
Sebecloki |

@Zorblag, it definitely appeared to be something that was missing. Seems like Alchemist would make for a good martial medic.
@Sebecloki, are we free to choose which archetype we take from SoM or do we need to stick to the one on the page you linked? The one you linked to was Mortal Chemist and the one I'm considering if Physician.
You can pick another one if there are multiple choices per class.

"The Lucky Halfling" |

"The Lucky Halfling" wrote:You can pick another one if there are multiple choices per class.@Zorblag, it definitely appeared to be something that was missing. Seems like Alchemist would make for a good martial medic.
@Sebecloki, are we free to choose which archetype we take from SoM or do we need to stick to the one on the page you linked? The one you linked to was Mortal Chemist and the one I'm considering if Physician.
Physician came out for Spheres of Might with the Archetypes of Power 2 book. So if it’s okay, that’s the one I’ll take as my free SoM archetype. It will help focus part of the character more towards healing to help act as the party healer. They should be able to cover a lot of the normal healing aspects.

![]() |

Hey Sebecoki and team, I am really unfamiliar with the SOW and other stuff. Any recommendations for a paladin? I plan on spell casting and taking unsanctioned knowledge to pick up a few spells for buffing etc. I don't have anything else in mind for the build besides fey foundling.
So could I grab the Blooded Knight for cavalier archtype?

Zorblag |

@Soto Elendor, if you're wanting to keep the Spheres of Power/Might as simple as possible you might consider the Sphere Paladin Archetype from spheres of Power. It would just give you another source of magic; a total of 5 Talents/Spheres total and nothing too unweildly. For buffing and Cavalier-ish purposes you might consider the War Sphere which will let you make totems (essentially create an area of effect that gives allies buffs or debuffs enemies depending on the totem you create,) and rally allies (use immediate actions to give allies affected by your totems reactions to various things that might happen.) It can get more complicated than that even just in the War Sphere, but you can easily keep it pretty simple and just give yourself some extra options through that.
Spheres of Power and Might are wide open for things you can do with them, but that might be a simple starting place?

