Lauriger
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Legends of the Spheres
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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

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

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