Sunday, July 1, 2018

Arborean Race

Still under construction.

Arboreans appear much like halflings or humans, save they are covered in bark of whorled earthy tones that vary between individuals. Each of the smaller bonsai arboreans typically possess smooth bark and a head covered in a dense, well trimmed layer of thin branches and thick foliage. Each of the bigger wild arboreans typically possess rough bark prone to moss, lichen and fungi, while a broad tangle of wiry branches and sparse foliage ensnares the top of their head.

Arborean Racial Traits (10 RP)

–2 Dexterity, +2 Constitution, +2 Wisdom: Arboreans are sturdy and wise, but lack physical agility.

Humanoid (Vegitatious): Arboreans are humanoids with the vegitatious subtype.

Upbringing: Upon creation, arborean characters express one of two backgrounds.
  • Bonsai: These arboreans are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Wild: These arboreans are Medium creatures with no bonuses or penalties due to their size. They also possess +2 Strength and –2 Charisma as additional racial adjustments to their ability scores.

Slow Speed: Arboreans have a base speed of 20 feet. For wild arboreans, that speed is never modified by armor or encumbrance. (–1 RP)

Low-Light Vision: Arboreans can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Flammable: Arboreans in true form have vulnerability to fire. (–1 RP)

Vegitatious Resilience: Arboreans gain a +2 racial bonus on saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning. In addition, they need only half the standard amount of sleep to function normally. (2 RP)

Arboreal Body: Arboreans in true form express the following. (5 RP)
  • +1 natural armor bonus to AC.
  • Damage reduction 2/slashing.
  • Cold resistance 2.
  • A natural slam attack dealing standard damage for their size. That slam is a primary attack, or a secondary attack when they wield one or more manufactured weapons.
  • In addition to actual rest and any uses of the Heal skill, a living arborean exposed to natural sunlight naturally recovers hit points and ability score points (lost to ability damage) as if always resting.
  • When standing on the ground, they receive a +4 racial bonus to CMD against bull rush and trip maneuvers.
  • While in forest or jungle terrain, a living arborean gain a +4 racial bonus on Stealth checks.

Regional Roots: Upon creation, arborean characters possess one of two roots. (1 RP)
  • Forest Roots: Arboreans of these roots reduce any nonlethal damage they take from any form of cold exposure by 2 (minimum 0) and gain a +4 racial bonus on Survival checks made in forest terrain.
  • Jungle Roots: Arboreans of these roots gain a +2 racial bonus on Fortitude saves against non-magical disease, and gain a +4 racial bonus on Survival checks made in jungle terrain.

Arboreal Bounty: Upon creation, arborean characters possess one ability they select from the following list. (1 RP)
  • Grow Ammo (Ex): As a free action, a living arborean can elect to suffer 2 points of Constitution burn to trigger the rapid growth of 2d4+1 pinecones over the course of 1d6+4 rounds, but only while that arborean remains in true form. Each pinecone so grown, functions as a pebble affected by magic stone.
  • Grow Harvest (Ex): As a free action, a living arborean can elect to suffer 2 points of Constitution burn to trigger the rapid growth of 1d3 fruit or 2d4+1 nuts or berries over the course of 1d6+4 rounds, but only while that aborean remains in true form. Each nut or berry so grown, functions as if affected by goodberry, but also provides its consumer the benefit of endure elements for 8 hours, stacking up to a cumulative duration of 72 hours for any single creature. Each fruit so grown, functions the same as 3 nuts or berries.

Ruinous Wrath: Arboreans increase by half (rounded up) the weapon damage they deal against objects and structures. (2 RP)

Languages: Arboreans begin play speaking Common and Sylvan. Arboreans with high Intelligence scores can choose from the following: Elven, Gnome, Goblin, Giant, Halfling, Terran, Vanaran.

Wednesday, June 27, 2018

Item Arcanomicon

Still under construction.

The following spells are ideas I expect should require careful consideration.

