Champions of the Spheres (PFRPG) PDF

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Spheres of Power changed the way casters worked. Spheres of Might did the same for martial combatants. In Champions of the Spheres, both of the ‘Spheres' systems are married together into a unified whole to provide players with a plethora of options to craft a multitude of characters to fit whatever concept they want to roll!

Within Champions of the Spheres you'll find:

  • 3 New Classes: The Prodigy, who can do just about anything he puts his mind to, the Sage, who mixes ki powers and magic prowess to great accomplishment, and the Troubadour, who can change his face, and his powers, to whatever the situation requires.
  • Player Options: New archetypes, new feats, and other class options to better mix the Spheres of Might and Spheres of Power systems.
  • Unified Traditions: Unified Traditions mix casting traditions and martial traditions into a single whole, reducing character creation time and better generating a complete character concept for players both new and old.

Come take a look and unlock the secrets of the Champions of the Spheres!

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An Endzeitgeist.com review

5/5

This massive supplement clocks in at 54 pages, 1 page front cover, 1 page editorial, 1 page TOC (which also features a list of Spheres from Spheres of Power and Spheres of Might), 1 page SRD, 1 page back cover, leaving us with 49 pages of content, so let’s take a look!

In case you didn’t know already: This book basically represents a crossover-supplement between Drop Dead Studios’ critically-acclaimed Spheres of Power and Spheres of Might books, and as such, I assume familiarity with both of them in this review.

This review was recently moved up in my reviewing queue at the request of my patreons.

The pdf starts after a brief introduction to the matter at hand, with three new base classes, which make use of the Blended Training feature – this denotes that the character is treated as possessing Combat Training as a base class feature. The first of these would be the prodigy, who has d8 HD, 4 + Int skills per level, ¾ BAB-progression, good Ref-and Will-saves and proficiency with simple weapons as well as light armor and bucklers. If this is the very first level in any class taken, the prodigy also receives a martial tradition of their choice. Prodigies are Mid-Casters and may choose which of the three mental ability score modifiers they take as casting ability modifier, and as such, they do get 2 bonus talents and a casting tradition. Prodigies have blended training, which means that they get a combat or magic talent whenever they gain a class level, and the class uses the casting ability modifier chosen as practitioner modifier as well. They begin with a caster level of 0 and increase that to 15 over the course of the 20 class levels; essentially, their CL-progression mirrors the BAB-progression.

The first-level signature ability of the class would be sequence. If you’re familiar with Dreadfox Games’ classic Swordmaster or Interjection Games’ momentum-based engines, you may start smiling now: A sequence has three components: An opener, links, and a finisher. The maximum length of a sequence would be 4 + 1 link per 3 class levels. Only one sequence may be in effect at a given time, and whenever the prodigy begins their turn without having added a link since the beginning of their last turn, the sequence loses one link – so it doesn’t immediately crumble when your attack pattern briefly interrupted, when you whip out a healing potion, etc. Becoming dazed, dead, etc. does terminate an ongoing sequence – at least until 14th level, when the ability is upgraded. Sequences may not be started prior to rolling initiative and end automatically 1 round after combat has ceased. Openers begin new sequences, and attacks, critical hits, defeating a creature with a CR equal to or greater than ½ character level or restoring hit points to an ally or removing ability damage/drain or a list of negative conditions also qualifies. As does successfully executing a combat maneuver, having a creature fail a save versus your sphere-effects or using the reflect class feature. Also, features with the (open) tag can act as openers.

Successfully performing a link action increases the prodigy’s active sequence by 1 link, but no action may ever add more than 1 link at once. Openers act as link components after a sequence has already been established. Link actions include expending martial focus as a free action, moving into a hostile creature’s threatened space and sheathing/drawing a weapon as part of that movement…or what about making a touch attack that deals no damage, but generates a link? Disengaging from the adversary, foregoing an AoO, saving against a non-harmless effect, making a concentration check – and no, these are not all options! Finally, almost a whole column is devoted to finishers, which include bonuses to skill checks, a surge of temporary hit points or a bonus to MSB. Those would be the basics. Things get really exciting when you realize that a sufficient amount of links unlocks more impressive options – like a single swift action attack, or an attack action (remember, attack =/= attack action, and attack actions are much better in Spheres of Might!) as a move action…or, well, what about quicker sphere-casts. Once more, some options with the (finish) tag can also act as finishers.

