Acclimation
Some talents have the (acclimation) tag, granting you one or more new acclimations to apply with your acclimate ability.
Associated Skill: One skill of your choice from your chosen package below.
You gain the following benefits when you gain the Navigation sphere.
You gain 5 ranks in one of the package's associated skills, plus 5 ranks per additional talent spent in the Navigation sphere (maximum ranks equal to your Hit Dice). If you already have ranks in the associated skill you may immediately retrain them.
Skill Leverage: You unlock skill leverage with the associated skills of your package.
Package: When you gain the Navigation sphere, you gain one of the following packages with its included acclimation. You may take the Expanded Wayfarer talent to gain additional packages.
You also acquire the Acclimate and Pathing abilities.
By spending 10 minutes, you acclimate yourself and a number of allies or vehicles up to your operative ability modifier (minimum 1). You grant the benefits of up to two acclimations you know to them. If you grant two acclimations to a target (or more, by using the Layered Acclimation talent), at least one of these acclimations must always be from a base package or a [utility] (acclimation) talent. You may apply different acclimations to different targets. The benefits of acclimation last for 24 hours or until you change them.
Operatives of the Navigation sphere are able to point out paths through their environment that allies can utilize. As a standard action, you may select a number of contiguous 5-foot squares within close range equal to your operative ability modifier + the number of ranks you possess in the associated skill, applying the effects of a (pathing) talent to the area. You must be able to see all squares in the area to target them with pathing. An area remains affected for 24 hours or until you use this ability again. This is an auditory effect on your allies. You gain the Clear Shot (pathing) talent when you gain this sphere.
Allies ignore any soft cover, partial cover, or partial concealment provided by objects or effects that are inside the area of your pathing but do not target individual creatures. Allies treat standard cover from inside the area as partial cover. In addition, their total penalties on Perception checks for observing targets within the area of your pathing are reduced by 2, plus an additional 1 for every 5 ranks you have in one of your associated skills. If you have at least 10 ranks in an associated skill, allies also treat total concealment as partial concealment.
You gain the following acclimation:
Associated Feat: Careful Flyer (Ultimate Intrigue)
Associated Skill: Fly or Profession (pilot).
You gain the following acclimation:
Associated Skill: Profession (sailor) or Swim.
You gain the following acclimation:
Associated Skill: Acrobatics or Climb.
You gain the following acclimation:
Associated Feat: Endurance
Associated Skill: Climb, Profession (guide), Profession (driver), or Survival.
Source: Diamond Spheres: Invention & Ingenuity
You may select the following acclimation benefits:
Associated Feats: Storm-Lashed (Adventurer’s Guide), Wind Rider (Blood of the Ancients), Wingover (Pathfinder RPG Bestiary).
Source: Diamond Spheres: Invention & Ingenuity
You may select the following acclimation benefits:
You may select the following acclimation benefits:
Associated Feat: Cover Tracks (Pathfinder Roleplaying Game: Ultimate Wilderness).
You may select the following acclimation benefits:
Source: Diamond Spheres: Invention & Ingenuity
You may select the following acclimation benefits:
Associated Feat: Deep Diver (Ultimate Wilderness)
You may select the following acclimation benefits:
You may select the following acclimation benefits. You may acclimate up to 10 pounds worth of similar objects per rank you possess in an associated skill (such as a chest full of rations or a barrel of ammunition) as if they were a single object.
You may select the following acclimation benefits:
You may select the following acclimation benefits:
Associated Feat: Expert Boarder (Pathfinder Roleplaying Game: Adventurer’s Guide).
Source: Diamond Spheres: Invention & Ingenuity
You may select the following acclimation benefits:
Associated Feat: Forester (Ultimate Wilderness), Forest Ambush (Heroes of the Wild).
Allies within the area of your pathing increase the range and radius of their auditory and sonic effects, spells, and abilities by 5 feet + 5 feet per 5 ranks you possess in an associated skill.
Allies within your pathing reduce the DC of Climb, Fly, and Swim checks attempted to move through the area of your pathing and the DC of Acrobatics checks attempted to cross narrow or uneven surfaces in your pathing by 5. If you have 10 or more ranks in one of your associated skills, this reduction increases to 10.
Allies within your pathing are considered to have positional concealment for the purpose of attempting Stealth checks to hide so long as they are in the area of your pathing.
The hardness and break DC of any objects in your pathing is reduced by 3, plus an additional 1 for every 4 ranks you possess in an associated sphere. Additionally, allies may use the blaze a trail action from the Survival skill as part of a move action when moving through your pathing, and may do so untrained. Such allies may use your ranks in one of your associated skills in place of their ranks in Survival for the purpose of blazing a trail.
