deal 1d10 damage force to a target within 40ft.
You can Overcharge by expending 1 charge for each additional 1d10 damage, when used this way you take 2 points of non-lethal per 1d10 added.
10th - Take the reins -
You can bond with a ship using a complex engine (hedron, demozain, etc) with your Sliver ™ as a standard action.
You become paralyzed and helpless but are still aware of everything around you, but for up to 10 rounds you “become” the ship - you can control it perfectly regardless of weather, operate weapons and see in every direction around it; you can end this ability as an immediate action. Attacking and Moving does apply the -4 Fascination penalty to some actions. You can fire one weapon per attack, taking normal penalties for multiple attacks, though weapons that would normally take longer than a standard action to fire still use their normal firing time. Even if you end this ability before 10 rounds have elapsed, you cannot use this ability more than 10 rounds in a day.
1st - Studied The Blade - Add your ranks in Knowledge: Arcana to Will saves against artifacts. You are also proficient with any intelligent item.
4th - Knowledge Is Power - you can change your casting stat or any one class feature to run off your INT mod instead of its original modifier; if you do not have a class feature that works with this power, you can choose either WIS- or CHA-based skills to run off your INT mod instead.
7th - Arcane channel - If you hit with an attack roll from a magically enhanced weapon, you can expend one use of power to add an additional 2d4 + INT mod force damage. Your power uses are equal to your ranks in Knowledge: Arcana.
10th - Living Alfier - When wielding an Alfier, you can join with the weapon mentally, two minds becoming one. You can enter this state for 1 minute per day safely; every round after that, you must make an Ego check to keep the Alfier from gaining full control. While in the Living Alfier state you gain the following benefits:
You can not roll lower than a 5 on attack rolls, anything lower is considered a 5.
You gain access to one combat or metamagic feat you qualify for but do not possess.
The crit modifier on all attacks increases by 1, to a maximum of x4. This increases the critical modifier on spells to a maximum of x3.
You gain temporary hit points equal to the Ego of the Alfier plus your intelligence score.
You share any special senses that the Alfier may have.
1st - You can use your Knowledge: Engineering or appropriate Craft skill as a Heal check with items and constructs.
4th - You can make a small basematon that functions like Unseen Servant. It takes 10 min to create, and you must have enough scrap to make one. Its clockwork functions last for 1 hour per rank in Knowledge: Engineering, they are considered Tiny constructs, and you can create them and leave dormant until needed. Activating them is a standard action.
7th - As a standard action, you can pinpoint the weakness in an item; if targeting an unattended item, successfully touching the item reduces its hardness or damage reduction (material dependent) by your ranks in Knowledge: Engineering. The same effect can be applied to a construct, but requires a successful touch attack first. You may use this ability as part of a Sunder attempt; if you do so, add your INT modifier to your CMB.
10th - When you build your basematons, they now have a fly speed of 20ft, and you can imbue them with one feat that you would qualify for. You can also build them with an HComm or Sliver™ so that you can remain in contact with them; using military grade Peekers or Dalam Multitool, you can see through any individual unit at any one time. Switching your view to another basematon is a move action.
1st -
You are proficient with Personal Hedron Vehicles and gain mounted skirmisher as a bonus feat.
When taking a move action you gain your tier as a dodge bonus to AC until the beginning of your next turn.
You can use your ride check in place of fly checks when mounted.
You gain these benefits with a standard vehicle, the vehicle you can perform in increases by size for each tier.
4th -
Twice your tier per day you can perform a stunt as a free action while mounted:
- Move 15ft in any direction in response to an attack.
- The next attack that hits gives the target a penalty to their to hit for 1 round equal to your tier.
- If you are adjacent to an ally, you can have them mount the vehicle getting a +4 to AC if this does not block the attack they take half damage, the ally is riding with you.
- You can increase the speed of your vehicle by 20ft for 1 round, your attack rolls take -2 to hit and your critical range increases by 1 for each stunt expended.
7th -
When you charge and slam with your PHV you can reduce the damage to your vehicle by your ranks in ride.
When you move more than 20ft faster than your base speed in a single move action, you add 1d10 to your slam damage per 20ft moved.
When riding a PHV, you can charge a distance 3 times your speed.
10th -
While riding your PHV you have evasion, if you already have evasion you have improved evasion.
When you successfully pass a reflex save or dodge an attack with mounted combat you can perform a stunt for free.
When you perform a stunt you gain +2 insight bonus to Attack Rolls and Skill checks for the round.
1st - You can identify any disease or poison, and know the DCs involved in treating or curing them. When you spend at least 1 hour administering care, you can heal 1d6 hit points, this goes up by 1d6 for each rank in Heal (max 10d6 per day).
4th - You may provide long term care to an amount of patients equal to your ranks in Heal, you can use your heal check against temporary negative levels (at the same rate as ability damage), and patients under your care recover 1.5x faster.
