Oberon Kenobi
2015-07-27, 01:39 AM
I was recently introduced to Spheres of Power by way of a recruitment thread over in the play-by-post section, and like a lot of folks, I'm lovin' it. I am also quite fond of DSP's Psionics, and because of reasons I decided to take a crack at replacing the Tactician (http://www.d20pfsrd.com/psionics-unleashed/classes/tactician)'s manifesting abilities with sphere abilities. The results of this experiment follow.
https://data.archive.moe/board/tg/image/1410/74/1410742468029.jpg
The Sphere Tactician
Casting: The sphere tactician may combine spheres and talents to create magical effects. The sphere tactician is considered a High-Caster and uses Intelligence as her casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
This replaces the tactician’s manifesting ability. If your game considers sphere abilities to be transparent with spells and/or powers, you may consider your general caster level from this class as your manifester level for the purposes of qualifying for prestige classes, feats and so on.
Spell Pool: The sphere tactician gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Intelligence modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents: A sphere tactician gains 1 magic talent every time she gains a caster level.
Collective
The maximum size of a sphere tactician’s collective is equal to either her casting ability modifier, or half her level, whichever is greater. Each participant must have and maintain a minimum Intelligence score of 1, rather than a Wisdom score of 1.
This modifies and replaces the normal tactician class feature of the same name, which is otherwise unchanged (but see Spirit of Many, below).
Battlemind
A sphere tactician gains the Enhancement sphere as a bonus magic talent and uses his class level as his caster level with the Enhancement sphere. This stacks normally with caster levels gained from other sources.
This replaces the Lesser Strategies and Coordinated Strike class features.
Spirit of Many
A sphere tactician of 2nd level gains special abilities when using abilities from the Enhancement sphere. He can use these abilities on any member of his collective, even if they are out of the ability's range or would normally be immune to the ability; sphere abilities which normally apply to objects, such as the Enhance Equipment ability, may be applied to equipment carried by any member of the collective. Whenever a sphere tactician uses an ability from the Enhancement sphere targeting only members of his collective, the ability loses the mind-affecting descriptor (if it had it) and is treated as a supernatural ability (bypassing spell resistance and becoming immune to dispel attempts), although it still provokes an attacks of opportunity when used as normal. Abilities used only on members of the collective never allow saving throws - their saving throw entry becomes "None," although if the ability specifies a subsequent saving throw, subjects attempt those saves normally. A sphere tactician also gains the Mass Enhancement talent as a bonus talent.
This modifies and replaces the tactician class ability of the same name.
Improved Share
A sphere tactician learns special techniques when using collective-oriented sphere abilities. Beginning at 5th level, the tactician may maintain two sphere abilities requiring concentration with a single action (typically, with a standard action), provided both are abilities that the sphere tactician could share with their collective. Activating the second ability takes either its normal casting time, or the action required to maintain the already-active ability, whichever is greater, and does not cause the already-active ability to end. Should the sphere tactician wish to activate a third sphere ability that could be maintained in this way, she may choose which of the currently-active abilities ends immediately.
Every six class levels thereafter (11th, 17th), the sphere tactician may maintain an additional qualifying sphere ability in this way.
This modifies and replaces the tactician class feature of the same name.
Echo Effect
The cost to echo sphere abilities for this feature is changed to one spell point or the number of spell points spent by the original caster, whichever is higher.
If your game considers sphere abilities to be transparent with spells and/or powers, you may additionally echo a spell or power by spending a single spell point. However, a sphere tactician may not echo any spell or power of a higher level than half his class level, rounded up.
A sphere tactician may spend additional spell points when echoing an ability in this way; for every spell point spent, the sphere tactician may choose an additional target for the spell, power or sphere ability.
This modifies and replaces the tactician class feature of the same name, which is otherwise unchanged.
Pooled Knowledge
This class feature applies to sphere abilities only, and the sphere tactician must spend either one spell point or the cost of the ability being used, whichever is greater. The feature is otherwise unchanged.
