Woman

Dusk Bloom's page

90 posts. Alias of Oceanshieldwolf.


Race

Spell Points: 1/6

Gender

Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft |

Strength 14
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 10
Charisma 16

About Dusk Bloom

Character Generation:

Starting Character Level: 1st
Ability Score Generation: 20-point buy; even after racial adjustments, I don't want to see a final score lower than 8 or higher than 18
Classes: any spherecaster (SoP), practicioner (SoM), or champion (CotS) class, or a Paizo class (but must use an archetype from the Spheres system)
Races: I feel like doing Core only
Skills: we'll use Background Skills (that's an additional 2 skill points at every character level, which must be spent on background skills)
Traits: standard 2 traits from different categories, + 1 campaign trait in addition to those
Hit Points: max at 1st level; later levels will be 1/2 your Hit Die +1 (as is done in Pathfinder Society)
Bonus Talents: beyond whatever talents are granted by your class, tradition (for practitioners/champions), and/or gaining the casting class feature the first time (for spherecasters/champions), you also gain 2 additional talents; each talent can be either a combat talent or a magic talent, as long as you have access to that type of talent already (no picking magic talents if you're a practitioner, nor picking combat talents if you're a spherecaster)

Quick View Stats for Combat:
Status: Healthy
HP: 20
AC: 16, 12 touch, 14 flat-footed
Saves: Fort: +1 ; Reflex: +2 ; Will: + 3
BAB + 1
CMB +3; CMD 15

Initiative: +2 (Dex +2)
Conditions:
Spells/Judgments in Effect:
Currently wearing: Parade Armor
Items in Hand: Glaive, Buckler

Ability Scores Score (bonus) [point buy] [racial] [level up]
Str : 14 (+2) [5]
Dex: 14 (+2) [3] [+1 2nd level]
Con: 12 (+1) [2]
Int: 14 (+2) [5]
Wis: 10 (+0) [0]
Cha: 16 (+3) [5] [+2]

DEFENSE:

AC: 16 touch 12, flat-footed 14 (+3 armor, +2 dex, +0 size, +1 shield)
HP: 20 (Full first level = 8, 1/2 x 1 = 5, +2 Favored Class, +2 Con, +3 Toughness)
Fort +1 (0 + 1), Ref +2 (0 + 2), Will +3 (3 + 0)

OFFENSE:

Initiative: +2 (+2 Dex)
Speed 30 ft
Base Atk: +1

Melee:
+4 Glaive 1d10 + 3, x3 (+2 str, +1 BAB, +1 Weapon Focus) (+3 THF)

Ranged:

CMB: +3 (+1 BAB, +2 str) CMD: 15 (10, +1 BAB, +2 str, +2 dex)

Favored Class Bonus Hit points

Feats:

Weapon Focus: Glaive

Toughness

Numb Mind (Necrosis)
Your emotional and reflex responses fade, allowing you to shrug off distracting conditions.
Prerequisites: Death sphere.
Benefit: You can spend a spell point as an immediate action to gain a +2 bonus to saving throws against mind-affecting effects, bleed, death effects, disease, paralysis, poison, sleep effects, stunning, energy drain, exhaustion, and fatigue for 1 round. For each necrosis feat you possess beyond this one, the bonus and duration increase by 1.

Four Necrosis Feats: When you use this feat, you also gain a new saving throw against one of the above effects currently affecting you (your choice).

Necrosis Feats:

Spoiler:

Tainted: Upon taking a Necrosis feat, the character’s body becomes contaminated with negative energy. From that point on, if the character dies, returning him to life proves to be more difficult. Any spellcaster who attempts to bring the character back from the dead must attempt an MSB check (DC = 10 + the slain character’s Hit Dice) or have the effect fail. Effects that may only bring a creature back that has died within 1 round (such as the Resuscitate talent) gain a +5 to this check. Each Necrosis feat beyond the first increases this DC by 1.

Greater Power: Necrosis feats increase in power relative to the number of Necrosis feats a character possesses. Most necrosis feats grant far greater effects to characters with at least four necrosis feats. For necrosis feats that require an immediate action to activate them, you may activate as many Necrosis feats as you desire as part of the same immediate action (although you must spend the required spell points for each activated feat).