Zorblag |

Right, I've put together the mechanics for the build. I still need to work out the background and buy a bit more gear, but I think this is the build that I'm going with. If anything looks out of place let me know!
Vhinservun Tekra
Female Human Bard(Archaeologist, Kung Fu Exemplar, Rubato) 8 VMC Wizard
NG Medium humanoid (human)
Init +15; Senses Low-light Vision; Perception +2
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Defense
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AC 24, touch 20, flat-footed 18 (+4 Defense Bonus A, +5 Dex +1 Dodge +2 Natural Armor +2 Shield)
HP 112 (32 1st + 56 Bard + 24 Con)
Fort +11; Ref +17; Will +14
Special Defenses Evasion (take no damage instead of half on successful Ref save), Trap Sense (+2 to AC and Ref saves vs traps), Uncanny Dodge (Can’t be caught flat footed, doesn’t lose Dex to AC vs Invisible), Well Versed (+4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects)
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Offense
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Speed 45 feet (30 with no martial focus)
Melee +4 Keen Adamantine Dagger +20 +15 (1d8 +8 B and P or S/15-20 +5 to confirm crits) or Adamantine Dagger +17 +12 (1d8 +4 P or S/18-20 + 3 to confirm crits)
Ranged +4 Keen Adamantine Dagger +20 +15 (1d8 +8 B and P or S/15-20 +5 to confirm crits, range 30 feet) or Adamantine Dagger +17 +12 (1d8 +4 P or S/18-20, range 30 feet)
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Statistics
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Statistics
Str 18 (+2 Enh), Dex 20 (+2 Enh), Con 16 (+2 Enh), Int 10, Wis 14, Cha 24 (+2 R, +2 Level, +2 Enh)
Base Attack +6; CMB +10; CMD 25; MSB +8; MSD 19
Feats Combat Expertise, Combat Stamina, Combatant Caster, Deadly Aim, Dodge, Extra Stamina, Fuse Styles, Great Focus, Improved Initiative, Magic Focus, Power Attack, Push the Limits, Signature Skill (All), Skill Focus (Perform (Dance)), Veiled Moon Style, Weapon Finesse, Weapon Focus (Light Blades)
Skills Acrobatics +27, Autohypnosis +27, Bluff +24, Climb + 15, Diplomacy +24, Disable Device +17, Fly +27, Knowledge (Arcana) +15, Knowledge (All others) +8, Linguistics +4, Perception +19, Perform (Dance) +27, Perform (String) +24, Sense Motive +15, Spellcraft +27, Stealth +27, Swim +12, Use Magic Device +21
Traits Adopted (Elves, Forlorn), Combat Training (Minute Hand), Fate’s Favored, Gift for Magic (Enhancement), Outlander (Exile), Unorthodox Method (Veiled Moon for Golden Lion)
Languages Common, Elven
Honor 24/100
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Oath
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Oath of Honor (Chivalric Code) (2 Oath Points) You have sworn to uphold your good name and maintain an air of dignity in your actions. You must select a code of honor and maintain an honor score (see Ultimate Campaign) of at least 3 x your character level at all times. When you first swear this Oath or when you level up, your honor score is increased to 3 x your character level if it is lower.
Enhanced Abilities (Su) (2 Oath points) Your Oath grants you strength and acuity beyond that of your kin. At 4th level and every even-numbered level thereafter, you gain a +2 enhancement bonus to one of your ability scores. These bonuses do not stack with each other until you are at least 10th level, at which point they may stack up to a maximum of +4. This improves to a maximum of +6 at 13th level. From level 13 onwards, you gain two +2 ability score bonuses at every level rather than just one at even-numbered levels.
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Resources
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Bardic Performance Rounds: 25/25
Lore Master: 1/1
Lucky Horseshoe: 1/1
Martial Focus: 2/2
Send Senses: 3/3
Spell Points: 17/17
Stamina Points: 12/12
Secondary Stamina Points: 3/3
Tempo: 11/11
Active Element: Air
Stance: Elemental Flux Stance
Maneuvers Readied (4): Calm the Storm, Ghost Walk, Eldritch Fang, Raging Flux
Maneuvers Known: Calm the Storm, Eldritch Fang, Fading Strike, Flowing Creek, Ghost Hunting Blow, Ghost Walk, Minute Hand, Raging Flux
Stances Known: Elemental Flux Stance, Elemental Nimbus, Spirit Sensing Stance
Spell Slots
Level 1: 6/6
Level 2: 6/6
Level 3: 4/4
Spells Known
Level 0: Detect Magic, Ghost Sound, Light, Message, Prestidigitation, Summon Instrument
Level 1: Charm Person, Comprehend Languages, Cure Light Wounds, Grease, Feather Fall, Saving Finale, Silent Image
Level 2: Delay Poison, Glitterdust, Heroism, Invisibility, Mirror Image, Reckless Infatuation
Level 3: Charm Monster, Confusion, Infuse Self
Masterpiece Known: Triple Time
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Equipment
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Adamantine Dagger (3002)
Darkwood Buckler (205)
Belt of Mighty Constitution +2 (Belt, 4000)
Circlet of Persuasion (Head, 4500)
Cloak of Resistance +3 (Shoulders, 9000)
Handy Haversack (2000)
Lucky Horseshoe (6800)
Masterwork Thieves’ Tools (100)
29607 gold spent
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Free Actions
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Bardic Performance (Rubato) Once per round trade rounds of bardic performance for tempo (either way) 2 to 1
Dagger Dancer Draw or sheath a dagger as a free action
Fortissimo 3 rounds of bardic performance and 2 tempo to increase damage from strike maneuver by 50%; wait 3 rounds to use again
Recover Maneuver Spend 3 tempo to recover a maneuver
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Swift/Immediate Actions
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Archaeologist’s Luck 11 rounds per day; +3 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls.
Fuse Styles Enter a both a stance and a style with a swift action
Recover Maneuver Spend 2 tempo as a swift action to recover a maneuver
Taste of Victory If an attack hits a worthy enemy can spend 1 SP to use swift action to give +2 circumstance to hit and damage for 1 minute or until damaged and heal 12 temporary HP (1 SP to exceed normal HP max) or spend 1 SP to heal 3d8 + 6 HP; if attack crits or reduces to 0 hp don’t need to spend first SP
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Move Actions
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Bardic Performance 25 rounds per day; move or standard action to activate, free action to maintain; spend an extra round of bardic performance to activate when using a strike maneuver
-Cannon Allies recover a maneuver once per turn when they expend a maneuver of a different type
-Counterpoint Affected allies gain +4 on all non-damage rolls made as part of initiating counters.
-Countersong Range 30 feet; allies can use Perform (String) check from bard instead of normal save for sonic or language-dependant magical attacks
-Dirge of Doom Range 30 feet, no save; enemies are shaken.
-Dissonance Range 30 feet, DC 21 Will to negate; enemies take –2 on all non-damage rolls made as part of their attacks or strikes
-Distraction Range 30 feet; allies can use Perform (Dance) check from bard instead of normal save for illusion (pattern) or illusion (figment) magical attacks
-Fascinate Rrange 90 feet, DC 21 Will to negate; out of combat can fascinate an audience
-Inspire Competence Ally gets +3 competence bonus on one skill check.
-Inspire Courage Allies get +2 to saves vs fear and charm effects and attacks and weapon damage rolls
-Metronome While maintaining this performance, +2 tempo at the beginning of each turn
-Suggestion DC 21 Will to negate; suggestion on fascinated creature
Ki Metabolism Sleep only 2 hours per night, hold breath for 16 hours, consume 1/4 amount of food and water; move action to spend 1 SP to enter suspended animation
Mobile Focus Regain martial focus when move action moves at least 10 feet, less than half full movement
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Standard Actions
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Aegis Duration 8 hours; spend 1 SP for +2 Deflection to AC, 16 energy resistance to acid, cold, electricity, fire, or sonic, +4 Morale to saves vs Death Effects, or spend 2 SP for SR 16
Barrage Special attack action to make two ranged attacks at -2 to hit; expend martial focus to make three ranged attacks at -4 to hit
Change Active Element Focus to change active element
Charming Strike Make a weapon attack; if it hits can use Sleep charm on that target
Deadly Shot Special attack action to make ranged attack which ignores cover (not total) and miss chance from concealment (not total); expend martial focus to do +2d10 damage (+3d10 with daggers)
Energy Strike Make a weapon attack; if it hits target takes 3d4 P (1 SP for 6d4) damage (half if neutral, none if good) and DC 20 ref save or entangled and unable to move; if entangled creature is flying another DC 20 ref save or fall to ground
Enhance Equipment Mark and enhance armor, weapons to +4 with duration concentration, keen or blunt DR bypass; can spend a spell point to increase duration to 80 minutes; don’t need to spend a spell point to increase duration for light blades
Lore Master Take 10 on all knowledge checks; once per day take 20 as a standard action
Qinggong Power (Barkskin) 1 SP for +3 Natural Armor for 80 minutes
Qinggong Power (Restoration) 2 SP for Restoration on self
Send Senses 3 times per day create scrying sensor within 180 feet for 4 rounds
Sleep (Charm) Range 40 feet, DC 20 Will to negate, target must share a language and be able to hear; stagger target for 1d4 rounds or 1 SP to put target to sleep for 8 minutes (as per spell)
Temporal Strike Standard action to make a weapon attack; if it hits DC 20 fort save or exhausted (fatigued creatures fall asleep) or spend 1 SP and target makes DC 20 Will save or dazed and (I) gain standard action
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Other
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Climb Package Climb at half speed, full speed when taking -5 penalty
Clever Explorer (Ex) Disable complex devices in half the time, take 10 on Disable Device checks, even if distracted or endangered, can disarm magical traps
Combat Expertise When attacking take -2 to attack rolls, CMB and +2 Dodge to AC until the start of next turn
Combatant Caster While wielding a dagger +4 bonus on concentration checks while casting defensively, being grappled, or casting a spell while in the area of an environment that calls for concentration checks to successfully cast a spell such as weather or a battlefield
Coordinated Movement Whenever you take the withdraw action, you regain your martial focus
Deadly Aim When making a ranged attack take -2 to hit, +4 damage on ranged attacks until next turn (-3 to hit, +6 damage for daggers)
Dodge/Mobility +4 Dodge bonus to AC vs AoO when moving out of or within threatened area
Fast Stealth Move at full speed using Stealth with no penalty
Forewarned Always act in the surprise round
Great Focus Maintain a second martial focus which is gained and expended independently from the first.
Lingering Performance Bardic performances and archaeologist’s luck last 2 rounds after performance stops
Melee Archer +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 ft.
Perfect Shot When suffering a miss chance due to concealment, roll the miss chance twice and take the most favorable result; don’t automatically miss when rolling a natural 1 on a ranged attack roll
Power Attack When making a melee attack take -2 to hit, +4 damage on melee attacks until next turn (-3 to hit, +6 damage for daggers)
Precise Shot No penalty for ranged attacks into melee
Run Package move five times your normal speed while running, +4 to make a jump after a running start, retain your Dex bonus to AC while running.
Swim Package May perform the charge and withdraw actions while swimming; move full speed while swimming as full-round action or 1/2 speed as move action
Throwing Mastery Thrown weapons bounce back to hand (if free) or space after attack resolves
Triple Time 1 minute to use 1 round of bardic performance to give up to 8 allies +10 enh to move for 1 hour
Veiled Moon Style 10 feet of movement each round is done as teleportation
Level One
Elephant in the Room Feat: Weapon Finesse
Casting Tradition Drawback Feat: Combatant Caster
Casting Tradition Drawback Feat: Magical Focus
Casting Tradition Talent: Enhancement Sphere
-Enhancement Talent: Deadly Weapon
-Enhancement Talent: Greater Enhance Equipment
Casting Tradition Talent: Mind Sphere
-Mind Talent: Charming Strike
-Mind Talent: Expanded Charm
-Mind Talent: Sleep
Kung Fu Exemplar Skill Discipline Feat: Skill Focus (Perform (Dance))
Martial Tradition Talent: Athletics Sphere (Run Package) (Associated Feat: Run)
Martial Tradition Talent: Barrage Sphere (Associated Feats: Point-Blank Shot, Rapid Shot)
Martial Tradition (Equipment) Talent: Dagger Bravo (Associated Feat: Weapon Focus (Dagger))
Martial Tradition (Equipment) Talent: Dagger Dancer (Associated Feat: Critical Focus)
Bonus Feat (Human): Improved Initiative
Level Feat: Dodge
Level Talent: Protection Sphere
-Protection Talent: Deathless
-Protection Talent: Energy Resistance
-Protection Talent: Spell Ward
Level Two
Campaign Feat: Combat Stamina
Campaign Feat: Push the Limits
Elephant in the Room Feat: Combat Expertise
Elephant in the Room Feat: Deadly Aim
Elephant in the Room Feat: Power Attack
Weapon Discipline: Weapon Focus (Light Blades)
Level Feat: Extra Combat Talent (Equipment Shield Expert, Associated Feat: Shield Focus)
Level Talent: Equipment Throwing Mastery
Level Three
VMC Wizard Familiar: Alertness
Level Feat: Extra Combat Talent] (Athletics [b]Swift Movement)
Level Talent: Time Sphere
-Time Talent: Lethargy
-Time Talent: Steal Time
-Time Talent: Temporal Strike
Level Four
Level Feat: Veiled Moon Style
Level Talent: Sniper Sphere (Associated Feat: Precise Shot)
Level Five
Campaign Feat: Signature Skill (Varied)
Kung Fu Exemplar Bonus Feat: Lingering Performance
Level Feat: Fuse Styles
Level Talent: Destruction Sphere
-Destruction Talent: Crystal Blast
-Destruction Talent: Energy Strike
-Destruction Talent: Wingbind
Level Six
Level Feat: Extra Combat Talent] (Sniper [b]Perfect Shot)
Level Talent: Athletics Expanded Training (Climb, Swim)
Level Seven
Campaign Feat: Extra Stamina
Level Feat: Extra Combat Talent] (Barrage [b]Mobile Focus)
Level Talent: Life Sphere
-Life Talent: Aggressive Vitatility
-Life Talent: Deeper Healing
-Life Talent: Taste of Victory
Level Eight
Rogue Talent (Combat Trick) Feat: Great Focus
Level Feat: Unhindering Shield
Level Talent: Sniper Steady Shot
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Traits
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Adopted (Elves, Forlorn), Social You were adopted and raised by someone not of your race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race.
Combat Training (Minute Hand), Combat You learn one 1st-level maneuver (strike, boost, or counter) from any one discipline of your choice. If you are not a member of an initiating class, you can ready this maneuver by spending ten minutes practicing it, and can recover it by taking a standard action to focus. Your initiation modifier for this maneuver is the key ability of its discipline’s associated skill (for example, a discipline with Acrobatics as its associated skill would make Dexterity your initiation modifier). If you can already initiate other maneuvers or later gain the ability to, the maneuver granted by this trait is added to your list of maneuvers known, and you can recover it as normal for your class. You cannot exchange this maneuver for another maneuver as you level up, nor does it add its discipline to your list of available disciplines.
Fate’s Favored, Faith The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Forlorn, Race Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.
Gift for Magic (Enhancement), Magic Whether through ancestry, training, or another personal aspect, your skill with a particular type of magic is far more natural than normal. Choose a sphere. You gain a +2 trait bonus to your caster level with that sphere. This bonus cannot cause your caster level to exceed your Hit Dice.
Outlander (Exile), Campaign You gain a +2 trait bonus on Initiative checks.
Unorthodox Method (Veiled Moon for Golden Lion), Regional You trade one of your class’s available disciplines for a different discipline of your choice. You gain the new discipline’s skill as a class skill.
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Racial Traits
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Ability Score Modifiers Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Humans are humanoid creatures with the human subtype.
Base Speed Humans have a base speed of 30 feet.
Languages Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Bonus Feat Humans select one extra feat at 1st level.
Heart of the Fey You gain low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.
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Skills
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Ranks: 91 (48 Class +16 Background +3 FCB +24 Sphere)
**Acrobatics +27/+16 (8 Ranks +5 Dex +3 Class)
Appraise +0 (+0 Int)
**Autohypnosis +27/+2 (2 Wis)
**Bluff +24/+10 (7 Cha +3 Circlet of Persuasion)
Climb +15 (8 Ranks +4 Str +3 Class)
Craft +0 (0 Int)
**Diplomacy +24/+10 (7 Cha +3 Circlet of Persuasion)
Disable Device +17 (+19 with tools) (8 Ranks +5 Dex +4 Clever Explorer)
Disguise +10 (7 Cha +3 Circlet of Persuasion)
Escape Artist +5 (5 Dex)
**Fly +27/+5 (5 Dex)
Handle Animal NA (7 Cha +3 Circlet of Persuasion)
Heal +2 (2 Wis)
Intimidate +10 (7 Cha +3 Circlet of Persuasion)
Knowledge (Arcana) +15 (8 Rank +0 Int +3 Class +4 Bardic Knowledge)
Knowledge (Dungeoneering) +8 (1 Rank +0 Int +3 Class +4 Bardic Knowledge)
Knowledge (Engineering) +8 (1 Rank +0 Int +3 Class +4 Bardic Knowledge)
Knowledge (Geography) +8 (1 Rank +0 Int +3 Class +4 Bardic Knowledge)
Knowledge (History) +8 (1 Rank +0 Int +3 Class +4 Bardic Knowledge)
Knowledge (Local) +8 (1 Rank +0 Int +3 Class +4 Bardic Knowledge)
Knowledge (Martial) +8 (1 Rank +0 Int +3 Class +4 Bardic Knowledge)
Knowledge (Nature) +8 (1 Rank +0 Int +3 Class +4 Bardic Knowledge)
Knowledge (Nobility) +8 (1 Rank +0 Int +3 Class +4 Bardic Knowledge)
Knowledge (Planes) +8 (1 Rank +0 Int +3 Class +4 Bardic Knowledge)
Knowledge (Religion) +8 (1 Rank +0 Int +3 Class +4 Bardic Knowledge)
Linguistics +4 (1 Rank + 0 Int +3 Class)
Perception +19 (8 Rank +2 Wis +3 Class +2 Feat +4 Clever Explorer)
Perform (Dance) +27 (8 Rank +7 Cha +3 Class +3 Feat +3 Familiar +3 Circlet of Persuasion)
Perform (String) +24 (8 Rank +7 Cha +3 Class +3 Familiar +3 Circlet of Persuasion)
Profession NA (2 Wis)
Ride +5 (5 Dex)
Sense Motive +15 (8 Rank +2 Wis +3 Class +2 Feat)
Sleight of Hand +5 (5 Dex)
**Spellcraft +27/NA (0 Int)
**Stealth +27/+5 (5 Dex)
Survival +2 (2 Wis)
Swim +12 (8 Rank +4 Str)
Use Magic Device +21 (8 Rank +7 Cha +3 Class +3 Circlet of Persuasion)
** Acrobatics, Autohypnosis, Fly, Sense Motive, Spellcraft and Stealth checks can be made using Perform (Dance) +27; Bluff and Diplomacy checks can be made using Perform (String) +24
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Skill Unlocks