Master Strategist
The insight bonuses granted by this class feature are equal to the sphere tactician’s key ability modifier rather than being locked to Intelligence. The feature remains otherwise unchanged.
https://data.archive.moe/board/tg/image/1410/74/1410742468029.jpg
The Sphere Tactician
Casting: The sphere tactician may combine spheres and talents to create magical effects. The sphere tactician is considered a High-Caster and uses Intelligence as her casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
This replaces the tactician’s manifesting ability. If your game considers sphere abilities to be transparent with spells and/or powers, you may consider your general caster level from this class as your manifester level for the purposes of qualifying for prestige classes, feats and so on.
Spell Pool: The sphere tactician gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Intelligence modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents: A sphere tactician gains 1 magic talent every time she gains a caster level.
Collective
The maximum size of a sphere tactician’s collective is equal to either her casting ability modifier, or half her level, whichever is greater. Each participant must have and maintain a minimum Intelligence score of 1, rather than a Wisdom score of 1.
This modifies and replaces the normal tactician class feature of the same name, which is otherwise unchanged (but see Spirit of Many, below).
Battlemind
A sphere tactician gains the Enhancement sphere as a bonus magic talent and uses his class level as his caster level with the Enhancement sphere. This stacks normally with caster levels gained from other sources.
This replaces the Lesser Strategies and Coordinated Strike class features.
Spirit of Many
A sphere tactician of 2nd level gains special abilities when using abilities from the Enhancement sphere. He can use these abilities on any member of his collective, even if they are out of the ability's range or would normally be immune to the ability; sphere abilities which normally apply to objects, such as the Enhance Equipment ability, may be applied to equipment carried by any member of the collective. Whenever a sphere tactician uses an ability from the Enhancement sphere targeting only members of his collective, the ability loses the mind-affecting descriptor (if it had it) and is treated as a supernatural ability (bypassing spell resistance and becoming immune to dispel attempts), although it still provokes an attacks of opportunity when used as normal. Abilities used only on members of the collective never allow saving throws - their saving throw entry becomes "None," although if the ability specifies a subsequent saving throw, subjects attempt those saves normally. A sphere tactician also gains the Mass Enhancement talent as a bonus talent.
This modifies and replaces the tactician class ability of the same name.
Improved Share
A sphere tactician learns special techniques when using collective-oriented sphere abilities. Beginning at 5th level, the tactician may maintain two sphere abilities requiring concentration with a single action (typically, with a standard action), provided both are abilities that the sphere tactician could share with their collective. Activating the second ability takes either its normal casting time, or the action required to maintain the already-active ability, whichever is greater, and does not cause the already-active ability to end. Should the sphere tactician wish to activate a third sphere ability that could be maintained in this way, she may choose which of the currently-active abilities ends immediately.
Every six class levels thereafter (11th, 17th), the sphere tactician may maintain an additional qualifying sphere ability in this way.
This modifies and replaces the tactician class feature of the same name.
Echo Effect
The cost to echo sphere abilities for this feature is changed to one spell point or the number of spell points spent by the original caster, whichever is higher.
If your game considers sphere abilities to be transparent with spells and/or powers, you may additionally echo a spell or power by spending a single spell point. However, a sphere tactician may not echo any spell or power of a higher level than half his class level, rounded up.
A sphere tactician may spend additional spell points when echoing an ability in this way; for every spell point spent, the sphere tactician may choose an additional target for the spell, power or sphere ability.
This modifies and replaces the tactician class feature of the same name, which is otherwise unchanged.
Pooled Knowledge
This class feature applies to sphere abilities only, and the sphere tactician must spend either one spell point or the cost of the ability being used, whichever is greater. The feature is otherwise unchanged.
Master Strategist
The insight bonuses granted by this class feature are equal to the sphere tactician’s key ability modifier rather than being locked to Intelligence. The feature remains otherwise unchanged.