Does this sound complex? Yeah, at first – but it’s actually pretty simple and super-elegant. And it establishes a fun and exciting combo-engine AT FIRST LEVEL. This, ladies and gentlemen, would btw. be one of the rare instances of me using allcaps being a good thing. Oh, and I haven’t even told you about the coolest thing: Depending on your sphere-choice for martial tricks, you get additional sequence options!! This means that you have a super-wide differentiation not only between sphere-choices, but also that the prodigy will play differently depending on spheres chosen and different from other classes that get access to these spheres.

While a prodigy has an active sequence, they get an insight bonus to atk and damage as well as CL equal to ½ the length of the current sequence, minimum 1. At 2nd level, the class may, as a standard action, gain a martial or magic talent for 1 minute. The prodigy must know the base sphere and meet any prerequisites and may use it 3 + ½ class level times. Only one such wildcard talent may be in effect at a given time. At 5th level, this upgrades to two talents and one may act as a prerequisite for the other. 8th level improves the action economy of the ability. At 10th level, an ally may be granted such a talent. 13th level expands that further to 3 talents and a better action economy, with 17th level finally providing the apex of that ability sequence.

Also at 2nd level, the prodigy adds the second massive customization boost, with Imbue Spellcasting. As part of starting a sequence, this effect may be started, and only one such effect may be applied at a given time. The effect is contingent on one of the spheres known, and it unlocks special finishers associated with the respective sphere. Chose Alteration? What about +1 trait applied to blank form or shapeshift as the imbue benefit…and TENTACLE SWARM as a finisher!! That one would be a multi-target trip based on number of links in the sequence. Come on, that is so epic, do I even need to continue writing this review? All right, all right. What about Conjuration’s Conjure Army finisher, which generates a whole array of companions that last for exactly one attack before vanishing. Yes, it has limitations, yes, it gets flanking interaction and the prevention of abuse right. If this ability was hug-able, it’d hug it. Debris fields, arsenal creation, classic anvil-dropping, spheres of darkness, reanimation… This frickin’ engine…know how reading this felt to me? It felt like someone had taken all those cool ideas mired in some classes, all those “OMG, how cool is that”-combo-moments and baked them into an inspired, cohesive whole. This is ridiculously amazing.

3rd level nets the ability to choose a so-called steady skill when regaining spell points, which then always qualifies for taking 10. At 11th level, this skill may be changed in a more flexible manner, and at 19th level, skills can basically be juggled. At 7th level, the prodigy may expend martial focus as an immediate action to attempt to reflect sphere effects, spells or SPs back to the originator – though the prodigy is then staggered…at least until 16th level, where the ability improves. 20th level nets a start of casting ability modifier links when starting a sequence and delimits the wild-card talent gain – you can have as many at a given time as you can pay for in daily uses.

To give you insight into my frame of mind when first reading this pdf, at this point in time, my response was:

“…buy this book. Srsly, buy it now. Even if the rest of the book was utter garbage, this class alone would warrant the asking price on its own.”

Now, after having had more time to take apart this fellow…I’d probably allcaps the statement above. The prodigy is one of the most amazing, fun classes I know. This is masterclass design.

The second class, the sage, gets d6 HD, ½ BAB-progression, 4 + Int skills per level, proficiency with simple weapons and a martial tradition if this is the first level. The class gets ¼ class level AC bonus + Wisdom modifier, monk-style, and has all good saves. The class also gets 1/2 combat talent progression. Sages are proficient practitioners and use Wisdom as practitioner modifier. The sage begins play with Chi Gong, which is measured in d6s. the sage begins with 1d6 and adds another 1d6 at 3rd level and every 2 levels thereafter. This allows the sage to execute touch attacks, treating this attack form as a light weapon. The chi gong dice determine the amount of piercing damage these attacks inflict. This may also be used to heal creatures up to half their maximum hit points. Which can’t be cheesed without even trying. Hand me a half-dead kitten, a siphoning ability – bingo. Infinite healing.