ELDRITCH EFFIGY
School abjuration
Level sorcerer/wizard 5, witch 5
Components V, S, F (effigy of the target's true form and size, worth at least 500 gp)
Casting Time 1 minute
Range touch
Target one willing creature
Duration permanent (D)
Spell Resistance yes

Every previous instance of this spell currently active in respect to the focus or the subject immediately ends. Magical items worn by the focus while this spell remains active, function as if similarly worn by the subject, excluding the auras, non-magical properties and material forms of such items. In each instance where two or more magical items currently have a case for effectively occupying the same magic item slot belonging to the subject, only one such item the subject actually wears can be made to do so at that time.

INNATE ITEM
School abjuration
Level sorcerer/wizard 2, witch 2
Components V, S
Casting Time 1 minute
Range touch
Target one willing creature
Duration instantaneous
Spell Resistance no

The subject can choose a single magical item properly worn and actively occupying at least one of their magic item slots, provided that item is not intelligent or an artifact. When that item is chosen, you can attempt a single caster level check against it (DC 15 + chosen item's caster level). If that check succeeds, the chosen item's inherent magical properties are separated from its current material form and anchored as a supernatural ability inherent to the subject's very being. The term 'innate item' hereafter refers to such a supernatural ability.
    Despite lacking anchor to a material form and any qualities having one would provide, each 'innate item' always occupies the same magic item slot(s) it did when last in its previous format, never allowing such slot(s) be occupied for any other magical purpose. Otherwise unchanged, each 'innate item' retains its caster level, any activation method(s) and any spell effect(s) it can be used to produce.
    As a free or immediate action, a willing creature can engage or disengage the function(s) for a single 'innate item' they possess. As a standard action of their own true volition, a willing creature can dismiss and thus destroy, any number of 'innate items' they possess.
    Each attempt you make to derive an 'innate item' from a cursed magic item automatically fails, but also generates a supernatural arc of energy between yourself and the subject, dealing 1d4 damage to both for each caster level that cursed magic item has. If you are also the subject, you instead take 1d6 damage per caster level. That damage has no type, yet denies for 1 minute, all forms of regeneration to any creature(s) it harms. While the corresponding item remains a cursed magic item, that damage cannot be healed, and any creature(s) slain by it directly cannot be restored to life. Nothing less than a deity's direct efforts can avoid, redirect, mitigate or circumvent; that damage or its aforementioned consequences.
    Should you fail in any attempt to derive an 'innate item' from a particular magic item when it is not cursed, every following attempt you make corresponding to that same item automatically fails until you gain another caster level.

Saturday, June 23, 2018

Conveyance Codex

The following spells were designed to extend upon the precedent of some 3.5 D&D spells uniquely capable of targeting an entire ship. The first spell in this series, is based upon augment object (SBG).

AUGMENT CONVEYANCE
School transmutation
Level sorcerer/wizard 4
Components V, S
Casting Time 1 minute
Range long (400 ft. + 40 ft./level)
Target one vessel, vehicle or similar structure
Duration 1 hour + 24 hours/level (D)
Saving Throw none
Spell Resistance no

Every portion of the subject has its break DCs increased by +20 and its hardness and hit points doubled. They are also considered magic items with an effective caster level corresponding to this spell's effect (save bonus equals 2 + caster level). Damage sustained by any portion of the subject while this spell's effect remains active upon it, is halved and rounded down when that effect ends. While this spell's effect ends for any portion separated from the subject's greatest remaining whole, that effect will extend to include any repairs made, or replacements added, to that subject.

Friday, June 15, 2018

Arcane Exploit Annex

Still under construction.

The following are arcane exploits in the works, for those of the arcanist class.

ALTERFORM ARCANICS (Arcane Exploit)
You can provide components in any form you assume by arcane exploitation.
Benefit: While your arcane reservoir has at least 1 point, you gain a supernatural ability mimicking benefit of the Natural Spell feat besides replacing every mention of "using Wild Shape" with "subject to any polymorph effect you originated by feature of any class (effective or otherwise) that governs your arcane reservoir" instead.

