Chromamancer
Magic Talents
The chromamancer gains a magic talent every level.
This replaces blended training. The chromamancer does not gain a martial tradition and cannot achieve martial focus, nor can she take combat talents with talents granted by her prodigy levels.
Wiki Note: Any prodigy class feature that requires her to expend her martial focus instead can be used by spending 1 spell point.
Weapon and Armor Proficiency
The chromamancer is proficient with all simple weapons, light armor, and shields (except tower shields).
Chromatic Techniques (Su)
The chromamancer can suffuse herself with the pure essence of color and light, known as a chromatic force. The chromamancer can bond herself to a chromatic force from the list below by using one of the chromatic force’s associated openers. Alternatively, if she uses an opener not associated with a chromatic force, she may choose which chromatic force to bond to when her sequence begins. The chromamancer can only be bonded to a single chromatic force at one time. Once the chromamancer bonds to a chromatic force, she cannot bond to another chromatic force until her current sequence ends.
While bonded to a chromatic force, the chromamancer gains an additional number of additional link components she can use as part of her sequence, including an imbue ability which, unlike other imbue abilities, unlocks the (finish) ability of all spheres the chromamancer possesses, not just those associated with the same sphere. If any of these link components require a saving throw, the DC is equal to 10 + 1/2 the chromamancer’s prodigy level + her casting ability modifier.
Some link components are listed as (restricted), a special type of (link) component that can only be activated if the chromamancer has 2 or fewer links in her current sequence. Generally, a (restricted) link applies a penalty or harmful effect to the chromamancer for the duration of her sequence (including while executing the finisher that ends her sequence). The chromamancer can only activate a specific (restricted) link once per sequence.
The chromamancer gains the following link component she can add to her sequences:
Fast Magics (restricted link): The chromamancer may cast a magic sphere effect as a move action. The caster level of a magic sphere effect used this way is 1 + 1/2 the chromamancer’s sequence. If the chromamancer uses this link, she cannot use the same sphere ability until the start of her next turn, and cannot use this link to cast a sphere ability they cast during her turn (such as casting a destructive blast would not allow the chromamancer to use this link to cast a destructive blast, and using this link to cast a destructive blast would prevent casting a destructive blast normally).
This replaces integrated techniques. A chromamancer can never gain the integrated techniques ability, even from another class.
The chromamancer can choose to bond to the following
chromatic forces:
Red
Full of energy, passion and emotion, chromamancer’s who bond to red colors become deeply emotional (almost overwhelmingly so) and filled with unbridled energy.
Crimson Embrace (link): Whenever the chromamancer is attacked, as an immediate action before the attack roll is made she may allow the attack to automatically hit her (the roll is still made to determine if the attack threatens a critical hit, and does not miss on a natural 1), and the enemy provokes attacks of opportunity from their attack, completing this link.
Enrage (opener): The chromamancer grants a bonus to an ally’s physical ability score, attack rolls or damage rolls with an ability that requires at least a standard action.
Frivolous Casting (link): Whenever the chromamancer casts a sphere effect with a duration longer than instantaneous or 1 round, she can reduce its duration to 1 round, plus 1 round per 5 prodigy levels she possesses, or 1 round if the effect would have the same duration already, to complete this (link). The sphere effect cast must require a standard action or longer to cast.
Fuel the Fire (link): As a free action, the chromamancer removes all temporary hit points she possesses to complete this (link) (minimum equal to 1/2 her prodigy level). If she does so, the chromamancer cannot gain temporary hit points from the same sources that were removed until her sequence ends.
Intense Energy (opener): The prodigy may spend an immediate action whenever a hostile creature fails a concentration check (such as when casting defensively) due to an effect originating from the chromamancer.
Overwhelming Ire (finisher): As a swift action, the chromamancer may force a number of creatures equal to her sequence length within close range to succeed at a Will saving throw or suffer a -2 penalty to attack rolls, ability checks, skill checks, and AC for a number of rounds equal to the length of her sequence. This is a mind-affecting effect.
Red Wrecker (finisher): The chromamancer may end her sequence as part of casting a sphere effect to ignore an amount of damage reduction and energy resistance equal to 3 x the length of her sequence that any of the sphere effects targets may possess. If the sphere effect is non-instantaneous, this finisher only affects the affected creatures for the first round.