7th - When you score a critical hit against a living creature, you may add 2d6 bleed damage, the fatigued condition, or the sickened condition for 1d6 rounds. Using this ability multiple times on the same target increases the duration if the same option is chosen. Ending the bleed effect before the normal duration expires requires a DC 15 Heal check.
10th - You gain fast healing 2. If you can get to someone within 1 round of them dying and pass a Heal check at DC 20+(amount they are negative), they are returned to life at -1. You can only do this once per day per target.
The Realist - Corporations, gods, strange monsters, what else are people being kept in the dark about. Not all of these are bad, but all of them have secrets that you are looking to uncover. The truth is more important than anything now that the plane is safe and if they keep trying to hide them then you will reveal them.
1st - Foreshadowing -
You always roll initiative in the surprise round and cannot be flat footed, you gain the skill unlock for sense motive and treat your ranks plus your HD for your unlocks. You can pull an item under a specific cost based on your tiers in the realist, out of your storage that you knew you would need for the situation the item is unusable or returned after the encounter it’s used in.
Swift Action - 100 gp
Standard Action - 500 gp
Full round action - 1000gp
4th - Inner Monologue -
Against illusion and charm effects you roll 2d20 and choose the better. If an ally fails a saving throw against and illusion or charm effect you can have it affect you instead of them. If you pass the save you can choose to receive messages while the caster is not aware you passed. If you use detect thoughts while connected they do not get a save.
7th - The Reveal -
As a free action when you beat someone who is rolling an opposing bluff check you can deal non-lethal equal to your sense motive check.
In combat when you are in a defensive or fighting defensivley each time an opponent misses you gain +1 insight to AC and all d20 rolls for the combat, this can stack up to your tier, when they miss you the first time you can apply the shaken condition for 1 round, the 2nd time flat footed for 1 round, and the 3rd time Fatigued for the combat, the 4th they will become exhausted.
10th - It’s all connected -
As a free action you gain 4 rounds to do as you wish, you cannot attack or harm another creature or interact with anything besides you or your storage. You can move or set up anything as long as it does not interact in these 4 rounds. During this time skill checks are able to be done as a free action once per round and when your time runs out you can choose one save, skill check, ability check, attack roll, initiative check or as a bonus to your AC to gain a +20 insight bonus to.
1st -
You can always take 10 on checks to extract materials from plants or animals, and you do not risk poisoning yourself. You know the DC of any special attacks of any creature you are able to identify.
4th -
When using extracted materials, your crafting time is halved. You can always take 10 on Craft: Alchemy checks, even while under duress.
7th -
When using a poison or material you collected, you can add your Tier to the DC to resist the effects of the item, whichever is higher.
10th -
You are immune to poison, and you can cast Commune with Nature 2/day.
You can apply refined poisons to a weapon or piece of ammunition as a move action with no chance of failure. If an ally is poisoned, and you have the same poison in your possession, as a full-round action you can apply reagents to convert your poison into an anti-venom; once applied any damage the ally has taken remains, but they no longer have to make checks to resist the poison.
1st - Basic Training -
You do not take any penalty for improvised tools.
Reduce the DC to end a bleed effect by 5, and use Heal to stop bleeding as a swift action.
You are proficient with the Corlian Crossbow and Corlian Gladius.
4th -
You gain Favored Terrain: Jungle and add Autohypnosis to your class skill list.
7th -
When you are fighting defensively or using Combat Expertise, or when not in combat, your movement is not affected by difficult terrain.
10th - Squad Leader -
You can share your Favored Terrain bonus with your party.
You can also share up to 3 Teamwork feats with your party; to benefit they have to participate in an hour practice time in the morning, the benefit fades after 1 day.
1st - On the rails -
You gain an additional swift or immediate action for object interactions or usage.
You are proficient with all vehicles
4th - Quick learner -
You gain 2 additional skill points per level that must be spent in a crafting or knowledge skill.
You reduce the penalties for non-proficiency with items by your tier. (-2 at 4th, -1 at 7th, 0 at 10th)
7th - Tactical Engineering -
You add your ranks in Knowledge engineering to your CMB and CMD as an equipment bonus against Constructs and Objects as well as to strength checks to break or lift objects.
When damaging a construct or object you reduce the hardness of the item by your Tier.
10th - Savant -
When crafting items you can use your highest craft skill as the modifier to determine your craft skill.
You can craft items 25% faster.
When you craft an Item you can choose one of the following for no extra time or cost:
- +10 Hardness
- +5 resistance to an element
- Base weapon counts as one size category larger
- +3 AC
- Reduce or increase armor by one step (Light, Medium, Heavy)
In a world of technology it’s easy to forget about the old ways, but there are still some that stay faithful to the old gods. Angry and cruel they remind us that this world is temporary and we exist only because they allow it. Though they cannot be happy with how many have followed new fashions you know, as long as there are true believers giving praise to them they will find joy and spare us for another day.