ARCANIC FIST (Arcane Exploit)
You can augment yourself as an arcane weapon.
Prerequisite: Improved Unarmed Strike.
Benefit: As a free or immediate action, you can expend 1 point from your arcane reservoir to treat your unarmed strikes as magic for the purpose of overcoming damage reduction, while every 4 class levels (effective or otherwise) that govern your arcane reservoir gives them a +1 enhancement bonus (stacking with any other enhancement bonus to a maximum of +5). You can use this exploit to give your unarmed strikes any of the following weapon special abilities: agile, bane, defending, flaming, flaming burst, frost, icy burst, ghost touch, guardian, limning, mimetic, nullifying, sapping, seaborne, shock, shocking burst, speed, spell storing, thundering, vicious and wounding. However, you must match the cost of each special ability given with an equal reduction of the enhancement bonus. Duplicate special abilities do not stack. The supernatural effect of using this exploit lasts for a number of minutes equal to your Charisma modifier (minimum 1) or until it is used again.

CONCERT ARCANICS (Arcane Exploit)
You can actively support an arcane concert of more than one ongoing effect.
Benefit: You can add your Charisma bonus (if any) to your Intelligence modifier for concentration checks as an extraordinary ability. As a free or immediate action, you can expend 1 point from your arcane reservoir as a supernatural ability to redirect and/or maintain concentration on a single ongoing effect you originated by feature of any class (effective of otherwise) that governs your arcane reservoir. Each instance of doing so can occur parallel to every other action you take and effect you make, allowing you actively support more than one such effect at the same time (while points in your arcane reservoir hold out).

ECHO OPTIMAL AGE (Arcane Exploit)
You recall your peak physical performance with arcane power.
Benefit: While your arcane reservoir has at least 1 point, you gain the continuous effect of lesser age resistance as a supernatural ability. When at least 4 or 8 class levels (effective or otherwise) govern your arcane reservoir, any effect you gain from this exploit improves to age resistance or greater age resistance respectively.

EMBODY OPTIMAL AGE (Arcane Exploit, Greater)
You recover your peak physical performance with arcane expertise.
Prerequisite: Echo Optimal Age.
Benefit: You gain the continuous effect of lesser age resistance as an extraordinary ability. When at least 14 or 18 class levels (effective or otherwise) govern your arcane reservoir, that effect improves to age resistance or greater age resistance respectively. When at least 20 class levels (effective or otherwise) govern your arcane reservoir, you cannot die from old age.

GRIMOIRE GUILE (Arcane Exploit)
You bring game to arcane literacy and spellbook logistics.
Benefit: You can add your Charisma bonus (if any) to your Intelligence modifier for checks to decipher and learn arcane spells from written sources an extraordinary ability. As a free or immediate action, you can expend 1 point from your arcane reservoir to originate secluded grimoire as a supernatural ability derived from all class levels (effective or otherwise) that govern your arcane reservoir. At any given time, you can have one extra secluded grimoire for each class level (effective or otherwise) that governs your arcane reservoir.

MAGE'S LUXURIOUS LIBRARY (Arcane Exploit, Greater)
You can arrange a grimoire gala almost anywhere.
Prerequisite: Grimoire Guile.
Benefit: Any mage's magnificent mansion you originate by feature of any class (effective or otherwise) that governs your arcane reservoir, requires no focus component and may include among its furnishings, up to one exacting replica of each secluded grimoire you currently have. As a standard action, you can expend 1 point from your arcane reservoir to originate mage's magnificent mansion as a supernatural ability derived from all class levels (effective or otherwise) that govern your arcane reservoir.