Magical Infusion: A character gains a number of spell points equal to the number of necrosis feats he has.


Traits:

Born Healer (Religion)
Benefit: Your cure ability heals an additional 1d8 hit points.

Family Ties: While not ethnically a Varisian, you have been raised among Varisians and they consider you one of their own. Furthermore, you managed to get in good with a group of Sczarni and consider them your new family. After being run out of the last place your Sczarni family camped, you tracked down a friend of the family in Sandpoint—a ruthless thug named Jubrayl Vhiski at the Fatman’s Feedbag. During your time with the Sczarni, you learned a few tricks of the trade. You gain a +1 trait bonus on Knowledge (local) checks and Knowledge (local) is always a class skill for you. In addition, you begin play able to speak and read Varisian.

Transcendent Intuition (Magic)
Benefit: Choose a knowledge skill (Religion). You may use your Wisdom modifier or Charisma modifier (whichever is higher) instead of your Intelligence modifier when making checks with this skill.

SKILLS:

Class Skills: The (martial) hedgewitch’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana; Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skills: (16 ranks – 12 Class, +4 int,) (+2 Background)
Skill/Class/Ranks/Ability Modifier/Bonus
xxxxxAcrobatics (Dex)/Yes, +3/1/+2 = +6
Appraise (Int)/Yes, +3/0/+2 = +0
xxxxxBluff (Cha)/Yes, +3/1/+3 = +7
Climb (Str)/Yes, +3/x/+2 = +xx
Craft (xxx) (Int)/Yes, +3/1/+2= +xx
xxxxxDiplomacy (Cha) /Yes, +3/1/+3 = +7
Disable Device (Dex)/No/0/+2 = +xx
Disguise[ (Cha)//No/xx/+3 = +xx
Escape Artist (Dex)/No/xx/+2 = +xx
Fly (Dex)/Yes, +3/0/+2 = +xx
Handle Animal (Cha)/Yes, +3/0/+3 = +xx
xxxxxHeal (Wis)/Yes, +3/2/+0 = +5
xxxxxIntimidate (Cha) /No/1/+3 = +4
Knowledge (arcana) (Int) /Yes, +3/0/+2 = +xx
Knowledge (dungeoneering) (Int) /No/xx/+2 = +xx
xxxxxKnowledge (local) (Int) /Yes, +3/2/+2 = +7
Knowledge (nature) (Int) /No/1/+2 = +xx
Knowledge (planes) (Int) /No/0/+2 = +xx
xxxxxKnowledge (religion) (Cha) /No/2/+3 = +5
Linguistics (Int) /Yes, +3/0/0 = +2
xxxxxPerception (Wis)/No/2/+0 = +2
[B'ground]Perform (Cha) /Yes, +3/1/+3 = +7
Profession (xx) (Int) /No/1/+2 = +xx
Ride (Dex)/No/0/+2 = +xx
xxxxxSense Motive (Wis)/Yes, +3/1/+0 = +4
Sleight of Hand (Dex)/No/0/+2 = +xx
Spellcraft (Int)/Yes, +3/0/+2 = +xx
xxxxxStealth (Dex)/Yes, +3/1/+2 = +6
Survival (Wis)/No/0/+0 = +xx
[B'ground]Swim (Str)/Yes, +3/1/+2 = +6
xxxxxUse Magic Device (Cha) /Yes, +3/2/+3 = +8

Languages:

CLASS ABILITIES:

Class Skills: The (martial) hedgewitch’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana; Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Ranks Per Level: 6 + Int modifier

Weapon and Armor Training
A (martial) hedgewitch is proficient with all simple weapons as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

Martial Tradition: Pikeman:
Pikemen are soldiers who specialize in using polearms to take down enemy cavalry and to keep enemies at a safe distance.
Bonus Talents
• Equipment: Pikeman Training, Polearm Mastery
• Lancer sphere
• Variable: Pikemen gain either the Guardian sphere or a talent of their choice from the Lancer sphere.

Casting
A hedgewitch may combine spheres and talents to create magical effects. A hedgewitch is considered a Mid-Caster and may use either Intelligence, Wisdom, or Charisma as her casting ability modifier and must make this choice at 1st level. Once made, this choice cannot be changed. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

Combat Training: A martial hedgewitch may combine combat spheres and talents to create powerful martial techniques. Martial hedgewitches gain a combat talent at 1st level and every 2 levels thereafter and use their casting ability modifier as their practitioner modifier.

