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In addition to the usual choices of race and class, the Spheres of Might system introduces another important decision a player may make to personalize their character: the selection of a martial tradition.
A martial tradition is a set of proficiencies and beginning sphere talents that represents what, where, and how that character learned the art of martial combat. While no martial tradition presented below would be devastating for any player to possess, a game master is well within his rights to declare that, in any particular game setting, certain traditions are tied to a particular military or culture, and are only available to characters belonging to those groups. Indeed, martial traditions are a great way to customize a campaign setting and allow warriors from different cultures to truly feel unique from each other.
Some classes grant a martial tradition as part of their proficiencies, but characters who do not may choose to trade their starting proficiencies (other than simple weapons, light armor, and bucklers, if applicable) for a martial tradition at 1st level, as long as their normal starting proficiencies include proficiency with all martial weapons or at least one exotic weapon (this does not include clerics whose deity’s favored weapon is an exotic weapon or similar features that modify starting proficiencies based on other character choices). Some classes who do not gain proficiency with all martial weapons but whose class description implies a strong martial background may trade their starting proficiencies for a martial tradition with GM approval.
Once a character has gained a martial tradition, they do not gain additional proficiencies for multiclassing, and characters who have already gained proficiencies from a class cannot benefit from martial traditions gained through multiclassing.
Unless specifically noted otherwise, a character can only gain a single martial tradition, and can only select one as a 1st level character; creatures with racial Hit Dice may gain a martial tradition when they take their first level in a character class, but they lose the benefits of any racial proficiencies they may possess (not including natural weapons).
As always, if a martial tradition grants a sphere or talent which a character also gains through a class feature, they may instead gain a talent of their choice from that sphere. If a martial tradition grants a feat or talent that would normally have prerequisites, the character does not need to meet those prerequisites to benefit from it.
Sections marked “variable” allow the character to select between different talents.
Creating New Martial Traditions
Martial traditions are not simply collections of talents, but are designed to enable character concepts. The martial traditions listed below cover a great many concepts, but there are many more possibilities then are presented below. If a game master (or a player with game master permission) wishes to create a unique martial tradition, they should use the following guidelines.
1. Each martial tradition should include two Equipment talents, typically with at least one discipline, Armor Training, or Shield Training. These determine the weapons, armor, and other equipment a character has available to them (if any).
2. Each martial tradition should include either an appropriate base sphere, or the option to choose between 2 base spheres. The exact appropriateness of any given base sphere depends on the concept.
3. Each tradition should also include one additional thematic talent. This could be a bonus talent in the sphere you gained as part of step 2, an additional base sphere, or perhaps an Equipment talent that is not a discipline but works with the character concept in some way.
4. (Author's Note) It is reasonable for any tradition that grants firearm proficiency to also grant a battered firearm. (Source)
In addition, there are a few things that, unless the game master rules otherwise, should be avoided when creating a new martial tradition.
1: Over-specializing in a single sphere other than Equipment. A martial tradition determines a character’s starting tools and characteristics; not only does over-specializing produce a one-dimensional character that is often boring to play, but it can also produce characters with large weaknesses that are unable to contribute to the game outside of their single specialty.
2: Over-specializing in either offensive or defensive talents. This is similar to issue 1; over-specializing in any one direction produces unbalanced characters with glaring weaknesses that make them difficult to play and often leaves them unable to contribute.
As always, the above guidelines may be broken with GM permission, and even some of the traditions listed below break one or more of these rules. As always, martial traditions are a tool for enhancing the game, and are subservient to that goal.
Martial Traditions
Ace [EO2]
An ace is one with his vehicle, controlling it through stunts that should be entirely impossible.
- Athletics sphere (Driver drawback) selecting either the (fly), (run), or (swim) package, Ace Pilot, Mobile Striker, Reflexive Twist
- Variable: Individuals trained in the Ace tradition gain one Athletics sphere talent of their choice.
All-Thrower [High. HB]
All-throwers are athletic warriors who specialize in sports that involve hurling large and cumbersome objects.
- Equipment: Caber Toss, Rock Toss
- Berserker sphere
- Variable: All-throwers gain either Barroom as a bonus sphere or the Barbaric Throw talent from the Berserker sphere as a bonus talent.
Animal Trainer
Animal trainers fight alongside tamed beasts, wielding the tools used for capturing and training their pets in battle.
Bonus Talents:
- Equipment: Bounty Hunter’s Tools
- Beastmastery sphere (handle animal) package
- Variable: Animal trainers may select two additional talents, each chosen from either the Beastmastery sphere or the Equipment sphere.
Armored Dreadnought
Armored Dreadnoughts specialize in wielding massive shields and titanic suits of armor that would crush lesser men under their enormous weight.
Bonus Talents:
- Equipment: Armor Training, Shield Training
- Variable: Armored dreadnoughts gains two talents of their choice from the Equipment sphere.
Barbarian
Barbarians are tribal warriors who cultivate their rage for use in combat. Skilled at both hunting and warfare, Barbarians are deadly, versatile fighters. Depending on the traditions of their tribe, a barbarian might fight alongside war animals or focus on their rage, breaking their weapons as often as their enemies with their mighty blows.
Bonus Talents:
- Equipment: Tribal training
- Berserker sphere
- Scout sphere
- Variable: Barbarians gain either the Barroom sphere or the Beastmastery sphere.
Bolt Juggler
Bolt jugglers are a sight to behold, awe-inspiring on the training ground and dread-inspiring on the battleground. While some use their crossbows to compliment a melee weapon, others wield two crossbows at once in a dizzying display of coordination.
Bonus Talents:
- Equipment: Mechanical Training
- Dual Wielding sphere
- Variable: Bolt jugglers gain either Expert Reloading or Mechanical Savant from the Equipment sphere.
- Variable: Bolt jugglers gain either Impossible Reload or Mixed Assault from the Dual Wielding sphere.
Buccaneer [Conq. HB]
Most often found as hired company of pirates, buccaneers are fond of flashy and sometimes acrobatic combat, making themselves formidable foes in close quarters and at range.
Bonus Talents:
- Equipment: Duelist Training, Firearm Proficiency
- Dual Wielding sphere
- Variable: Buccaneers gain either the Athletics sphere, Fencing sphere, or a Dual Wielding talent of their choice.
Bushido Warrior
Training in the bushido way includes learning how to wear the ceremonial armor of your station, as well as wield weapons like the katana and longbow. Some bushido warriors also train in horsemanship, while others perfect the art of single combat.
Bonus Talents:
- Equipment: Armor Training, Bushido Training
- Duelist sphere
- Variable: Followers of the bushido way gain either the Beastmastery base sphere (Ride package), or Draw Cut from the Duelist sphere.
Canny Hunter
Canny hunters are skilled marksmen and trackers, capable of spotting a creature’s weaknesses and felling them with a single well placed shot.
Bonus Talents:
- Equipment: Huntsman Training
- Scout sphere
- Sniper sphere
- Variable: Canny hunters gain one additional talent of their choice from either the Equipment sphere or Scout sphere.
Challenging Knight [3PP]
Unlike other knights, challenging knights are far more focused on their own personal glory, keeping combat and every other possible situation focused on themselves.
Bonus Talents:
- Equipment: Armor Training, Knightly Training
- Gladiator sphere
- Variable: Individuals trained in the challenging knight gain either the Guardian sphere or a Gladiator talent of their choice.
Chemist
Chemists who go adventuring often find the bottle makes as good of a weapon as what might be inside it.
Bonus Talents:
- Equipment: Fast Draw
- Alchemy sphere (formulae package)
- Barroom sphere
- Variable: Chemists gain one additional talent of their choice from either the Barroom sphere or Alchemy sphere.
Combat Gunner
Guns aren’t the most friendly of weapons, making the efforts of combat gunners all the more impressive. Willing to duck and weave into melee combat as well as fire from a distance, these masters of close and long range combat lack any fear.
Bonus Talents:
- Equipment: Firearm Proficiency, Gun Kata
- Open Hand sphere
- Variable: Combat gunners gain either Barrage sphere or Sniper sphere.
Commando
Specialists that lead small groups in stealthy raids and sabotage.
Bonus Talents
- Equipment: Rogue Weapon Training
- Leadership sphere (cohort) package
- Scout sphere
- Variable: Commandos gain a bonus talent from either the Equipment or Scout spheres.
Courtesan
Courtesans are students of courtly manners and artistic pursuits, and are often experts at painting, dancing, music, and engaging conversation. In a world of magic and court intrigue, courtesans are often also trained as bodyguards and assassins.