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Acrobatics You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren’t denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.
Bluff The penalty to Bluff a creature after a failed check is halved unless you failed by 5 or more.
Climb You are no longer denied your Dexterity bonus when climbing.
Diplomacy The time required to influence a creature’s attitude or gather information is halved.
Disable Device Reduce the time required to disarm a trap or open a lock by taking a –5 penalty on your Disable Device check for each step by which you reduce the time required: 2d4 rounds, 1d4 rounds, 1 round, a standard action, a move action, a swift action.
Fly A successful DC 20 Fly check allows you to make a 45-degree turn without sacrificing movement.
Knowledge (Arcana) When you successfully identify a creature, you gain one additional piece of information for every 5 ranks you possess in that Knowledge skill.
Perception You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet.
Perform Whenever you attempt a Bluff, Diplomacy, Handle Animal, or Intimidate check, you can attempt a DC 20 Perform check to gain a +2 circumstance bonus on the check.
Sense Motive If you were aware of an opponent before rolling initiative (such as when you ambush an enemy or negotiations break down into combat, but not when both sides happen upon each other or you are surprised), you can attempt a Sense Motive check as part of your initiative check (DC = 11 + the highest Bluff modifier among your opponents or DC 15, whichever is higher). If you succeed, you gain a +1 bonus on the initiative check, plus an additional +1 for every 5 by which you exceeded the DC.
Spellcraft Identifying magic items takes 1 full round, and the time required to learn a spell from a spellbook is halved.
Stealth Reduce the Stealth penalty from sniping by 10.
Swim You gain a swim speed of 10 feet, but only in water with a Swim DC of 15 or lower.
Use Magic Device You can use the aid another action to assist another creature’s Use Magic Device check by attempting a check against the item’s Use Magic Device DC.
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Bard Class Features
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Weapon and Armor Proficiency A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Bardic Knowledge (Ex) A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.
Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.
Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
Versatile Performance (Dance, String) (Ex) At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
Well-Versed (Ex) At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Lore Master (Ex) At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
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Archaeologist Archetype Features
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Archaeologist’s Luck (Ex) Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.
Uncanny Dodge (Ex) Starting at 2nd level, an archaeologist can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
Trap Sense (Ex) At 3rd level, an archaeologist gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
Rogue Talents At 4th level, an archaeologist gains a rogue talent. He gains an additional rogue talent for every four levels of archaeologist gained after 4th level. Otherwise, this works as the rogue’s rogue talent ability.
Fast Stealth: This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Combat Trick (Great Focus): A rogue that selects this talent gains a bonus combat feat (see Feats).
Evasion (Ex) At 6th level and higher, an archaeologist can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
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Kung Fu Exemplar Archetype Features
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Proficiencies Kung fu exemplars are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is the character’s first level in any class, they may select a martial tradition of their choice. (See Spheres of Might Section for martial tradition.)
Casting The kung fu exemplar may combine spheres and talents to create magical effects. A kung fu exemplar is considered a Mid-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.) (See Spheres of Power Section for casting tradition.)
Spell Pool The kung fu exemplar gains a small reservoir of energy they can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to their level + their casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.
Blended Training A kung fu exemplar gains a combat or magic talent every time they gain a class level. Kung fu exemplars use their casting ability modifier as their practitioner modifier.
Skill Discipline At 1st level, a kung fu exemplar gains Skill Focus as a bonus feat, except that the skill chosen must be an Artistry, Craft, Perform, or Profession skill. Artistry, Craft, Perform, and Profession skills that the kung fu exemplar has the Skill Focus feat for are considered the kung fu exemplar’s kung fu skills. This ability replaces bardic knowledge.
Weapon Discipline (Ex) At 2nd level, a kung fu exemplar gains the Weapon Focus feat as a bonus feat. Additionally, they can calculate the damage of weapons they use and have selected with the Weapon Focus feat using the sacred weapon damage value of a warpriest, treating their kung fu exemplar levels as warpriest levels to determine the damage dealt.
Exemplar Strike (Ex) At 2nd level, whenever a kung fu exemplar performs an attack action, attack of opportunity, combat maneuver, or an attack granted by a martial talent with a weapon they have selected with the Weapon Focus feat, they may replace their base attack bonus with their ranks in any one kung fu skill they have (up to a maximum of their kung fu exemplar level) and use that skill’s governing attribute to calculate their attack bonus instead of Strength or Dexterity for that attack. This replacement of base attack bonus affects all abilities affecting the attack.
Ki Power (Su) At 4th level and every two levels thereafter, a kung fu exemplar gains one ki power from the unchained monk’s list of ki powers, treating their kung fu exemplar level as their unchained monk level and using their practitioner ability modifier in place of their Wisdom modifier when determining the effects of ki powers the kung fu exemplar gains.
Some ki powers require the kung fu exemplar to be of a specific level or higher before they can be chosen. Instead of spending one or more ki points on a ki power, the kung fu exemplar may instead spend one spell point per ki point required. As long as the kung fu exemplar has one or more spell points in their spell pool, they are treated as having at least one ki point in their ki pool for the purposes of ki powers.
Qinggong Power (Barkskin): 1 Ki point
Ki Metabolism: A monk with this ability uses his ki to control his metabolism. As long as he has at least 1 point remaining in his ki pool, the monk needs to eat and drink only 1/4 as often as normal, needs only 2 hours of sleep each night (including to replenish his ki pool), and can hold his breath for up to 1 hour per point of Constitution. As a move action, he can spend 1 ki point to enter a state of suspended animation, falling unconscious and appearing dead to all senses. At the time he enters this state, he indicates a preset period of time or a triggering condition, after which he awakens.
Qinggong Power (Restoration): 2 Ki points
Skill Unlock At 5th level, the kung fu exemplar gains the Signature Skill feat for a kung fu skill they have a general (non-combat) feat as a bonus feat.
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Rubato Archetype Features
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Maneuvers A rubato begins his career with knowledge of three martial maneuvers. The disciplines available to him are Elemental Flux, Golden Lion, and Mithral Current.
Once the rubato knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by rubati is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A rubato’s maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.
The rubato learns additional maneuvers at higher levels, as indicated on Table: Archetype Maneuver Progression. The maximum level of maneuvers gained through rubato levels is limited by those listed in that table as well, although this restriction does not apply to maneuvers added to his maneuvers known through other methods, such as prestige classes or the Advanced Study feat. A rubato must meet a maneuver’s prerequisite to learn it. See Systems and Use for more details on how maneuvers are used.
Upon reaching 4th level, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the rubato can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes the restriction on the highest-level maneuvers he knows; the rubato need not replace the old maneuver with a maneuver of the same level. He can swap only a single maneuver at any given level. A rubato’s initiation modifier is Charisma, and each rubato level is counted as a full initiator level.
Maneuvers Readied A rubato can ready all three of his maneuvers known at 1st level, and as he advances in level and learns more maneuvers, he is able to ready more, but must still choose which maneuvers to ready. A rubato must always ready his maximum number of maneuvers readied. He readies his maneuvers by practicing weapon drills or communing with the primal rhythm for ten minutes. The maneuvers he chooses remain readied until he decides to practice again and change them. The rubato does not need to sleep or rest for any long period of time in order to ready his maneuvers; any time he spends ten minutes practicing, he can change his readied maneuvers.
A rubato begins an encounter with all his readied maneuvers unexpended, regardless of how many times he might have already used them since he chose them. When he initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (unless he recovers them, as described below).
In order for the rubato to recover maneuvers, he must expend tempo. A rubato can recover a single expended maneuver as a swift action by spending 2 points of tempo, or as a free action by spending 3 points of tempo. A rubato may not recover a maneuver by spending tempo in the same round that he initiated it, though he might be able to recover it in another way.
Stances A rubato begins his career with knowledge of one stance from any discipline open to rubati. At 4th, 7th, 11th, and 13th levels, he can select an additional stance to learn. The maximum level of stances gained through rubato levels is limited by those listed in Table: Archetype Maneuver Progression. Unlike maneuvers, stances are not expended and the rubato does not have to ready them. All the stances he knows are available to his at all times, and he can change the stance he is currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description.
Unlike with maneuvers, a rubato cannot learn a new stance at higher levels in place of one he already knows.
Tempo (Su) As the rubato fights and draws on the Primal Song, he builds a supernatural energy known as tempo. Outside combat, a rubato has no tempo to spend. When a rubato enters combat, he gains a tempo pool equal to 1/2 his class level (minimum 1) + his rubato initiation modifier at the start of his first turn, and adds one point of tempo to his tempo pool at the start of each of his turns thereafter. His tempo pool persists for one minute after the last enemy combatant is defeated or the encounter otherwise ends. The rubato may not gain tempo out of combat, even if another ability would normally permit him to. A rubato can spend tempo as if it were animus when augmenting maneuvers or using feats such as Animus Healing.
Bardic Performance Like all bards, the rubato can use his performances to create magical effects on those around his. Once per round as a free action, a rubato can expend one round of his bardic performance to add 2 points of tempo to his tempo pool. Alternatively, he can spend 2 points of tempo to regain one round of his bardic performance. He may only use one of these abilities in a given round. In addition, a rubato can start a bardic performance in the same action as initiating a strike by spending one additional round of his bardic performance ability.
Rubati learn different performances than most bards. A rubato still learns inspire courage, inspire competence, and soothing performance, but otherwise learns performances from the list below. A rubato’s performances may all use either audible or visual components, even if they would otherwise only use one or the other.
Counterpoint (Ex): At 1st level, a rubato learns how to lead his allies in a defensive rhythm. An ally must be able to perceive the rubato’s performance to be affected. Affected allies gain a bonus equal to 1/2 the rubato’s class level (minimum one) on all non-damage rolls made as part of initiating counters. This ability replaces countersong.
Metronome (Su): At 1st level, a rubato learns how to create a stronger, faster connection to the Primal Song. While maintaining this performance, he adds one point of tempo to his tempo pool at the beginning of each of his turns. At 5th level and every five levels thereafter, the amount of tempo gained by this ability increases by 1. This ability replaces distraction.
Dissonance (Ex): At 1st level, a rubato learns how to create a subtly hypnotic, discordant performance that jars his enemies and disturbs their patterns. Enemies within 30 feet that can perceive the rubato’s performance must succeed at a Will save (DC 10 + 1/2 the rubato’s class level + his rubato initiation modifier) or take a –1 penalty on all non-damage rolls made as part of their attacks or strikes while the rubato maintains this performance. A creature that successfully saves cannot be affected by the same rubato’s dissonance performance until the end of the encounter. This penalty increases by –1 at 5th level and every five levels thereafter. This ability replaces fascinate.
Fortissimo (Su): At 6th level, a rubato learns to empower his maneuvers with tempo. Unlike other bardic performances, he may activate this performance while maintaining another performance. When the rubato initiates a strike with an initiation action of 1 standard action, he can expend 3 rounds of bardic performance and 2 points of tempo to increase the damage (including ability damage, if appropriate) dealt by that strike by 50%. He can activate this performance after rolling his attack roll and determining if it hit or missed, but must activate it before damage is rolled. The rubato must wait 3 rounds after performing a fortissimo before he may perform it again. This ability replaces suggestion.
Canon (Su): At 8th level, a rubato learns to lead his allies in a martial rhythm. An ally must be able to perceive the rubato’s performance to be affected. Whenever an affected ally initiates a maneuver, they can recover an expended maneuver of different type (for example, an ally that initiates a strike may recover a boost or a counter). Each affected ally may only recover up to one maneuver per round in this fashion. This ability replaces dirge of doom.
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Variant Multiclass Wizard Features
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School (Divination, Scryer): At 1st level, he chooses a school of magic in which to specialize. For all powers of that school, he treats his character level as his effective wizard level.
Familiar: At 3rd level, he gains a familiar, treating his character level as his effective wizard level.
School Power: At 7th level, he gains the 1st-level powers of his chosen school. If any of those powers grant an extra effect at 20th level, the character does not gain that extra effect.
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1).
Send Senses (Sp): As a standard action, you place a scrying sensor at a point within medium range (100 feet + 10 feet/wizard level) that you can see and have line of effect to. You can see or hear (not both) through this sensor for number of rounds equal to 1/2 your wizard level (minimum 1). The sensor otherwise functions as a clairaudience/clairvoyance spell with a caster level equal to your wizard level.
You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
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Elemental Flux Discipline
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Elemental Flux’s associated skill is Spellcraft, and its associated weapon groups are light blades, monk, and thrown.
Active Elements: Many Elemental Flux maneuvers deal damage of the initiator’s active element’s associated energy type. The four available active elements (and their associated energy type) are air (electricity), earth (acid), fire (fire), and water (cold). A character that knows at least one Elemental Flux maneuver chooses his active element when he readies his maneuvers, and can change it by focusing as a standard action. A character can only have one active element at a time. An Elemental Flux maneuver that deals energy damage gains that damage type as a descriptor. If a character is psionic, they can change their active energy type whenever they change their active element, and vice versa. A psionic character’s active energy type need not match their active element.
Elemental Nimbus (Level 1 Stance) Channeling the strength of the elements lends your attacks strength and fury. While you maintain this stance, you gain one of the following benefits, based on your active element:
*Air You gain a +2 bonus on attack rolls against opponents wearing metal armor, and your attacks deal an additional 1d6 points of electricity damage. At initiator level 10th, the bonus on attack rolls increases to +4 and the additional damage increases to 3d6.
*Earth The strength of the earth empowers your weapon, causing it to deal damage as if it was one size category larger. Starting at initiator level 10th, your weapons instead deal damage as if they were two size categories larger.
*Fire Your attacks deal additional fire damage equal to your initiation modifier. At initiator level 10th, this damage increases to be equal to twice your initiation modifier.
*Water When you successfully hit an opponent with an attack, they must succeed at a Fortitude save (DC 11 + your initiation modifier) or become staggered for one round. A creature cannot be staggered by this stance more than once per round. The save DC for this stance’s effect increases by +1 at initiator level 5th and at every four initiator levels thereafter.
Eldritch Fange (Level 2 Boost) You fill your strike with eldritch energy that overwhelms the senses of your target. After initiating this boost, the next attack you make this round deals an additional 1d4 points of force damage and automatically overcomes damage reduction. If it hits, the target must succeed at a Fortitude save (DC 12 + your initiation modifier) or become staggered for one round.
