Flagellant [LG]
To some reapers, the self is the greatest obstacle to perfection. In the pursuit of “faultlessness”, an ideal often espoused by the kytons and their creations, flagellants turn their wrath inwards to focus on destroying themselves as well as their enemies. What emerges from this brutal metamorphosis is often broken and distant but all the more dangerous as a result.
Cult of the Flagellant (Ex)
At 1st level, the flagellant is always treated as if they have selected their own creature type (or subtype, as appropriate) with the favored prey class feature, in addition to the currently selected creature type.
This ability replaces cult and reality shudders.
Centrality of Self (Su)
At 3rd level, whenever a flagellant uses a magic sphere effect which targets or includes in its effect only themself, the caster level for the effect increases by 1. At 7th level and every 4 levels after, this bonus to caster level increases by 1.
This replaces prey casting bonus.
Worldly Distance (Ex)
At 5th level, the flagellant learns to evade harm and solidify their body against assault, these defensive instincts facilitating an uneasy anxiety over broken equilibrium. The flagellant’s base Reflex save bonus from reaper levels is equal to 2 + 1/2 their reaper level. In addition, the flagellant gains a +2 natural armor bonus; this natural armor bonus increases by +1 at 10th level and every 5 levels thereafter. Whenever the flagellant is hit with an attack, they take a -2 penalty to attack rolls and AC and cannot benefit from morale bonuses for 1 round. The flagellant may spend a spell point as a free action to end these penalties.
Inurement (Ex)
At 9th level, the flagellant can deprive themselves of outside influences to an even greater degree. If the flagellant succeeds at a Fortitude, Reflex, or Will saving throw against an attack that has a reduced effect on a successful save, they instead avoid the effect entirely. A helpless flagellant does not gain the benefit of this ability. This counts as having the evasion and stalwart class features. Whenever the flagellant fails a saving throw, they take a -2 penalty to saving throws and the saving throw DCs of their abilities and cannot benefit from insight bonuses for 1 round. The flagellant may spend a spell point as a free action to end these penalties.
Total Anathema (Ex)
At 13th level, the flagellant treats all creature types as their favored enemy. Whenever the flagellant misses with an attack, the flagellant cannot be a willing target of any effect and must attempt saving throws to resist all abilities, even those cast by allies, for 1 round. The flagellant may spend a spell point to end this unwillingness as a free action.
Exile from All (Ex)
At 17th level, the flagellant begins to detach themselves from existence and reason in order to find refuge. The flagellant becomes immune to pain effects and nonlethal damage as well as the stunned and dazed conditions. The flagellant takes a -10 penalty on all Intelligence, Wisdom, and Charisma-based skill checks, but may suppress this penalty for 1 minute by spending a spell point as a free action.
Embrace of Solitude (Ex)
At 20th level, the flagellant learns to completely seal themselves off from reality and find a strange, distorted peace in their own mind. The flagellant becomes immune to mind-affecting effects, gains DR 10/-, and gains resistance 30 to all energy types. This replaces soul crisis.
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book
| Spheres of Guile by Drop Dead Studios | ||||
|---|---|---|---|---|
| Using Spheres of Guile | ||||
| Classes | ||||
| Advisor (DRS) | Agent | Conduit (DRS) | Courser | Envoy |
| Genius | Mastermind | Professional | ||
| Spheres | ||||
| Artifice | Bluster | Body Control | Communication | Faction |
| Herbalism | Infiltration | Investigation | Navigation | Performance |
| Spellhacking | Study | Subterfuge | Survivalism | Vocation |
| Other Rules | ||||
| Operative Feats | Operative Gear | Skill Rules | Trade Traditions | Running Guile Games |
| Get Spheres of Guile | ||||
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book
| Spheres of Guile by Drop Dead Studios | ||||
|---|---|---|---|---|
| Using Spheres of Guile | ||||
| Classes | ||||
| Advisor (DRS) | Agent | Conduit (DRS) | Courser | Envoy |
| Genius | Mastermind | Professional | ||
| Spheres | ||||
| Artifice | Bluster | Body Control | Communication | Faction |
| Herbalism | Infiltration | Investigation | Navigation | Performance |
| Spellhacking | Study | Subterfuge | Survivalism | Vocation |
| Other Rules | ||||
| Operative Feats | Operative Gear | Skill Rules | Trade Traditions | Running Guile Games |
| Get Spheres of Guile | ||||