Scarlet Fury (imbue): The chromamancer gains a +2 enhancement bonus to her Strength, increasing by 2 per 6 prodigy levels she possesses. Additionally, whenever the prodigy gains a link within her sequence, the prodigy gains a number of temporary hit points equal to her casting ability modifier (minimum 1). Temporary hit points gained from this imbue can stack with themselves; these temporary hit points are lost when the prodigy’s sequence ends.
Orange
Creative and free, chromamancer’s who bond to orange colors feel joyful, creative, and determined, feeling as though they could achieve anything.
Amber Resurgence (finisher): Whenever the chromamancer or an ally within close range would be reduced to 0 or fewer hit points, as a free action that can be taken outside of her turn, she may end her sequence to grant a number of temporary hit points equal to her casting ability modifier (minimum 2) x the length of her sequence, which last until the end of her next turn. These temporary hit points are gained before the damage from the triggering ability is applied.
Another Chance (link): Whenever the chromamancer grants a reroll to an ally’s attack or saving throw made against a harmful effect originating from a hostile creature, she completes this (link). The chromamancer can only gain one (link) this way each round.
Creative Casting (link): As a swift action, the chromamancer can increase her wild magic chance by 100% for the next sphere effect she casts, completing the (link) as long as she casts the sphere effect on the same turn as she uses this link.
Humbling Action (opener): Whenever the chromamancer perceives an ally rolling a natural 1, or she perceives an enemy rolling a natural 20, she can spend an immediate action to begin her sequence.
Into the Sunset (imbue): The chromamancer increases all movement speeds she possesses by 5 feet, plus 5 feet per odd link beyond 1st within her sequence. In addition, the prodigy gains a competence bonus on saving throws against effects that would impede her equal to the length of her sequence (such as paralysis, entanglement, Blood Puppet, Hostile Lift, effects that impede movement, etc.).
New Perspective (restricted link): As a swift action, the chromamancer may add a single casting drawback to herself that remains for the duration of her sequence, choosing from the following drawbacks: Center Of Power, Coy Caster, Draining Casting, Skilled Casting, Substantial Magic, Terrain Casting, Unstable Storage, or Vulnerable Caster, completing this (link). Any effects of the drawback that the chromamancer suffers still persist even after her sequence ends. Other drawbacks may be added at the GMs discretion, but consideration should be taken to ensure that the drawback chosen is appropriately hindering the chromamancer. The chromamancer can only use this link when their current sequence is 2 or less.
Release Bonds (finisher): As an immediate action, the chromamancer can choose a number of creatures equal to her sequence length, allowing them to spend an immediate action to either attempt an Escape Artist or Strength check to break free of a grapple, or to attempt a new saving throw against an effect impeding their movement. The chosen creatures gain a bonus to their check or saving throw equal to the length of her sequence.
Shift the Chains (opener): The chromamancer uses an ability that increases or decreases a creature’s movement speed, grants them a new movement speed, or that moves them to a new square (such as teleportation effects or telekinesis from the Telekinesis sphere), as long as the ability requires at least a standard action to use.
Yellow
Filled with hope and light, chromamancers who bond to yellow colors are filled with a radiating optimism and glee, but also a heightened sense of fear.
Embolden (opener): The chromamancer grants an ally a beneficial mind-affecting effect or a bonus to their Wisdom score or Will saves with an ability that requires at least a standard action.
Exultant Confidence (finisher): As a 5 link finisher, the chromamancer can choose a single creature as a standard action, infusing the target with joy for a number of rounds equal to half her sequence length. For the duration of this effect, whenever the target rolls a d20, they may roll twice and take the highest result.
Golden Moment (opener): When the chromamancer rolls for initiative, the chromamancer can choose to take a -10 penalty to her initiative, completing this link. Using this opener prevents the chromamancer from using her swift action during her next turn (her first turn of the encounter).
Inspiring Action (link): The chromamancer rolls a natural 20 on any action that costs a swift action or longer.
Overwhelming Anxiety (finisher): As a 5 link finisher, as a standard action, the chromamancer can choose a number of creatures equal to her sequence length, forcing them to succeed at a Will saving throw or become shaken for 1d4+1 rounds. While shaken in this way, the creature suffers an additional penalty to Dexterity-, Intelligence-, and Charisma-based ability checks and skill checks equal to her sequence length, and is considered as being under violent motion for casting.