Animus augmentation: You may spend one point of tempo to increase the additional damage of this boost to 2d4.
Element Flux Stance (Level 3 Stance) Filling both your body and soul with the power of the elements, you open yourself up to new powers. While you maintain this stance, your attacks deal an additional 2d6 points of damage of your active element’s associated energy type, you gain energy resistance 15 to your active element’s associated energy type, and you gain one of the following effects, based on your active element:
*Air Your speed and perception are heightened, granting you a +4 bonus on initiative checks and a +4 dodge bonus to your AC.
*Earth The strength and durability of the earth suffuses your bones, granting you DR 5/adamantine.
*Fire Your body is filled with warmth and healing light, granting you fast healing 1. In addition, you glow like a torch as if under the effect of a light spell.
*Water Your body is inured against debilitating effects, granting you a +2 bonus on all saving throws.
Raging Flux (Level 3 Strike) You know how to strike with such eldritch force that it drives your foes backwards. Make an attack. If it hits, it deals weapon damage as normal plus an additional 4d6 points of damage of your active element’s associated energy type. For every 10 points of damage you deal, the target of this attack is pushed 5 feet away from you in any direction. If this movement causes the target to collide with a solid object (such as a tree or a wall), it takes an additional 1d6 points of bludgeoning damage from striking the surface.
Animus augmentation You may spend one point of tempo to push the target an additional 5 feet.
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Mithral Current Discipline
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Mithral Current’s associated skill is Perform (dance), and its associated weapon groups are light blades, heavy blades, and polearms.
Flowing Creek (Level 1 Counter) Like the flowing water that inspired your art, you sidestep and work around foes instead of fighting them directly. You can initiate this counter in response to a melee or ranged attack (including touch or ranged touch spell attacks) being made against you. Make a Perform (dance) check, using your opponent’s attack roll as the DC. If you succeed, the attack is negated and you may take a 5-foot step as a free action, even if you have already taken one this round.
Calm the Storm (Level 2 Counter) By perfectly timing your counterattacks, you can force your opponent into a position where they are unable to further attack you. You can initiate this counter in response to a melee or ranged attack being made against you. Make an attack roll with a weapon you are wielding. If your attack roll is higher than your opponent’s, their attack is negated and they must succeed on a Reflex Save (DC 12 + your initiation modifier) or be unable to target you with any other attacks this turn.
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Riven Hourglass Discipline
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Riven Hourglass’ associated skill is Autohypnosis, and its associated weapon groups are flails, hammers, and light blades.
Minute Hand (Level 1 Boost) You make an incredibly swift strike which sacrifices some accuracy for speed. Make a melee attack with a –2 penalty on the attack roll. If it hits, it deals weapon damage as normal.
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Veiled Moon Discipline
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The key skill for Veiled Moon is Stealth, and its associated weapon groups are light blades, double weapons, and spears.
Ghost Hunting Blow (Level 1 Boost) By reaching across the barrier between worlds, the disciple may strike at disembodied spirits as easily he would strike a normal mortal. Any and all of the initiator’s attacks made this round, including attacks of opportunity, are made as if the initiator’s weapon possessed the ghost touch property. This is an Ethereal plane using maneuver.
Spirit Sensing Stance (Level 1 Stance) By sensing the different patterns all beings that exist have, the senses of the Veiled Moon disciple exceed that of natural beings and move into the realm of supernatural awareness. While in this stance, the initiators gains the scent special ability and he may detect creatures on the Ethereal plane that are near the Material plane within 30-ft. of his position.
Fading Strike (Level 2 Strike) The disciple learns the basic technique at this level for walking between worlds to reach locations that previously could be inaccessible on the mortal world and potentially attack foes at those locales. As a standard action, the initiator may either teleport to a location no farther away than his maximum movement speed, and make an attack action against an opponent as part of the same standard action, or attack an adjacent target and then teleport to a location no farther away than his maximum movement speed. The teleportation destination must be clearly seen by the disciple to teleport to that location, and it must be unoccupied.
Ghostwalk (Level 3 Boost) The initiator steps through to the borderland between the Material and the Ethereal planes, becoming an incorporeal figure in both realities for a few moments. Until the beginning of his next turn, the initiator gains the incorporeal subtype. This is an Ethereal plane using maneuver.
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Martial Tradition: Dagger Dancer (Custom)
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-Athletics Sphere (Run Package)
-Barrage Sphere
-Dagger Bravo
-Dagger Dancer
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Athletics Sphere
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When you gain the Athletics sphere, you gain one of the following packages (Run) with its included abilities. You may take the Expanded Training talent to gain additional packages.
Each package has an associated movement mode and an associated skill. Some abilities require you to be using an associated movement mode to function. When you gain a package, you gain 5 ranks in its associated skill, plus 5 ranks per additional talent spent in the Athletics sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the associated skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
Coordinated Movement Whenever you take the withdraw action, you regain your martial focus.
Climb Package You retain your Dexterity bonus to AC while climbing and may climb at half your base speed instead of one-quarter and may move at your full speed instead of half speed when taking a -5 penalty. Associated Movement Mode: Climbing. Associated Skill: Climb.
Run Package You move five times your normal speed while running if wearing medium, light, or no armor and carrying no more than a medium load, or four times your speed if wearing heavy armor or carrying a heavy load. If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your check. You retain your Dexterity bonus to your Armor Class while running. Associated Movement Mode: Ground. [/b]Associated Skill:[/b] Acrobatics. Associated Feat: Run.
Swim Package You may perform the charge and withdraw actions while swimming, and can make standard actions and attack actions without decreasing the duration for which you can hold your breath. A successful Swim check means you may move up to your base land speed as a full-round action (as opposed to 1/2 your base land speed) or 1/2 your base land speed as a move action (as opposed to 1/4th your base land speed). Associated Movement Mode: Swimming. Associated Skill: Swim.
Expanded Training Choose and gain two packages you do not already possess. You may select this talent multiple times, gaining two new packages each time.
Swift Movement When you have martial focus, while using movement modes associated with the packages you possess, you gain a competence bonus to your speed of +10 ft. When using the (leap) package with this ability, apply the bonus to the maximum distance you may travel while jumping and to your base speed when determining the bonus to Acrobatics checks made to jump granted by your speed even if you are not trained in the (run) package. For every 5 ranks you possess in the skill associated with a movement type, your speed with that movement type increases by an additional 5 ft.
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Barrage Sphere
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Melee Archer You gain a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 ft. Associated Feat: Point-Blank Shot.
Barrage As a special attack action, you may make two ranged attacks at your full base attack bonus -2. Beginning at 6 base attack bonus, you may expend your martial focus to make an additional extra attack, increasing the penalty to all your attacks from -2 to -4. For every 5 points of base attack bonus you possess beyond 6, when expending your martial focus you may increase this penalty by an additional -2 to make an additional extra attack.
Some talents are marked (blitz). You may apply a maximum of one (blitz) per extra attack to a barrage, but only if the barrage meets the prerequisites, including that attack (for example, if a (blitz) requires a target be struck twice, you can only apply that (blitz) to a target that has been struck twice. If he is struck a third time, you could apply a second (blitz) that requires at least two attacks to that target). Associated Feat: Rapid Shot
Mobile Focus Whenever you move at least 10 ft. but no more than half your total speed using a move action on your turn, you regain your martial focus.
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Equipment Sphere
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Dagger Bravo Whenever you wield a dagger properly sized for you, its critical range is changed to 18-20/x2 (although its critical multiplier cannot be increased) and its range increases to 30 feet. At +10 base attack bonus, its range increases to 50 feet. Associated Feat: Weapon Focus (dagger)
Dagger Dancer You can draw or sheath a dagger as a free action and you gain a +3 circumstance bonus on attack rolls to confirm critical hits with daggers. At +10 base attack bonus, this circumstance bonus increases to +6. Associated Feat: Critical Focus
Shield Expert You increase the shield bonus to AC of any shield you wield by +1. When your base attack bonus reaches +8 you lower the armor check penalty of any shield you wield by 1. For every 8 points of base attack bonus you gain thereafter, you reduce the armor check penalty of your wielded shields by a further 1 (this cannot reduce your armor check penalty below 0). Associated Feat: Shield Focus.
Throwing Mastery When using an attack action, attack of opportunity, or additional attack granted by class features or talents to make a ranged attack against a creature with a thrown weapon, you may apply extra spin to the throw, causing the weapon to bounce back towards you after the attack resolves. As long as you have at least one hand free, you may automatically catch a weapon after it rebounds in this manner, otherwise the weapon lands in your square (or the nearest legal square beneath you if you are flying, levitating, or otherwise not standing on the ground).
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Sniper Sphere
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Snipers specialize in making single, deadly shots, often over great distances. Practitioners of the Sniper sphere can shoot or throw ranged weapons at a creature engaged in melee without taking the standard –4 penalty on their attack roll. Associated Feat: Precise Shot.
Deadly Shot As a special attack action, you may make an attack with a ranged weapon. You may add any one (snipe) talent you know to this attack.
In addition, you may expend your martial focus to increase the damage dealt by the attack by 1d10, or 1d6 if the attack targets touch AC or is made with a scatter weapon. You must choose whether or not to use this ability before making your attack roll. These extra damage dice are not multiplied on a critical hit, but are added to the total. For every 4 points of base attack bonus you possess, you deal an additional 1d10 damage, or an additional 1d6 if the attack targets touch AC or is made with a scatter weapon.
Steady Shot (snipe) When performing a deadly shot, you may ignore the cover bonus to AC granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks. At +10 base attack bonus, you also ignore total concealment.
Perfect Shot As long as you have martial focus, whenever you would suffer a miss chance due to concealment, roll the miss chance twice and take the most favorable result. In addition, as long as you have martial focus, you no longer automatically miss when rolling a natural 1 on a ranged attack roll; your attack must still hit the target’s AC as normal. At +10 base attack bonus, you can reroll a result of 1 on a ranged attack roll once per round.
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Casting Tradition Dagger Dancer (Custom)
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Galvanized Your magic was forged by war, and is integrated with your fighting abilities. To use or concentrate on your abilities, you must be wielding a martial or exotic weapon with at least some metal components (even some metal decorations on a wooden weapon are sufficient). You must be able to attack with the weapon (it cannot be tied down or otherwise unusable), and you must have proficiency with it. The weapon itself does not need to have any special abilities, but cannot have the broken condition.
Being disarmed or having the weapon sundered counters any sphere abilities you are casting or maintaining. If a polymorph spell causes the weapon to become part of your body you lose your abilities, unless you can still attack with the weapon somehow. You can still switch between weapons while maintaining sphere abilities.
Magical Signs Your magic is accompanied by tell-tale signs; for example, your body glows brightly, the sound of tortured souls shriek as you cast, a deep chill affects all nearby creatures, etc. Using magic automatically breaks stealth, and whenever you use magic all creatures within 60 feet who are observing you are considered to have automatically succeeded at a Spellcraft check to know which sphere effect, talents, and casting tradition you used.
Dagger dancers carve elven runes in the air with a weapon to create magical effects. The runes then attack themselves to the target of the spell and remain visible until the effect ends.
Skilled Casting (Perform (Dance)) You must create your magic through singing, drawing, or performing some other activity. Your magic is tied to a particular Perform, Profession, or Craft skill (although with GM permission another skill may be substituted). You must succeed at a skill check to use any sphere ability. The DC of this skill check is 15 + the ability’s caster level. For every 2 points by which this skill check falls short of this DC, the ability manifests at -1 caster level. If this reduces the ability to a caster level below 0, the manifested ability fails and any spell points used are lost.
A caster with Skilled Casting must be able to perform their skill to use their magic, which is similar to but not the same as possessing other drawbacks. For example, a caster who must draw to create magic must have at least one hand free, although unless he also possesses Somatic Casting he may do so while wearing any armor without a chance of arcane spell failure. Likewise, a caster who uses music to create magic must be able to speak, but unless he also possesses Verbal Casting he can do so by whispering and thus not automatically break stealth.
Somatic Casting x2 You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure.
You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.
Bonus Spell Points +1, +1 per 6 levels in Kung Fu Exemplar
Drawback Feat: Combatant Caster You have an increased selection of weapons. As long as you wield any kind of weapon that you are proficient in and can attack with, it counts towards meeting the requirements of Galvanized.
For the purposes of unarmed strikes or natural attacks you are considered wielding your weapons when you are not impeded in using them. Having your arms bound, or wearing heavy chains on your legs are an example of how an average human would be considered unarmed with unarmed strikes.
While wielding a weapon appropriate for your drawback, you gain a +4 bonus on concentration checks while casting defensively, being grappled, or casting a spell while in the area of an environment that calls for concentration checks to successfully cast a spell such as weather or a battlefield.
Special: This feat counts as Combat Casting for the purposes of meeting other prerequisites that depend on it. This feat's benefits to concentration checks do not stack with Combat Casting.
Drawback Feat: Magical Focus Whenever you enhance your focus or a weapon you are wielding with Galvanized Casting, you may choose to have the effect continue without concentration without spending a spell point. This feat only applies to the spell point spent to relinquish concentration. If another feat, talent, or class feature grants you the ability to spend more spell points when relinquishing concentration to improve the effects, you still need to spend the additional spell points to gain those benefits.
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Destruction Sphere (CL 6)
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Drawback: Aligned Combatant (Good) Choose an end of the alignment spectrum that you possess (good, evil, lawful, or chaotic). Your destructive blast deals no damage to creatures who possess this alignment and full damage to creatures of the opposite alignment (evil for good, lawful for chaotic, etc.). Neutral creatures (those who possess neither your selected alignment nor its opposite) suffer only half damage from your destructive blast.
Drawback: Energy Focus (Crystal) Choose a blast type group. You may only make destructive blasts from that blast type group. You must select a (blast type) talent from the chosen blast type group with the bonus talent granted by this drawback. You may not select any other (blast type) talents outside the chosen blast type group.
Drawback: Shape Focus (Energy Strike) You may only make a destructive blast of a single shape. You must select a (blast shape) talent with the bonus talent granted by this drawback, and cannot make destructive blasts except when using that (blast shape). You may not select any other (blast shape)
Destructive Blast As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within close range. A destructive blast is subject to spell resistance, and while it bypasses DR/magic, it does not automatically bypass other forms of damage reduction if it deals physical damage (bludgeoning, slashing, or piercing). A ranged destructive blast counts as a ray attack.