Bonus Talents:
- Equipment: Dancer Training, Unarmored Training
- Fencing sphere
- Variable: Courtesans gain either the Dual Wielding sphere or a talent from the Fencing sphere.
Cunning Leader
The battlefield is an ever shifting place, causing chaos and anarchy to reign supreme. Only a cunning leader is able to properly navigate the terrain, commanding their troops while controlling the flow of combat in a way unique to them.
Bonus Talents:
- Equipment: One (discipline) talent of their choice
- Fencing sphere, Expert Feint
- Warleader sphere
Crushing Juggernaut
Crushing juggernauts specialize in using their bulk and the mass of their heavy armor to grind their opponents into dust.
Bonus Talents:
- Equipment: Armor Training
- Brute sphere
- Variable: Crushing juggernauts gain a bonus talent of their choice from both the Brute sphere and the Equipment sphere.
Daring Scholar
While many adventurers train with weapons and armor to protect them from the dangers of their chosen lifestyle, others trust in their wits and ingenuity to keep them safe. Daring scholars use a combination of explosive chemical compounds and careful observation to overcome any challenge, considering a spyglass and an alchemist’s lab to be a preferable burden to a knight’s heavy plate.
Bonus Talents:
- Equipment: Staff Mastery
- Alchemy sphere
- Scout sphere
- Variable: Daring scholars gain a talent from either the Alchemy or Scout sphere.
Decisive Fist
Disciples of the decisive fist prefer to end fights with one powerful punch. These inspired combatants coil up like a spring, choosing the perfect moment to disrupt their foes with a brutal blow.
Bonus Talents:
- Equipment: Critical Genius
- Boxing sphere
- Open Hand sphere
- Variable: Decisive fists gain either Finesse Fighting, Unarmed Training, or Unarmored Training from the Equipment sphere.
Dedicated Duelist
Dedicated duelists are individuals devoted to the art of the duel. Whether they simply revel in the art of single combat, or if they believe that they can prevent larger battles by risking their life alone, these deadly men and women are focused and skilled in the tools of their chosen trade.
Bonus Talents:
- Equipment: Duelist Training, Finesse Fighting
- Variable: Dedicated duelists gain either the Duelist sphere or Fencing sphere
- Variable: Dedicated duelists gain either Gauntlet Shield or Unarmored Training from the Equipment sphere.
Dedicated Lancer [3PP]
Completely focused on their aims of goring opponents, dedicated lancers are masters of the spear, focusing on impaling foes and leaving them on the end of their weapon.
Bonus Talents:
- Equipment: Pikeman Training, Spear Dancer
- Lancer sphere
- Variable: Individuals trained as Dedicated Lancers gain either the Guardian sphere or a Lancer talent of their choice.
Drunken Brawler
Only a “tradition” in the vaguest sense of the word, drunken brawlers tend to learn their arts at the hands of other drunken brawlers, usually through an alcohol induced fog while their “teacher” attempts to put them through a bar. Or a wall. Or a ceiling. Occasionally a door.
Bonus Talents:
- Equipment: Unarmed Training
- Barroom sphere
- Wrestling sphere
- Variable: Drunken brawlers gain a talent of their choice from either the Barroom or Wrestling sphere.
Dual Blade Beast [3PP]
Not settling for an ordinary weapon, dual blade beasts focus on a more exotic weapon, using its modular nature in unique and interesting ways.
Bonus Talents:
- Equipment: Bushido Training or Duelist Training, Dual Blade Savant
- Dual Wielding sphere
- Variable: Individuals trained in the Dual Blade Beast gain either the Duelist sphere or a Dual Wielding talent of their choice.
Elven Duelist
Agile warriors trained in the traditional elven forms of personal combat.
Bonus Talents
- Equipment: Elvish Heritage, Finesse Fighting x2
- Variable: Elven Duelists gain either the Duelist sphere or the Fencing Sphere.
Fearless Thrower
From small blades to large spears, fearless throwers are adept at launching any such items into the air. Able to push the limits of thrown weapons far beyond what others can, they fill the air with a hail of knives, hammers, and spears.
Bonus Talents:
- Equipment: Huntsman Training, Throwing Mastery
- Variable: Fearless throwers either gain Crushing Thrower or Thrower’s Reflexes from the Equipment sphere.
- Variable: Fearless throwers gain either the Barrage sphere or the Berserker sphere.
Expedition Spotter [Conq. HB]
Expedition spotters are often hired onto exploratory expeditions into regions famous for their tombs and long-abandoned structures. Sharp-eyed and observant, they make for decent adventurers into areas with lots of traps and fighting in tight spaces.
Bonus Talents
- Equipment: Rogue Weapon Training
- Trap sphere (Dismantler drawback)
- Variable: Expedition spotters gain either the Duelist or Fencing sphere.
- Variable: Expedition spotters gain either the Scout sphere or Expert Eye from the Trap sphere.
Field Medic [IHB2]
While not as often to get the glory of the kill as the soldier, the field medic is as or even more important to the health and safety of his comrades.
Bonus Talents:
- Equipment: Fast Draw
- Alchemy sphere ((formulae) package): Salve
- Scout sphere
- Variable: The Field Medic gains one additional talent of their choice from either the Alchemy sphere or Scout sphere.
- Drawbacks: Alternative-Brew
- Special: The Field Medic uses the Heal skill as the skill used for Alternative-Brew.
Free Runner
Free runners treat the world as their gymnasium, practicing wild acrobatics, running on and leaping from surfaces most wouldn’t consider even climbing.
Bonus Talents:
- Equipment: none
- Athletics sphere (run) package, Expanded Training (leap) and one other package, Wall Stunt
- Variable: Free runners gain a talent of their choice from the Athletics sphere.
Gearhead [Inv. HB]
Gearheads primarily utilize gadgets, guns, and other technological equipment in combat.
Bonus Talents:
- Equipment: Techmaniac, Toolkit Training
- Tech sphere
- Variable: Gearheads gain either Tech Savvy from the Tech sphere, or the Trap sphere as a bonus talent.
Giant
Creatures who are larger than their peers often learn to fight in fashions leveraging their enormous size, shoving their enemies around the battlefield and hurling objects far too large for their enemies to handle.
Bonus Talents:
- Equipment: Rock Toss
- Brute sphere
- Variable: Giants gain a talent of their choice from both the Brute sphere and the Equipment sphere.
Gladiator
Trained in the tradition of pure physical prowess, gladiators are known for their ability to overpower lesser combatants, imposing their will upon lesser warriors. There are many different varieties of gladiator, but all of them specialize in putting on shows worthy of an emperor.
Bonus Talents:
- Equipment: Gladiator Training
- Gladiator sphere
- Variable: Gladiators gain either Armor Training, Shield Training, or Gladiator Training a second time from the Equipment sphere.
- Variable: Gladiators gain a talent of their choice from the Gladiator sphere.
Guild Training
While many combatants learn their arts in courtyards, dojos, or monasteries, those who learn through criminal guilds tend to have many masters, none more cruel and informative than experience. Whether their skills are assembled through observing more experienced thieves and thugs, or beaten into them by uncaring assassins who care more for their guild’s reputation than the well-being of its members, the guild trained who survive their training are invariably deadly, fast, and cunning.
Bonus Talents:
- Equipment: Finesse Fighting, Rogue Weapon Training
- Alchemy sphere (poison) package
- Variable: Individuals trained in the Guild Training tradition gain either the Fencing sphere or the Duelist sphere.
Hacker [IHB2]
The hacker fulfills a very underhanded, but vital role in controlling their enemies' technology.
Bonus Talents:
- Equipment: Techmaniac, Toolkit Training
- Tech sphere: Remote Control
- Bonus Feat: Remote Hacking
- Variable: Hackers gain a talent from the Tech sphere, or the Trap sphere as a bonus talent.
- Drawbacks: Unsecured
Heavy Armsman
A heavy armsman specializes in using hammers, axes, and other large weapons to bring down even larger foes.
Bonus Talents:
- Equipment: Dwarven Heritage, Armor Training
- Berserker sphere
- Variable: Individuals trained in the Heavy Armsman tradition gain one Equipment or Berserker talent of their choice.
Highlander [High. HB]
Highlanders are the inhabitants or soldiers who fight for or on behalf of the highlands, a cold, wet, and mountainous terrain. Well adapted to the climate, they make for decent adventurers, being trained in a variety of weapons, which they often dual wield.
