Extricator (Cryptic Archetype)
Arcforge%20Players%20Compendium
Arcforge Players Compendium
$29.99

Cryptics are scholars of the universe, skilled at seeing and manipulating the underlying fabrics that make up all things. Extricators are specialists in the art of sundering these patterns, of unmaking reality at the most fundamental level.

Weapon and Armor Proficiencies

Extricators are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial traditionSoM of their choice.

This alters weapon and armor proficiencies.

Trade Tradition

In addition, if this is the character’s first level, the extricator chooses a trade tradition. Their trade rank is adroit. If this is not the character’s first level, they instead choose one trade talent from the Vocation sphere as a bonus talent.

This replaces the cryptics's normal class skills.

Casting

The extricator may combine spheres and talents to create magical effects. The extricator is considered a Mid-Caster. (Note: All casters gain 2 bonus talents and may select a casting traditionUSoP the first time they gain the casting class feature.)

This replaces lesser insights, pattern designs, powers and power points.

Spell Pool

An extricator 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 class level + her casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Blended Training

An extricator gains a combat, magic, or skill talent (some of which are required to be utility talents) using the journeyman talent progression (or the virtuoso talent progression, if the extricator replaces the cryptic insights gained at 2nd, 8th, 14th, and 20th levels). An extricator uses her casting ability modifier as her practitioner modifier.

Flexible Patterns

The DCs and effects of all of the extricator’s class abilities are based on the extricator’s casting ability modifier rather than her Intelligence modifier. Any cryptic ability that would involve a manifester level check instead uses a magic skill check.

Miracle Keeper

At 1st level, the extricator gains Distill Compound as a bonus feat.

This replaces scribe tattoo.

Disrupting Blast (Su)

At 1st level, the extricator gains the Destruction sphere as a bonus sphere and the Energy Focus drawback, choosing her unique blast type group of Pattern that has only the following (blast type) talent within it. This drawback can be bought off as normal. If the extricator already possesses the Destruction sphere, she does not gain the Energy Focus drawback. If she already possesses the Energy Focus drawback, she may select a bonus talent and changes the type of energy with the Energy Focus drawback to (pattern). When using a disrupting blast, the extricator treats her class level as her caster level for the destructive blast. This stacks normally with caster levels gained from other sources.

Disrupting Blast (blast type, pattern)

Choose a creature type (without having to select a subtype). You may change this creature type by spending a spell point as a free action or whenever you gain psionic focus. This destructive blast deals untyped damage only to creatures of this type and ignores any spell resistance that such targets possess. Blasts with this blast type count as the disrupt pattern class feature for the purpose of cryptic insights, feats, and items.

This ability alters disrupt pattern and enhanced disruption.

Unraveling (Su)

Rather than amplifying her own fortitude, an extricator gains the ability to weaken those around her. As a swift action, the extricator can cause any creatures she can perceive within medium range to take one of the following penalties, chosen when this ability is activated. Each target receives the same penalties, and the extricator may change these penalties as a swift action. The extricator can use this ability for a number of rounds per day equal to 4 + her casting ability modifier. The extricator can maintain this ability as a free action as long as she has rounds available, or dismiss it at any time as a free action.

  • Brutalize: Creatures within the area take 1 additional damage from all attacks.
  • Disorient: Creatures within the area take a -1 penalty on attack rolls.
  • Expose: Creatures within the area take a -1 penalty to AC.

Every four cryptic levels thereafter, these penalties increase by 1 (to 2 at 5th level, 3 at 9th level, 4 at 13th level, and 5 at 17th level).

This ability replaces altered defense. Favored class bonuses which improve altered defense improve the penalties dealt by this ability at an identical rate.

Rapid Unravel (Su)

Starting at 4th level, an extricator can use her unraveling ability as a free action by spending a spell point or expending her psionic focus, even when it is not her turn.

This ability replaces rapid defense.

Perpetual Unravel (Su)

At 14th level, an extricator is no longer limited to how many rounds per day she can have the unraveling ability active. The extricator can still change the effect as a swift action.

This ability replaces enduring defense.

Voidheart (Su)

At 20th level, an extricator can select the following supreme insight:

One with the Void: Powers of destruction have subsumed your being, rendering your own pattern indistinguishable from the enigmatic oblivion. You are considered an outsider for the purpose of spells, powers, and other effects, and are immune to energy drain, death effects, and negative energy damage. In addition, you are shielded against divination effects as per the Unplottable advanced Protection sphere talent.


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 Realmwalker
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
Fabled Items Implements Marvelous Items Schematics
Scrolls Spell Engines Spellzones Talent Crystals
Feats
Admixture Anathema Aristeia Champion
Chance Channeling Combat Companion
Counterspell Damnation Drawback Extra
General Item Creation Metamagic Necrosis
Plague Protokinesis Proxy Purring
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 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

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.