Allies within your pathing gain a +1 insight bonus to AC and Reflex saving throws against hazards and traps. This improves by 1 for every 4 ranks you possess in an associated skill. You and any allies moving through your pathing receive a check to notice traps whenever they pass within 10 feet of them, whether or not they are actively looking.
Allies gain a +2 insight bonus to attacks of opportunity and readied attacks made against enemies in the area of your pathing. This improves by 1 for every 5 ranks you possess in an associated skill.
Allies within your pathing may take 5-foot steps in difficult terrain and reduce the penalty for moving through difficult terrain by 50%; for example, if moving through snow normally costs you 2 squares of movement (1 square plus a 1 square penalty) per square traveled, this effect would reduce this cost to 1.5 squares per square traveled. Additionally, allies within your pathing also gain the following benefits against the effects of hazardous terrain (such as entangle, a Living Crystal Blast, most effects from the dredge ability, etc.): DR 2/–, +2 bonus to ability checks and skill checks, and a +2 competence bonus to saving throws. These benefits increase by +1 per 4 associated ranks you possess.
If you possess at least 5 ranks in one of your associated skills, allies within your pathing ignore penalties for moving through nonmagical difficult terrain. If you possess at least 15 ranks in one of your associated skills, allies within your pathing ignore penalties for moving through all difficult terrain.
The effects of any of your pathing effects extend vertically out to 1,000 feet above and below the square you select, plus an additional 1,000 feet for every 5 ranks you possess in an associated skill.
If you use this (pathing) talent, allies within your pathing may increase or reduce their falling speed by 50 feet per round, to a minimum of 10 feet per round, and may move horizontally 5 feet for every 20 feet they fall. For every 2 ranks you possess in an associated skill, allies may increase or reduce their falling speed by an additional 50 feet per round and may move an addition 5 feet horizontally for every 20 feet they fall. Allies who land while falling at 10 feet per round take no falling damage.
Creatures who cannot fly or glide are assumed to normally have a falling speed of 500 feet per round.
Creatures who increase their falling speed double the amount of falling damage they take, while creatures who decrease their falling speed take half the amount of falling damage.
You may use this pathing as an immediate action.
Allies within your pathing gain a +2 dodge bonus to AC against attacks of opportunity for movement into, through, or out of these squares. This increases by 1 for every 5 ranks you possess in an associated skill.
Source: Diamond Spheres: Invention & Ingenuity
Allies within the area of your pathing reduce any forced movement they are subject to from physical sources (such as a bull rush combat maneuver) by 5 feet + 5 feet per 10 associated ranks.
Such allies can spend an immediate action to double this forced movement reduction–if this would reduce the forced movement to 0 feet, the ally can move 5 feet as part of this action (which does not provoke attacks of opportunity).
Allies within your pathing increase any bonuses to AC or attack rolls from cover, higher ground or being prone by 2 and reduce penalties to AC or attack rolls from squeezing or being prone by 2.
Prerequisite: Navigation sphere.
You may select the following acclimation benefits:
Gravity Acclimation: When you prepare this acclimation, choose either light gravity, heavy gravity, or subjective gravity.
If you choose heavy gravity, acclimated targets do not take penalties from environments with heavy gravity.
If you choose light gravity, enemies do not gain the normal circumstance bonuses to attack rolls granted by light gravity when attacking acclimated targets. If you choose subjective gravity, acclimated targets automatically succeed at Wisdom checks to set a new direction of gravity in environments of subjective gravity.
Planar Acclimation: Choose a plane when you prepare this acclimation. Acclimated targets ignore a single alignment trait or magic trait of that plane (excluding dead magic or limited magic) for 24 hours.
Associated Feats: Heavy Gravity Acclimation, Light Gravity Acclimation, Subjective Mobility (all Pathfinder Roleplaying Game: Planar Adventures).
Prerequisite: Navigation sphere.
You discreetly scout ahead, consult with other navigators, or call upon favors with other travelers to obtain maps of an area. You may spend a plan to learn the layout of a certain area such as a dungeon, forest, canyon, neighborhood, building, or other location.
This gives you a detailed, single-page map of the area, although it might not include secret or fine details. If the area is smaller than a 100-foot cube, you may attempt one Perception or Survival check to attempt to locate each hazard, mechanical trap, or secret door in the mapped area as part of revealing the plan. The GM makes each roll on your behalf secretly.
Prerequisites: Associated skill 15 ranks, Navigation sphere (Impossible Trail (exceptional)).
When you use Impossible Trail, you may spend 1 additional skill leverage to increase the range to infinite on the same plane. If you do, you no longer require contact with the target or an object associated with the target.
Prerequisites: Associated skill 15 ranks, Navigation sphere (Occult Countermeasures).
You may select the following acclimation benefit:
Divination Warding: Acclimated targets and anything they are carrying are shielded from divination effects as if they were covered with a foot of lead.
