Spheres of Power

Malfeasant

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Legends of the Spheres
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Malfeasants exert their mastery of people through magical as well as mundane means, utilizing an array of supernatural abilities to complement their social finesse.

Casting

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

Spell Pool

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

Blended Training (Ex) [CS]

A malfeasant gains a magic or skill talent (some of which are required to be [utility] talents) at the listed levels using the virtuoso talent progression.

This alters skill expertise.

Occult Exposure (Su)

When the malfeasant uses expose vulnerability on a target, the next attack against the target does not deal increased damage. Instead, the malfeasant may apply a -2 penalty to a single saving throw that the target attempts against an ability of the mastermind or one of their allies within the next round. This penalty increases by 1 at 9th, and 15th levels. If a target fails a saving throw against an effect which the malfeasant applied this penalty to, the target is considered to have taken expose vulnerability damage.

When the malfeasant uses your secret weakness, the effect modified by occult exposure bypasses any damage reduction or energy resistance the target has and increases the saving throw penalty of occult exposure by 1. If the target has fewer Hit Dice than the malfeasant’s class level, its regeneration is also suppressed for 1 round and the target suffers a -1 penalty on saving throws for 1 round.

The malfeasant does not increase the damage from deadly expertise at 9th and 15th levels.

This alters expose vulnerability, strategem and deadly expertise.

Magical Contingencies (Su)

The malfeasant must select magical contingencies as their 11th-level mastermind trick and prepared magical contingency as their 14th-level mastermind trick. They may use these tricks in conjunction with a spell effect they can create with their malfeasant abilities as an alternative to using it with an item.

Arcane Agents (Su)

At 18th level, the malfeasant can apply their magical contingencies to other creatures. The contingency counts against each subject’s own limit for the number of contingencies they can have active on them. The malfeasant must use their own action to trigger each contingency, even if the contingency is not on them. The malfeasant may even apply this effect to unwilling creatures, but only if they have remained within close range of the malfeasant for at least 1 hour and do not have another contingency on them, although such creatures are allowed a Will save to avoid having the magical contingency placed on them (DC 10 + 1/2 your malfeasant level + your casting ability modifier). If the malfeasant reveals a magical contingency on an unwilling subject as a plan, the subject makes their Will save when the plan is revealed. A creature that succeeds at its saving throw cannot be affected by this ability again for 24 hours.

This replaces puppet master. If the malfeasant also has the saboteur archetype, this instead replaces probe weakness. If the malfeasant also has the ambuscader archetype, this instead replaces the 18th-level ability of engagement expertise.

Supreme Mover (Su)

At 20th level, the malfeasant may have a number of personal magical contingencies active at a time equal to their casting ability modifier rather than just one. No more than one contingency can trigger in any given round; if a second would trigger in the same round, it triggers at the start of the malfeasant’s next turn. In addition, the malfeasant does not need to perceive a trigger for a magical contingency to begin the spell effect, knowing intuitively when each of their magical contingencies has the capacity for activation.

This replaces always prepared.

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Counterspell Damnation Drawback Extra
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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