Relevant Items (may require due consideration)

GRIMOIRE, GUARDED (Wondrous Item)
A well-made tome, typically leather-bound and no more than 12" by 8" by 1" measured in inches.
Price 2,000 gp; Slot none; Weight 1 lb.; CL 1st; Aura faint universal
Properties This tome can serve as a compact spellbook with up to 1,000 pages or its equivalent. Certain spells gain a permanent duration when cast upon it, as follows: book ward, lighten object, magic aura, greater magic aura, mask dweomer, obscure object, obscured script, preserve, prestidigitation (keeps it clean), secret sign, shrink item, theft ward and waterproof.
Cost 1,000 gp; Requirements Craft Wondrous Item; Special An arcane spellcaster with Grimoire Guile (an Arcane Exploit) may ignore all crafting requirements to make and/or alter this item without penalty.

SELF-INSCRIBING (Magic Item Alteration)
An item so altered can correspond with others via inscriptions upon its surface.
Base Item Any permanent magical item lacking intelligence.
Price +4,000 gp; Slot no change; Weight no change; CL as base item; Aura no change
Properties An intelligent version of the base item, as follows:
Alignment Any (usually N), Senses 30 ft.
Int 10, Wis 10, Cha 10, Ego as per price of base item + 1.
Languages Empathy, understands any one language (usually known to its creator).
Intelligent Item Powers As follows:
Literal Luminosity (Su) Content inscribed upon this item continuously sheds light as a candle. As a free or immediate action, this item can suspend or resume any portion of this effect.
Self-Literate (Ex) This item has a vicarious view of itself and can comprehend languages and skim when reading from itself.
Self-Decipher (Su) This item can read magic when reading from itself.
Self-Evident (Su) This item can selectively enable others to comprehend languages, read magic and skim when they read from it while also touching it.
Self-Display (Sp) At will (self only)—erase, mending, prestidigitation, secret sign.
Cost +2,000 gp; Requirements Craft Construct, each aforementioned spell of 2nd-level or less, fox's cunning

Wednesday, June 13, 2018

Apexian Race

Still under construction.

The Apexian race featured below, is one idea for engineered members of humanity.

Apexian Racial Traits (Advanced Race / 20 RP)

+2 Strength, +2 Dexterity, +2 Constitution, +4 to One Mental Ability Score: Apexian characters are physically enhanced and gain a +4 racial bonus to one mental ability score of their choice at creation to compliment the focus of their programming. (8 RP)

Humanoid (Human): Apexians are humanoids with the human subtype.

Medium: Apexians are medium creatures and have no bonuses or penalties due to their size.

Fast Speed: Apexians have a base speed of 40 feet. (1 RP)

Low-Light Vision: Apexians can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Darkvision: Apexians can see perfectly in the dark up to 120 feet. (3 RP)

Healing Factor: Apexians gain healing factor 2. They naturally recover hit points and ability score points (lost to ability damage) at twice the normal rate when resting or subject to uses of the Heal skill. (2 RP)

Tech Intuitive: Apexians gain Technologist as a bonus feat at 1st level. They can gain other feats listing Technologist as a prerequisite, as if every skill rank prerequisite were reduced by 2, to no less than 1. (2 RP)

Naturally Psionic: Apexians gain Wild Talent as a bonus feat at 1st level. If they gain levels in a psionic class, they gain the Psionic Talent feat instead. When taking a level in a favored class, they can choose to gain an additional power point instead of a hit point or skill point. (2 RP)

Languages: Apexians begin play speaking Common and any other single language. Apexians with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)

Sunday, February 11, 2018

Mobgoblin Race

Still under construction.

Despite a lesser measure of physical flexibility than typical goblins with whom they share an identical appearance, mobgoblins possess high density musculature and better communication skills. Although they are more gregarious and less adverse to working with others, mobgoblins usually develop those traits celebrating their frenzied feasts and destructive exploits as a culture. Being of greater average mass, mobgoblins are afforded fewer opportunities to ride the mounts preferred by their lighter kin.

Mobgoblin Racial Traits (10 RP)

+2 Strength, +2 Dexterity: Mobgoblin characters are brawny and quick. (2 RP)

Humanoid (Goblinoid): Mobgoblins are humanoids with the goblinoid subtype.