- Equipment: Gallowglass Training
- Duelist sphere
- Variable: Dual Wielding or Scout sphere, and one additional talent from the chosen sphere.
Imperialist [High. HB]
Imperialists are the soldiers who fight for or on behalf of the empire. Well trained, and equipped for the part, they make for decent adventurers, being trained in the tools of war.
- Equipment: Firearm Proficiency, Knightly Training
- Duelist sphere
- Variable: Beastmastery (ride) package or Warleader sphere.
Iron Breaker Style [EO2]
Eschewing weapons and armor as impediments on the path to self-perfection, students of the iron breaker style learn techniques to harden their bodies into living weapons.
- Open Hand sphere
- Berserker sphere, Greater Sunder
- Variable: Individuals trained in the Iron Breaker Style tradition gain either the Unarmored Training talent from the Equipment sphere or a talent from either the Berserker or Open Hand sphere as a bonus talent.
Janjaweed [SB:DE]
A man with a horse and a gun; those who possess this martial tradition generally focus in either mounted combat or with gunmanship.
- Beastmastery sphere (ride) package
- Equipment sphere (Firearm Proficiency)
- Variable: Janjaweed gain either the Barrage and Sniper spheres, or two talents of their choice from the Beastmastery sphere.
Knightly Arts
Training in the knightly arts includes learning how to wear and maneuver in chainmail, full plate, and other armor designed for warriors who fight in the vanguard, as well as learning how to wield weapons suitable for such combat. In addition, most knights are trained in horsemanship and the art of leadership.
Bonus Talents:
- Equipment: Armor Training, Knightly Training, Shield Training
- Variable: Individuals trained in the Knightly Arts tradition gain either the Beastmastery sphere (ride) package, the Warleader sphere, or the Shield sphere as a bonus sphere.
Liturgist [CoP]
Liturgist are usually ceremonial or religious servants trained in performing rites and maintaining the morale of the citizenry through public speaking and worship.
Bonus Talents
- Equipment: Custom Training (one of the selected weapons must be a favored weapon of your deity or philosophy)
- Leadership Sphere ((follower) package)
- Variable: Liturgists gain either the Base Of Operations talent from the Leadership sphere, or one additional talent of their choice from the Equipment sphere.
- Bonus Feat: Basic Magical Training (selecting either the Death, Fate, or Life sphere)
Mechanic
A mechanic is an engineer or craftsman adept at the working of machines and other complex systems. While not all engineers will go adventuring, those who do find their knowledge can be remarkably valuable to their allies.
Bonus Talents:
- Equipment: Expert Reloading
- Trap sphere
- Variable: Mechanics gain either Firearm Proficiency or Mechanical Training from the Equipment sphere.
- Variable: Mechanics gain either the Barrage sphere or the Sniper sphere.
Militia
Militias often rise in communities without the benefit of a formal military, where peasants of all stripes might one day have to take up arms in defense of their homes. While few militiamen have the benefits of formal war training, many are skilled at hunting, tracking, and handling animals, which can be quite handy in times of war.
Bonus Talents:
- Equipment: Peasant Training
- Beastmastery sphere (handle animal) package
- Scout sphere
- Variable: Individuals with militia training gain an Equipment talent of their choice.
Mixed Duelist [3PP]
A popular tradition among reapers, mixed duelists use elegant melee weapons and pistols simultaneously to threaten their foes regardless of positioning.
Bonus Talents:
- Equipment: Duelist Training
- Dual Wielding sphere, Impossible Reload, Mixed Assault
Monastic Path
Those who would seek enlightenment through contemplation hone their bodies and minds alike. Followers of the monastic path train with a wide variety of challenging weapons, learning truths in every new combat technique and finding greater mysteries as they stretch their boundaries.
Bonus Talents:
- Equipment: Monk Weapon Training, Staff Mastery
- Open Hand sphere
- Variable: Individuals trained in the Monastic Path tradition gain either the Athletics sphere or the Dual Wielding sphere.
Ninjutsu
Shadowy warriors learn underhanded combat styles, using everything at their disposal to level the playing field against superior forces. Those trained in ninjutsu combine grace with subterfuge, confident in the knowledge that disrupting their opponents shall defeat them even before blood is shed.
Bonus Talents:
- Equipment: Finesse Fighting, Monk Weapon Training
- Scoundrel sphere
- Variable: Individuals trained in the Ninjutsu tradition gain either the Scout sphere or the Trap sphere.
Noble
Born to privilege and gifted with the time to pursue the art of personal combat.
Bonus Talents
- Equipment: Duelist Training, Finesse Fighting
- Leadership sphere (follower) package
- Variable: Nobles gain a bonus talent from either the Duelist or Leadership spheres.
Phalanx Soldier
The phalanx is a group of soldiers who combine spears and shields to create an impenetrable wall of death. Even when not flanked by their brothers-in-arms, a phalanx soldier is still a deadly force on any battlefield.
Bonus Talents:
- Equipment: Shield Training, Spear Dancer
- Shield sphere
- Variable: Phalanx soldiers gain either Finesse Fighting from the Equipment sphere or a talent of their choice from the Shield sphere.
Pikeman
Pikemen are soldiers who specialize in using polearms to take down enemy cavalry and to keep enemies at a safe distance.
Bonus Talents:
- Equipment: Pikeman Training, Polearm Mastery
- Lancer sphere
- Variable: Pikemen gain either the Guardian sphere or a talent of their choice from the Lancer sphere.
Pit Fighter
Like the gladiator or professional wrestler, the pit fighter puts on shows for money. However, unlike those other prize fighters, in the pits there are few grand traditions and even fewer rules; whoever’s alive at the end of the match is the winner.
Bonus Talents:
- Equipment: Unarmed Training
- Boxing sphere
- Gladiator sphere
- Variable: Pit fighters gain one talent of their choice from either the Boxing sphere or the Gladiator sphere.
Pirate
Pirates learn to fight on the decks of ships, where one must be both fast and light in order to avoid being shot or drowned.
Bonus Talents:
- Equipment: Pirate Training, Unarmored Training
- Fencing sphere
- Variable: Pirates gain either the Duelist sphere or the Athletics sphere.
Professional Wrestler
Professional wrestlers are equal parts showman and combatant. Whether using pain-wracking joint locks or high-flying aerial maneuvers, these skilled individuals revel in their own physical might, relishing the applause that follows a particularly daring stunt.
Bonus Talents:
- Equipment: Unarmored Training
- Gladiator sphere
- Wrestling sphere
- Variable: Professional wrestlers gain one talent of their choice from either the Wrestling sphere or the Gladiator sphere.
Pursuer [SB:UatIF]
Bounty hunters, trackers, and ruthless assassins alike, a pursuer is a malicious and cruel combatant, harrying their foes with bleeding cuts and carefully placed strikes.
Bonus Talents:
- Duelist Sphere
- Scout Sphere
- Variable: A pursuer gains one (discipline) talent of their choice from the Equipment sphere.
- Variable: A pursuer gains a talent of their choice from the Duelist or Scout sphere.
Retiarius [3PP]
This specialized gladiator style typically combines net in order to disable foes before dispatching them with a single stab. While it was born in the arena, the tradition proves effective on the battlefield.
Bonus Talents:
- Equipment: Gladiator Training, Net Master
- Gladiator sphere
- Variable: Individuals trained in the Retiarius tradition gain either the Duelist sphere or the Lancer sphere.
Rogue Gunner [3PP]
Aware of the dangers of living on the streets, rogue gunners travel quick, fire fast, and leave anyone who would challenge them in a pool of blood.
Bonus Talents:
- Equipment: Firearm Proficiency, Expert Reloading
- Scoundrel sphere
- Variable: Individuals trained in the Rogue Gunner gain either the Athletics sphere or a Scoundrel talent of their choice.
Ruin Delver
Ruin delving requires quick wits and even quicker reflexes. With a backpack full of gear and a half-baked plan, ruin delvers live by the seat of their pants as they explore the leavings of past civilizations looking for what knowledge and artifacts they can recover.
Bonus Talents:
- Equipment: Toolkit Training
- Athletics sphere (Climb) package, Rope Swing
- Variable: Ruin delvers gain a talent of their choice from the Equipment sphere.
Sergeant
Trained in leading a group of men into battle, sergeants are adept at commanding their men to act as a unit.
Bonus Talents
- Leadership sphere (squad leader drawback), (cohort) package, Squad
- Warleader sphere
- Variable: Sergeants gain two talents from the Equipment sphere.
