A lauriger wears many decorations from many different fields, utilizing the power of these trophies to attain control over magical, martial, and machinating matters alike.
This archetype requires the reliquary keeper archetype (Archetypes of Power 2).
Proficiencies
Laurigers 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 tradition of their choice.
This alters proficiencies.
Trade Tradition
If this is this character’s first level in any class, the lauriger may select a trade tradition of their choice, and have an adroit trade rank.
This replaces the occultist's normal class skills.
Blended Training
A lauriger gains combat, magic, or skill talents (some of which are required to be [utility] talents) using the trained talent progression. A lauriger uses his casting ability modifier as his practitioner modifier and operative modifier.
This replaces magic talents
Champion’s Relics
For any of the lauriger’s relics, they may select combat or skill talents in place of magic talents. In addition, the lauriger may select one of the following alternate options in place of the normal relic progression.
- Arenarius: The lauriger does not gain any talents from the blended training class feature and gains 1 fewer relic at 1st level (he may still gain talents from relics as normal). As a move action, the lauriger may spend 1 point of mental focus stored in a relic to grant himself the benefit of any one combat, magic, or skill talent he does not possess from one of the relic’s associated spheres. This effect lasts for 1 minute. The lauriger must possess that talent’s base sphere and meet any prerequisites (if an advanced talent). Multiple uses of this ability do not stack.
- Hieronica: The lauriger does not gain additional relics beyond the two at 1st level. However, the lauriger counts their caster level of spheres associated with their relics as equal to their lauriger level and their base attack bonus as equal to their lauriger level for the purpose of combat spheres associated with their relics.
- Rudiarius: The lauriger does not gain talents from any of their relics, but gains combat, magic, or skill talents using the virtuoso talent progression rather than the trained talent progression
This alters relics.
Implement Spheres and Schools Expanded
While a GM can create their own mappings, below are some suggestions for some spheres that may work with certain implement schools:
Abjuration: Creation, Guardian, Nature, Navigation, Open Hand, Protection, Shield, Spellhacking
Conjuration: Artifice, Barrage, Barroom, Conjuration, Creation, Life, Nature, Tech, Tinker, Warp
Divination: Divination, Dual Wielding, Equipment, Fate, Investigation, Pilot, Scout, Study, Time, Vocation
Enchantment: Beastmastery, Bluster, Communication, Faction, Leadership, Mind, Scoundrel, War, Warleader
Evocation: Alchemy, Berserker, Dark, Destruction, Light, Mana, Technomancy, Trap
Illusion: Boxing, Dark, Fallen Fey, Fencing, Illusion, Infiltration, Performance, Sniper, Subterfuge
Necromancy: Blood, Body Control, Death, Duelist, Gladiator, Lancer, Life, Survivalism
Transmutation: Alteration, Athletics, Bear, Brute, Enhancement, Herbalism, Telekinesis, Time, Weather, Wrestling
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book
| 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 | ||||