Come on. This is really sloppy – it would have been so easy to implement a limitation here that prevents such an abuse. This ruins and disqualifies the class for me and a significant amount of tables out there.

And seriously, the class deserved better. 1st level, 8th and 16th net esoteric training, which allows for debuffing via chi gong, ally enhancement or comboing their touches with combat maneuvers – or fire blasts of ki. Basically, a more magical monk debuffer/buffer, which is such a cool angle! The class also gets a ki pool (class level + Wisdom modifier) and may meditate to gain a pool of surge-style dice that may be applied to ability and skill checks as well as to saves or to bolster his CMD.

The class also treats the Spheres engine in a unique manner: At 1st level and every 2 levels thereafter, the sage gets a bonus combat or magic talent of his choice, being treated as a High Caster and using Wisdom as key ability score, ki as a spell point substitute. 2nd level and every 2 levels thereafter provide esotery, the class talents of this fellow, which once more tap into sphere-aesthetics and provide some really cool combos There are a ton of these, and 3rd level and every 3 levels thereafter net a Skill Focus. The capstone is governed by the esoteric techniques known. This would be a truly amazing addition to the game, and you can fix it easily enough, but its infinite healing exploit left a super-sour taste in my mouth.

The third class would be the troubadour, who gains d8 HD, 6 + Int skills per level, ¾ BAB-progression, good Ref- and Will-saves as well as 1/2 martial talent progression. Troubadours get proficiency with simple weapons, light armor and bucklers as well as a Martial Tradition if this is the first level in any class. These fellows are Low Casters using Charisma as governing ability modifier, and they are proficiency combatants. They get class level + Charisma modifier spell pool and in addition to the 2 bonus talents, they gain a magic talent at 5th level and every 4 levels thereafter.

While in the base persona, a troubadour gets +1 o all saves, (bonus type properly codified) and increases that at 5th level and every 4 levels thereafter by +1. What’s a persona? Okay, think of this as basically the vigilante’s dual identity, though alignment has to be close to that of the character, and while these imitate other races, they don’t bestow racial powers. Personas may be blended with Disguise, and the maximum number of personas begins at 2 and improves to 6. And yes, this does come with vigilante interaction notes. Each persona has its own array of unique abilities and trope; a trope benefit is gained at 1st level, as well as access to a list of persona-quirks; the first of these is gained at 3rd level, with every 2 levels thereafter providing another one. These include an inspiration pool, benefits for failing checks (when embodying the Fool), bardic tricks, cleric-y options…you get the idea.

In addition to these, the class also gains actor training at 2nd level and ever y 2 levels thereafter, offering a massive blending of vigilante-ish tricks, options to fool devices or spells and similar abilities associated with the bardic and roguish side of things. Disguise and Bluff bonuses, quick change, successful lying – these guys can make for the perfect social chameleon and actually manage to be a really cool and compelling class. I really liked these fellows! (As an aside: If you’re running a 1-on-1 game – this class allows a single character, provided he has enough time to change personas, to fill the roles of all key party-members, making it an excellent choice for 1-on-1 gaming.)

Beyond these three class, we get a pretty massive archetypes-chapter: Armigers can choose to become antiquarians, using d8 HD and hedgewitch BAB with a small spell point pool – basically an armiger with a bit of spellcasting and magic-synergy with lightning assault, as well as two unique prowesses. The Bladewalker archetype for the armiger is a Warp specialist who can port to targets damaged. Armorists can choose for a Spheres of Might engine tweak; Commanders can become dreadlords, focusing on Death sphere synergy and getting a unique, rather…öhem, peculiar network of contacts. You know, the usual…grave robbers, cultists, necromancers, vampires…the friendly folks you’ll find hanging around the crypts or in Rappan Athuk’s cantina…