A basic destructive blast deals 1d6 bludgeoning damage for every odd caster level.
You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum 2d6).
When augmenting a destructive blast with Destruction talents, you may only apply 1 (blast type) talent and 1 (blast shape) talent to each individual destructive blast. If a blast type or blast shape grants a combat maneuver check, that maneuver ignores normal size limitations.
Crystal Blast (blast type, crystal) Your destructive blast becomes an explosion of crystal, growing where it strikes. A crystal blast uses d4 instead of d6 as its damage die and deals piercing damage. Any creature struck by the attack or that failed their Reflex saving throw if one was required must succeed at a Reflex save or be entangled and unable to move. In addition, the target’s square (or the blast’s affected area) becomes overgrown with crystal and counts as difficult terrain. Breaking free of the entangled condition is a move action, requiring either a Strength check or an Escape Artist check against the crystal blast’s save DC. A target may also destroy the crystal on a square or creature by dealing 3 damage per caster level to the crystal. This removes the entangled condition from the creature and destroys the difficult terrain. Crystal disappears after 1 minute.
Energy Strike (blast shape) [strike] As a standard action, you may make a single weapon attack in conjunction with making a destructive blast. This casting cannot be reduced below a standard action, and does not provoke attacks of opportunity, unless as usual if making a ranged attack. If the target is struck by the attack, it is also struck by the destructive blast. If using a scatter weapon, the blast only applies to a single target, chosen at the time of attack.
Wingbind When using a blast type that entangles, flying entangled targets that are entangled must succeed at an additional Reflex save or be unable to fly and fall to the ground. This does not affect creatures with magical flight.
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Enhancement Sphere (CL 8)
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Drawback: Marking Enhancements A mark appears on any creature or object you enhance. This mark always appears on a body part or portion of the object where it is easily visible. The mark can be easily removed; it can be rubbed away as a standard action (which requires a touch attack and provokes an attack of opportunity if the creature is not willing), or fades away after being exposed to water or another solvent for one minute. Once the mark has been removed, the enhancement ends prematurely.
Drawback: Personal Magics You may only enhance yourself and your own equipment. You cannot take the Ranged Enhancement talent, and any enhancement bestowed on an object ceases to function unless you are carrying, wearing, or wielding that object. You cannot take talents such as Bestow Intelligence or Animate Object that give life or minds to objects.
Enhance As a standard action, you may enhance a creature or object within close range for as long as you concentrate. You may always spend a spell point to allow an enhancement to continue for 1 minute per caster level without concentration. If targeting a creature or intelligent item that does not want to be enhanced (or an item in a creature’s possession that does not want their item enhanced), the target is allowed a Will save (DC 10 + 1/2 caster level + casting ability modifier) to negate the effect. Enhancements are subject to spell resistance.
Each time you use enhance, you choose one enhancement to bestow.
Deadly Weapon (enhance) You may enhance a weapon, granting it the keen special ability if it does not already possess it and a +1 bonus to critical hit confirmation rolls for every 3 caster levels possessed (minimum 0).
Alternatively, you may instead alter the physical properties of a weapon, enabling it to bypass damage reduction of one the following types: bludgeoning, cold iron, piercing, silver, or slashing.
Enhance Equipment (enhance) You may enhance a weapon, suit of armor, shield, or as many as 50 pieces of ammunition grouped together (in the same container or quiver), granting it a +1 enhancement bonus. This bonus increases by 1 for every 4 caster levels possessed (maximum +5). This does not stack with any enhancement bonus already possessed by the item.
Greater Enhance Equipment When using the Enhance Equipment enhancement, increase the enhancement bonus granted by 1, and raise the maximum enhancement cap to +6. Additionally, when spending a spell point to allow Enhance Equipment to endure for 1 minute per caster level without concentration, it instead lasts for 10 minutes per caster level. If you possess Deep Enhancement, this enhancement instead lasts for 1 hour per caster level.
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Life Sphere (CL 6)
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Drawback: Glorious You are not a healer, you are a soldier, and life cannot be given before it is taken. You cannot use your Life sphere abilities without successfully attacking a worthy enemy first. You gain the Taste Of Victory talent as your bonus talent for this drawback, but you can only use your Life abilities when Taste Of Victory is triggered.
Drawback: Limited Restoration (Cure/Invigorate) Choose either restore or cure/invigorate. You can only use this ability or abilities and lose the ability to use the ones not chosen.
Drawback: Regenerate You may only target yourself with your Life sphere abilities.
Taste Of Victory Whenever you successfully hit a creature with at least half as many Hit Dice as your character level with an attack that requires an attack roll, you may spend an additional spell point to use a Life sphere ability as a swift action on any willing creature within range. If the attack was a critical hit, knocked the target creature unconscious, or reduced the enemy to 0 or fewer hit points, you may use the Life sphere ability without spending the additional spell point required to use this talent.
Cure As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. To living creatures, this is a harmless positive energy effect, but it is harmful to undead and other creatures normally damaged by positive energy (Will half).
Invigorate As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour (Will negates (harmless)).
Greater Invigorate When placing an invigorate on a target, add your casting ability modifier to the amount of temporary hit points granted, and increase the duration to 1 hour per caster level. You may spend a spell point when using invigorate to allow your invigorate to increase a target’s effective hit point total to reach beyond their usual hit point total, as is normal with temporary hit points. This means you may use this talent to grant an invigorate to a creature already at its maximum hit points.
Vitality (Vitality) talents are benefits a caster may grant to any ally at the same time they use any other Life sphere ability on them. (Vitality) talents always have a duration of up to 1 minute starting at the time the effect was used, or until the target takes damage from either failing a saving throw or being hit with an attack roll.
If a caster possesses multiple (vitality) talents, they may only grant one to the target of their Life sphere effect, but may choose to grant different benefits to each target of a particular Life sphere ability.
A creature can benefit from a (vitality) talent attached to a Life ability, even if they do not actually gain anything from the Life ability (such as using cure on a creature at full hit points).
Aggressive Vitality (vitality) Your Life magic gives the target a fevered strength. This grants the target a +2 circumstance bonus on attack and damage rolls with weapon attacks.
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Mind Sphere (CL 6)
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Drawback: Blatant Side-Effects (Mark) Your mind-affecting magic acts more like a hammer than a scalpel, and produces odd, unintended changes in your target, effectively giving your mind-affecting effects a signature, recognizable trait. Deadpan speech patterns accompanied by an echo and a change in vocabulary, strange glowing halos, curious tremors in the earth whenever the target draws near, the temporary growth of horns or antlers, or even inexplicably vibrant, sometimes swirling, eyes are just some of the traces that your magical mind-affecting effects might leave on their targets.
These side effects vanish without a trace when a target is no longer under the effect of one of your mind-affecting effects, making it incredibly obvious when you are influencing someone’s mind and when you are not. Whatever the nature of the signs, a person speaking to or observing a target so affected will recognize the creature’s signs with a DC 10 Perception check, and may know (either through personal history or a DC 10 Spellcraft check) that the target is under mental control. In addition, a DC 15 Sense Motive check will suggest mental coercion and allow someone to detect the enchantment at work, as will a DC 5 Sense Motive check for incredibly blatant mind-affecting effects (such as the Enthrall or Mind Control talents or the dominate person spell).
Drawback: Empath You do not gain the Suggestion charm. You must select a (charm) talent with the bonus talent granted by this drawback.
Drawback: Lost In Translation Your charms become language dependent effects; the targets of your (charm) talents must share a language with you in order for the charms to take effect, and the language must be properly spoken to them as part of the casting. Creatures incapable of hearing you cannot be affected by your charms. You may not select or use (cloud) talents.
Charm You may place charms on creatures. Charms require a standard action to use, have a range of close, and are subject to spell resistance. You may only use charms on targets that possess your own creature type (humanoid for humanoids, etc.) although the Expanded Charm talent changes this. Each charm has three strengths; lesser, greater, and powerful. Lesser charms are at-will abilities, but you may not target an individual creature more than once in a day with any individual lesser charm. Greater charms cost a spell point to use and powerful charms cost 2 points to use. You must possess the Powerful Charm talent before you may use any powerful charms.
Charming Strike [strike] You may deliver charms via a melee touch attack. As a standard action, you may make a single weapon attack in conjunction with using a charm. This casting cannot be reduced below a standard action, and does not provoke attacks of opportunity, unless as usual if making a ranged attack. If the target is struck by the attack, it is also affected by the charm. If using a scatter weapon, the charm only applies to a single target, chosen at the time of attack.
Expanded Charm Your charms may affect creatures of any creature type, instead of just your own. This does not allow you to affect creatures immune to mind-affecting effects with your charms.
Sleep (charm) You put the target to sleep.
Lesser Charm: You make the target lethargic, making it staggered for 1d4 rounds (Will negates).
Greater Charm: You put the target to sleep for 1 minute per caster level (Will negates). Targets who take damage automatically wake up, and other creatures may wake a sleeping creature as a standard action (an application of the aid another action).
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Protection Sphere (CL 6)
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Drawback: Limited Protection (Aegis) Choose either aegis or ward. You lose the other ability and cannot take talents that only grant or alter the lost ability.
Drawback: Protected Soul You cannot target other creatures with your aegis, only yourself. You must use the bonus talent gained from this drawback to gain an (aegis) talent.
Drawback: Second Skin Your aegis not only surrounds creatures, it enchants their skin directly. You may only apply an aegis to a creature who is wearing no armor, and wearing armor suppresses its effects. You must use the bonus talent gained from this drawback to gain an (aegis) talent.
Aegis As a standard action, you may touch a creature and spend a spell point, granting them an aegis for 1 hour per caster level. Unwilling targets are allowed a Will save to resist gaining an aegis, and aegis is subject to spell resistance.
Multiple aegises of the same talent can be placed on a single creature, and the creature can benefit from them when they are providing different effects. This means Armored Magic can give a target both armor and shield, and Energy Resistance can grant resistance to multiple energy types to the same target.
Deathless (aegis) You may create an aegis that blocks direct attacks on one’s life. This grants the subject a +4 morale bonus to saving throws against all death spells, Death sphere abilities, channeled negative energy, and other magical death effects, as well as harmful effects originating from healing spells, Life sphere abilities, channeled positive energy, and other magical healing effects. The subject is granted a Will save to negate these effects even if one is not normally allowed.
Deflection (aegis) You grant the target a +1 deflection bonus to AC, +1 per 5 caster levels.
Energy Resistance (aegis) You may create a ward that suppresses one energy type of your choice (acid, cold, electricity, fire, or sonic). Any damage of that energy type dealt within this area is reduced by 10 + your caster level. You may also create an aegis that grants energy resistance 10 + your caster level to either acid, cold, electricity, fire, or sonic. These effects only absorb damage and may not protect from other side effects of an attack.
Spell Ward (aegis) Spend 2 spell points instead of 1 to create an aegis that grants the target spell resistance equal to 10 + your caster level.
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Time Sphere (CL 6)
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Drawback: Altered Time (Haste, Slow) Choose either Haste or Slow. You lose this ability. You may take this drawback twice, losing both Haste and Slow.
Drawback: Temporal Blade You must select the Time Strike talent with the bonus talent gained from this drawback. You cannot use any alter time ability except through the use of the Time Strike talent.
Time Strike [strike] As a standard action, you may make a single weapon attack in conjunction with using an alter time effect that targets a single creature. This casting cannot be reduced below a standard action, and does not provoke attacks of opportunity, unless as usual if making a ranged attack. If the target is struck by the attack, it is also struck by the alter time effect. If using a scatter weapon, the effect only applies to a single target, chosen at the time of attack.
Lethargy (time) You may spend a spell point and make a melee or ranged touch attack against a target within range, causing them to experience a massive amount of time in a single instant, rendering them exhausted unless they succeed at a Fortitude saving throw. Targets who are already fatigued or exhausted fall asleep.
Sleeping creatures are helpless. Slapping or wounding awakens a sleeping creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action), and the target awaken exhausted if it got less than 1 hour of sleep, or fatigued if it got less than roughly 8 hours.
Steal Time (time) You may spend a spell point to attempt to erase a creature’s turn from existence. The target is dazed for 1 round (Will negates). If successful, you immediately gain an additional standard action. An individual target cannot suffer the effects of this ability more than once per round. Even if you successfully target multiple creatures in the same round with this ability (such as through the Mass Time talent), you cannot gain more than a single standard action in a round in this manner, nor can you use this new standard action to activate this talent an additional time by any means.
Combat Expertise If you spend stamina points to raise an attack roll using the Combat Stamina feat’s benefits, ignore an amount of your Combat Expertise penalty equal to the number of stamina points you spent.
Combat Stamina After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost.
Critical Focus If your successful critical confirmation roll is a natural 19 or 20, you can spend 2 stamina points to roll another confirmation roll. If this confirmation roll also succeeds, increase your critical multiplier by 1 for this attack, and you can roll again. If you continue to roll 19 or 20, you can continue to spend stamina points for additional rolls, and the increases to the critical multiplier stack.
Deadly Aim When using this feat, you can spend 4 stamina points to reduce the penalty to attack rolls imposed by the feat by 1 until the beginning of your next turn. You can’t reduce the penalty below 0.
Dodge When you move your speed or farther, you can spend a number of stamina points up to double your Dexterity bonus. If you do, until the start of your next turn, you gain an increase to the dodge bonus granted by the Dodge feat equal to half the number of stamina points you spent.
Improved Initiative Before rolling initiative, you can spend 10 stamina points to use 20 as the number rolled.
Rapid Shot When using this feat, you can spend a number of stamina points up to the number of shots taken using this feat. If you do, you decrease the penalty of a single Rapid Shot ranged attack by 2 for each stamina point you spent.
Point-Blank Shot You can spend up to 6 stamina points to increase this feat’s range by 5 feet for each stamina point you spent.
Power Attack When using this feat, you can spend 2 stamina points to gain the benefits and the hindrances of that feat until the end of your turn, instead of until your next turn.
Precise Shot As a standard action, you can spend 2 stamina points and make a ranged attack against a foe engaged in melee with an ally. If the attack hits, it deals no damage, but your ally gains your choice of either a +2 bonus on her next attack roll against that opponent or a +2 bonus to AC against that opponent’s next attack. This bonus lasts until the start of your next turn.
Shield Focus When an attack is made against you while you are using a shield, you can spend up to 2 stamina points. If you do, the shield’s bonus to AC against that attack increases by an amount equal to the number of stamina points you spent.
Weapon Finesse You can spend 2 stamina points to negate the penalty on attack rolls from your shield’s armor check penalty until the start of your next turn.
Weapon Focus (Light Blades)Once per round, you can spend 2 stamina points to gain your Weapon Focus bonus on attack rolls with a weapon with which you don’t have Weapon Focus. This bonus lasts until the start of your next turn.