Prerequisites: Associated skill 10 ranks, Navigation sphere (Extreme Acclimation).
You may select the following acclimations benefits:
Environment Shielding: Acclimated targets do not need to eat, drink, or breathe and gain resistance to one of the following energy types equal to twice your ranks in an associated skill: acid, cold, electricity, or fire.
Full Immunization: Acclimated targets are immune to diseases, poisons, and the distraction ability of swarms.
Prerequisites: Associated skill 10 ranks, Navigation sphere.
You can easily set a course to a certain objective. You may spend a plan and 1 skill leverage to name a certain location, creature, portal, item, the nearest source of a particular material, or other similarly specific target based on GM discretion. You must have been in contact with the target or be in possession of an object which belonged to the target or was at the target location.
For 24 hours or until you next prepare your plans, you know the location and the fastest path to the chosen location so long as it is within 1 mile per rank in an associated skill. If you are pursuing a specific creature, location, or item that at least one creature has tried to keep secret, there is a chance you failed to find it, requiring you to succeed at a Survival or Knowledge check to locate it. You can take 10 on this check. The DC for this check is set by the GM and should be roughly 20 + the highest challenge rating among all creatures trying to keep the target a secret. (As usual, the GM should work with you to help replace a choice that does not make sense, and if you cannot, you can choose a different action.)
Prerequisite: Navigation sphere.
By spending 1 use of skill leverage, you can use your intuition to determine whether traveling a particular direction from a fork in the road (or other junction) might be productive or dangerous. This functions like the augury spell, except it provides weal or woe based on traveling in a particular direction.
In addition, you add half your ranks in one of your associated skills as a competence bonus to Survival checks to navigate and to Intelligence checks to navigate mazes and to escape a maze spell.
Prerequisites: Associated skill 5 ranks, Navigation sphere.
You may select the following acclimations benefits:
Darkness Preparation: Acclimated targets gain low-light vision and darkvision out to 30 feet. The range of this darkvision increases by 30 feet for every 5 ranks beyond 5 you possess in an associated skill.
Light Rest: Acclimated targets do not take penalties to Perception checks for being asleep and so long as they maintain this acclimation count as having had 8 hours of rest whenever they have had at least 6 hours of rest. This is reduced by an additional hour for every 5 ranks beyond 5 you have in one of your associated skills, to a minimum of 2 hours. If a creature who has not gotten 8 hours of rest in the past 24 hours stops benefitting from this acclimation for more than 1 hour, they become fatigued.
Prerequisites: Associated skill 5 ranks, Navigation sphere (Resilience Training).
You may select the following acclimations benefits:
Indefatigable: Acclimated targets ignore the penalties to Strength and Dexterity from the fatigued condition and treat themselves as fatigued whenever they would become exhausted. If you have at least 15 ranks in one of your associated skills, acclimated targets also become immune to the fatigued and exhausted conditions.
Unstoppable Trekker: Acclimated targets are immune to falling damage, cave-in damage, pressure damage, damage from the fire-dominant planar trait, and other damaging environmental effects.
Prerequisites: Knowledge (geography) 15 ranks or Knowledge (planes) 15 ranks; Navigation sphere (Fleet Movement).
You know of an incredible shortcut that allows for extremely fast travel through portals to the Shadow Plane, a fey realm, or some other plane of existence to arrive at a location on the same plane as you begin your voyage. You must be familiar with your destination or have a detailed description (equivalent to “Very familiar” or “studied carefully” familiarity with a teleportation effect). Attempting to use this ability to reach any less familiar location or a location on another plane automatically fails.
You may spend 1 minute searching your immediate vicinity for a thin spot between the planes to reveal a plan to reach this specific destination. Traveling with this plan costs 3 uses of skill leverage and requires no more than 10 minutes traveling through another plane of existence regardless of how far away it is. You must use the thin spot within 10 minutes of finding it or it is wasted. You can bring up to 1 additional creature or object with you for every 2 ranks you possess in one of your associated skills through this shortcut.
Prerequisites: Associated skill 10 ranks, Navigation sphere.
As part of using this (pathing) talent, the squares you choose must be used to connect two objects or surfaces, typically ones that are associated with the Navigation sphere packages you possess. The chosen objects or surfaces open up, creating a portal between the two of them. A creature who moves through one of the portals is teleported to the other portal, unless they normally have to be open to be moved through, such as a door or window; in which case both portals appear blocked or obstructed and do not function until both portals are unobstructed. You can choose the size of the created portals, but they must both be the same size and you must spend additional squares of pathing depending on the size. The pathing fails if the object or surface is too small to fit a portal.
Prerequisites: Knowledge (geography) 15 ranks or Knowledge (planes) 15 ranks; Navigation sphere (Fleet Movement, Planar Shortcut (exceptional)).