Eliciters get the new empathic duelist archetype, who may choose combat talents instead of magic talents. These guys establish empathic links with targets in charm-range, and can use this link to gain insight into their foes, translating to better mano-à-mano prowess. Hedgewitches and mageknights get pretty straightforward Spheres of Might-synergy archetypes, and magi may elect to become mystics – this complex archetype basically removes the entire core of the magus, making the class instead act as a sphere-casting practitioner. Impressive! (And more fun!) The Scholar is reliant on advanced Conjuration talents and is basically a summoning specialist. Sentinel dimensional defenders would be another archetype that makes good use of its Warp sphere access. The martial shifter is another practitioner engine tweak, and the mirrored soul summoner does for the summoner pretty much the same as the mystic did for the magus: It removes and tweaks the core class features of the class to instead employ the spheres-engine. The final archetype herein would be the surprisingly complex vector symbiat, which would be a telekinetic combatant that will scratch the itch for many different comic book hero build – these fellows have Telekinesis and may enter kinetic overload, which taps into synergy effects with the Brute, Wrestling and Scoundrel spheres. This one is pretty damn cool!

The next chapter provides a metric ton of synergy class talents and abilities to allow for further blending of Spheres of Power and Spheres of Might, and we do get 2 companion options. The feat-section provides further options, including extra X ones, brief boosts to CL when defeating significant foes, penalizing foes whose blood you have, synergy of summoning companions and tactics…We also get a page of favored class options for the core races as well as aasimar, tiefling, orc, goblin and hobgoblin.

The penultimate chapter, though, would probably be the one that most folks wanted to see: Unified traditions. These basically are a tradition that acts as both casting and martial tradition, and we not only get a significant amount of them, we also get concise guidelines to make them. Arcane archers, crusaders and death knights, street mages and reapers…this chapter may not be the longest, but it’s undoubtedly the one that will inspire the creative folks out there.

The final chapter presents sample NPCs, including brief background stories for all 3 new classes – one NPC at CR 5, and one at CR 8 is presented for each of the 2 new classes.

Part II of my review can be found here!


5/5

Disclaimer: I backed the Kickstarter that funded this book (as well as Spheres of Might) and paid for this product.

All right, here we are - the gish book. This has been on people's radar ever since Spheres of Might was announced, and it serves as a unifying tome for creating characters that use both systems. After a brief introduction describing some new terms, we get right into the new classes.

The Prodigy is a mid-BAB, mid-Casting character with good Reflex and Will saves, as well as 20 magic talents (+2 magic talents) as they level. Prodigies are built around the Sequence ability, which involves performing a certain number of actions to unlock a useful Finisher. Finishers vary widely, from resolving a blow as a touch attack, getting a bunch of extra attacks, or even regaining Martial Focus. This is important - it helps the Prodigy work with a variety of playstyles. Prodigies also get unique options based on the spheres they know.

The Sage isn't actually a caster. They can get magic sphere abilities, but they never actually get the Casting ability. (This has interesting rule interactions, especially for feats.) Instead, they're closer to being a more magical form of the monk - they get a scaling touch attack they can use as an attack action, a bonus to AC when unarmored and unencumbered, and a selection of styles and techniques powered by a Ki pool. Personally, I'm quite fond of the Enhancer package - you can use it to buff physical ability scores for yourself or your allies, at no cost (for a short time) or at a mild cost (for a somewhat longer duration). A class option allows the same bonus to apply to mental scores as well, albeit only for the Sage. Otherwise, they're a low-BAB, low-talent class with all good saves, though they do get a style talent (either combat or magic) every odd level, bringing them up to 20 talents total. (They do not get the two bonus magic talents, because they are not actually casters.)

The Troubadour is a mid-BAB, low-caster and low-martial proficiency class. They don't get very many magic talents, but make up for it with Personas, which are a sort of supercharged version of the Vigilante's disguise. Personas also come with 'tropes', unique abilities based on stories and concepts. Flavor note: Some of these are 'common' tropes, such as the Lover persona having a 'Diva' trait. However, you should NOT feel bound by the suggested names or ideas in the book. If you have a different concept, by all means, rename the ability and roll with it.