Secrets: A martial hedgewitch may take the Extra Combat Talent feat or any feat which requires possessing combat talents in place of a secret. She must meet all the prerequisites for these feats as normal.
This modifies secrets.

Spell Pool
A hedgewitch gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her class level + her casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents
A hedgewitch gains a magic talent every time she gains a caster level, according to Table: Hedgewitch. This does not stack with caster levels gained from other sources.

Maiden, Mother, Crone (Su): A triple goddess commands the powers of Life, Death, and Fate, seeing the strands of people’s lives and manipulating them to her desires. At first level, a triple goddess gains 2 of the following spheres, or magic talents contained within these spheres:Life, Death, and Fate. The triple goddess uses her class level as her caster level with these three spheres. This stacks normally with caster levels gained from other sources.

Secret: Amateur Traveler
You gain the temporal traveler tradition benefit. You count as possessing the temporal traveler tradition when qualifying for secrets. You cannot select this secret if you already possess the temporal traveler tradition.

Temporal Traveler Tradition Benefit: You gain the Time sphere as bonus magic talent. If you already have this sphere, you may choose any talent you qualify for from the Time sphere in its place.

SPHERES

Life Sphere:

This section also includes vitality talents. A caster with one or more vitality talents may grant a bonus to any ally they use a Life sphere ability on as a free action made when they use that sphere ability. This includes using Fount of Life and granting effects with a duration, such as Revitalize. The bonus lasts for up to 1 minute, or until the ally takes damage from either failing a saving throw or being hit with an attack roll. In the case of abilities with a duration, the minute starts when the ability is used, and ends 1 minute later at the latest, even if the triggering ability is still in effect. If a caster possesses multiple vitality talents, only one talent takes effect when they use a Life sphere ability on an ally, but a single Life sphere ability that affects multiple allies may affect different allies with different vitality talents. A creature can benefit from a vitality talent attached to a Life ability, even if they don’t actually gain anything from the Life ability (such as using cure on a creature at full hit points).

Invigorate [Core]
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. Temporary hit points, even from different sources, do not stack; only the highest bonus applies.

Cure [Core]
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. This is a positive energy effect, and as such may be used to harm undead (Will half).

Restore [Core]
As a standard action, you may touch a target and spend a spell point to restore their physical and mental health.
This accomplishes all of the following:
• Heals 1d4 points of ability damage to one ability score of your choice.
• Removes the fatigued condition or lessens exhaustion to fatigued.
• Removes the sickened condition or lessens nauseated to sickened.
• Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
• Removes the staggered condition.
• Removes the dazzled condition.
If the condition targeted is part of an on-going effect, this suppresses the effect for a number of round equal to your caster level. This cannot be used to remove curses or instantaneous effects.


Death Sphere:

Ghost Strike [Core]
As a standard action, you may make a ghost strike, summoning negative energy and throwing it at a target within Medium range as a ranged touch attack. A ghost strike is considered a negative energy death effect, and as such has no effect on undead, constructs, elementals, and other creatures immune to such things (although some talents provide exceptions). Ghost strike effects do not stack with themselves.
Some Death talents are designated (ghost strike), which provide you with additional types of ghost strikes. You gain the following ghost strike when you gain the Death sphere:

Exhausting Strike [Core]
The subject of your ghost strike becomes fatigued for 1 round per caster level (Fortitude negates). You may spend a spell point to increases this effect to making the target exhausted for 1 minute per caster level (Fortitude negates). On a successful save, the target is still fatigued for 1 round. Unlike regular fatigue and exhaustion, these conditions end as soon as the duration expires.

Reanimate [Core]
As a standard action, you may touch an intact dead body and spend a spell point to reanimate it as a zombie or skeleton (depending on the composition of the body in question) for 1 minute per caster level. This creature gains the zombie or skeleton template and obeys your commands, although only simple commands such as “go”, “stay”, “attack”, or “guard” are understandable. A reanimated body cannot speak and has no knowledge or ability to think and so cannot answer questions or reveal anything it knew in life. When the duration expires, the body collapses until reanimated again. It does not regain hit points between reanimations. If reduced to 0 hp, the body collapses and is destroyed; it cannot be reanimated again.