Small: Mobgoblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Normal Speed: Mobgoblins have a base speed of 30 feet.

Darkvision: Mobgoblins can see in the dark out to 60 feet. (2 RP)

Swarming: Unless one of them are pinned, paralyzed, stunned, unconscious, or otherwise unable to act; a Small mobgoblin and one other ally of the same size can occupy the same square without penalty. When attempting a melee attack of opportunity against a foe threatened by at least one other ally, a creature with this trait is considered to be flanking that foe regardless of positioning. (1 RP)

Sneaky: A mobgoblin gains a +4 racial bonus on Stealth checks. (2 RP)

Boss (Ex): During his or her turn, a mobgoblin able to address, signal or spur a specific creature within natural reach, can target that creature like a boss as a free action. Any creature so targeted, can use an immediate action at that very moment to take a 5-foot step or one free action. If one takes that 5-foot step, they must negate the next 5 feet of any movement they gain from their actions before their next turn expires. (1 RP)

Leading Edge (Ex): As a swift action, a mobgoblin can take a bonus 5-foot step in addition to any other movement(s) performed, or they can add 5 feet to any speed-enabled movement they gain from their very next action. Regardless of other prerequisites, when a creature with this trait gains one of the following feats, it also gains the next feat in parenthesis as a bonus feat: Sidestep (Improved Sidestep) or Step Up (Following Step). (2 RP)

Quick Rise (Ex): A kneeling mobgoblin can stand up by subtracting 5 feet from any speed-enabled movement he or she gains when taking an action normally available to one already standing. As a move action, a prone mobgoblin can stand up and move up to half his or her speed. If one of those actions provokes attacks of opportunity more than once, a given foe can only react to one such opportunity. (1 RP)

Languages: Mobgoblins begin play speaking Common and Goblin. Mobgoblins with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Gnome, Orc, Terran and Undercommon.

Random Mobgoblin Height and Weight:

Male Height: 2 ft. 8 in. + 2d4 in.
Male Weight: 40 lbs. + 2d8 lbs.
Female Height: 2 ft. 6 in. + 2d4 in.
Female Weight: 35 lbs. + 2d8 lbs.

Friday, January 19, 2018

Observation Orb

Still under construction.

Although their make and model vary, each of the following dwoemer droids usually appears as a pair of mottled metallic hemispheres linked, fitted, locked and bonded together along a flush, but irregular partition shaped to enforce proper alignment. Each design produces an exterior with its own pattern of various tinted ceramic lenses and micro pores packed with recessed nano-filament sensors.

OBSERVATION ORB CR 3
XP 800
N Diminutive Construct (robot, willwired)
Init +5; Senses blindsight 180 ft., darkvision 360 ft., eldritch ops,
    fraud filtering, low-light vision, optimizing optics, see in darkness,
    spectro-VI surveillance, tremorsense 180 ft.; Perception +21

DEFENSE
AC 21, touch 19, flat-footed 21 (+5 Dex, +4 size, +2 natural)
hp 22 (4d10)
Fort +1, Ref +6, Will +6; +8 vs. mind-affecting effects
SR 14; Immune construct traits, willwired traits
Resist acid 5, cold 20, electricity 15, fire 20
Defensive Abilities all-around vision, cloak emitters,
    evasion, hardness 5, spherical resilience, uncanny dodge
Weakness vulnerable to critical hits, vulnerable to electricity

OFFENSE
Speed fly 300 ft. (perfect), swim 120 ft.
Space 1 ft.; Reach 0 ft. (long)
Special Attack mnemonic access (DC 14)