Following the classes, we get Archetypes. These include options for a variety of classes - mostly Spherecasters and Practitioners, but we also get Magus and Summoner options. All things considered, the Mystic archetype for the Magus is probably the most "generic" option in the book. It doesn't just have combat and magic talents, it combines them in an effective way. (The Martial Mageknight is a close second for generic magical warrior builds. Given it was already very Magus-like to begin with, this shouldn't be a surprise.)

There is no generic gish class in the style of the Incanter and the Conscript, which are largely build-your-own classes. Personally, I think that's probably for the best. It's harder than it seems to make a truly balanced generic class using both systems, in part because both Spheres of Power and Spheres of Might are so flexible.

Follow this, we get to the Class Options, which synchronize well with the new archetypes. Most of it comes down to "Pick a Combat/Magic Talent" or "Pick a Gish feat" (these are new), but we do get some animal companion options to go with these.

The Player Options follow after. The feats mainly focus on the new "Gish" category, which are specifically designed to integrate the two systems better. For example, the Dispelling Attack feat allows you to expend martial focus as a swift action to use Counterspell (i.e. Spheres' Dispel Magic power) on a foe you damaged.

We also get some Favored Class Bonuses, but the more exciting bit is the Unified Traditions, which are the last bit of content in this book. These are a replacement for not just martial and casting traditions, but also the two talents characters normally get for taking their first spherecasting level. (Also, yes, this means Sages can't take them.) As with other pre-written traditions, these are largely suggestions, and rules for making and/or modifying traditions in a balanced way are included. The examples include things like Arcane Archers, Crusaders, Death Knights, Reapers, Spellswords, and Traveling Sages.

Overall, this is a fun and exciting release that blends two solid systems together. I'm sure some will be disappointed at the lack of a build-your-own option, but really, some of the archetypes are pretty generic. If your table uses Spheres of Power and Spheres of might, and some people want to use both, this is the book you want to get.


well any one asked true red mage

5/5

troubadour the master of stage that bard envies, prodigy the true red mage. and sage the class to create your inner saiyan. this book is must have for any serious pathfinder fan out there and thrust me your money is well spend.


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Paizo Employee Design Manager

GM Rednal wrote:

Since there's no text I can see saying otherwise...

1) It lasts as long as a normal grapple (as long as it's maintained, or until it's changed to pinned, or until it's broken out of).

2) Yes, they can maintain it.

3) The Sage can optionally require a reflex save whenever they could use a combat maneuver. It's their choice, not the target's.

Rednal hit pretty much all the nails on the head here. Maintaining is specifically called out as an available option in the ability text, whether to use CMB or force a Reflex save is at the sage's discretion, and otherwise it has the same duration and escalation/escape clauses as a normal grapple.

Shadow Lodge

I can't see how I missed that line. Thank you both very much.

Shadow Lodge

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Check out a rather unusual Sage I spent the day building. :)


I'm fact-checking something from the Spheres of Power wiki:

"Doombringer: As a 3 link finisher, the prodigy may make a single attack as a swift action. If the sequence is at least 5 links, the prodigy may make an attack action in place of a move action. If the sequence is at least 7 links, this attack action may instead be done as a swift action. As a 9 link finisher, the prodigy may make up to three attack actions, one as a standard, one as a move, and one as a swift action. Each attack action must have an activation time of no more than a standard action."

Is that first sentence correct? I don't see how the 3 link and 7 link versions are different.


*Reads carefully*

My first instinct was to agree with you, but actually, I think the wiki (and the book, which it matches) has the correct text. First of all, making one attack as a standard action isn't exactly a finisher (it's actually less good than normal), so this clearly shouldn't be part of a standard -> move -> swift -> multi improvement in the ability. I think we can safely write out that possibility, even though the 9-link finisher uses all three of those action types.

