Spheres of Power

Warmonger

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Class Skills

The warmonger removes Fly (Dex) from his list of class skills and adds Bluff (Cha) to his list of class skills.

Weapon and Armor Proficiencies

The warmonger is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. He is not proficient with any armor or shields.

This alters weapon and armor proficiencies.

A Genius for War

The warmonger gains the War sphere with the Personal Conflict drawback twice, gaining Call to Arms and Totemic Aura as normal. The warmonger uses his class level as his caster level for this sphere. This stacks normally with caster levels from other sources.

Any totem the warmonger creates attached himself has a radius of 60 feet. In addition, allies within 60 feet of him may spend momentum from his momentum pool.

This replaces mental powers.

Opening Move

At 3rd level, the warmonger’s experience allows him to react faster to combat. He gains a +1 competence bonus to initiative. This increases by +1 every 3 levels, to a maximum of +6 at 18th level.

This replaces danger sense.

Psionics

The warmonger gains the following psionic abilities:

Opening Gambit

The warmonger fills the mind of an ally with a powerful understanding of the tools of killing. While under the effect of this ability, the target may use 1d8 in place of the normal weapon damage die for all manufactured weapons and unarmed attacks. This increases to 1d10 at 9th level and 1d12 at 17th level. The target may also make either an additional attack at their highest base attack bonus when making a full attack, or gain additional attacks of opportunity during the round (+1 attack of opportunity, +1 for every 5 base attack bonus they possess).

This does not stack with similar effects, such as the Improved Haste Time talent. In addition, the target does not provoke attacks of opportunity by attacking unarmed or using combat maneuvers. At 1st level, the warmonger can only target one ally. He may target an additional ally for every 4 warmonger levels, to a maximum of 5 allies at 17th level. Each ally must remain within 60 feet of the warmonger or the effect ends for that ally.

This replaces telekinetic manipulation.

Sacrificial Pawn

At 6th level, by maintaining contact with his allies, the warmonger can capitalize on their misfortune strategically. So long as this effect is active, the warmonger may, as an immediate action, duplicate the effect of a successful weapon attack made against an ally within 60 feet of the warmonger. The attacker suffers the same damage and effects that were just inflicted upon the ally. Any resistances or immunities the attacker possesses apply. The warmonger does not need to actually make an attack of his own, or have line of sight to the attacker - only to his ally.

This replaces telekinetic edge.

Countermove

At 11th level, the warmonger may choose an enemy he can see. Allies within 60 feet of the warmonger gain spell resistance equal to 15 + the warmonger’s level that applies only to abilities of that target. This does not stack with other sources of spell resistance. They are also protected from bodily contact by creatures summoned by the enemy. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the ally. The protection against contact by summoned creatures ends if the allies makes an attack against or tries to force the barrier against the summoned creature.

This replaces psionic fortress.

Game Changer

At 16th level, the warmonger may channel martial power into an ally. That ally gains proficiency with all martial weapons, a +4 circumstance bonus to attack rolls, AC and saving throws, and uses the warmonger’s character level as their base attack bonus (which may grant multiple attacks). In addition, they gain all the benefits of being under the effect of his opening gambit ability. While under this effect, the target can not cast or maintain spells or sphere abilities, even if they come from items. The target of this ability may end it as a free action. If the warmonger uses this ability on himself, he can not use any other psionic ability, or use any other sphere ability until he ends the effect or fall unconscious.

This replaces telekinetic colossus.


Spheres of Power by Drop Dead Studios
Using Spheres of Power
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Get Ultimate Spheres of Power Get the Original RulebookU
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Alteration HandbookU Conjuration HandbookU Creation HandbookU Dark HandbookU
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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

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