STATISTICS
Str 5, Dex 21, Con –, Int 14, Wis 14, Cha 10
Base Atk +4; CMB +5; CMD 12
Feats Alertness, Run
Racial Feats Flyby Attack, Technologist
Skills Acrobatics +9 (+17 w/ gravity nodes), Fly +33, Knowledge (any 11) +6,
    Linguistics +9, Perception +21, Sense Motive +8, Spellcraft +7,
    Stealth +24 (+32 w/ gravity nodes), Swim +25
Racial Modifiers +4 Perception
Languages Binary, Common, Undercommon, plus 12 more; telepathy 360 ft.
SQ gravity nodes, nanite channels, perceptive tracking
    polyglot-III protocols, task protocols, telepathic pairing

SPECIAL ABILITIES
Cloak Emitters (Ex) With these bodily components, observation orbs receive the benefit of the Lurker in Darkness feat and remain invisible by means not subject to the invisibility purge spell, even when they attack. One with these components can toggle their function as a free or immediate action.
Eldritch Ops (Su) Observation orbs possess the continuous benefit of arcane sight, comprehend languages, read magic, see invisibility and tongues.
Fraud Filtering (Su) Observation orbs automatically disbelieve all relevant illusory effects they perceive in some way, while the true forms of all things polymorphed, changed or transmuted; appear to them as ghostly apparitions superimposed over their apparent forms.
Gravity Nodes (Ex) With these bodily components, observation orbs receive a +8 circumstance bonus to Acrobatics, Fly, Stealth and Swim checks while employing the extraordinary fly or swim speed listed in the base statistics for their kind.
Mnemonic Access (Su) An observation orb can share memory (as the spell) as an Intelligence-based supernatural ability, with the added option of targeting any creature it contacts using its own supernatural telepathy or telepathic pairing. Any successful Will save one makes against this ability guarantees them success on all other saving throws they attempt against it from the same user for 24 hours.
Nanite Channels (Ex) With these bodily components, an observation orb is repaired for a number of hit points equal to its Hit Dice every hour.
Optimizing Optics (Ex) With these bodily components, observation orbs see all that is rendered invisible as if it were not, with vision cleared of all distortion due to any blur or displacement effects. One with these components can toggle their function as a free or immediate action.
Perceptive Tracking (Ex) Observation orbs can use Perception instead of Survival to both find and follow tracks, using the same DCs listed under the Survival skill.
Polyglot-III Protocols (Ex) Observation orbs learn two additional languages for each rank they gain in the Linguistics skill.
Spectro-VI Surveillance (Ex) With these bodily components, obliteration orbs receive a +6 circumstance bonus to Perception checks for which they suffer only one-sixth the normal distance penalty (–1 per 60 feet, rather than –1 per 10 feet). As reflected in the base statistics for their kind, those with these components also possess the following: blindsight, darkvision, low-light vision and tremorsense. As a free or immediate action, one with these components may toggle the option enabling them to detect radiation (as the spell) out to 360 feet.
Spherical Resilience (Ex) Against observation orbs in true form, damage dealt by diffuse blunt trauma via battering, buffeting, compression, constriction, crushing, falling, impact collisions, shockwaves or trampling is halved and rounded down.
Task Protocols (Ex) Observation orbs are unable to deviate from serving the expressed will of their corresponding creator(s) in the truest good faith. Their class skills include Acrobatics, Fly, Knowledge (all), Linguistics, Perception, Sense Motive, Spellcraft, Stealth and Swim.
Telepathic Pairing (Su) As an immediate action, an observation orb can form a telepathic pairing with one other willing creature it contacts using its own supernatural telepathy. Until disbanded as a free or immediate action by either participant, such a pairing enables two-way conversation between both regardless of their location relative to one another. Forming a telepathic pairing with this ability disbands all others formed by the same.
Willwired Subtype (Ex) Willwired constructs possess a good Will save progression for their racial Hit Dice and gain skill points for each one equal to 6 + their Intelligence modifier. Although subject to mind-affecting effects, against which they possess a +8 racial bonus on saving throws, they are still immune to charms, compulsions, emotions, pain, patterns and phantasms. They also possess Technologist as a racial bonus feat.