You may have a total number of reanimated creatures active at any one time whose combined Hit Dice does not exceed twice your caster level. If you attempt to reanimate a creature that would push your total beyond this limit, your reanimated creatures cease to be reanimated sequentially from oldest to newest until the Hit Dice total is low enough to permit the new reanimated creature. You cannot reanimate a creature with more Hit Dice than twice your caster level, and creatures with more than 20 racial Hit Dice can never become skeletons or zombies.

Fate Sphere:

Consecration [Core]:
As a standard action, you may affect a 20 ft radius centered on you with a consecration. This aura moves as you do. When you gain the Fate sphere, you gain the following consecration:

Serendipity [Core]
You may bestow luck upon your allies. All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. This bonus lasts as long as you concentrate. You may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.
Fate talents marked (consecration) grant you additional consecrations.

Motif:
Less precise than divination, but more proactive, (motif) talents give an auspician a glimpse at the pattern of Fate’s tapestry and allow her to nudge one or two threads in a direction she chooses. Unless otherwise noted, a talent with the (motif) tag is cast as a standard action on a target with a range of touch and costs one spell point. A successful Will save negates the effect. While they normally have a duration of 1 hour per level, the target can also discharge a (motif) talent as an immediate action to gain an instantaneous or short-lived benefit, after which the effect ends. A given creature can never have more than one instance of a particular (motif) talent active on them at a time; a second casting at a higher caster level replaces the first, while a second casting at an equal or lower level has no effect.

Martial Focus
Characters gain their martial focus after a minute of rest, or by taking the total defense action. You may not by any means regain focus more than once per round.

When you have martial focus, you can expend your focus as part of any single Fortitude or Reflex saving throw you make thereafter. When you expend your focus in this manner, your saving throw is treated as if you rolled a 13, similarly to taking 10 on a skill check, except that the number you add to your saving throw is 13. You can also expend your martial focus to gain the benefit of certain combat talents and class features, as described in their entry, while other talents and abilities may require you to currently have martial focus.

Once you have gained martial focus, you remain focused until you expend your focus, become unconscious, or go to sleep (or enter a meditative trance).

Guardian Sphere:

You gain a delayed damage pool equal to your 3 x your base attack bonus. When you receive damage, as part of taking the damage you may redirect all or part of it to your delayed damage pool. Apply damage reduction and resistance before redirecting the damage. You may not redirect damage that would exceed the maximum capacity of the damage pool. Your delayed damage pool empties at the end of your turn each round, inflicting any damage stored in the pool on you, bypassing any damage reduction or resistance you possess and resetting to 0. Any additional effects of the attack, such as poison, are still incurred immediately even if the entire damage of the attack is redirected to the delayed damage pool. Any healing you receive in excess of your maximum hp automatically reduces the amount of damage in your delayed damage pool.

Should you lose access to the Guardian sphere, any damage (or other effects if you possess certain talents) is incurred at the end of your turn.

Patrol: As long as you have martial focus, as a full-round action you may increase your threatened area by 5 ft., +5 ft. for every 4 points of base attack bonus you possess. This increased threatened area is applied after the effects of the reach weapon special feature. Until the beginning of your next turn, you may make attacks of opportunity against any creature in this threatened area that provokes attacks of opportunity. You may move to bring the creature that provokes the attack of opportunity within your reach as part of these attacks, provided your total movement before your next turn does not exceed your base speed. Any movement you make provokes attacks of opportunity as normal. Associated Feat: Combat Patrol.
Talents with the (zone) tag grant additional effects to this ability. Each patrol may only benefit from one (zone) talent.

Lancer Sphere:

Impale
When making a melee attack with the attack action that deals lethal damage, you can take a -2 penalty on the attack roll; if the attack is successful, your weapon impales the creature, forcing it into a square within your reach if it was not already. An impaled creature cannot move and is battered for as long as it remains impaled. An impaled creature who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + your CMB + spell level), or lose the spell. Weapons used to impale a creature cannot be used for attacks except for those against the impaled creature (you cannot impale more than a single creature with your unarmed strikes), ignoring armor, natural armor, and shield bonuses to AC. A creature can only be impaled by a single weapon; attempting to impale an already impaled creature automatically fails. Controlling an impaling weapon requires the same amount of hands as wielding the weapon does.

