Utilizing a wide variety of augmentations, the mekanikos can create an arsenal for any situation, transforming their fighting style to suit whatever challenges await them. Their customized machinery is an extension of them, tool and wielder moving as one on the battlefield.
Trade Tradition
If this is the character’s first level, they choose a trade traditionSoG. Their trade rank is adroit. If this is not the character’s first level, they instead choose one trade talent from the Vocation sphere as a bonus talent.
This replaces the aegis’ normal class skills.
Proficiencies
Mekanikos 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 modifies weapon and armor proficiencies.
Casting
The mekanikos may combine spheres and talents to create magical effects. The mekanikos is considered a Low-Caster. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.) This ability replaces power points.
Spell Pool
The mekanikos gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.
Moldable Talents
A mekanikos gains combat, magic, or skill talents (some of which are required to be utility talents) using the trained talent progression. A mekanikos uses his casting ability modifier as his practitioner modifier and operative modifier.
However, unlike most talents, a mekanikos is able to change these particular talents as he desires. Whenever the mekanikos rests to regain spell points, he may change any and all of the moldable talents, losing the previous ones and gaining new spheres and new talents in their place. Only moldable talents can be changed in this way; talents gained in any other way are not eligible to be changed in this fashion.
Limited Customization
A mekanikos possesses fewer customizations than an aegis of their level would normally have. See Table: Mekanikos Customization Progression for their progression.
Table: Mekanikos Customization Progression| Level | Customization Points |
|---|---|
| 1 | 0 |
| 2 | 1 |
| 3 | 2 |
| 4 | 3 |
| 5 | 4 |
| 6 | 5 |
| 7 | 6 |
| 8 | 7 |
| 9 | 8 |
| 10 | 9 |
| 11 | 10 |
| 12 | 11 |
| 13 | 12 |
| 14 | 13 |
| 15 | 14 |
| 16 | 15 |
| 17 | 16 |
| 18 | 17 |
| 19 | 18 |
| 20 | 19 |
Flexible Capabilities (Ex)
The DCs and effects of all of the mekanikos’ class abilities are based on the mekanikos’s casting ability modifier rather than Intelligence.
Augment Suit (Su)
Starting at 4th level, the mekanikos may spend a spell point as a standard action to customize their Astral Suit, gaining one temporary customization point plus one for every 4 class levels beyond 4th. These customization points last for a number of rounds equal to the mekanikos’ casting ability modifier. Activating this ability again, while already in use, immediately causes the previous duration to end, and the mekanikos may end the duration as a free action at any time.
This alters augment suit.
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 | ||||
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| 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 |
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