Second, and more importantly, the three-link finisher doesn't give you an attack action. It just lets you make a single attack, which is not the same thing and which cannot be freely substituted for attack actions. You have to hit seven links to do an attack action as a swift action, and that's a big distinction because most things in Spheres of Might trigger off of attack actions.

I'm pretty sure the text is correct. ^^

Paizo Employee Organized Play Developer

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GM Rednal has the right of it. The 3 link version is a swift action attack, which is nice for some extra damage but doesn't serve as a trigger since it isn't an attack action. The 7 link version allows you to move and make 2 attack actions, which can serve as triggers for sphere abilities and effects, making it much more potent.


Ah, that makes sense. This "attack" vs "attack action" is kind of confusing. Sort of wish one or the other could be called something else.

Paizo Employee

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SilvercatMoonpaw wrote:
Ah, that makes sense. This "attack" vs "attack action" is kind of confusing. Sort of wish one or the other could be called something else.

That's something we inherited from the core game, so we reprinted the rules in Spheres of Might to try and be as clear as possible, but a lot of core mechanics we wanted to work with our system (like Vital Strike) use that attack action terminology, so we couldn't separate the terms further without breaking that compatibility that we really wanted to preserve.


Think I may be late to the party on this one but here goes.
I remember during one of the playtests a class that could give allies temporary hit points and use the Heal skill to not only heal wounds at a progressively better rate but also could undo status effects with a Heal check and (X gold worth of)herbs. I thought that class was the Sage, but what was presented in Champions looked nothing like it. Am I thinking of the right class? Can anybody point me in the right direction for the class I am talking about. I was really looking forward to what had been presented in the playtest.
Thanks for your time


Hmm... is it possible you're thinking of the Folk Healer archetype for the Ranger? They get bonuses to the Heal skill, improved healing when using the Cure ability of the Life sphere, Skill Unlocks for the heal skill (woo, Faith Healing), and crafting herbal potions (which is pretty much X gold of herbs).


Thanks for the reply, but it wasn't an archetype. It was a full class. It could hit allies to give them temporary hp up to their total max hp and had poor BAB. It was very monk-ish but had no chi pool.
Guess I'll keep looking.

Paizo Employee

Blkfoxx wrote:

Think I may be late to the party on this one but here goes.

I remember during one of the playtests a class that could give allies temporary hit points and use the Heal skill to not only heal wounds at a progressively better rate but also could undo status effects with a Heal check and (X gold worth of)herbs. I thought that class was the Sage, but what was presented in Champions looked nothing like it. Am I thinking of the right class? Can anybody point me in the right direction for the class I am talking about. I was really looking forward to what had been presented in the playtest.
Thanks for your time

Is it possible you were thinking of the scholar from Spheres of Might? It has non-magical healing and condition removal using healer's kits.

The other possibility is that you're thinking of a very early version of the sage that got scrapped because of huge waves of feedback from people who did not like it at all, and because it was cribbing a lot of stuff from the scholar and it didn't make sense to have two classes that were so similar in role and function. That initial version had some acupuncturist things going on that were kind of similar to what you describe.


I think you are right Ssalarn. I've been digging through older forum posts to see if I can figure out if sage is the right class and saw a ways back that it went through a major revamp. Is there any way to get a hold of the older version? I was really looking forward to a monk flavored healer.


For what it's worth, the Sage can be a pretty good healer. Between Soul Stitching, Restorative Blast, Chi Gong's low-HP healing, grabbing Salve from the Alchemy Sphere (just one talent), and their Style Talents (which can get stuff from the Life sphere) they've actually got quite a lot of ways to recover others' health on a regular basis without losing the 'feel' of the monk.

Paizo Employee

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GM Rednal wrote:
For what it's worth, the Sage can be a pretty good healer. Between Soul Stitching, Restorative Blast, Chi Gong's low-HP healing, grabbing Salve from the Alchemy Sphere (just one talent), and their Style Talents (which can get stuff from the Life sphere) they've actually got quite a lot of ways to recover others' health on a regular basis without losing the 'feel' of the monk.