When you reveal the Planar Shortcut plan, you may find a shortcut to a location on a plane other than the one you begin on. In addition, you need not have seen the destination you are trying to reach, but in that case you must have at least a reliable description of the place to which you are traveling. If you attempt to follow a planar shortcut with insufficient or misleading information, you get lost and end up back where you started after traveling for 10 minutes.
Prerequisites: Knowledge (geography) 10 ranks, Navigation sphere (Lay Of The Land).
The range of Lay Of The Land improves to 1 mile per rank in an associated skill, and you gain 1d6 additional discovery points per 5 points by which you exceed the exploration DC rather than 1d4.
Prerequisites: Survival 5 ranks, Navigation sphere (Tracking Expert).
When you successfully track a creature, you may spend 1 use of skill leverage to receive a clear mental image of the creature. The image has the exact same appearance as the creature that made the footprint at the moment it made the imprint, including any telling features or expressions, any gear or equipment, or anything else the creature was carrying at the time. For example, the footprint of a horse would reveal both the horse and any creature riding it when it made the footprint.
If you possess the analyze ability of the Investigation sphere, you may analyze the image as if it were the original creature.
Source: Baron’s Uncanny Gateway
Prerequisites: Navigation sphere (Beyonder).
You may select the following acclimation benefits. Any creature affected by one of the following acclimations gains a fly speed of 30 ft (perfect) in areas of zero gravity or subjective directional gravity. For every 5 ranks you possess in one of your associated skills, this fly speed increases by 10 feet.
Astral Mastery: While on the Astral Plane, an acclimated target may use their Intelligence modifier in place of their Strength modifier and their Wisdom modifier in place of their Dexterity modifier for all purposes.
Dream Mastery: You gain a +3 bonus on Charisma checks to determine your initial condition when your lucid body enters a dream and when attempting impossible feats in a dreamscape. This bonus increases by +1 for every 5 ranks you possess in one of your associated skills. If someone creates a dream effect that includes you as a target while you are dreaming, You can enter a shared dreamscape as described in the dream council spell without spending a casting of dream or dream council.
Ethereal Mastery: While on the Ethereal Plane, an acclimated target may spend a swift action to increase their movement speed by any amount until the end of their turn. For every 5 feet by which they increase their movement speed, the acclimated target suffers 1 point of nonlethal damage which cannot be avoided by nonlethal damage immunity, reduced by damage reduction, and cannot be healed through any means except rest (a full night’s rest heals all nonlethal damage caused by this effect at once).
Vacuum Mastery: While in a vacuum such as the vacuum of space, an acclimated target automatically succeeds on Constitution checks to resist the effects of the vacuum and takes no Constitution damage from holding their breath in the vacuum.
Associated Feat: Lucid Dreamer
Prerequisites: Investigation sphere, Navigation sphere.
Benefit: As a standard action, you may analyze an area or target in that area while also applying your pathing to a location in that area. The targeted area, creature, or object must be within range of both your analyze and pathing abilities.
Prerequisites: Associated skill 10 ranks, Navigation sphere.
Benefit: When you use pathing, you may apply two (pathing) talents to the area rather than just one.
Prerequisites: Navigation sphere, Warleader sphere.
Benefit: Whenever you use pathing as a standard action, you can begin or maintain a tactic as a free action; doing so changes the area of the tactic to the area of your pathing.
While within the area of your pathing, you can maintain this tactic as a free action.
Prerequisites: Destruction Sphere, Navigation Sphere
Benefits: Whenever you target an area with your destructive blast, you may spend an additional spell point to use your pathing as part of the same action. If you do, your pathing can only cover spaces affected by your destructive blast.
Source: Expanded Spheres: Weaves of War
Prerequisites: Athletics sphere, Navigation sphere.
Benefit: When moving more than 5 feet during your turn using the movement mode corresponding to an Athletics package you possess, you may cause all squares you enter this turn to be affected by your pathing ability. This counts as the single instance of pathing which you may have active at a time.
Sometimes, the best way to capture prey is to have it fall into your hands; the venator specializes in this methodology.
You prefer the art of mapping the world, rather than surviving and navigating it. You lose the acclimate and pathing abilities, and gain either the Cartographer’s Knack or Lay Of The Land talent.
Choose either acclimate or pathing. You lose this ability and cannot take talents with that tag or that alter the chosen ability. You gain a single (acclimation) or (pathing) talent as a bonus talent.
Your desire to navigate is built on a boundless passion for exploration more than an understanding of your environment. You lose the acclimate and pathing abilities, and gain either the Fleet Movement or Triumphant Arrival talent.
Your pathing ability is a visual rather than an auditory effect. Allies may only benefit from this ability when they can see you, but do not need to hear you.
You lose the acclimate ability, and gain the Tracking Expert talent.