Spheres of Power

Lauriger

legends-of-the-spheres.png
Legends of the Spheres
$9.99

Baron%27s%20Imposing%20Mausoleum
Baron's Imposing Mausoleum
$4.99

A lauriger wears many decorations from many different fields, utilizing the power of these trophies to attain control over magical, martial, and machinating matters alike.

This archetype requires the reliquary keeper archetype (Archetypes of Power 2).

Proficiencies

Laurigers are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

This alters proficiencies.

Trade Tradition

If this is this character’s first level in any class, the lauriger may select a trade tradition of their choice, and have an adroit trade rank.

This replaces the occultist's normal class skills.

Blended Training

A lauriger gains combat, magic, or skill talents (some of which are required to be [utility] talents) using the trained talent progression. A lauriger uses his casting ability modifier as his practitioner modifier and operative modifier.

This replaces magic talents

Champion’s Relics

For any of the lauriger’s relics, they may select combat or skill talents in place of magic talents. In addition, the lauriger may select one of the following alternate options in place of the normal relic progression.

Arenarius

The lauriger does not gain any talents from the blended training class feature and gains 1 fewer relic at 1st level (he may still gain talents from relics as normal). As a move action, the lauriger may spend 1 point of mental focus stored in a relic to grant himself the benefit of any one combat, magic, or skill talent he does not possess from one of the relic’s associated spheres. This effect lasts for 1 minute. The lauriger must possess that talent’s base sphere and meet any prerequisites (if an advanced talent). Multiple uses of this ability do not stack.

Cluens [SM—]

In place of one of the relics gained at 1st level, the lauriger gains a cleric domain as a sphere cleric of his occultist level. The lauriger gains the sphere associated with that domain as a bonus sphere. At 5th level and every 4 levels thereafter, the lauriger gains a magic talent from the magic sphere associated with that domain.

Crupellarius [SM—]

The lauriger does not gain any talents from the blended training class feature and does not innately gain a pool of spell points based on his class level and CAM. He can still gain spell points from other sources, as normal. If he takes levels in another class that grants a spell pool, he adds his casting ability modifier to his spell pool as normal. He can still gain spell points through other means, such as by taking drawbacks, and count as having a spell pool for the purposes of prerequisites, such as the Extra Spell Points feat.. At 1st level, the lauriger gains access to three implement schools instead of two. At 2nd level and every 4 occultist levels thereafter, the lauriger gains access to an additional implement school, to a maximum of eight schools at 18th level.

Hieronica

The lauriger does not gain additional relics beyond the two at 1st level. However, the lauriger counts their caster level of spheres associated with their relics as equal to their lauriger level and their base attack bonus as equal to their lauriger level for the purpose of combat spheres associated with their relics.

Rudiarius

The lauriger does not gain talents from any of their relics, but gains combat, magic, or skill talents using the virtuoso talent progression rather than the trained talent progression

Togatarius [SM—]

The lauriger does not gain any talents from the blended training class feature. When the lauriger observes a martial ability or successfully identifies a sphere effect, as an immediate action he can spend a point of mental focus to gain knowledge of 1 + 1 per 4 class levels beyond 1st talents used in that effect. This knowledge is retained for 1 minute per class level. The lauriger may retain knowledge of 2 talents, +1 talent per three class levels thereafter. If this ability would grant talents in excess of this limit, he must choose which previously gained talents to lose until their total mimicked talents is within the limit. A lauriger cannot choose to lose a talent that is a prerequisite for another talent gained from this ability without losing the other talent as well.
The lauriger may copy a cantrip or spell (or spell-like ability that mimics a spell) in place of a talent, gaining the ability to cast that spell or cantrip while it is retained. To cast such a spell, he must pay spell points based on the level of the slot to do so: level 1-2: 1 spell point, 3-5: 2 spell points, 6-8: 3 spell points, 9: 4 spell points. Cantrips and orisons may be used without spell point cost. He may not mimic a spell with a level greater than half his class level. Mimicked spells are cast according to the lauriger’s casting tradition, though any material components or focuses with a cost of greater than 10 gp must still be provided.

At 9th level, when the lauriger uses this ability, he may spend an additional point of mental focus to retain the talents gained via a use this ability for 1 hour per class level.

At 13th level, the lauriger may use this mimicry ability once per round as a free action, even when it is not his turn.

At 17th level, this ability may be used any number of times per round.

Veles [SM—]

In place of one of the relics gained at 1st level, the lauriger selects a single base sphere for each type of ranger favored terrain. While in terrain of the corresponding type, the lauriger gains the chosen sphere as a bonus sphere (if multiple terrain types would apply, the lauriger chooses a single terrain type to gain the sphere from). At 5th level and every 4 levels thereafter, the lauriger selects an additional talent to benefit from while in each terrain.

This alters relics.


Implement Spheres and Schools Expanded

While a GM can create their own mappings, below are some suggestions for some spheres that may work with certain implement schools:

Abjuration: Creation, Guardian, Nature, Navigation, Open Hand, Protection, Shield, Spellhacking

Conjuration: Artifice, Barrage, Barroom, Conjuration, Creation, Life, Nature, Tech, Tinker, Warp

Divination: Divination, Dual Wielding, Equipment, Fate, Investigation, Pilot, Scout, Study, Time, Vocation

Enchantment: Beastmastery, Bluster, Communication, Faction, Leadership, Mind, Scoundrel, War, Warleader

Evocation: Alchemy, Berserker, Dark, Destruction, Light, Mana, Technomancy, Trap

Illusion: Boxing, Dark, Fallen Fey, Fencing, Illusion, Infiltration, Performance, Sniper, Subterfuge

Necromancy: Blood, Body Control, Death, Duelist, Gladiator, Lancer, Life, Survivalism

Transmutation: Alteration, Athletics, Bear, Brute, Enhancement, Herbalism, Telekinesis, Time, Weather, Wrestling

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 | Polished Dark [DRS] 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