Truth. My primary playtest sage was actually based on Tsunade from the Naruto anime, using Enhancer talents to fight at close range and spending some style talents on Life and Alchemy (Salve and Panacea), so she was very monkish and and the group's primary healer.


Thanks for the input guys. Unfortunately my upcoming game won't be using either of the Spheres systems. I really liked the class mechanics of the earlier sage class anyway so I was hoping to run it past my GM. I thought we could figure out what to do with the missing SoM mechanics depending on the needs of the game. Is there anyway to get a hold of the older version or is it a done deal?


Question about the Trubadour's Personas

Dose a Persona count as a Specific Individual for Feats like Shifting Disguise?
(IE: do you get the +10 to disguise for Shifting Disguise when using a Persona or not?)


Hmm... I'd say yes, based on this: "For all intents and purposes, when the troubadour adapts a persona, he becomes another person entirely". Emphasis mine.


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Part II of my review:

Conclusion:

Editing and formatting are very good on a rules-language level – the pdf manages to juggle highest-complexity designs in a meaningful and precise manner. On a formal level, I noticed more formatting glitches than I would have liked to see, but thankfully, these do not wreck the rules-integrity of the supplement. Layout adheres to a two-column full-color standard and the pdf sports quite an array of aesthetically-pleasing full-color artworks that I haven’t seen before. The pdf comes fully bookmarked for your convenience.

Adam Meyers, Andrew Stoeckle, Michael Sayre and N. Jolly, with contributions from Siobhan Bjorknas, have penned a book I…honestly kinda dreaded reviewing. After loving Spheres of Might as much as I did, I was genuinely afraid that this might not live up to my expectations. Particularly since crossover books like this are notoriously hard to get right…and they are a crapton of work to check. They also tend to not be exactly fun: It is in the nature of the subject matter that there need to be quite a lot of “Now you can use subsystem xyz” abilities, archetypes, feats, etc, - and yes, the like is in this book. And a lesser publisher/cadre of authors would have probably called it quits right then and there.

Not so here. Imagine my surprise, when even archetypes that basically don’t do anything but “look, here’s class xyz, now it works with Spheres of Might and Spheres of Power” suddenly became kinda interesting? In fact, quite a few of the archetypes herein are really interesting!

The troubadour is the post-vigilante bard that we wanted to see and perfectly fits one of my character concepts (and makes for a great 1-on-1-gaming character); the sage, if you ignore the aggravating (and admittedly, easy to fix) infinite healing exploit at level one, is a unique and novel take on the martial scholar that does quite a few unique things. It’s really worth tweaking that one line, even if you’re like me and have the impulse to rage-quit the class right then and there.

And then, there would be the prodigy. Oh, dear dice-gods, the prodigy. Words fail me. This fellow is flexible, versatile, super-customizable and brings this excessive customization and integrates it into a combo-engine! I cannot properly express how much I frickin’ adore this class, and whoever has written this fellow – let it be known that this guy is one of my all-time favorite classes for any d20-based game. And yes, this guy can get fast healing without nominal caps, but it also limits it and prevents abuse by the very parameters on which the engine is based. This class is a thing of beauty, a culmination of desires I had that I never realized I had. The blending of martial and magic powers via this marvelously modifiable engine is seriously humbling and will rest as a benchmark of excellence by which other classes and options will be judged. How much do I love it? Well, the rest of the book is a really impressive supplement, but this guy single-handedly nets this supplement a nomination as a candidate for my Top Ten of 2018. Oh, and final verdict 5 stars + seal of approval, obviously. If you use the Spheres of Power and Spheres of Might books, then get this asap!!

Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, etc.

Endzeitgeist out.


When a Sage chooses a second and third esoteric training, does she gain the 4th-level, 8th-level, etc. bonus talents granted by that training?
For example, if I choose the Infuser esoteric training at 8th level, I immediately gain a bonus combat talent. Would I retrospectively gain also the 4th-level combat talent granted by the Infuser package?


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Yes. Enhancer, Infuser, and Ki Blaster give you additional benefits at 4th level and every 4 levels thereafter, regardless of when you get them.


Glorious!

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