Alter-Ego (Vigilante Archetype)
UltimateSpheresofPower.jpg
Ultimate Spheres of Power
$29.99
All vigilantes maintain at least two identities throughout their careers, but there exists a rare few cases where one of the identities is not merely a disguise, it is an entirely different entity. Whether through a fluke of chance or a deliberate pact, these vigilantes have entered into a bond with an extra-planar creature who (usually) shares their alignment and views and aids them in their pursuits, lending them the use of their powers.

Tag Team

At 1st level, the alter-ego does not gain a vigilante identity. Instead, the alter-ego trades places with an extra- planar ally until it is time to resume social activity.

Any time the alter-ego would normally assume his vigilante identity, he instead summons a companion as the Conjuration sphere summon ability, treating his class level as his caster level to determine the companion’s abilities and any Conjuration sphere save DCs. This effective caster level stacks normally with caster levels gained from other sources, except for any provided by these vigilante levels (like through Advanced Magic Training). The companion cannot possess any companion archetype that would reduce its Intelligence below 3 or remove its ability to act independently, nor may its combined archetypes have an increased spell point cost to summon. This change requires a full-round action and the companion remains until it is dismissed as a full-round action, slain, or dispelled. The normal limits on resummoning a companion that has been banished, slain, or otherwise dismissed apply.

The alter-ego and his companion gain a basic awareness of the presence and identity of known allies and enemies at the time of the switch. If the alter-ego possesses the Link talent or the Greater Link feat, they function to connect the alter-ego to his companion despite not being on the same plane.

This companion begins play with a single bonus (form) talent as usual. The alter-ego cannot be targeted by any abilities while his companion is summoned and vice versa; whichever one is not currently active is safely stored on a distant plane. Any ongoing effects on either the alter-ego or his companion continue to affect them for their normal durations after the switch. The Conjuration sphere companion is otherwise treated as the alter-ego’s vigilante identity for the purposes of dual identity and all other class features.

When the alter-ego gains a vigilante talent, it instead applies only to his companion. The alter-ego may select (form) talents in place of vigilante talents for his companion. The companion may not use any social talents, nor may the alter ego use any vigilante talents. The alter-ego may take the Extra Magic Talent feat to apply (form) and (type) talents from the Conjuration sphere to his companion or to gain the Call The Departed or Link talents. If the alter-ego does not possess any spell points, he may choose to take a point of Constitution damage in place of spending a spell point to utilize the Call The Departed talent as part of summoning his companion.

This replaces seamless guise and specialization and alters dual identity and vigilante talents. Archetypes that alter vigilante talents may be combined with the alter-ego; the alter- ego cannot gain a form talent in place of a vigilante talent that has been replaced or modified by another archetype.

They go where?

The nature of the location the alter-ego goes when her companion is summoned is left deliberately vague. Some may be held in stasis in a mystic life-support pod orbiting the world, some may pass the time in an idyllic garden in a fast time plane, and others may be thrust into epic battles between cosmic forces. Ultimately, for the purposes of normal gameplay, the alter-ego ceases to exist while her companion is present, just as there are no concrete rules governing the activities of companions when they are not summoned.


Spheres of Power by Drop Dead Studios
Using Spheres of Power
Classes
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
Bokor Forest Lord Magemage Tempestarii
Waking Sleeper
Spheres
Alteration Blood Conjuration Creation
Dark Death Destruction Divination
Enhancement Fallen Fey Fate Illusion
Life Light Mana Mind
Nature Protection Telekinesis Time
War Warp Weather
Other Spheres
Bear Technomancy
Rules
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Magical Items Mythic Spheres Rituals
Spellcrafting Traits Wild Magic Sphere Bestiary
Equipment
Weapons Armor Equipment Special Materials
Alchemical Items Apparatuses (Metamagic) Charms Compounds
Implements Marvelous Items Scrolls Spell Engines
Fabled Items Talent Crystals
Feats
Admixture Anathema Aristeia Champion
Chance Channeling Combat Companion
Counterspell Drawback Extra General
Item Creation Metamagic Necrosis Protokinesis
Proxy Racial Ritual Squadron
Surreal 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 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 The Wraith ClassU Wild Magic Woodfaring Adventures
Worlds of Power The Youxia's Handbook Bestiary: Fey and Feyfolk

U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book

This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.