Zorblag |

And now that that's done I've just realized that for the Sphere Archetype you specified Spheres of Might and I went with Champions of the Spheres. I'm sure I can modify this without too much work to the Minstrel Archetype if the Kung Fu Exemplar (and the Spheres of Power stuff) isn't what you wanted, just let me know! Sorry in advance for the misunderstanding on my part!

"The Lucky Halfling" |

This page seems a bit more comprehensive if you are opening up Spheres of Power and Champions of the Spheres.

Zorblag |

I can see the maps as well. I've also created an alternate Minstrel version of my character if everyone else ends up using Spheres of Might Archetypes (instead of general Spheres archetypes.) It's less directly powerful, but probably gets a fair amount more out of actions both directly and from allies, so I'm happy to use either.

Locmore |
Hey! I've become increasingly unable to schedule pathfinder with my IRL group, so I kinda want to submit a character for this game! I think pbp would suit me pretty well.
I want to create an Elf Fighter (myrmidarch(PoW free archetype) runesinger(SoM free archetype) Child of Acavna and Amaznen("semi-gestalt" free archetype) Lore Warden(regular archetype) ) VMC Magus. Would you allow Myrmidarch to use intelligence as its initiator modifier? That would let me line it up with the bloodrager casting from CoA&A.
And also, does the attack from strikes from Path of War count as a "special attack action" for the purpose of Sphere of Might or nah?

Locmore |
Rolling stats:
set 2: 24d6 ⇒ (1, 3, 5, 5, 2, 1, 4, 5, 3, 5, 4, 2, 4, 1, 4, 2, 6, 3, 3, 4, 4, 2, 4, 3) = 80
set 3: 24d6 ⇒ (4, 5, 3, 2, 1, 6, 1, 2, 1, 2, 2, 2, 2, 2, 3, 5, 2, 5, 6, 4, 5, 5, 2, 1) = 73
set 4: 24d6 ⇒ (1, 4, 1, 6, 2, 1, 3, 5, 2, 4, 6, 3, 3, 3, 3, 4, 6, 3, 6, 6, 3, 6, 1, 3) = 85
set 5: 24d6 ⇒ (1, 4, 5, 5, 1, 1, 2, 3, 1, 6, 1, 3, 5, 4, 6, 2, 1, 2, 1, 4, 4, 2, 5, 2) = 71
set 6: 24d6 ⇒ (6, 3, 6, 6, 3, 3, 3, 1, 3, 4, 6, 5, 6, 2, 6, 5, 2, 1, 3, 6, 2, 6, 6, 3) = 97
set 7: 24d6 ⇒ (2, 3, 2, 4, 4, 2, 1, 6, 6, 4, 1, 4, 5, 2, 4, 2, 6, 4, 5, 5, 4, 6, 5, 5) = 92
set 8: 24d6 ⇒ (6, 4, 2, 3, 4, 1, 3, 6, 5, 2, 3, 3, 2, 4, 1, 2, 3, 6, 2, 5, 5, 1, 3, 5) = 81
set 9: 24d6 ⇒ (4, 4, 6, 2, 6, 3, 3, 5, 1, 2, 3, 1, 3, 3, 4, 2, 2, 5, 1, 2, 5, 4, 2, 5) = 78
set 10: 24d6 ⇒ (1, 4, 4, 6, 1, 4, 5, 5, 1, 4, 6, 4, 2, 4, 4, 4, 2, 1, 1, 3, 6, 1, 6, 5) = 84
set 11: 24d6 ⇒ (5, 2, 3, 1, 2, 6, 6, 1, 1, 6, 4, 5, 5, 2, 2, 1, 3, 1, 1, 2, 4, 4, 2, 1) = 70
set 12: 24d6 ⇒ (1, 5, 2, 1, 6, 2, 1, 6, 5, 5, 2, 4, 2, 5, 5, 3, 4, 4, 1, 1, 4, 6, 6, 6) = 87
Gonna go with set 6, so rerolling 2 1s:
2d6 ⇒ (5, 6) = 11
10x6's
3x5's
1x4
7x3's
3x2's
drop the 2's, drop 3 of the 3's.

Sebecloki |

Hey! I've become increasingly unable to schedule pathfinder with my IRL group, so I kinda want to submit a character for this game! I think pbp would suit me pretty well.
I want to create an Elf Fighter (myrmidarch(PoW free archetype) runesinger(SoM free archetype) Child of Acavna and Amaznen("semi-gestalt" free archetype) Lore Warden(regular archetype) ) VMC Magus. Would you allow Myrmidarch to use intelligence as its initiator modifier? That would let me line it up with the bloodrager casting from CoA&A.
And also, does the attack from strikes from Path of War count as a "special attack action" for the purpose of Sphere of Might or nah?
You mean just change it? I'm not sure I'm comfortable with that -- the whole point of coming up with 'builds' is looking for stacking items -- if you just change the relevant stat by fiat, that's kind of 'cheating' to me.

"The Lucky Halfling" |

I'm still working out my Alchemist. They've got a lot going on.
Race: Human
Base Class: Alchemist
Archetypes:
-Chirurgeon (Non-Path of War and Non-Sphere Free Archetype)
-Clone Master
-Mindchemist
-Eldritch Infuser (Sphere Free Archetype)
-Polymath (PoW Free Archetype)
My understanding is that we had the option to choose any sphere archetype after your comment to Zorblag. Please correct me if that is wrong.
Polymath is technically a template under the pretense that it is an archetype-esque feature, but can be used by multiple classes. Please let me know if I should not use it.
Do you consider the Alchemist's Tumor Familiar to be able to gain familiar archetypes? I wanted to make mine a Valet to help with his crafting.
The character aims to overcome the specter of death that looms over seemingly all, but doing so is an expensive endeavor and over time he has become attached to his traveling companions.
The character will be able to handle knowledge checks for the group, deal DPS, and heal with his assortment of abilities. He'll also have a portable alcehmist's lab he created with a portable hole that is protected/manned by a Trompe l'Oeil of himself. He also invested in a clone in case the unthinkable should happen.

Sebecloki |

I'm still working out my Alchemist. They've got a lot going on.
Race: Human
Base Class: Alchemist
Archetypes:
-Chirurgeon (Non-Path of War and Non-Sphere Free Archetype)
-Clone Master
-Mindchemist
-Eldritch Infuser (Sphere Free Archetype)
-Polymath (PoW Free Archetype)My understanding is that we had the option to choose any sphere archetype after your comment to Zorblag. Please correct me if that is wrong.
Polymath is technically a template under the pretense that it is an archetype-esque feature, but can be used by multiple classes. Please let me know if I should not use it.
Do you consider the Alchemist's Tumor Familiar to be able to gain familiar archetypes? I wanted to make mine a Valet to help with his crafting.
The character aims to overcome the specter of death that looms over seemingly all, but doing so is an expensive endeavor and over time he has become attached to his traveling companions.
The character will be able to handle knowledge checks for the group, deal DPS, and heal with his assortment of abilities. He'll also have a portable alcehmist's lab he created with a portable hole that is protected/manned by a Trompe l'Oeil of himself. He also invested in a clone in case the unthinkable should happen.
sounds good

Locmore |
Locmore wrote:You mean just change it? I'm not sure I'm comfortable with that -- the whole point of coming up with 'builds' is looking for stacking items -- if you just change the relevant stat by fiat, that's kind of 'cheating' to me.Hey! I've become increasingly unable to schedule pathfinder with my IRL group, so I kinda want to submit a character for this game! I think pbp would suit me pretty well.
I want to create an Elf Fighter (myrmidarch(PoW free archetype) runesinger(SoM free archetype) Child of Acavna and Amaznen("semi-gestalt" free archetype) Lore Warden(regular archetype) ) VMC Magus. Would you allow Myrmidarch to use intelligence as its initiator modifier? That would let me line it up with the bloodrager casting from CoA&A.
And also, does the attack from strikes from Path of War count as a "special attack action" for the purpose of Sphere of Might or nah?
No worries, I just figured I'd ask since PoW kind of turned the fighter from being stat agnostic into being randomly wisdom focused. It's no biggie, I can work around it - just raise wisdom to 14, avoid full-round recovery, use a wide crit weapon so I can rely more on grit-recovery, and avoid save-based maneuvers like the plague. Those probably weren't gonna work anyway, if I estimate what the chargen rules imply about how encounters will be balanced correctly, so its not a big loss.
Did you see the question about special attack actions and strikes? Special attack actions seem pretty integral to large parts of the sphere system, so I'd love to know.
And also, does the attack from strikes from Path of War count as a "special attack action" for the purpose of Sphere of Might or nah?
Here's the relevant bit from SoM:
Attack Action
An attack action is a type of standard action. Some combat options can modify only this specific sort of action. When taking an attack action, you can apply all appropriate options that modify an attack action. Thus, you can apply both the Boxing sphere’s counter punch and Vital Strike to the same attack, as both modify an attack action. You can apply these to any combat option that takes the place of an attack made using an attack action (such as the trip combat maneuver), though options that increase damage don’t cause attacks to deal damage if they wouldn’t otherwise do so (such as Vital Strike and trip).You can’t combine options that modify attack actions with standard actions that aren’t attack actions, such as Cleave.
I personally lean towards them not counting as attack actions, i.e. they've got more in common with cleave than vital strike. It makes a bit of a difference wrt. how you integrate the two parts of the character.