Shield Master
Shield masters are expert defenders, relying on their shields to defend both themselves and their allies. While some shield masters couple their shields with traditional weapons, others focus so exclusively on their shields that they become as much a weapon as a tool of defense, instead relying on brute force to knock their enemies around the battlefield and keep their allies out of danger.
Bonus Talents:
- Equipment: Shield Training
- Shield sphere
- Variable: Shield masters gain either the Brute sphere or a talent of their choice from the Equipment sphere.
- Variable: Shield masters gain a talent of their choice from the Shield sphere.
Staff Master
Whether they are magicians using magic staves as bludgeons or spearmen of exquisite skill, for some all that’s needed is speed and a stick to overcome most foes.
Bonus Talents:
- Equipment: Finesse Fighting, Spear Dancer, Staff Mastery, Unarmored Training
Steppe Rider
Training on the harsh steppes breeds talented warriors. Whether fierce raiders or guarded nomads, steppe riders are trained in horseback archery, relying on precision and mobility in place of bulky armor or heavy melee weapons.
Bonus Talents:
- Equipment: Outrider Training, Shortbow Mastery
- Beastmastery sphere (ride) package
- Variable: Steppe riders gain either the Barrage sphere or the Sniper sphere.
Stone Thrower
Masters of the humble sling learn that versatility is key to survival, and a skilled stone thrower quickly learns to use their slings in almost any situation, making them deadly at any range.
Bonus Talents:
- Equipment: Halfling Heritage, Sling Combatant
- Barrage sphere
- Variable: Stone throwers gain a talent of their choice from the Barrage sphere.
Street Fighter
Street fighters learn combat in fights with no rules; where fakeouts and a handful of sand are all that stand between winning and losing.
Bonus Talents:
- Equipment: Unarmed Training
- Brute sphere
- Scoundrel sphere
- Variable: Street fighters gain a talent of their choice from either the Brute sphere or the Scoundrel sphere.
Tattooed Warrior
Tattooed warriors turn their bodies into weapons through the use of magic symbols engraved onto their very flesh.
Bonus Talents:
- Equipment: Unarmed Training, Unarmored Training
- Bonus Feats: Dragon’s Tattoos, Zodiac Tattoos
- Special: Tattooed warriors gain 1 bonus skill point that must be spent on Craft (tattoos) each time they gain a level in any class.
Thief
Thieves avoid fair fights whenever possible. Their favorite tactic is to take their opponents unaware, but barring that, a dirty trick or a well-placed feint will let them end the fight quickly.
Bonus Talents:
- Equipment: Rogue Weapon Training
- Scoundrel sphere
- Fencing sphere
- Variable: Thieves gain either an Equipment talent of their choice, or a talent from the Scoundrel or Fencing spheres.
Tempest Dancer
Wielding double-bladed weapons that others find impossible to master, tempest dancers are known for their ability to carve through through enemy ranks, their fluid movements beguiling even the most observant opponents.
Bonus Talents:
- Equipment: Double Weapon Training
- Dual Wielding sphere
- Variable: Tempest dancers gain either the Armor Training, Unarmored Training, or Finesse Fighting from the Equipment sphere.
- Variable: Tempest Dancers gain a talent of their choice from the Dual Wielding sphere
Wandering Martial Artist [Youxia HB]
Wandering martial artists, also known as youxia, are passionate warriors living on the fringes of society. They exhibit masterful control over their bodies, using diverse combat styles to defeat their foes and leave their mark on the world.
Bonus Talents
- Equipment: Force Redirection Technique, Unarmored Training
- Variable: Wandering martial artists gain either one (discipline) talent of their choice or the Improved Unarmed Strike feat as a bonus feat.
- Variable: Wandering martial artists gain either the Athletics sphere or the Gladiator sphere.
Warden
The path of the warden is one of a stalwart protector, often employed as bodyguards or garrisoned soldiers. These warriors know that defense is the best offense, especially when you have friends to outflank your foes.
Bonus Talents:
- Equipment: Armor Training, Shield Training
- Guardian sphere
- Shield sphere
Weapon Master
Most warriors learn the art of combat in pursuit of a goal, such as serving in the army or to protect themselves while traveling. For the weapon master, mastery of combat is its own reward, and many will seek out exotic weapons and obscure disciplines simply for the joy of having learned them.
Bonus Talents:
- Equipment: Weapon masters gain two discipline talents of their choice as bonus talents.
- Dual Wielding sphere
- Variable: Weapon masters gain a talent of their choice from the Dual Wielding sphere.
Sphere-Specific Drawbacks
Sphere-specific drawbacks must be chosen when a practitioner first gains the associated sphere, and grant the practitioner an extra combat talent in the prerequisite sphere. Drawbacks may be removed in place of gaining a new talent through your class progression or by taking the Extra Combat Talent feat.
Wiki Note: If a Base Sphere grants an additional talent (such as via a package selection or drawback) the additional talents do not count as talents spent for abilities that count the number of talents spent in a sphere. (This most often applies to gaining skill points or improving unarmed damage.)
Utility Starts
The [utility start] tag is described in Spheres of Guile. It is only possible to take advantage of a combat sphere as a [utility] talent if your game includes a way to gain combat talents restricted to those with the [utility] tag, such as using one of the variants in Chapter 1.
Piecemeal Utility Starts: If you have a progression or optional replacement that grants a [utility] combat talent or a [utility] magic talent, you can use it to gain a base sphere if you apply a drawback or combination of drawbacks that removes all of that base sphere’s benefits other than skill ranks and [utility] talents (and actions necessary to use such talents).
Alchemy
Alternative-Brew [IHB2]
Whenever this sphere uses or grants ranks in Craft (alchemy) or calls for a Craft (alchemy) check, you instead gain ranks in a Craft or Profession or attempt a Craft or Profession check. The particular skill used is determined by the GM when you first gain this drawback. You use your ranks in the chosen skill instead of Craft (alchemy) when determining saving throws and Alchemy sphere effects. It is also substituted for all checks made to craft the items in question. This drawback does not grant a bonus talent; removing this drawback does not require spending a talent, but requires GM permission. You use ranks in the chosen skill in place of Craft (alchemy) for prerequisites for feats and talents that require the Alchemy sphere.
Chemical Dragon (Requires Formulae Package) [Apoc]
Source: Spheres Apocrypha: Alchemical Formulae
You gain the Shaped Chemistry talent as the bonus talent with this drawback. All your formulae must be created either as a line or a cone using the Shaped Chemistry talent. Once selected, this choice cannot be changed.
Expensive Chemicals [IHB2]
The materials gathered over the day and the alchemy kit are not enough to produce your formulae and poisons. Each poison or formulae you make requires a cost of 1 silver piece per rank in Craft (alchemy) used to produce it. They still go inert as normal and count towards the maximum you may maintain at once.
Hippocratic Oath (Requires Poison Package)
Your poisons can only be used in conjunction with (toxin) talents that grant beneficial effects, and you must choose the Anesthetic Dosage talent with the bonus talent granted by this drawback.
Mana Chemistry [IHB2]
Your formulae and poisons use magical elements as part of their designs. This makes the effects your formulae and poisons create magical in nature and subject to spell resistance. In addition their effects may be dispelled by dispel magic (and other such similar effects) and your formulae and poisons are treated as magic items for the purposes of dispelling effects.
Narrow Toxicology (requires (poison) package) [Apoc]
Source: Spheres Apocrypha: Alchemical Poisons
Choose one of contact, ingested, inhaled, or injury. You can only make poisons of the chosen type. You must choose a (toxin) talent as the bonus talent granted by this drawback.
Venomous Dragon (requires (poison) package) [Apoc]
Source: Spheres Apocrypha: Alchemical Poisons
Whenever you try to make toxic gases, you never quite get it right. Maybe the poison’s too light, and it spreads too thin to be of any harm, or maybe it is too heavy and it falls too low to harm anyone. Luckily, you have learned a special technique to get as much poison as you want, wherever you want. You must choose the Noxious Breath talent with the bonus talent granted by this drawback. You cannot throw inhaled poisons as a splash weapon, but can still use the Noxious Breath talent when you would normally be able to.
Weaponized Formulae (Requires Formulae Package) [Apoc]
Source: Spheres Apocrypha: Alchemical Formulae
You gain the Chemical Coating talent as the bonus talent with this drawback. You can only use formulae as part of the Chemical Coating talent. You may only select formulae talents that can be used with the Chemical Coating talent.
