Spheres of Power

Divine Lariat

UltimateSpheresofPower.jpg
Ultimate Spheres of Power
$29.99

Weapon and Armor Proficiency

A divine lariat is proficient with all simple weapons, martial weapons and the lasso. She is proficient with light armor and medium armor but not with shields.

This alters the standard mageknight’s weapon and armor proficiency.

Magic Lasso (Su)

Any lasso in the divine lariat’s hands becomes magically empowered, gaining a longer reach, becoming more durable, and harder to escape from when used to entangle a foe. These benefits only endure so long as the divine lariat is holding the lasso.
Level Lasso Hit Points Lasso AC Escape Artist DC Strength DC Lasso Reach
1st 5 12 17 25 15-ft.
5th 10 14 20 27 20-ft.
9th 15 16 23 30 25-ft.
13th 20 18 25 33 30-ft.
17th 25 20 27 36 35-ft.

At 8th level, these benefits endure for 1 round per level, even after the divine lariat releases the lasso, but does not retain these benefits if used by another creature (i.e., a target entangled with the divine lariat’s lasso must still fight against the lasso’s empowered hit points, AC, and Escape Artist and Strength DC, but another target cannot use the lasso’s enhanced abilities if attempting to entangle another target).

At 16th level, the benefits endure for 1 hour per level after the divine lariat releases the lasso.

This replaces the casting class feature. A divine lariat still gains spell points, and counts her divine lariat levels toward her spell point total.

Lasso Tricks (Ex)

As a divine lariat grows in power, she gains the ability to use her lasso to accomplish greater feats. At 1st level, the divine lariat gains the Weapon Focus (lasso) feat as a bonus feat.

At 2nd level, the divine lariat may treat her lasso as a one-handed weapon, and as a melee reach weapon with a 10-foot reach for the purposes of threatening squares, not provoking attacks of opportunity (so long as the target is within the divine lariat’s melee range), etc. When making a maneuver against a target outside of this range, the lasso still counts as a ranged weapon, provoking attacks of opportunity as normal. In addition, as a move action she may disengage her lasso with a quick series of tugs, disengaging it and returning it to herself.

At 4th level, a divine lariat can use her lasso to perform a dirty trick, disarm, steal or trip maneuver against a target, even at range. If an opponent is already entangled in her lasso, the divine lariat can attempt a drag or reposition maneuver against that opponent. The divine lariat need not move with her opponent unless the maneuver’s movement would put the opponent beyond the reach of her lasso.

At 6th level, the divine lariat can attempt a grapple maneuver at range against a target she has entangled with her lasso. While grappling a target in this fashion, she may only move the target, pin them, or tie them up. She is not considered grappled while grappling a target in this fashion.

At 10th level, a divine lariat may attempt dirty trick maneuvers and steal maneuvers in place of an attack with her lasso. This replaces all magic talents gained by the divine lariat.

Bound Enemy (Su)

At 7th level, as a full-round action, the divine lariat’s lasso can expand to entangle entire groups of enemies. The lasso becomes an area attack weapon with a 10- foot radius. Anyone within the radius must succeed at a Reflex save against a difficulty of 10 + 1/2 her divine lariat level + her Dexterity modifier or become entangled. In addition, anyone entangled by this attack is pulled together into the nearest open space to the center of the attack.

This replaces marked.

Critical Roping (Ex)

At 19th level, whenever a divine lariat successfully confirms a critical hit with a lasso, she can attempt a free combat maneuver against that target.

This ability replaces spell critical.


Spheres of Power by Drop Dead Studios
Using Spheres of Power
Classes
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
Bokor Forest Lord Magemage Realmwalker
Tempestarii Waking Sleeper
Spheres
Alteration Blood Conjuration Creation
Dark Death Destruction Divination
Enhancement Fallen Fey Fate Illusion
Life Light Mana Mind
Nature Protection Telekinesis Time
War Warp Weather
Other Spheres
Bear Technomancy
Rules
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Magical Items Mythic Spheres Rituals
Spellcrafting Traits Wild Magic Sphere Bestiary
Equipment
Weapons Armor Equipment Special Materials
Alchemical Items Apparatuses (Metamagic) Charms Compounds
Fabled Items Implements Marvelous Items Schematics
Scrolls Spell Engines Spellzones Talent Crystals
Feats
Admixture Anathema Aristeia Champion
Chance Channeling Combat Companion
Counterspell Damnation Drawback Extra
General Item Creation Metamagic Necrosis
Plague Protokinesis Proxy Purring
Racial Ritual Squadron Surreal
Teamwork Theurge Wild Magic
Get Ultimate Spheres of Power Get the Original RulebookU
Get Expanded OptionsU Get Expanded Options 2
Alteration HandbookU Conjuration HandbookU Creation HandbookU Dark HandbookU
Death HandbookU Destruction HandbookU Divination HandbookU Enhancement HandbookU
Fate HandbookU Illusion HandbookU Life HandbookU Light HandbookU
Mind HandbookU Nature HandbookU Protection HandbookU Telekinesis HandbookU
Time HandbookU War HandbookU Warp HandbookU Weather HandbookU
Spheres Apocrypha
Apex Shifter Casting Traditions Casting Traditions 2 Cognition Talents
Cohorts and Companions Dark ApocryphaU Debilitating Talents 2 Destruction ApocryphaU
Light ApocryphaU Nature (Air) PackageU Nature (Earth) ApocryphaU Nature (Fire) ApocryphaU
Nature (M/P/W) ApocryphaU Nature (Spirit) ApocryphaU Protokinesis ApocryphaU Sidhe Court
Other Spheres Products
Archetypes of PowerU Archetypes of Power 2 The Bear Sphere The Blood SphereU
Blood and Portents Compounds of Power The Conqueror's Handbook The Fallen Fey SphereU
Initiate's Handbook Items of PowerU The Jester's Handbook Mythic Spheres of Power
The Technomancy Sphere Treasures of the Spheres Treasures: Weapons and Tools The Wraith ClassU
Wild Magic Woodfaring Adventures Worlds of Power The Youxia's Handbook
Bestiary: Fey and Feyfolk The High Magic Handbook Realmwalker's Handbook Bestiary: Fiends of the Cosmos
Adventures
Wreckage to Deliverance Wreckage to Deliverance Player's Guide

U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book