This impalement may be broken when you lose control of the weapon used for the attack (such as by being disarmed), or by the impaled creature making a combat maneuver check as a standard action with a DC equal to your CMD. If you control the weapon being used to impale a creature, you may choose to automatically remove the weapon as a move action. When the impaled creature loses the impaled condition, they take bleed damage equal to the damage dice of the weapon used to impale the creature. If a creature is impaled by a weapon that is not controlled by another creature, they are able to move, but all movement speeds they possess are reduced by 1/2 (minimum 5 ft.).

You must make an opposed Strength check against the impaled creature to move as a part of the move action (this Strength check is made by your mount if you are mounted), moving up to half of your base speed while the impaled creature is dragged along with you (this movement does not provoke attacks of opportunity).

If you are impaling two or more creatures, you must make an opposed Strength check against all currently impaled creatures in order to move, and if you are subjected to forced movement, you must make an opposed Strength check against all impaled creature; failing this check against any impaled creature forces you to release any weapons you’re using to impale a creature (or to end impaling a creature with your unarmed strikes or natural attacks) immediately, while success drags any impaled creatures with you during this forced movement.

You can also choose to release the weapon as a free action without dealing damage (although you cannot release natural weapons). A creature may attempt a grapple check against an impaled creature’s CMD to assume control of the weapon impaling that creature as long as another creature is not controlling it. If so, the creature making the attempt receives a +4 bonus on the grapple check.

Talents with the (impale) tag can only be used against creatures who are impaled by this ability when you are controlling the impaling weapon.

Time Sphere:

Alter Time [Core]
The base Time sphere grants you two ways to alter time. All alter time effects require a standard action to activate unless otherwise stated and have a range of touch. Effects that target an area are centered on you. Effects maintained through concentration require you to remain within Close range of the target or location after placing the effect.

Haste [Core]
You grant the target the ability to make an extra attack at its highest BAB whenever it makes a full attack action. This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so it cannot be used to cast a second sphere effect or otherwise take an extra action in the round.
You must concentrate to maintain this effect, but may spend a spell point as a free action to allow it to remain for 1 round per caster level without concentration.
When using the haste ability, you may choose to grant the target an extra attack of opportunity instead of an extra attack on their full attack actions. For every 5 caster levels you possess, you grant the target one additional attack of opportunity. All other costs and restrictions of the haste ability apply as normal.

Slow [Core]
You cause the target to become staggered, allowing it to only take a single move action or standard action on its turn, but not both (Will negates). You must concentrate to maintain this effect, but may spend a spell point as a free action to increase its duration to 1 round per caster level without concentration. If a slow and haste ability are used on the same creature, the second caster must pass a magic skill check. On a failure the target is unaffected. On a success, the effects counter each other, leaving neither in place.

When using the slow ability, you may choose to prevent the target from making attacks of opportunity for the duration of the effect instead of causing them to be staggered. All other costs and restrictions of the slow ability apply as normal.

Some Time talents are marked (time). These talents grant you additional alter time abilities.

Talents:

2 “campaign bonus talents”
--- Empowered Reanimate
--- Lingering Necromancy
2 magic spheres from among Life/Death/Fate from Triple Goddess
--- Life sphere
--- Death sphere
2 magic talents/spheres from caster 1st level
--- Fate sphere
--- Necrotic Feeding
1 fate talent from drawback
--- Greater Serendipity
1 combat talent – martial hedgewitch
---Cruel Vibration
1 sphere – Lancer – from martial tradition
1 sphere – Guardian – from martial tradition
2 equipment talents (Pikeman Training, Polearm Mastery) from martial tradition

---2nd level---
Greater Ghost Strike
Time Sphere (from Amateur Traveler Secret)

Cruel Vibration
Whenever you use an attack action to deal damage to a creature with the weapon currently being used to impale them, your damage is treated as though you rolled the maximum possible amount on your weapon’s damage dice (additional damage dice from critical hits and special abilities such as the flaming enchantment are not affected by this ability). At +10 base attack bonus, whenever you deal damage with a weapon currently impaling a creature, that creature must make a successful Fortitude save or be unable to take a move action for 1 round.