Athletics
Always Forward [SA:MD]
You do not gain the coordinated movement ability. You gain Strong Lungs with this drawback.
Driver [EO2]
You do not gain skill ranks or any other bonuses from your Athletics sphere packages, though you still count as possessing them for the purpose of selecting and using the talents of the packages you possess. You gain the Ace Pilot talent as the bonus talent for this drawback.
Limited Athleticism
You do not gain a package. You gain Close Quarters Training with this drawback. You cannot gain packages via talents, and (motion) talents can only be used with 1 movement mode you possess, chosen when the talent is gained.
Risky Escape [SA:MD2]
You do not gain the coordinated movement ability. You gain Reflexive Twist with this drawback.
Incompatible: Always Forward.
Trainer (Utility Start) [LotS]
You do not gain the coordinated movement ability. You gain Fitness Instructor as a bonus talent.
Untrained Athlete [SA:MD2]
You do not gain skill ranks from your Athletics sphere packages. You gain Mighty Conditioning with this drawback.
Incompatible: Driver, Limited Athleticism.
Barrage
Cautious Fire [SA:MD]
You do not gain the barrage ability and cannot select (blitz) talents or other talents that rely on barrage. You gain Close Combat Specialist with this drawback.
Defensive Shot [SA:MD2]
You do not gain the barrage ability and cannot select (blitz) talents or other talents that rely on barrage. You gain Intercepting Shot with this drawback.
Incompatible: Cautious Fire.
Distant Looter [SA:MD]
You do not gain the melee archer ability. You do not treat Point Blank Shot as an associated feat, and cannot select this drawback if you gained the Barrage sphere instead of gaining Point Blank Shot. You gain Battlefield Scavenger with this drawback.
Incompatible: Wild Shooter.
Wild Shooter
You do not gain melee archer, and instead suffer a -1 penalty to all ranged attack rolls. You gain Suppressing Fire with this drawback.
Barroom
Alcoholic
You do not gain the brutal breaker ability. You cannot possess both this and the Teetotaler drawback. You gain Double Chug with this drawback.
Bar Regular (Utility Start) [LotS]
You do not gain the brutal breaker ability. You gain one of Boozehound, Charming Drunk, or Drunken Insight as a bonus talent.
Broken Arms [SA:MD]
You do not gain the hard drinker ability, and cannot gain the drunk status or select (drunk) talents. You gain Perfect Break with this drawback.
Incompatible: Alcoholic, Gourmand, Perpetual Drunk, Teetotaller.
Gourmand [High. HB]
You do not gain the brutal breaker ability. You cannot possess this drawback if you have already traded away your brutal breaker or hard drinker abilities with other sphere-specific drawbacks. You gain Postprandial Maudlin with this drawback.
Guarded Brawler [SA:MD2]
You do not gain the hard drinker ability, and cannot gain the drunk status or select (drunk) talents. You gain Improvised Shield with this drawback.
Incompatible: Alcoholic, Broken Arms, Gourmand, Perpetual Drunk, Teetotaller.
Junkie [3PP]
Source: Arcforge Campaign Setting: Gleam of Eternity
You do not gain the drunk status from conventional alcoholic drinks but only from a specific drug of your choice (or other drugs at GM discretion). You gain Chasing the Dragon as a talent from this drawback.
Perpetual Drunk [SA:MD]
You do not gain the brutal breaker ability. You gain High On Fumes with this drawback.
Incompatible: Alcoholic, Broken Arms, Gourmand, Teetotaller.
Teetotaler
You do not gain the hard drinker ability, and cannot gain the drunk status nor select (drunk) talents. You cannot possess both this and the Alcoholic drawback. You gain Barroom Expert with this drawback.
Beastmastery
Aggressive Rider [SA:MD2]
You do not gain the defensive rider ability. You gain Wild Rider with this drawback.
Incompatible: Offensive Rider, Selfish Rider.
Beast Empath (requires handle animal package) [SA:MD2]
You do not gain the tame ability. You gain Animal Empathy with this drawback.
Companionship [Warden]
You do not get to select a Beastmastery package. You gain either the Animal Companion or Pet talent with this drawback.
Monster Tamer (Requires Handle Animal Package)
You may not use your trainer ability on creatures of the animal type. Choose one creature type other than the animal type. If a (beastmastery) talent specifies a creature of the animal type, it instead applies to your chosen type. You must take Broad Skills with the bonus talent from this drawback, though you may not affect creatures of a type other than your chosen type unless this drawback is bought off.
Offensive Rider (Requires Ride Package)
You do not gain the defensive rider ability. You gain Skirmish Rider with this drawback.
Selfish Rider (requires (ride) package) [SA:MD]
You do not gain the defensive rider ability. You gain Meat Shield with this drawback.
Incompatible: Offensive Rider.
Berserker
Adrenaline Junkie [Conq. HB]
You do not gain the brutal strike ability. You must take an (adrenaline) talent with this drawback.
Incompatible: Unbattered, Weakling.
Fatal Strike [SA:MD]
You do not gain the brutal strike ability and cannot select (exertion) talents or other talents that rely on brutal strike. You gain Decapitate with this drawback.
Incompatible: Adrenaline Junkie, Unbattered, Weakling.
Ruinous Rage [SA:MD2]
You do not gain the brutal strike ability and cannot select (exertion) talents or other talents that rely on brutal strike. You gain Greater Sunder with this drawback.
Incompatible: Adrenaline Junkie, Fatal Strike, Unbattered, Weakling.
Savage Offense [SA:MD2]
You do not gain the berserking ability and cannot select (adrenaline) talents or other talents that rely on berserk. You gain Savage with this drawback.
Incompatible: Adrenaline Junkie, Undying.
Unbattered
Your brutal strikes do not inflict the battered conditions on foes. You gain Sanguine Invigoration with this drawback.
Undying [SA:MD]
You do not gain the berserking ability and cannot select (adrenaline) talents or other talents that rely on berserking. You gain Deathless with this drawback.
Incompatible: Adrenaline Junkie.
Weakling
You cannot expend focus to increase the damage of your brutal strikes. You gain Extended Exertion with this drawback.
Boxing
Defensive Pugilist
You do not gain the counter punch ability from the Boxing sphere and cannot select (counter) talents. You must take Tight Guard with the bonus talent gained from this drawback.
Observant Fighter [SA:MD2]
You do not gain the counter punch ability and cannot select (counter) talents or other talents that rely on counter punch. You gain Read The Rhythm with this drawback.
Incompatible: Defensive Pugilist, Wily Dodger.
Retaliator [Conq. HB]
You do not gain Improved Unarmed Strike from this sphere, nor do boxing talents count as unarmed sphere talents for the purpose of improving your unarmed strike dice damage. You cannot take this drawback if you gained the Boxing sphere through associated feat with Improved Unarmed Strike. You must take either Heavy Counter or Hair Trigger as your bonus talent with this drawback.
Incompatible: Defensive Pugilist.
Shadowboxer [SA:MD]
You do not gain the counter punch ability and cannot select (counter) talents or other talents that rely on counter punch. You gain Shadowboxing with this talent.
Incompatible: Defensive Pugilist.
Wily Dodger [SA:MD2]
You do not gain the counter punch ability and cannot select (counter) talents or other talents that rely on counter punch. You gain Headfake with this drawback.
Incompatible: Observant Fighter, Defensive Pugilist.
Brute
Armed Combatant [SA:MD]
The Brute sphere does not grant increased unarmed damage, confer the benefits of Improved Unarmed Strike, or count as a sphere focused on unarmed combat. You do not treat Improved Unarmed Strike as an associated feat, and cannot select this drawback if you gained the Brute sphere instead of gaining Improved Unarmed Strike. In addition, you may not perform a shove without a shield or a weapon. You gain Brace Weapon with this drawback.
Incompatible: Burly.
Burly
You do not gain the shove ability. You must take the Muscular Surge talent with the bonus talent granted by this drawback.
Full Tilt [SA:MD2]
You do not gain the shove ability. You gain Unstoppable with this drawback.
Incompatible: Armed Combatant, Burly.
Dual Wielding
Arrow Juggle [SA:MD]
You do not gain the dual attack ability and cannot select talents that rely on it. You gain Impossible Reload with this drawback.
Incompatible: Guarded Shooter, Versatile Weapon Wielder.
Dancer [SA:MD2]
You do not gain the dual attack ability and cannot select talents that rely on it. You gain Dancing Display with this drawback.
