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About _Aurex_CE Large dragon (fire) Senses dragon senses; Perception +9 DEFENSE AC 17, touch 10, flat-footed 15 (+2 Dex, +6 natural, -1 size)
OFFENSE
MELEE
Special Attacks breath weapon (20-ft. cone, DC 15, 2d10 fire) STATISTICS Base Atk +6; CMB +8; CMD 20 (24 vs. trip) Feats: Flyby Attack (tradition bonus)
Spheres (granted by Cohort package, martial tradition, +3 spheres)
Brute Sphere (tradition bonus) Shove: As a move action, you may move up to half your speed and make a melee touch attack against a creature. If successful, the target takes bludgeoning damage equal to your Strength modifier (or whichever attribute was used to make the check) and gains the battered condition until the end of your next turn. You may perform a shove in place of the attack granted by a charge, although this does not grant the extra movement. Wing Buffet (brute, tradition bonus) Whenever you successfully strike a single opponent with two wing natural attacks in the same round, you may make a bull rush check against them as an immediate action that does not provoke attacks of opportunity. If you are size Large or larger, whenever you first fly in a round where you started on the ground, you may make a single bull rush attempt as a free action that does not provoke attacks of opportunity against each creature within 15 ft., plus 10ft. for each size category you are above Large, rolling your combat maneuver check once and comparing the result to the CMD of all affected creatures. Dual Weilding Sphere
Equipment Sphere[b]
This weapon has unlimited ammunition and does not provoke attacks of opportunity to reload (which is a free action). Otherwise it functions as a regular weapon and can be used in conjunction with talents and feats that depend on one (Though it may not function with some talents such as using the lancer sphere with a weapon of liquid acid). At the time of selecting this talent you can choose if your weapon is considered a thrown weapon or not (If used as a thrown weapon, it counts as a one handed thrown weapon). Athletics Sphere (flight, run, and jump packages) 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. If you possess both the (leap) and (run) packages, you gain a competence bonus on Acrobatics checks equal to half your base attack bonus instead of retraining the ranks a second time. In addition, you gain the following ability: Coordinated Movement
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When you gain the Athletics sphere, you gain one of the following packages 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. If you possess both the (leap) and (run) packages, you gain a competence bonus on Acrobatics checks equal to half your base attack bonus instead of retraining the ranks a second time. In addition, you gain the following ability: [b]Coordinated Movement
Athletics Packages: Fly You do not need to make a Fly check to remain flying when moving less than half your speed on your turn and count as being one size larger when determining the effects of wind on you while flying. This does not give you the ability to fly; it simply augments your movement abilities if you possess a means of flight. You may gain ranks in the Fly skill even if you do not possess a means of flight. Associated Skill: Fly. Leap You may reduce the effective height of any fall by 20 ft. on a successful DC 15 Acrobatics check rather than 10. In addition, the fall is reduced by an additional 10 ft. for every 10 points this check exceeds the target DC.
Run 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.
Expanded Training: Gain 2 additional Movement packages (run and jump) Talon Snatch: Whenever you use Flyby Attack, Spring Attack, the Mobile Striker talent, or a similar ability to successfully attack a creature with a talon natural attack during your movement, you may attempt a drag combat maneuver against the target of your attack as a free action that does not provoke attacks of opportunity, though you cannot drag the creature farther than your remaining movement for the round.
Bonus Skill Ranks Equal to HD in Fly and Acrobatics. Compitence Bonus to Acrobatics = to 1/2 BaB. Skills Bluff +9, Fly +13, Intimidate +9, Perception +9, Sense Motive +9, Stealth +9 Languages Draconic |