Zorblag |

For what it's worth after looking over the rules for a while I've been working with the assumption that the various special attack actions I get from Spheres wouldn't work as strikes, so Barrage (from the Barrage Sphere), Deadly Shot (From the Sniper Sphere), Temporal Strike (from the Time Sphere) and the like which can't be combined with each other also can't be combined with strike maneuvers from PoW. I'm certainly not the one makes the call in this case, but they're pretty powerful even without combining and there are loads of good options between them that I can see using depending on the situation.

KingHotTrash |

I'm intrigued! Making some rolls!
Set #1: 24d6 - 8 + 14 ⇒ (2, 5, 2, 3, 4, 1, 6, 1, 4, 3, 6, 4, 1, 5, 6, 6, 5, 2, 2, 3, 1, 3, 1, 6) - 8 + 14 = 88
Set #2: 24d6 - 16 + 15 ⇒ (4, 4, 6, 3, 6, 4, 3, 4, 5, 1, 3, 5, 4, 6, 6, 6, 5, 2, 3, 1, 3, 2, 1, 5) - 16 + 15 = 91
Set #3: 24d6 - 11 + 8 ⇒ (4, 5, 4, 1, 3, 5, 6, 1, 3, 3, 4, 2, 6, 6, 2, 6, 2, 4, 2, 6, 6, 4, 6, 1) - 11 + 8 = 89
Set #4: 24d6 - 11 + 11 ⇒ (6, 1, 4, 4, 3, 5, 4, 1, 6, 6, 1, 5, 3, 1, 3, 1, 3, 2, 6, 5, 4, 5, 6, 6) - 11 + 11 = 91
Set #5: 24d6 - 9 + 24 ⇒ (4, 1, 5, 1, 2, 4, 6, 6, 5, 1, 1, 5, 3, 5, 2, 1, 1, 4, 6, 1, 2, 5, 4, 5) - 9 + 24 = 95
Set #6: 24d6 - 12 + 19 ⇒ (3, 5, 1, 2, 4, 2, 3, 2, 4, 3, 5, 1, 4, 2, 1, 2, 2, 5, 1, 2, 5, 4, 6, 2) - 12 + 19 = 78
Set #7: 24d6 - 11 + 22 ⇒ (4, 4, 2, 5, 6, 4, 4, 1, 1, 5, 5, 4, 4, 5, 4, 2, 1, 1, 1, 3, 4, 3, 1, 4) - 11 + 22 = 89
Set #8: 24d6 - 18 + 11 ⇒ (1, 2, 4, 6, 4, 3, 1, 6, 3, 1, 5, 4, 5, 6, 6, 5, 1, 1, 6, 1, 4, 4, 5, 2) - 18 + 11 = 79
Set #9: 24d6 - 13 + 10 ⇒ (5, 3, 4, 6, 4, 1, 1, 2, 3, 6, 4, 4, 2, 3, 6, 5, 2, 2, 5, 3, 4, 3, 4, 2) - 13 + 10 = 81
Set #10: 24d6 - 10 ⇒ (3, 2, 6, 5, 3, 6, 2, 4, 6, 6, 3, 3, 5, 2, 1, 3, 6, 5, 1, 6, 5, 2, 4, 4) - 10 = 83
Set #11: 24d6 - 9 ⇒ (4, 6, 3, 4, 5, 3, 3, 3, 6, 4, 1, 1, 6, 3, 2, 4, 6, 2, 2, 5, 5, 4, 5, 5) - 9 = 83
Set #12: 24d6 - 12 + 9 ⇒ (4, 2, 1, 2, 4, 1, 3, 6, 4, 3, 1, 4, 4, 4, 6, 3, 3, 5, 5, 6, 5, 6, 2, 5) - 12 + 9 = 86
Rerolls #1: 5d6 - 5 ⇒ (4, 2, 6, 3, 4) - 5 = 14
Rerolls #2: 3d6 ⇒ (5, 6, 4) = 15
Rerolls #3: 3d6 - 2 ⇒ (2, 4, 4) - 2 = 8
Rerolls #4: 4d6 - 4 ⇒ (5, 1, 3, 6) - 4 = 11
Rerolls #5: 7d6 - 6 ⇒ (3, 4, 4, 4, 3, 6, 6) - 6 = 24
Rerolls #6: 4d6 ⇒ (6, 6, 3, 4) = 19
Rerolls #7: 6d6 - 6 ⇒ (4, 2, 6, 5, 6, 5) - 6 = 22
Rerolls #8: 2d6 ⇒ (6, 5) = 11
Rerolls #9: 2d6 ⇒ (5, 5) = 10
Rerolls #10: 2d6 - 2 ⇒ (1, 1) - 2 = 0
Rerolls #11: 2d6 - 4 ⇒ (2, 2) - 4 = 0
Rerolls #12: 3d6 - 3 ⇒ (3, 4, 5) - 3 = 9
Best Line: 4, 5, 4, 6, 6, 5, 5, 5, 4, 6, 5, 4, 5, 4, 4, 4, 6, 6
Total Dice: Five 6's, Six 5's, Seven 4's
So I rolled real stupid. I'm going to look over what we already have in the group and come back to this when I'm not as tired.

Sebecloki |

For what it's worth after looking over the rules for a while I've been working with the assumption that the various special attack actions I get from Spheres wouldn't work as strikes, so Barrage (from the Barrage Sphere), Deadly Shot (From the Sniper Sphere), Temporal Strike (from the Time Sphere) and the like which can't be combined with each other also can't be combined with strike maneuvers from PoW. I'm certainly not the one makes the call in this case, but they're pretty powerful even without combining and there are loads of good options between them that I can see using depending on the situation.
I agree with this interpretation

KingHotTrash |

Alrighty, after considering the options I am going with the following.
Race: Half-Orc
Base Class: Bloodrager (Shapeshifter)
Free Archetype: Spelleater
Free VMC: Sorcerer (Orc)
Free Sphere: Stormlord (Gladiator)
Free PoW: Martial Training (Primal Fury)
Since there is no archetype for Bloodragers in Path of War, do I only get the Martial Training I for free and need to grab the others with feats as I level up or do I get those as well as I hit the prerequisites for them? I'm fine with whichever you're cool with.
I will begin working on this mammoth of a character soon though.
EDIT: Putting down the traits here as well.
Race: Cruel Rager
Combat: Hard To Kill
Social: Bastard
Magic: Focused Mind
Religion: Steady Strength
Faith: Omen

Locmore |
For what it's worth after looking over the rules for a while I've been working with the assumption that the various special attack actions I get from Spheres wouldn't work as strikes, so Barrage (from the Barrage Sphere), Deadly Shot (From the Sniper Sphere), Temporal Strike (from the Time Sphere) and the like which can't be combined with each other also can't be combined with strike maneuvers from PoW. I'm certainly not the one makes the call in this case, but they're pretty powerful even without combining and there are loads of good options between them that I can see using depending on the situation.
Oh for sure! I wasn't trying to ask about that though, I wanted to know about the stuff that uses "whenever you use the attack action", so stuff like Blooded Strike from the duelist sphere and Fatal Thrust from the fencing sphere, which is supposed to happen *when* you use one of the things you talked about but aren't their own special attack actions.

Sebecloki |

Zorblag wrote:For what it's worth after looking over the rules for a while I've been working with the assumption that the various special attack actions I get from Spheres wouldn't work as strikes, so Barrage (from the Barrage Sphere), Deadly Shot (From the Sniper Sphere), Temporal Strike (from the Time Sphere) and the like which can't be combined with each other also can't be combined with strike maneuvers from PoW. I'm certainly not the one makes the call in this case, but they're pretty powerful even without combining and there are loads of good options between them that I can see using depending on the situation.Yeah, I wasn't trying to ask about that though, I wanted to know about the stuff that uses "whenever you use the attack action", so stuff like Blooded Strike from the duelist sphere and Fatal Thrust from the fencing sphere, which is supposed to happen *when* you use one of the things you talked about but aren't their own special attack actions.
let's go with your instinct not to count them as attack actions.

Sebecloki |
1 person marked this as a favorite. |

Alrighty, after considering the options I am going with the following.
Race: Half-Orc
Base Class: Bloodrager (Shapeshifter)
Free Archetype: Spelleater
Free VMC: Sorcerer (Orc)
Free Sphere: Stormlord (Gladiator)
Free PoW: Martial Training (Primal Fury)Since there is no archetype for Bloodragers in Path of War, do I only get the Martial Training I for free and need to grab the others with feats as I level up or do I get those as well as I hit the prerequisites for them? I'm fine with whichever you're cool with.
I will begin working on this mammoth of a character soon though.
use this link

Zorblag |

Zorblag wrote:For what it's worth after looking over the rules for a while I've been working with the assumption that the various special attack actions I get from Spheres wouldn't work as strikes, so Barrage (from the Barrage Sphere), Deadly Shot (From the Sniper Sphere), Temporal Strike (from the Time Sphere) and the like which can't be combined with each other also can't be combined with strike maneuvers from PoW. I'm certainly not the one makes the call in this case, but they're pretty powerful even without combining and there are loads of good options between them that I can see using depending on the situation.Oh for sure! I wasn't trying to ask about that though, I wanted to know about the stuff that uses "whenever you use the attack action", so stuff like Blooded Strike from the duelist sphere and Fatal Thrust from the fencing sphere, which is supposed to happen *when* you use one of the things you talked about but aren't their own special attack actions.
Ah, I see. I'd actually expect those to apply with attacks made with strike maneuvers. For things like fatal thrust we know that they only apply to the first attack for special attack actions like barrage or dual attack (dual wield sphere) that give extra attacks, so I guess that I'd expect that to happen here to for strike maneuvers that give more than one attack, but in general I see these as more like sneak attack damage (which I certainly expect would apply to strike maneuvers.) Like I said though, I'm not the one who decides.

Llaelian |

Hello,
After a lot of thinking and reading, I'm going to apply with a dual crossbow wielding gunslinger (bolt ace)
I'm thinking for the rest of the build to go with
Free archetype: graveslinger
Free Sphere of might: gunfighter (it can easily be adapted to crossbows) with bolt juggler as a martial tradition.
I haven't seen anything for the gunslinger in the Path of war archetypes but I can work without.
I haven't decided on the race yet.

"The Lucky Halfling" |

I've not been going to in depth with my build, but it might help some to know that I will be carrying around items that can help recover martial focus and stamina points. They may take a moment to apply, but it's worth mentioning.
Unfortunately I have not found a way to be able to help allies recover maneuvers. That's a bit outside of my class' ability.

Sebecloki |

Hello,
After a lot of thinking and reading, I'm going to apply with a dual crossbow wielding gunslinger (bolt ace)
I'm thinking for the rest of the build to go with
Free archetype: graveslinger
Free Sphere of might: gunfighter (it can easily be adapted to crossbows) with bolt juggler as a martial tradition.I haven't seen anything for the gunslinger in the Path of war archetypes but I can work without.
I haven't decided on the race yet.
I'm getting some of the additional archetypes from Library of Metzofitz. There's some additional third party stuff that doesn't seem to be on the spheres of power wiki -- I'm just finding it by googling, it's not clear to me how to find it by just looking under the likely categories from the homepage, they've all been on weird subpages.
For the gunslinger issue, Greyhawk did have the Barrier Peaks (though that was like pew pew laser guns), and there's not 1 version of the world, and, as I mentioned, I'm going to be doing some homebrew as well. Still, I'd want some more information on the flavor -- I'm thinking more something like this than wild west six shooters.

Sebecloki |

Some other clarifications about how I see this Greyhawk, which is going to take some inspiration from the BX Known World (i.e., pre-Mystara gazetter Known World), as well as Wilderlands of High Fantasy and Lankhmar, among other sources,
*Religion is going to be even more complex than the 100+ gods in Greyhawk cannon. In addition to the standard Greyhawk pantheon, there are also real world deities like Thor in appropriate areas. For example, I like the idea of the nunnery dedicated to the Norns featured in Troll Lord Games' Yggsburgh.
Furthermore, some of the Pathfinder deities may show up in some contexts, especially the evil gods like Xon Kuthon and Lamashtu. Old Ones and other Outer Beings will also be present. For example, there will be drow who worship Loviatar and Xon Kuthon as a married pair -- the Lord and Lady of Pain.
*In addition to the gods, there are mysterious entities known as the 'immortals' who are separate, not worshipped, and inhabit the outer planes.
*The Sueloise are in some respects similar to the Thassilonians, and will have used some of their technology and unique magic forms.
*The Sea of Dust area will draw heavily upon Dark Sun inspiration, and will include psionics, thri-kreen, and other planetary adventure elements.
In terms of campaign ideas, here are my general inspirations (though this is really going to be more of a sandbox where you can have a lot of pull in what you want to do)
-Underdark adventures inspired by the classic Vault of the Drow -- I have Rise of the Drow from AAW games, and might steal some stuff from that. 2 of the initial scenarios I have planned involve the Underdark, so there's some obvious potential avenues for moving off into those regions.
-Adventures in the Sea of Dust -- this would involve explorations of the Forbidden City in the center of the Sea of Dust -- I'd pull ideas from Dark Sun's Valley of Dust and Fire and City by the Silt Sea, and some other sources. I'm considering including the idea that some of the ancient Sueloise were defilers.
-Adventures in Hepmonaland/Against the Scarlet Brotherhood. I'm interested in Lost World concepts and forgotten jungle choked ruins, as well as a 'against the slave lords' kind of set up. Lost temples of Demogorgon and other horrors.
-Maure Castle or Castle Greyhawk -- both of these are incomplete, so I'd have to make up a lot of stuff, but some material is there.

Llaelian |

Llaelian wrote:Hello,
After a lot of thinking and reading, I'm going to apply with a dual crossbow wielding gunslinger (bolt ace)
I'm thinking for the rest of the build to go with
Free archetype: graveslinger
Free Sphere of might: gunfighter (it can easily be adapted to crossbows) with bolt juggler as a martial tradition.I haven't seen anything for the gunslinger in the Path of war archetypes but I can work without.
I haven't decided on the race yet.
I'm getting some of the additional archetypes from Library of Metzofitz. There's some additional third party stuff that doesn't seem to be on the spheres of power wiki -- I'm just finding it by googling, it's not clear to me how to find it by just looking under the likely categories from the homepage, they've all been on weird subpages.
For the gunslinger issue, Greyhawk did have the Barrier Peaks (though that was like pew pew laser guns), and there's not 1 version of the world, and, as I mentioned, I'm going to be doing some homebrew as well. Still, I'd want some more information on the flavor -- I'm thinking more something like this than wild west six shooters.
Thanks for your quick reply. My idea for using a gunslinger was to use the bolt ace archetype that turns the gunslinger into a crossbow specialist, so no gun or gunpowder for the character.
The gunslinger class is just a way to make a dual-crossbow wielder.Everything that would refer to guns in the gunfighter SOM or in the Cutting Blur that you just provided would be adapted to crossbows. Would that fit with your vision of the world?

Locmore |
God that all sounds super cool. Thanks for fielding the questions!
By the by, do you allow psionics from Dreamscarred press? Looking over what other people are making, the rogue/wizard/fighter elf theme feels crowded, so I might make either a soulknife, or a dwarven inquisitor (probably of pelor) instead.

Sebecloki |

God that all sounds super cool. Thanks for fielding the questions!
By the by, do you allow psionics from Dreamscarred press? Looking over what other people are making, the rogue/wizard/fighter elf theme feels crowded, so I might make either a soulknife, or a dwarven inquisitor (probably of pelor) instead.
I'm going to use psionics in certain areas, so I'm in principle okay with it -- it's also something that goes back to 1e.

Sebecloki |

Sebecloki wrote:Llaelian wrote:Hello,
After a lot of thinking and reading, I'm going to apply with a dual crossbow wielding gunslinger (bolt ace)
I'm thinking for the rest of the build to go with
Free archetype: graveslinger
Free Sphere of might: gunfighter (it can easily be adapted to crossbows) with bolt juggler as a martial tradition.I haven't seen anything for the gunslinger in the Path of war archetypes but I can work without.
I haven't decided on the race yet.
I'm getting some of the additional archetypes from Library of Metzofitz. There's some additional third party stuff that doesn't seem to be on the spheres of power wiki -- I'm just finding it by googling, it's not clear to me how to find it by just looking under the likely categories from the homepage, they've all been on weird subpages.
For the gunslinger issue, Greyhawk did have the Barrier Peaks (though that was like pew pew laser guns), and there's not 1 version of the world, and, as I mentioned, I'm going to be doing some homebrew as well. Still, I'd want some more information on the flavor -- I'm thinking more something like this than wild west six shooters.
Thanks for your quick reply. My idea for using a gunslinger was to use the bolt ace archetype that turns the gunslinger into a crossbow specialist, so no gun or gunpowder for the character.
The gunslinger class is just a way to make a dual-crossbow wielder.Everything that would refer to guns in the gunfighter SOM or in the Cutting Blur that you just provided would be adapted to crossbows. Would that fit with your vision of the world?
that would also work.

Sebecloki |

God that all sounds super cool. Thanks for fielding the questions!
By the by, do you allow psionics from Dreamscarred press? Looking over what other people are making, the rogue/wizard/fighter elf theme feels crowded, so I might make either a soulknife, or a dwarven inquisitor (probably of pelor) instead.
For the Pelor idea, I'd want you to be aware that in this version of Greyhawk, this conspiracy theory Pelor the Burning Hate is correct. That doesn't mean you can't play the character, I just want you to be aware of the nature of the deity he's serving.

Sebecloki |

God that all sounds super cool. Thanks for fielding the questions!
By the by, do you allow psionics from Dreamscarred press? Looking over what other people are making, the rogue/wizard/fighter elf theme feels crowded, so I might make either a soulknife, or a dwarven inquisitor (probably of pelor) instead.
For the Pelor idea, I'd want you to be aware that in this version of Greyhawk, this conspiracy theory Pelor the Burning Hate is correct. That doesn't mean you can't play the character, I just want you to be aware of the nature of the deity he's serving.

Sebecloki |

Locmore wrote:For the Pelor idea, I'd want you to be aware that in this version of Greyhawk, this conspiracy theory Pelor the Burning Hate is correct. That doesn't mean you can't play the character, I just want you to be aware of the nature of the deity he's serving.God that all sounds super cool. Thanks for fielding the questions!
By the by, do you allow psionics from Dreamscarred press? Looking over what other people are making, the rogue/wizard/fighter elf theme feels crowded, so I might make either a soulknife, or a dwarven inquisitor (probably of pelor) instead.
Also, I'm imagining a situation where there are several competing solar deities -- Pelor/Zarus is the NE skin cancer god, and was responsible for dispossessing Amaunator, the previous primary sun god. Lathander and Sarenrae have taken over as the more gracious and approachable solar deities.

Krauz "The Wolf" Bloodforge |

So work was terribly slow and I was super excited to put this idea on paper. Here is Krauz "The Wolf" Bloodforge; former gladiator and descendant of ancient orc warlords and powerful werewolves.
The character is a very solid tank and has a myriad of ways to heal himself, buff himself (and a few others), and debuff the enemy using the gladiator sphere's talents. He's chaotic neutral in the way of "I wish to fight greater challenges" rather than the murderhobo the alignment can sometimes bring. I imagine he is not the original member of this adventuring party and joined in after growing bored of the "easy" victories he could find in the arena.
Since we're all going to be pretty powerful, I indulged in some glamered armor that looks like fine leather and furs, as is appropriate for a celebrity of his standing. I imagine him being very gregarious and used to working with odd assortments so the party will likely feel like home to him.
I'm going to work on his background and do research in the area we're going to be playing in. If there are any good spots plot-wise for him to have been competing in, please let me know! :D

Din Ilvaran |
1 person marked this as a favorite. |

This smiles-a-lots submission. A funny thing happened during my fighter/magic-user/thief build he became a human Barbarian. The f/m/t build was more versatile and perhaps more powerful in melee but way more complex with to many swift action abilities. I realized I did not have the system mastery to keep track of everything so I went with more riders to attacks and such. Anyway once I started on the fluff there was no turning back.
Mechanics wise Rhunn is a frontliner using a spear and shield. When he can lock an opponent down he will use two weapon fighting to bring the hurt. He is a little more one dimensional then I usually build PCs but I thought it was more important to keep my sanity.
All his info is in the alias and I have a few more gold to spend. I might tinker with the format of things but I’ll notify you of any major changes.
Best of luck with your recruitment! The systems used look like fun.
Rhunn is a giant and massive man standing a full head over six feet, broad shouldered and deep of chest, with a massive corded neck and heavily muscled limbs. The massive barbarian is well tanned, from constant exposure to the elements, with bronze colored, weathered skin, that is covered in tribal tattoos that accentuate the hard, dangerous lines of his body. Although he is a big man, Rhûnn moves with the grace of a large cat and has the predatory gaze of a wolf. He has smoldering amber eyes which are set below a low and broad brow. His gloomy, scarred, almost sinister face is that of a warrior and is framed by wavy dark flowing hair. Rhûnn has a loud booming voice like stone breaking. He usually wears clothes that show off his physique and keeps a large sword close at hand.
The Bright Lands, a vast expanse of burning sand, salt, and rock, where water means life. It is a hard and unforgiving land that has produced hard and unforgiving people that stalk its wastes. Rhûnn one such product, a barbarian of one of these sun baked tribes.
Rhûnn was born to the trader’s life and spent his childhood in crowded marketplaces or in caravans traversing the difficult wastes to isolated settlements and the trading hubs between the oases.
The barbarian’s life changed in Harvester 584 CY, thanks to disastrous events in the city of Greyhawk which lead to the invasion and eventual subjugation of the Bright Lands by the mage Rory and his general Robliar. His mother, Thiana, died at the hands of their bloodthirsty brigands and his tribe began a long battle of resistance.
Overtime, Rhûnn learned to survive the dangers of both the battle field and the wastelands gaining his people’s trust and taking on more responsibility within the tribe. In spite of the young Barbarian’s skill, and success, the small tribe was losing. In desperation the tribal shamans called upon their ancestors to imbue Rhûnn with their power. The ancestors answered and Rhûnn began his spirit walk leaving the Bright Lands, to grow in power, and find a way to defeat the invaders of his home land.
To that end, he traveled from his Tribe’s lands and found himself joining The Companions of the Broken Band, an adventuring company operating out of Leukish, in the Duchy of Urnst. Four years ago Rhûnn replaced a warrior in the band, called Lancalin, who fancied himself a knight, and went down a well in a dungeon never to be seen again. Over the years The companions lost several more members Gregor the Lessor was swallowed by a purple worm, while Yrgind the White and Beoric the Whale thought they could cover more ground by splitting up and wound up as dinner for a family of Trolls.
Most inhabitants of the central Flanaess would say that Rhûnn has few social graces, he is straight forward and curt when dealing with people and would much rather deal with physical problems then emotions. The barbarian’s decisions are based on his concept of honor, what a warrior would do, and tribal taboos. Rhûnn is at heart a product of the wind swept bad lands and tries to keep the old ways, recognizing his ancestor’s spirits in the happenings around him. He is mistrustful of magic and it’s practitioners.
In spite of this, his years of interaction with outlanders has taught him much about civilized ways. While he is a barbarian there is more to Rhûnn then meets the eye. He is open and inquisitive as well as a lover of debate and physical challenges, embracing these as experiences which will please his ancestors. Additionally, he often gives advice in riddles, aphorisms, and metaphors of his people.

Locmore |
Locmore wrote:For the Pelor idea, I'd want you to be aware that in this version of Greyhawk, this conspiracy theory Pelor the Burning Hate is correct. That doesn't mean you can't play the character, I just want you to be aware of the nature of the deity he's serving.God that all sounds super cool. Thanks for fielding the questions!
By the by, do you allow psionics from Dreamscarred press? Looking over what other people are making, the rogue/wizard/fighter elf theme feels crowded, so I might make either a soulknife, or a dwarven inquisitor (probably of pelor) instead.
I mean inquisitors were always a bit up there on the anti-hero scale, I could definitely make that work. How wide-spread is the knowledge of the conspiracy? Are they considered out-and-out evil cultists, or are there temples in cities and people are just a little confused as to why the clergy is so smite-happy?

Llaelian |

Llaelian wrote:that would also work.
Thanks for your quick reply. My idea for using a gunslinger was to use the bolt ace archetype that turns the gunslinger into a crossbow specialist, so no gun or gunpowder for the character.
The gunslinger class is just a way to make a dual-crossbow wielder.Everything that would refer to guns in the gunfighter SOM or in the Cutting Blur that you just provided would be adapted to crossbows. Would that fit with your vision of the world?
Thanks, I will work more on the concept/background based on that and come back to you if I have any other questions.