Sharp Mind (link): The chromamancer can spend a swift action to attempt a Knowledge check to recall information about a creature’s abilities; she completes this (link) if she succeeds. The chromamancer can use this ability even if she has previously recalled information about a creature’s abilities, but does not receive any additional information. She cannot use this ability in combination with similar abilities, such as the Scout sphere scout ability.
Tactical Retreat (link): The chromamancer uses the withdraw action, or a teleportation effect to teleport a distance further than close range for the effect, as long as the effect is moving the chromamancer away from an enemy (or in the instance of multiple groups of enemies, moving away from an enemy that poses the largest threat to the chromamancer).
The Dawning Sun (imbue): Whenever the chromamancer succeeds on an attack roll or Will saving throw, she gains a +1 morale bonus to such rolls made for the duration of her sequence; this bonus is cumulative with each success, to a maximum bonus equal to the length of her sequence.
Green
Taking on aspects of nature and health, chromamancers who bond to green colors become deeply attached to the world around them, open to growth and healing, but also jealousy.
Adapt and Grow (opener): The chromamancer uses a polymorph sphere effect or a magic sphere effect that manipulates (or allows you to take on aspects of) the natural environment (such as Nature and Weather sphere abilities, some Fallen Fey fey-blessings and most uses of the Creation sphere alter and create abilities).
Emerald Envy (imbue): The chromamancer gains an insight bonus to all saving throws equal to the length of her sequence against effects that would simultaneously affect one or more of her allies. Additionally, she gains a +1 natural bonus to AC, increasing by 1 per odd number of links within her sequence.
Ever-Growing (finisher): As a 3-link finisher, as a standard action (or as part of casting a magic sphere effect using at least a standard action), the chromamancer chooses an ongoing area-based magic effect within line of sight, line of effect and within 60 feet, granting it the benefits of the Widen Spell metamagic feat (increase the area of the effect by 100%) at no additional cost.
As a 5-link finisher, as a standard action the chromamancer chooses a creature she can see, increasing its size by one step for 2 rounds, or by two steps when used as a 7-link finisher. This size increase is not a polymorph effect (and may be used on a creature under a polymorph effect) but does not stack with other size changes the target may be affected by. The size bonuses granted by this ability are as the Size Change Alteration sphere talent.
Green Casting (link): As a swift action, the chromamancer can halve her caster level (rounded down, minimum 0) for the next sphere effect she casts that requires at least a standard action to cast, completing the (link) as long as she casts the sphere effect on the same turn as she uses this link. If this would reduce the sphere effects caster level to 0 or below, the effect fails and any spell points used are lost.
Scales of Life (link): The chromamancer uses an ability that grants temporary hit points, or creates or summons a creature under the chromamancer’s control (such as animating an object, reanimating a corpse, etc.) that requires at least an immediate action.
Take the Limelight (opener): As a free action, the chromamancer chooses a single willing ally that she can see within 60 feet, forcing them to take the total defense action on their next turn (as long as the ally could use a standard action on their turn); completing this (link) component when the ally takes the total defense action. The chosen ally must have at least half as much Hit Dice as the chromamancer does. The chromamancer can only perform this link component once per round.
Tread Carefully (restricted link): As a free action at the start of her turn, the chromamancer can halve each of her movement speeds as a free action for the duration of her sequence, completing this (link). The chromamancer can only use this link when their current sequence is 2 or less.
Verdant Renewal (finisher): As a swift or move action, all allies and objects (except objects attended by hostile creatures) within close range gain fast healing 5 for a number of rounds equal to the length of her sequence. Any excess healing granted by this fast healing becomes temporary hit points that last as long as the fast healing does.
Blue
Reliable and tranquil, chromamancers who bond to blue colors become protective and patient, with their emotions becoming calm, stalwart, or sorrowful.
Deep Sorrow (link): The chromamancer chooses an effect as a free action that grants her a morale bonus, changing those bonuses to instead be penalties for the duration of her sequence (even if the effect would end sooner) to complete this (link).
Overwhelming Calm (finisher): As a 5-link finisher, as a standard action, the chromamancer chooses a number of creatures equal to her sequence length she can see, forcing them to succeed at a Will saving throw or be unable to take hostile actions for a number of rounds equal to her sequence length. A creature can attempt a new saving throw at the end of their turn to negate this effect or whenever a creature takes a hostile action towards them, but even if they succeed, they must always attempt to deal nonlethal damage with their attacks until the duration expires. This is a mind-affecting emotion effect.