Incompatible: Arrow Juggle, Guarded Shooter, Versatile Weapon-Wielder.
Guarded Shooter
You do not gain the dual attack ability. You gain Mixed Assault with this drawback.
Versatile Weapon-Wielder
You do not gain the dual attack ability. You gain Paired Proficiency with this drawback.
Duelist
Bloody Slasher
You do not gain the ability to perform disarm maneuvers without provoking attacks of opportunity against bleeding targets. You may not take (disarm) talents. You must take Long Cuts as the bonus talent gained from taking this drawback. You cannot have both this and the Disarming Duelist drawback.
Disarming Duelist
You do not gain the ability to deal bleed damage with attacks and disarm attempts from the Duelist base sphere. You cannot take talents with the (bleed) descriptor. You must take Bind Weapon as the bonus talent gained from taking this drawback.
Scarred Duelist [SA:MD]
You do not gain the blooded strike ability. You cannot select (bleed) talents. You gain Scar Tissue with this drawback.
Incompatible: Bloody Slasher, Disarming Duelist.
Sense Weakness [SA:MD2]
You do not gain the ability to perform disarm maneuvers without provoking attacks of opportunity against bleeding targets. You cannot select (disarm) talents. You gain Blooded Skeptic with this drawback.
Incompatible: Bloody Slasher, Disarming Duelist, Scarred Duelist.
Fencing
Active Defense [SA:MD]
You do not gain the fatal thrust ability and cannot select (exploit) talents or talents that rely on the sphere’s precision damage. You gain Impassable Defense with this drawback.
Incompatible: Distracting, Defensive Style.
Defensive Style [SA:MD]
You do not gain the fatal thrust ability and cannot select (exploit) talents or talents that rely on the sphere’s precision damage. You gain Masterful Defense with this drawback.
Incompatible: Active Defense, Distracting.
Distracting
You do not gain the bonus precision damage from the Fencing sphere. You may not take (exploit) talents, and must take Expert Feint with the bonus talent you receive from this drawback.
Interrogator (Utility Start) [LotS]
You do not gain the fatal thrust ability. You gain Isolating Repartee as a bonus talent.
Menacing Feint [SA:MD2]
You do not gain the fatal thrust ability and cannot select (exploit) talents or talents that rely on the sphere’s precision damage. You gain Open Guard with this drawback.
Incompatible: Active Defense, Distracting, Defensive Style.
Virtuous [Apoc]
Source: Spheres Apocrypha: Swashbucklers
You do not gain any ranks in Bluff from the base sphere. You gain Read Foe with this drawback.
Gladiator
Braggart
You do not gain ranks in Intimidate from the base sphere, do not gain the demoralization ability nor the Strike Fear demoralization and cannot select (demoralization) talents. You gain Self Confidence with this drawback. You may not possess both this and the Humble Combatant drawback.
Dazzling Icon [SA:MD]
You do not gain the demoralization ability nor the Strike Fear demoralization and cannot select (demoralization) talents. You gain Distracting Display with this drawback.
Incompatible: Braggart, Focused Menace, Humble Combatant.
Distant Icon [SA:MD2]
You do not gain the demoralization ability nor the Strike Fear demoralization and cannot select (demoralization) talents. You gain Theatrical Boast with this drawback.
Incompatible: Braggart, Dazzling Icon, Focused Menace, Humble Combatant.
Entertainer [Warden]
Whenever this sphere uses or grants ranks in Intimidate or calls for an Intimidate check, you instead gain or use ranks in Perform or attempt a Perform check, with the specific Perform skill chosen at the time of gaining this drawback. This drawback does not grant a bonus talent; removing this drawback does not require spending a talent, but requires GM permission. You use Perform ranks in place of Intimidate ranks for prerequisites for feats and talents that require the Gladiator sphere.
Focused Menace [Youxia HB]
You do not gain the Strike Fear demoralization. You gain Duel Of Wills with this drawback. Incompatible: Braggart
Huge Personality [LotS]
You do not gain the Prowess (boast) and cannot use the boast ability if you have no (boast) talents. You gain Awesome Impression as a bonus talent.
Humble Combatant
You do not gain the boast ability nor the Prowess boast and cannot select (boast) talents. You gain Uncowed with this drawback. You may not possess both this and the Braggart drawback.
Retort [SA:MD]
You do not gain the ability to perform a boast after confirming a critical hit, reducing an enemy to 0 or fewer hit points, or succeeding on a combat maneuver. You gain Fan Favorite with this drawback.
Incompatible: Humble Combatant.
Showboater [LotS]
You do not gain the strike fear ability. You gain either Distracting Display or Performance Fighter as a bonus talent. If you also select the Huge Personality drawback, you can take the Gladiator sphere using a [utility] talent slot as if both drawbacks had the [utility start] tag.
Guardian
Attentive Assistant (requires patrol package) [SA:MD2]
You do not gain a delayed damage pool and may not select any talent which relies on the delayed damage pool. You gain Assist with this drawback.
Incompatible: Indifferent Defender, Victorious Challenger, Without Delay.
Bodyguard [SA:MD]
You do not gain a Guardian package. You gain Defend Other with this drawback.
Incompatible: Indifferent Defender.
Indifferent Defender
You do not get to select a Guardian package. You gain Greater Delayed Damage with this drawback. You may not possess both this and the Without Delay drawback.
Opportunist [SA:MD2]
You do not gain a Guardian package. You gain Swift Reflexes with this drawback.
Incompatible: Bodyguard, Indifferent Defender.
Victorious Challenger [SA:MD]
You do not gain a delayed damage pool and may not select any talent which relies on the delayed damage pool. You gain Flush Of Victory with this drawback.
Incompatible: Indifferent Defender, Without Delay.
Without Delay
You do not gain a delayed damage pool and may not select any talent which relies on the delayed damage pool. You must take Swift Guardian with this drawback. You may not possess both this and the Indifferent Defender drawback.
Lancer
Close Pursuit [SA:MD]
You do not gain the impale ability and cannot select (impale) talents or talents that rely on impale. You gain Adamant Stalker with this drawback.
Incompatible: Clumsy Stabber.
Clumsy Stabber
You do not gain the ability to impale a creature. You may not take talents with the (impale) descriptor. You gain Whirlwind Knockdown with this drawback.
Leadership
Construct Controller
Requires (cohort) package.
You cannot recruit living cohorts. You must choose the Constructor talent with the bonus talent gained from this drawback and may only recruit cohorts with the construct type. Whenever this sphere uses or grants ranks in Diplomacy or calls for a Diplomacy check, you instead gain ranks in Knowledge (engineering) or make a Knowledge (engineering) check. You use Knowledge (engineering) ranks in place of Diplomacy ranks for prerequisites for feats and talents that require the Leadership sphere.
If you possess the (followers) package, your followers are constructs. They require no supplies, but also do not gather supplies for you.
Cult Leader
Whenever this sphere uses or grants ranks in Diplomacy or calls for a Diplomacy check, you instead gain ranks in Bluff or make a Bluff check. This drawback does not grant a bonus talent; removing this drawback does not require spending a talent, but requires GM permission. You use Bluff ranks in place of Diplomacy ranks for prerequisites for feats and talents that require the Leadership sphere. If you possess both the Leadership and Fencing spheres, you gain a competence bonus on Bluff checks equal to half your base attack bonus instead of retraining the ranks a second time.
Dread Master
Whenever this sphere uses or grants ranks in Diplomacy or calls for a Diplomacy check, you instead gain ranks in Intimidate or make an Intimidate check. This drawback does not grant a bonus talent; removing this drawback does not require spending a talent, but requires GM permission.
You use Intimidate ranks in place of Diplomacy ranks for prerequisites for feats and talents that require the Leadership sphere.
If you possess both the Leadership and Gladiator spheres, you gain a competence bonus on Intimidate checks equal to half your base attack bonus instead of retraining the ranks a second time.
Mind Bender
Requires (cohort) package.
Your recruit ability relies on subconsciously mystical mental manipulation. Your cohorts are considered to be under a magical (charm) effect with a caster level equal to your Hit Dice and a magic skill defense equal to 11 + your ranks in Diplomacy. Any effect that would suppress or dispel such an effect releases a cohort from your influence. Creatures so released are hostile toward you. You must choose the Brainwash talent with the bonus talent gained from this drawback and must apply it to all creatures you recruit.
Sedentary
Requires (followers) package.
