Always the bringer of kind words, luminaries neglect their ability to hurt and discourage to instead encourage and embolden. Incredible motivators, leaders, or simply kind-hearted people, the luminary can impart awe-inspiring assurances to their allies when they need them most.
Empathic Sense (Su)
The luminary is better equipped to build people up, rather than break them down. As long as the luminary has influence over a creature and he can perceive them, he is aware of their current emotional state as if he had rolled a Sense Motive check to sense emotion equal to 20 + his envoy level (or 15 + his Sense Motive bonus, whichever is higher).
This replaces the deep discouragement influence use.
Spurring Motivation (Ex)
At 2nd level, the luminary can spend a standard action to spur an allied creature within his dispiriting words range, allowing them to spend a free action that can be taken even outside of their turn to do one of the following:
- Attempt an Escape Artist check that would normally take a standard action or less to make.
- Draw or pick up an object within their reach.
- Stand up from prone.
The ally also gains temporary hit points equal to the luminary’s envoy level + his operative modifier (minimum 1), which lasts for 1 round.
This replaces wordless disparagement.
Assuring Words (Ex)
At 4th level, the luminary can spend a swift action and choose an allied creature within the area of his confident presence. The luminary expends any amount of temporary hit points from his confident presence ability, granting the ally an equal amount of temporary hit points that last for 1 minute.
The luminary can instead choose to use this ability as part of using spurring motivation; if he does, these temporary hit points stack (although the durations are separate.).
Additionally, whenever the luminary uses this ability, he can apply a single assurance from the list below, which lasts for as long as the temporary hit points from this ability persist.
This replaces harsh words, critical words, wavering words, and crushing words.
Confident
The ally reduces the total penalties to their attack rolls, saving throws, skill checks and ability checks by 1, plus 1 per 5 envoy levels he possesses (minimum 1).
Resolute
The ally gains a +2 morale bonus on concentration checks and on saving throws against anything that would prevent them from acting (such as being dazed or paralyzed), or against the staggered condition. This bonus increases by 1 per 5 envoy levels he possesses.
Quick (requires 7th level)
The ally gains a +10-foot enhancement bonus to all movement speeds they possess, +5 feet per 4 envoy levels he possesses beyond 7th.
Determined (requires 7th level)
The ally treats any miss chance or concealment their attacks would be affected by as 20% lower (minimum 0%), and gains a +2 morale bonus to rolls made to confirm critical hits. The ally may roll twice and take the better result with such rolls if they are below half their maximum hit point total. These bonuses increase by 5% and +1 respectively for each 4 envoy levels he possesses beyond 7th level.
Resonating (requires 14th level)
The ally adds +1d10 sonic damage to all weapon damage rolls. This increases by 1d10 if the weapon used is made of metal.
Invigorated (requires 14th level)
The ally gains a +4 morale bonus to all saving throws.
Vitalized (requires 17th level)
The ally becomes immune to death effects, in addition to any effect that requires a Fortitude saving throw (unless the effect is harmless).
Warded (requires 17th level)
The ally gains spell resistance equal to 11 + the luminary’s envoy level. The spell resistance does not apply to spells the ally is willing to be affected by.
Whenever a creature expends any amount of temporary hit points from the luminary’s confident presence, he may change which assurance the ally is benefiting from as an immediate action.
Rousing Inspiration (Su)
At 11th level, the benefits of an assurance last for 1 round after the temporary hit points are removed. Additionally, the luminary can use his assuring words ability on unconscious creatures, and the temporary hit points granted by it can stabilize a dying creature, and make unconscious creatures conscious.
This also functions against creatures who have died within no more than 1 round. If the creature’s new hit point total brings it below its usual threshold of when it would be killed, it returns to life and stabilizes at its new hit point total. Otherwise the creature remains dead. Creatures brought back to life in this manner gain a temporary negative level when the temporary hit points are removed, and die again after the duration (unless they receive enough healing to bring them back over the normal death threshold).
This replaces complex phrase.
Inspiriting Incitement (Su)
At 20th level, the luminary can use his assuring words ability as a standard action and expend all temporary hit points within his confident presence (as long as he has at least half his maximum temporary hit points remaining) to release a surge of hope and vivacity to all allies within 60 feet of the luminary. All affected allies gain an amount of temporary hit points equal to the amount expended when using this ability, which lasts 1 hour, and are brought back to life if they are dead (functioning as raise dead with a time limit of 1 day). The allies also gain a single assurance as normal.
This replaces phenomenal charisma.
Special: If you want to completely detach the luminary from the dispiriting words class feature, you may opt to replace the dispiriting words ability in addition to any [phrase] abilities gained from your forte for a flair of your choice for each ability replaced this way.
Luminary’s Flairs
The luminary gains a number of flairs that are unique to the luminary archetype.
Affirming Analysis (Ex) (requires luminary 5, inquiry forte)
Whenever the luminary discovers a creature’s minor motivation for the first time, his confident presence regains an amount of temporary hit points equal to his 3 + Charisma modifier (minimum 2); if he learns a major motivation, this increases to twice his Charisma modifier or by 3, whichever is higher. An individual creature can only allow the luminary to trigger this ability once per day.
Additionally, whenever the luminary uses spurring motivation, he gains the following option:
- Attempt an Appraise, Perception or Sense Motive check that would normally take a standard action or less to make (this includes abilities that require such a check, such as analyze from the Investigation sphere).
Calming Conversationalist (requires luminary 5, allure forte) [DS:TP]
Whenever the luminary improves a creature's attitude by 2 steps or more, his confident presence regains an amount of temporary hit points equal to 3 + his Charisma modifier (minimum 2). An individual creature can only allow the luminary to trigger this ability once per day.
Additionally, whenever the luminary uses spurring motivation, he gains the following option:
- Attempt a new saving throw against a mind-affecting effect currently affecting them at the same DC (as long as it granted a save); this can only benefit a specific effect once.
Cinematic Grandiosity (Ex) (requires luminary 5, spectacle forte)
The luminary’s highs and lows forte ability also applies whenever a creature rolls a natural 2 or 19. In addition, the amount of temporary hit points gained changes from 3 to his Charisma modifier, if it is higher.
Additionally, whenever the luminary uses spurring motivation, he gains the following option:
- Move half their speed, provoking attacks of opportunity normally.
Flow of Creativity (Ex) (requires luminary 5, creativity forte)
Whenever the luminary perceives a creature engaging with a particular artwork for the first time, his confident presence regains an amount of temporary hit points equal to twice his Charisma modifier (minimum 2). An individual creature can only allow the luminary to trigger this ability once per day.
Additionally, as an assurance, the ally gains a +3 morale bonus to ability checks and skill checks that are associated with a single ability score of the luminary’s choice, increasing by 1 per 5 envoy levels he possesses beyond 5th.
Grand Speech (Ex) (requires luminary 7)
When the luminary uses his assuring words ability, he can choose an additional amount of creatures equal to his Charisma modifier (minimum 1), dividing the expended temporary hit points among the chosen creatures.
Malicious Delight (Ex) (requires luminary 5, discord forte)
Whenever an ally within the luminary’s confident presence succeeds at an opposed skill check against an enemy (and the skill check requires at least a swift action), or inflicts an enemy with an emotion condition, his confident presence regains an amount of temporary hit points equal to 3 + his Charisma modifier (minimum 2).
Additionally, whenever the luminary uses spurring motivation, he gains the following option:
- Attempt a Bluff (as if feinting) or Intimidate (as if demoralizing) check; on a success, the ally gains a +2 bonus to the next Bluff or Intimidate check attempted before the end of their next turn.
Support Group (Ex) (requires luminary 5, connection forte)
Whenever an ally within the luminary’s confident presence succeeds a saving throw against an effect originating from an enemy, the luminary’s confident presence regains an amount of temporary hit points equal to twice his Charisma modifier (minimum 2).
This ability can trigger once per turn (instead of once per round).
Additionally, whenever the luminary uses spurring motivation, he gains the following option:
- Attempt a Heal check to provide first aid or treat wounds to themselves or a creature within their reach.
| 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 | ||||