Obliteration orbs are less subtle and more substantial than observation orbs. Centered on the exterior for one of its two hemispheres, each of them possess a significant concave recess surrounding the layered set of apertures capping the drive barrel of its internalized graviton cannon.

OBLITERATION ORB CR 8
XP 4800
N Tiny Construct (robot, willwired)
Init +4; Senses blindsight 210 ft., darkvision 420 ft., eldritch ops,
    fraud filtering, low-light vision, optimizing optics, see in darkness,
    spectro-VII surveillance, tremorsense 210 ft.; Perception +24

DEFENSE
AC 21, touch 16, flat-footed 17 (+4 Dex, +2 size, +5 natural)
hp 49 (8d10+5); force field emitters (40 hp, fast healing 8)
Fort +2, Ref +6, Will +8; +8 vs. mind-affecting effects
SR 18; Immune construct traits, willwired traits
Resist acid 5, cold 30, electricity 20, fire 30
Defensive Abilities all-around vision, hardness 10, spherical resilience
Weakness vulnerable to critical hits, vulnerable to electricity

OFFENSE
Speed fly 250 ft. (perfect), swim 100 ft.
Ranged integrated graviton cannon +14 touch (3d6 force/19-20)
Space 2-1/2 ft.; Reach 0 ft. (long)
Special Attacks mnemonic access (DC 16)

STATISTICS
Str 7, Dex 19, Con –, Int 14, Wis 14, Cha 10
Base Atk +8; CMB +10; CMD 18
Feats Far Shot, Precise Shot, Run, Vital Strike
Racial Feats Flyby Attack, Technologist,
    Improved Natural Attack [integrated graviton cannon]
Skills Acrobatics +15 (+23 w/ gravity nodes), Fly +33, Knowledge (any 11) +7,
    Linguistics +9, Perception +24, Sense Motive +10, Spellcraft +10,
    Stealth +19 (+27 w/ gravity nodes), Swim +25
Racial Modifiers +4 Perception
Languages Binary, Common, Undercommon, plus 12 more; telepathy 420 ft.
SQ gravity nodes, nanite channels, perceptive tracking
    polyglot-III protocols, task protocols, telepathic pairing

SPECIAL ABILITIES
Eldritch Ops (Su) As an observation orb.
Force Field Emitters (Ex) With these bodily components, an obliteration orb can emit an otherwise typical force field. One with these components can track the 2d12 hours they take to emit that force field again with full hit points following its last collapse at 0 hit points. Otherwise, these components enable one to suspend that force field as a free or immediate action, or resume it once more as a standard action with the same hit points it had prior to being suspended.
Fraud Filtering (Su) As an observation orb.
Gravity Nodes (Ex) As an observation orb.
Integrated Graviton Cannon (Ex) With this bodily component, an obliteration orb can fire graviton bolts as projectiles with a range increment of 250 feet. Damage dealt by graviton bolt is never halved against an object. Any living creature damaged by a graviton bolt becomes sickened for 2d4 rounds (Fort DC 18 negates). The save DC for that effect is Strength-based and includes a +6 racial bonus.
Mnemonic Access (Su) As an observation orb.
Nanite Channels (Ex) As an observation orb.
Optimizing Optics (Ex) As an observation orb.
Perceptive Tracking (Ex) As an observation orb.
Polyglot-III Protocols (Ex) As an observation orb.
Spectro-VII Surveillance (Ex) With these bodily components, obliteration orbs receive a +7 circumstance bonus to Perception checks for which they suffer only one-seventh the normal distance penalty (–1 per 70 feet, rather than –1 per 10 feet). As reflected in the base statistics for their kind, those with these components also possess the following: blindsight, darkvision, low-light vision and tremorsense. As a free or immediate action, one with these components may toggle the option enabling them to detect radiation (as the spell) out to 420 feet.
Spherical Resilience (Ex) As an observation orb.
Task Protocols (Ex) As an observation orb.
Telepathic Pairing (Su) As an observation orb.
Willwired Subtype (Ex) As an observation orb.