You gain the Base of Operations talent as the bonus talent for this drawback. You do not gain a group of followers other than via that talent, so your followers cannot form a caravan.
Squad Leader
Requires (cohort) package.
You may only recruit troops, not individual cohorts. You must choose the Squad talent as the bonus talent gained from this drawback.
Summoner [Apoc]
Source: Spheres Apocrypha: Cohorts & Companions
Requires (cohort) package.
You cannot recruit cohorts native to the plane you are on and must instead recruit them from outer planes. You must choose the Friends in High Places talent with the bonus talent gained from this drawback and may only recruit cohorts with the outsider type. Your cohorts are considered to be summoned creatures with the effect having a caster level equal to your Hit Dice and a magic skill defense equal to 11 + your ranks in Diplomacy. Any effect that would suppress or dispel such an effect dismisses your cohort as well (you are free to try to reach them again later when you have the opportunity).
Undead Servants
Requires (cohort) package.
You cannot recruit living cohorts. You must choose the Master of the Dead as the bonus talent gained from this drawback and may only recruit cohorts of the undead type.
Whenever this sphere uses or grants ranks in Diplomacy or calls for a Diplomacy check, you instead gain ranks in Knowledge (religion) or make a Knowledge (religion) check. You use Knowledge (religion) ranks in place of Diplomacy ranks for prerequisites for feats and talents that require the Leadership sphere.
If you possess the (followers) package, your followers are undead. They require no supplies, but also do not gather supplies for you. Your followers will be unwelcome in many settlements.
Open Hand
Closed Hand [SA:MD2]
You do not gain the sweep ability. You gain Shattering Palm with this drawback.
Incompatible: Enlightened Focus, Hardened Palm, Savage Combatant, Soft Style.
Enlightened Focus [SA:MD]
You do not gain the sweep ability. You gain Mystic Fists with this drawback.
Incompatible: Hardened Palm, Savage Combatant.
Hardened Palm [SA:MD]
You do not gain the sweep ability. You gain Iron Fist with this drawback.
Incompatible: Enlightened Focus, Savage Combatant.
Savage Combatant
You do not gain the sweep ability. You must take Tear Flesh as the bonus talent gained from taking this drawback.
Soft Style [SA:MD2]
The Open Hand sphere does not grant increased unarmed damage, confer the benefits of Improved Unarmed Strike, or count as a sphere focused on unarmed combat. You do not treat Improved Unarmed Strike as an associated feat, and cannot select this drawback if you gained the Open Hand sphere instead of gaining Improved Unarmed Strike. You gain Greater Trip with this drawback.
Incompatible: Closed Hand, Enlightened Focus, Hardened Palm, Savage Combatant
Scoundrel
Clever Dodge [SA:MD2]
You do not gain the swift hands or marked target abilities. You gain Misdirected Attack with this drawback.
Incompatible: Hidden Scoundrel, Natural Rogue, Thuggish Theft.
Hidden Scoundrel [SA:MD]
You do not gain the swift hands or marked target abilities. You gain Bob And Weave with this drawback.
Incompatible: Natural Rogue, Opportunist
Natural Rogue
You do not gain the swift hands ability. You gain Master Thief with this drawback.
Opportunist [SA:MD]
You do not gain the marked target ability. You gain Filthy Distraction with this drawback.
Incompatible: Hidden Scoundrel.
Soft Touch (Utility Start) [LotS]
Your marked target ability does not cause the battered condition. You gain Meddling Mark as a bonus talent.
Thuggish Theft [SA:MD2]
You do not gain the swift hands ability. You gain Counter Theft with this drawback.
Incompatible: Clever Dodge, Hidden Scoundrel, Natural Rogue.
Unrefined Thievery (Utility Start) [LotS]
You do not gain the swift hands ability. You gain Brazen Snatcher as a bonus talent.
Scout
Extended Vigilance (Utility Start) [LotS]
You do not gain the scout ability and cannot select talents that rely on the scout ability. You gain one of Identify Structural Hazards, Sense And Resist Scrying, or Track The Scene with this drawback.
Hidden Eyes
You do not gain the scout ability of the Scout sphere. You cannot take talents which rely on the Scout ability. You must take Active Camouflage as the bonus talent gained from taking this drawback.
Hunter’s Eye [SA:MD]
Your scout ability cannot be used to identify a creature’s weaknesses, though you may still use it to activate any talents that rely on it. You gain Discern Condition with this drawback.
Incompatible: Hidden Eyes.
People Watcher (Utility Start) [LotS]
You do not gain ranks in Stealth from the base sphere and cannot select talents that rely on or improve the Stealth skill. You gain Discern Tells with this drawback.
Sentry [SA:MD]
You do not gain ranks in Stealth from the base sphere and cannot select talents that rely on or improve the Stealth skill. You gain Somnambulance with this drawback.
Incompatible: Hidden Eyes, Veteran Warrior.
Tracker [SA:MD2]
You do not gain ranks in Stealth from the base sphere and cannot select talents that rely on or improve the Stealth skill. You gain Track The Scene with this drawback.
Incompatible: Sentry, Veiled, Veteran Warrior.
Veiled [SA:MD2]
You do not gain the scout ability and cannot select talents that rely on the scout ability. You gain Hidden Appearance with this drawback.
Incompatible: Hidden Eyes, Hunter’s Eye, Sentry, Tracker
Veteran Warrior [Youxia HB]
You do not gain ranks in Stealth from the base sphere and cannot select talents that rely on or improve the Stealth skill. You gain Study Technique with this drawback. Incompatible: Hidden Eyes
Shield
Aggressive Defense [SA:MD2]
You do not increase your shield bonus to AC when using active defense. You gain Punch Block with this drawback, and must apply its effects whenever you use active defense.
Incompatible: Hostile Shield, Mobile Bulwark, Passive Blocker.
Hostile Shield [SA:MD]
You do not gain the active defense ability and cannot select (deflect) talents or other talents that rely on active defense. You gain Bashing Shield with this drawback.
Incompatible: Passive Blocker.
Mobile Bulwark [SA:MD2]
You do not gain the active defense ability and cannot select (deflect) talents or other talents that rely on active defense. You gain Flexible Cover with this drawback.
Incompatible: Hostile Shield, Passive Blocker.
Passive Blocker
You do not gain the active defense ability and cannot take (deflect) talents or other talents that require the use of active defense. You gain Deflecting Shield with this drawback.
Sniper
Ablative Fire [SA:MD2]
You do not gain the deadly shot ability and cannot select (snipe) talents or other talents that rely on deadly shot. You gain Targeted Assault with this drawback.
Incompatible: Close Quarters Shooter
Close Quarters Shooter
You may only perform a deadly shot within the first range increment of your ranged weapons, and treat the range increment of any ranged weapon used when making a deadly shot as 30 ft., unless it would normally be lower. You must take Push Shot with the bonus talent granted by this drawback.
Collateral Damage [SA:MD]
You do not ignore the usual -4 penalty to shoot or throw ranged weapons at a creature engaged in melee. You do not treat Precise Shot as an associated feat, and cannot select this drawback if you gained the Sniper sphere instead of gaining Precise Shot. You gain Breaking Blast with this drawback.
Selective Targeting [SA:MD2]
You do not ignore the usual -4 penalty to shoot or throw ranged weapons at a creature engaged in melee. You do not treat Precise Shot as an associated feat, and cannot select this drawback if you gained the Sniper sphere instead of gaining Precise Shot. You gain Trap Technician with this drawback.
Incompatible: Collateral Damage.
Tech
Alternative-Craft
Whenever this sphere uses or grants ranks in Craft (mechanical) or calls for a Craft (mechanical) check, you instead gain ranks in a Craft or Profession or attempt a Craft or Profession check. It is also substituted for all checks made to craft the items in question. The particular skill used is determined by the GM when you first gain this drawback. You use your ranks in the chosen skill instead of Craft (mechanical) when determining saving throws and Tech sphere effects. This drawback does not grant a bonus talent; removing this drawback does not require spending a talent, but requires GM permission. You use ranks in the chosen skill in place of Craft (mechanical) for prerequisites for feats and talents that require the Tech sphere.
Environmental Fuel Source
You cannot create charges without some outside source determined by the GM, such as requiring a moving river to push a wheel, or tapping into a magical leyline.
Expensive Fuel Source
You cannot create charges from nothing and require specific material as determined by the GM (such as miniature batteries or refined oil). Whatever the exact nature of the fuel source it should cost 1 silver piece per charge at a minimum. While this means you could carry around more of your fuel source at once, it still must be processed into charges using the normal recharge time.
