Spheres of Power

Dynamo (SM—)

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Baron’s Glorious Arena
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Dynamos weave otherworldly power into their techniques, baffling foes by conflating the impossible with the implausible in the heat of battle.

Casting

The dynamo may combine spheres and talents to create magical effects. The dynamo is considered a Low-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time he gains the casting class feature.)

Spell Pool

The dynamo 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 his level + his casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Blended Training

A dynamo may select combat, magic, or skill talents with blended training. In addition, if the dynamo possess the spontaneous technique class feature, he may select combat, magic, or skill talents with spontaneous technique.
This modifies blended training.

Arcane Whim

A dynamo does not select a whim at 1st level. For the purpose of bravo class features, the dynamo’s whim sphere DC is equal to 10 + ½ the dynamo’s level + the dynamo’s operative modifier.

This alters whim.

Malfeasant Mischief (Ex)

At 2nd level, a dynamo may make a confounding strike against a single creature which failed a saving throw against one of the dynamo’s magic sphere effects.

Starting at 5th level, if multiple creatures are hit by or fail their saving throws against one of the dynamo’s magic sphere effects, the dynamo may make a confounding strike against each of them, to a maximum of 2 targets plus an additional target for every 5 levels thereafter.

Eldritch Exploit (Ex)

Starting at 5th level, a dynamo’s exploit uncertainty bonus also applies as a penalty that the outwitted creature suffers to saving throws against magic sphere effects created by the dynamo.
This modifies exploit uncertainty.

Arcane Agility (Su)

At 10th level, the dynamo can use an incredible stunt as part of the action to create a magic sphere effect to cast on the move. While this stunt is active, the dynamo may move up to his speed as part of an action to create a magic sphere effect. The dynamo may move both before and after creating the magic sphere effect. Whenever the dynamo attempts a concentration check while in this state, any natural roll of a 14 or lower is treated as a 15. At 20th level, this improves to treat any such roll as if he had rolled a 20.

Fleeting Flourish (Su)

At 15th level, the dynamo may dismiss a spell effect they have created on a target as a cost to outwit them. This does not require an action.
In addition, whenever the dynamo dismisses or discharges a magic sphere effect he has created, he can use an incredible stunt to allow the effect to remain for the duration of the incredible stunt. An effect maintained in this way cannot be dismissed or discharged by the dynamo again.

Dynamic Dominance (Su)

At 20th level, whenever one or more creature fail their saving throw against the dynamo’s confounding strike, the dynamo can use an incredible stunt to create a single magic sphere effect as a free action. This sphere effect can only target either the dynamo or any of the creatures that failed their saving throws. This ability can only be used once per turn.

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The Technomancy Sphere Treasures of the Spheres Treasures: Weapons and Tools The Wraith ClassU
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Bestiary: Fey and Feyfolk The High Magic Handbook Realmwalker's Handbook Bestiary: Fiends of the Cosmos
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