1st - True Believer - Most people choose to focus on pleasing one or two of the gods at a time, in the morning they light a candle for each one and pray for 10 minutes. This ritual does 1 point of damage per level to you, this damage can be healed; it represents the fulfilling of a promise to the nine.
Choose which gods you are making a pact with and you have those bonuses for the day.
Orimek - You cannot accept aid another in combat or any flanking bonuses -
You can designate an opponent in combat you gain a bonus to your AC against them up to 1+Your Tier and suffer an equal penalty to your AC against non-designated targets.
You can only have one designated opponent.
Logalo - You cannot help another who is dying or accept help while dying -
You gain the diehard feat and go an additional negative equal to twice your tier plus your con score.
Kondrii - You cannot accept benefits from a divine source that is not the nine -
You have the mettle ability.
Mekith - You cannot give information without getting something in return -
You gain a bonus to your will saves equal to your tier against mind affecting spells.
Baalim - You cannot reveal important information about yourself -
You gain the signature skill for Bluff.
Ammon - You cannot aid another or provide a flanking bonus -
You gain a bonus to damage equal to 1+Your Tier against creatures being affected by a condition.
Gol’Shern - You cannot lie -
You gain damage reduction X/- equal to 1+Your Tier
Tali - You cannot have a pact with another one of the nine -
You are under the effects of freedom of movement as long as you are moving and gain a bonus to movement of +5ft per tier.
Horeth - You cannot leave the earth for longer than a round - elemental damage is minimized against you.
If you break a pact you take your level in non-lethal damage that cannot be restored through magic, and you cannot make a pact with that god until you spend an hour of atonement praying in front of a candle for them, you cannot atone to more than one god at a time.
4th - Armor of Faith - You gain spell resistance against spells cast by people who do not follow the nine equal to 15 + 2 per god you have a pact with.
If you are not benefiting from an armor bonus you gain a divine bonus to your AC equal to your tier.
7th - Smite the heathen - You gain an amount of smites per day equal to your tier, you can smite a creature that does not believe in the nine, when you do smite you gain a bonus to hit equal to your tier and a bonus to damage equal to twice the gods you have a pact with plus your tier.
10th - Righteous Conviction - As a swift action you can pull upon the power of a god you have made a pact with to gain a benefit for 1 round, unless you have broken the pact or not atoned. You have a +2 Divine bonus to all saving throws and AC when you have made a pact, this goes away as soon as you break any pact.
Orimek - Against your designated target you increase your critical threat range by 1.
Logalo - When you are below 0 you can heal 4d8 or gain a bonus to hit equal to how many pacts you have.
Kondrii - You can roll another save against any ongoing effect, if you pass the effect is ended regardless of remaining duration.
Mekith - You can listen or view any messages sent over telepathy or the constant within 60ft.
Baalim - You can use the bluff skill like stealth to hide even while being observed
Ammon - You can apply either the shaken or sickened condition to any creatures you have given a condition to (knocked prone, charmed, etc)
Gol’Shern - You add your damage reduction value to your CMB and CMD.
Tali - You gain a fly speed equal to your ground speed as long as you are wearing light or no armor.
Your maneuverability is good.
Horeth - You gain resistance 20 to the element of your choice and your smite can do elemental damage of your choice.
You have found your way into a group of scientists and mages that are focused on using the patterns and lines of the universe to be able to create and defend the plane. As a member that pushes the boundaries on what should be allowed you finally found a home that lets you experiment the way you want to.
1st - Theoretical Application:
You can gain a bonus to your skill check up to your HD. For each +1 you increase the amount of numbers that will count as a natural 1. You cannot take 10 or 20 with a skill you are applying your theory to. This could help craft faster, make more money in a profession or get more answers from a knowledge check. If you roll a “natural 1” you cannot apply theory until the next day.
4th - Confident Application -
You can apply your theory to a saving throw, you can choose to add one of the effects if you beat the DC of the effect. If you roll a natural 20 or if you roll a “natural 1” then apply the appropriate effect.
Gain a free move action.
20 - you gain two swift actions.
1: You are flat footed and shaken for 1 round.
Gain resistance twice your HD to the energy damage type taken.
20: You take no effect.
1: Choose an item you are carrying that also takes full damage.
7th - Destructive Theory -
You can apply your theory to an attack roll, same limitations apply as if it where a skill check, if used with an effect that creates an energy effect, as long as your theory does not fail you can change the energy type to any other type. If your theory fails you take 1d4 damage of force backlash per +1 applied.
10th - Breakthrough -
You have graduated to Zarain Ascendant - Each time you get a “natural 1” you can choose one of the following. If you roll a true natural 1 when applying your theory you can treat it as a natural 20. Choose one that has not been chosen this combat.
Genius! - The next roll made by an ally gets a bonus equal to your theory.
Shut down the machine! - The next roll by an enemy gets a penalty equal to your theory.
Perfection! - You gain a standard action.