Expensive Gadgets
The materials gathered over the day and the engineering kit are not enough to produce your inventions. Each gadget you make requires a cost of 1 sp per rank in Craft (mechanical) used to produce it, and if a gadget requires the gathering of expensive material components (such as drones) you do not have the option to spend time to gather the materials and must spend the cost in full to create them.
Explosive Gadgets
Your creations use an explosive fuel source as their source of energy. Gain the Self Destructive Device talent with this drawback. Whenever any of your gadgets are damaged they must attempt a check using your Craft (mechanical) modifier with a DC equal to the damage taken.
On a failure the gadget explodes as if instructed to self destruct. A gadget will automatically fail this check if it is destroyed.
Extended Charge
Adding charges to your charge pool requires 2 hours of work, or 1 hour if you have access to an engineering kit. Incompatible: Generated Power
Generated Power
Gain the Generator legendary talent from this drawback. You lose the ability to innately add charges to your charge pool and can only charge gadgets using generators. Incompatible: Extended Charge
Imbued Gadgets
With this drawback you gain the Vigorous Gadgets legendary talent. Your drones and gadgets are harmed by the energy type you did not select.
Incomplete Knowledge
You do not automatically succeed on activation checks for gadgets you create and must succeed on a Craft (mechanical) check as normal.
Mana Engineering
Your gadgets use magical elements as part of their designs. This makes the effects your gadgets create magical in nature and subject to spell resistance. In addition their effects may be dispelled by dispel magic and other such similar effects and your gadgets and drones are treated as magic items for the purposes of dispelling effects (drones with their magical properties suppressed are stunned, ignoring any immunities).
Obvious Activation
Your gadgets generate a tell-tale sign when activated; for example, they make a loud noise, spew smoke, or generate loud singing noises. An activated gadget automatically breaks stealth, and whenever you activate a gadget all creatures within 60 feet who are observing you know which gadget you used, and qualities it possesses.
Specific Drone
When you first gain the Tech sphere, you must choose the Drone talent as your starting gadget. You gain the Alchemical Drone, Clockwork Drone, Robot Drone or Steampowered Drone legendary talent with this drawback. All the drones you create must be of that type.
Uninsulated
Your creations are vulnerable to certain environments. Choose one of the following conditions or speak with your GM about finding another appropriate one: being doused in water, being exposed to magnets, being exposed to sand particles. Whenever your gadgets are exposed to such an environment they must succeed at a Fortitude save against your Tech sphere DC or become nonfunctional and immediately deactivate. A gadget can be made functional after 30 minutes of cleaning up the exposed part (15 minutes with an engineering kit).
Unsecured
Your creations are sloppily designed making them vulnerable to being controlled. You must select the Remote Control talent as your first (gadget) talent. Your gadgets (including drones) receive a -2 penalty to all saves to oppose any effects that explicitly control or effect technology (such as Technomancy sphere sprites). In place of a bonus talent, you gain the Remote Hacking feat as a bonus feat. You cannot gain the Improved User Interface talent while you possess this drawback.
Wired Gadgets
Gain the Signal Cable talent with this drawback. Your gadgets lose their innate signal and require a signal cable to connect to one another.
Trap
Adoorable [SA:MT]
You gain the Trap Door talent as the bonus talent gained from this drawback and cannot create (dart) traps. You can create (snare) traps but they do not have any effect outside of triggering your trap doors (as per the triggered trait). If you have the Slow Worker drawback you must always take 10 minutes to craft your doors.
Incompatible: Battle Trapper, Dismantler, Focused Trapper.
Alternative-Trap [IHB2]
Whenever this sphere uses or grants ranks in Craft (traps) or calls for a Craft (traps) check, you instead gain ranks in a Craft or Profession or attempt a Craft or Profession check. The particular skill used is determined by the GM when you first gain this drawback. You use your ranks in the chosen skill instead of Craft (traps) when determining saving throws and Trap sphere effects. It is also substituted for all checks made to craft the items in question. This drawback does not grant a bonus talent; removing this drawback does not require spending a talent, but requires GM permission. You use ranks in the chosen skill in place of Craft (traps) for prerequisites for feats and talents that require the Trap sphere.
Battle Trapper
You may not set traps. You must select the Trap Wielder talent with the bonus talent gained from this drawback. You may not have both this and the Slow Worker drawback.
Dismantler [Conq. HB]
You do not gain the ability to set traps, including the darts trap and the tripwire snare. You must choose Trap Finder with the bonus talent gained from this drawback.
Incompatible: Battle Trapper, Expensive Traps, Focused Trapper, Mana Traps, Slow Worker.
Expensive Traps [IHB2]
The materials gathered over the day and the trap bag are not enough to create your traps. Each trap you make requires a cost of 1 silver piece per rank in Craft (traps) used to produce it. They still degrade naturally as normal.
Focused Trapper
Choose either dart or snare traps. You may not place or otherwise use traps of the chosen type. You must take Trapper’s Recovery with this drawback.
Mana Traps [IHB2]
Your traps use magical elements as part of their designs. This makes the effects your traps create magical in nature and subject to spell resistance. In addition their effects may be dispelled by dispel magic and other such similar effects and your traps are treated as magic items for the purposes of dispelling effects.
Slow Worker
You must take at least one minute to set up a trap. You must take Persistent Trap with the bonus talent gained from this drawback, and suffer the limitations of that talent whenever you set a trap. You may not have both this and the Battle Trapper drawback.
Warleader
Barbaric Shout
You do not gain the tactic ability and cannot take (tactics) talents. You gain Breath Support with this drawback.
Conductor [High. HB]
Whenever this sphere uses or grants ranks in Diplomacy or calls for a Diplomacy check, you instead gain ranks in Perform or attempt a Perform check. You use your ranks in Perform instead of Diplomacy when determining saving throws. This drawback does not grant a bonus talent; removing this drawback does not require spending a talent, but requires GM permission. You use Perform ranks in place of Diplomacy ranks for prerequisites for feats and talents that require the Warleader sphere.
Author's Note: If you possess multiple spheres that grant ranks in the same Perform subskill, you gain a competence bonus on those Perform checks equal to half your base attack bonus instead of retraining the ranks multiple times. This is only applied once.
Impeccable Command [SA:MD]
You do not gain the shout ability and cannot select (shout) talents or other talents that rely on shout. You gain Verbal Commands with this drawback.
Incompatible: Barbaric Shout, Lead By Example, Meek Leader.
Interjector [LotS]
You do not gain the shouts ability. You gain Verbal Counter as a bonus talent.
Lead By Example [Conq. HB]
You may only use a shout while threatening an enemy. You must take Triumph with the bonus talent gained through this drawback.
Incompatible: Meek Leader.
Meek Leader
You do not gain the shout ability. You cannot take (shout) talents. You must take Courier’s Dash with the bonus talent gained through this drawback.
Quiet Planner [SA:MD2]
You do not gain the shout ability and cannot select (shout) talents or other talents that rely on shout. You gain Preparation with this drawback.
Incompatible: Barbaric Shout, Impeccable Command, Lead By Example, Meek Leader.
Social Strategist [LotS]
You do not gain the tactics ability. You gain Rallying Beseechment as a bonus talent. If you also select the Interjector drawback, you can take the Warleader sphere using a [utility] talent slot as if both drawbacks had the [utility start] tag.
Social Tactician [SA:MD2]
You do not gain the tactics ability and cannot select (tactics) talents or other talents that rely on tactics. You gain Verbal Counter with this drawback.
Incompatible: Barbaric Shout, Impeccable Command.
War Propagandist (Utility Start) [LotS]
You do not gain the tactics ability nor Fierce Shout. You gain Rallying Beseechment and Inspiring Speech instead.
Wrestling
Constrictor [SA:MD2]
The Wrestling sphere does not grant increased unarmed damage, confer the benefits of Improved Unarmed Strike, or count as a sphere focused on unarmed combat. You do not treat Improved Unarmed Strike as an associated feat, and cannot select this drawback if you gained the Wrestling sphere instead of gaining Improved Unarmed Strike. You gain Hammerlock with this drawback.
Jobber
You do not gain the snag ability of the Wrestling sphere and must take Last Chance Grapple with the bonus talent granted by taking this drawback.
Stage Wrestler [SA:MD]
You do not gain the snag ability. You gain Worked Match with this drawback.
Incompatible: Jobber.