Spheres of Power

Quicksilver

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Quicksilvers possess a supernatural deftness—and charm—that allows them to blur the lines of reality. This includes being able to create copies of themselves, creating slipstreams to help allies, and even being able to partially separate themselves from reality for brief periods of time!

Liminal Form (Su)

At 3rd level, whenever the quicksilver avoids an attack using his cunning celerity ability, he can spend an additional 20% from his dodge pool to create a decoy, as per a defensive decoy from the Decoy Illusion sphere talent, using his bravo level as his effective caster level (although it is a supernatural effect).

Whenever the quicksilver moves, he can move any number of decoys an equal distance. If the decoy’s movement would provoke an attack of opportunity, the creature must succeed at a Will saving throw (against his whim sphere DC) or use it on the coaxing decoy, causing it to disappear.

Also, the quicksilver can swap places with a decoy as a swift action.

At 9th level, the quicksilver can swap places with a decoy as an immediate action—if done in response to an attack, he gains a 20% miss chance against the attack. At 13th level, if done in response to a Reflex save, his capricious class feature gains a base 50% chance to avoid the effect entirely at no cost (which can be augmented with his dodge pool as normal).

This replaces careful footwork and sudden shift.

Desperate Celerity

At 6th level, whenever an attack affected by the quicksilver’s cunning celerity ability would still hit him, he can spend 10% from his dodge pool to use his cunning celerity ability against the same attack (expending an attack of opportunity as normal). The quicksilver has no limit to the number of times he can use this ability against the same attack, as long as he has the attacks of opportunity and dodge pool to spend.

This replaces uncanny dodge

Slipstream (Su)

At 7th level, whenever the quicksilver moves more than half his speed, he can spend 20% from his dodge pool to create a slipstream in each square that he moves out of during his turn. Until the end of his next turn, allies that move through these squares only subtract 5 feet of movement for every 2 squares traveled—a creature that only moves 5 feet through a slipstream in a round subtracts 5 feet of movement as normal.

This replaces adamant astonishment, but may be replaced by other archetypes.

Astral Decoherence (Su)

At 11th level, the quicksilver can spend 40% from his dodge pool as swift action to become decoherent for 2 rounds. While decoherent, the quicksilver takes half damage from non-magical weapons, has a 20% chance to ignore the effects of any corporeal spell or effect that does not cause damage (unless it is a force effect), and can move through an area as small as one-quarter its space without squeezing. Lastly, the quicksilver can use Stealth to hide even while observed—albeit at a -10 penalty—as long as he ends his turn within cover or concealment.

This replaces improved uncanny dodge.

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