Patience is a Virtue (link): Whenever the chromamancer discharges a sphere effect as an immediate action for a benefit, she completes this (link). This includes a Destruction sphere Energy Satellite, a Fate sphere motif, a Protection sphere succor, etc.
Patient Defense (opener): Use the total defense action.
Protector (opener): Grant a bonus to an ally’s armor class or saving throws or grant an ally a miss chance (such as concealment) with an ability that requires at least a standard action.
Self-Restraint (restricted link): The chromamancer delays her initiative count to 0 (choosing to delay their turn until the end of the initiative order). The chromamancer’s initiative count must not be last in the initiative order to use this link.
Strained Peacefulness (restricted link): As a free action, the chromamancer can willingly halve all damage she deals for the duration of her sequence to complete this (link). The chromamancer can only use this link when their current sequence is 2 or less.
The Sky and the Sea (imbue): When the chromamancer attempts a saving throw or skill check and her natural roll is a 4 + half her sequence length or below, she instead treats the natural roll as being 5 + half her sequence length instead.
Ultimate Protector (finisher): As an immediate action, the chromamancer chooses a number of allied creatures equal to her sequence length she can see. For a number of rounds equal to her sequence length, whenever an ally would suffer damage, they may transfer up to half of that damage to another affected willing ally that they can see. Damage transferred this way may not be resisted or redirected further, and only one creature can transfer this damage. This finisher can be used in response to an ally taking damage, allowing the damaged ally to benefit from this finisher ability.
Purple
Enigmatic and regal, chromamancers who bond to purple colors have an air of mystery and prestige about them, their extravagance and beauty something to behold.
Adapt (opener): The chromamancer uses her mystic adaptation ability, as long as it requires at least a standard or move action.
Amaranthine Devotion (finisher): All hostile creatures within close range of the chromamancer must succeed at a Will saving throw or become fascinated or confused (her choice) for a number of rounds equal to her sequence length. While suffering from either condition, the affected creatures treat the chromamancer as one of their closest allies for the duration, and even when confused does not attack her, attacking the next nearest creature or simply itself (unless the chromamancer would attack them, in which case the condition is removed). This is a mind-affecting effect, and activating this finisher requires a standard action.
Arcane Shift (opener): The chromamancer successfully activates a magic item or dismisses a spell using at least a standard action. Alternatively, the chromamancer uses a sphere ability that grants her temporary spell points, as long as the sphere ability uses at least a standard action.
Devious (link): The chromamancer successfully feints a creature or uses an ability that causes a creature to lose their Dexterity modifier to their AC, as long as the ability requires at least a move action to use.
False Dignity (link): Whenever the chromamancer is granted a saving throw against a non-harmless effect originating from a hostile creature (and she was not already subject to the effect), she can choose to willingly fail the saving throw as a free action that can be taken outside of her turn once per round to complete this (link). The hostile creature must have a CR of at least half your character level (rounded down, minimum 1/2).
Gossamer Veil (imbue): The chromamancer gains spell resistance equal to 10 + twice the length of her sequence.
Grandeur (finisher): As a 5-link finisher the chromamancer can activate as a standard action, enemies treat the chromamancer as being 15 feet further away from them for the purposes of sphere effects and supernatural abilities that target them and are dependant on range (but not area of effect), plus 5 feet per link beyond 5, for a number of rounds equal to her sequence length.
Prideful Solace (restricted link): As a swift action, the chromamancer can choose to treat herself as having no allies for the purposes of her abilities, and does not count as an ally for the purposes of flanking and similar battlefield positioning for the duration of her sequence. If she does so, she completes this (link).
The chromamancer can only use this link when their current sequence is 2 or less.
Mystic Adaptation (Ex)
At 2nd level, the chromamancer may gain magic talents from spheres she possesses and metamagic feats for which she qualifies with her adaptation ability. She may not gain combat talents.
This alters adaptation, improved adaptation, greater adaptation, share adaptation, master adaptation, grandmaster adaptation, and perfect prodigy.
Mystic Reflection
When using the reflect spell ability, the chromamancer spends 2 spell points instead of expending martial focus. At 16th level, if the chromamancer succeeds the MSB check associated with the reflect spell ability, she regains the spell points spent.
This alters reflect spell and greater reflect spell.
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book