Empowered Reanimate [Core]
All creatures you reanimate gain a +4 enhancement bonus to their Strength and Dexterity.

Greater Ghost Strike [Core]
When making a ghost strike, you may spend an additional spell point to form your ghost strike into a Close-range cone, allowing you to make an attack roll against every target within this area.

Greater Serendipity
When you use your serendipity consecration, in addition to bestowing a luck bonus upon your allies, all enemies within the area of effect also suffer a -1 penalty to their own attack rolls, skill checks, ability checks, and saving throws.

Lingering Necromancy
When you reanimate a corpse or corpses, they remain for 1 hour per caster level instead of 1 minute per caster level.

Necrotic Feeding (ghost strike)
You may spend a spell point to make a ghost strike that, when it strikes a target with -1 or fewer hit points, kills it instantly (Will negates). If the target fails their saving throw, you gain temporary hit points equal to twice the target’s Hit Dice, as well as a +2 enhancement bonus to Strength and Dexterity, which increases to +4 if the target has 8 HD or more and +6 if the target has 16 HD or more. These effects last for 10 minutes per HD of the slain creature. Bonuses from multiple creature do not stack; only the highest bonuses apply.

Pikeman Training (discipline)
You gain proficiency with the bardiche, bec de corbin, bill, glaive, glaive-guisarme, guisarme, halberd, hooked lance, lance, mancatcher, and ranseur. Whenever you use a readied action to make an attack with a weapon with the brace weapon special feature against a target moving into your threatened area, that attack deals an additional +2 damage. At +10 base attack bonus, this bonus damage is instead increased to +4.

Polearm Mastery
When wielding a reach weapon, you may attack targets within your natural reach, but suffer a -2 penalty when doing so. At +10 base attack bonus, you also threaten all squares within your natural reach when wielding a reach weapon, but still suffer a -2 penalty to attacks of opportunity made in this fashion.

Drawbacks:

Sphere-specific:
Neutrality (Fate)[Core] - You lack a strong connection to any alignment type. You cannot use the hallow word.

General
Emotional Casting: Your magic requires heightened emotional states of mind to use. When subject to a non-harmless magical effect that invokes an emotion (such as fear effects, spells with the (emotion) descriptor, or charms such as Fear or Hostility) you are unable to use magic.

Galvanised: Your magic was forged by war, and is integrated with your fighting abilities. To use or concentrate on your abilities, you must 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, and have proficiency with it. The weapon itself has no special properties, but can not 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: When using any sphere power, your faces shakes and tansmutes, with three faces washing across your features.

Mental Focus: Your magic requires you to have a focus that is not always possible to achieve. You normally have focus, but lose it whenever you fail a save versus mind-affecting magic, have a critical hit confirmed on you, or a condition causes you to lose the ability to concentrate (such as being nauseated or helpless or failing an enforced concentration check such as from being entangled). Using magic without your mental focus requires you to make a concentration check (DC 20 + 1/2 caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If focus is lost, the caster can refocus by meditating as a full-round action that provokes attacks of opportunity.

Wild Magic, Variant : You have a base wild magic chance of 10%. This wild magic chance does not stack with wild magic chance from other sources.

Wild Magic

GEAR:

3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Weapons: xxx
Glaive 1d10 x3, S (reach), 8 gp, 10lbs.
Spiked Gauntlet, 1d4 x2, 5gp, 1 lb.,
Light Mace, 1d6 x2, 5gp, 4lbs.,

18 gp., 15 lbs.

Armor:
Parade Armor - +3 AC, +5 MDB, -1 ACP, 15% ASF, 25 gp, 20 lbs.
Buckler - +1 AC, -1 ACP, 5gp, 5 lbs.,

30 gp., 25 lbs.

Skill Equipment:
x gp., x lbs.

Miscellaneous:xxx
x gp., x lbs.

Total equipment cost: xxx
Weight:
xx (x lbs), xx (x lbs), xx (x lbs), xx (x lbs)
xx lbs Capacity: xx lbs. – xx lbs = xx load. Load: