Spheres of Power

Flagellant [LG]

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Arcforge Players Compendium
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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.


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


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