Source Seeker [SM—]
Many wilders can recall a specific moment of their awakening, a breach between their conventional world and their erratic and dangerous powers. Some of those who carry such incredible power see it as their duty to uncover the mysteries behind its function, seeking out lore connected to their origins or parallels to their experience that they can learn from.
Trade Tradition
If this is this character’s first level in any class, the source seeker may select a trade tradition of her choice, and have a competent trade rank.
This replaces the wilder’s normal class skills. It can be combined with another archetype which would alter the wilder’s class skills or skill ranks per level; if it is, this trade tradition replaces those modifications.
Pursue the Source
At 2nd level, the source seeker gains the Study sphere as a bonus talent. Whenever the source seeker’s research topic or theory topic involves the source of their powers or an entity tied to it (which may be a place connected to their origin, a creature which draws upon the same power source, a situation which mirrors their own circumstances at time of awakening, or other options at GM discretion), the source seeker gains the following notion and breakthrough options.
Notions (research theory)
- You discover information related to how you gained your abilities or the nature/history of your abilities’ source.
- You witness a tense situation akin to the awakening of your abilities or some event connected to your abilities.
Notions (non-research theory)
- You successfully identify a creature using a talent or psionic power you possess. You only gain this notion the first time you see a specific creature use one or more specific talents.
Breakthroughs (research theory)
Breakthrough: You can spend any number of notions as a standard action to gain an equivalent insight bonus to Knowledge checks on subjects related to your theory for 1 hour. During this time, you unlock skill leverage with these skills.
Breakthroughs (non-research theory)
Breakthrough: Whenever you would suffer a condition or penalty from psychic enervation or using your wild surge (or a similar class feature granted by an archetype, such as a stellar echo’s ruin surge), you may reduce the penalties by 1 for every notion spent.
Breakthrough (requires wilder level 4): Whenever your surging euphoria would end, you may spend 2 notions to extend its duration by one round.
Breakthrough (requires wilder level 10): Whenever you use your wild surge or equivalent ability, if it would affect one or more targets within a specific range, you may spend any number of notions to increase the range of the ability by 5 feet per notion spent.
Breakthrough (requires wilder level 14): Whenever you use your wild surge or equivalent ability, you may spend 3 notions to increase your wild surge’s value by 1.
At 6th level, whenever you begin a theory which would allow you to use any of the above breakthroughs, you begin with 1 additional notion plus an additional notion at 10th level and every 4 levels thereafter.
This replaces elude attacks.
| 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 | ||||