Miracle Soldier (Psychic Warrior Archetype)
Arcforge%20Players%20Compendium
Arcforge Players Compendium
$29.99

Embodying the complexities of modern conflict, miracle soldiers merge magical and psionic techniques with intense martial discipline, harnessing an immense variety of different abilities to achieve victory at any costs.

Weapon and Armor Proficiencies

Miracle soldiers 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 weapon and armor proficiencies.

Trade Tradition

If this is the character’s first level, they choose a trade tradition. Their trade rank is competent. 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 psychic warrior's normal class skills.

Casting

The miracle soldier may combine spheres and talents to create magical effects. The miracle soldier is considered a Mid-Caster. (Note: All casters gain 2 bonus talents and may select a casting traditionUSoP the first time they gain the casting class feature.)

This replaces talents, powers and power points.

Spell Pool

A miracle soldier 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.

Blended Training

A miracle soldier gains a combat, magic, or skill talent (some of which are required to be utility talents) using the journeyman talent progression (or the virtuoso talent progression, if the miracle soldier spends 1 specialization point to improve his progression). A miracle soldier uses his casting ability modifier as his practitioner modifier.

Saving Throws

The miracle soldier’s Reflex save progresses as a conscript of his miracle soldier level. This ability alters saving throws.

Sphere Specialization

At 1st level, a miracle soldier selects either an incanter sphere specialization, a conscript sphere specialization, or a professional method, gaining its benefits as if he was an incanter, conscript, or professional of his miracle soldier level. If the miracle soldier possesses levels in any of these classes, he must select the same specialization or method that he has chosen for that class, but levels in the two classes stack for the purpose of determining the effects of specialization.
A miracle soldier can choose not to select a sphere specialization or method, in which case he gains a bonus magic, skill, or combat talent at 1st, 3rd, 9th, 12th, 15th, 18th, and 20th levels.

This ability replaces warrior’s path, expanded path, secondary path, twisting path, pathweaving, and eternal warrior.

Distinct Training

Miracle soldiers are capable of trading away their psychic warrior bonus feat to select specializations from either the conscript or incanter classes, to a maximum of three specialization points’ worth of specializations taken in any combination from either class. In addition, the miracle soldier may spend 2 specialization points to select a single professional method and 1 specialization to improve his talent progression from journeyman to virtuoso. See Table: Miracle Soldier Specialization for what feats are traded out for varying degrees of specialization.

Table: Miracle Soldier Specialization
Specialization Points Lost Bonus Feats
1 2, 11, 20
2 2, 5, 11, 14, 20
3 All Bonus Feats

Miraculous Aptitude (Ex)

A miracle soldier treats his base attack bonus and his caster level as equal to his miracle soldier level for the purposes of requirements for feats. Base attack bonuses and caster levels granted from other classes are unaffected and are added normally.

This replaces psionic proficiency but counts as psionic proficiency for the purpose of meeting prerequisites.

Skill Aptitude (Ex)

At 4th level and every 3 levels thereafter, a miracle soldier gains a +2 bonus on skill checks with a skill of his choosing. He may select the same skill multiple times, to a maximum of +6 to any one skill.

This replaces path skill.

Martial Casting (Su)

At 6th level, a miracle soldier may expend martial focus to use a sphere ability with a casting time of 1 standard action or less as a free action at any point when making an attack action. Rather than casting a new sphere effect, the miracle soldier may use martial casting to maintain a sphere effect with a duration of ‘concentration’.
Martial casting must be declared before any attacks are made. If the sphere ability fails for any reason, the ability is wasted, but his attacks proceed as normal. In addition, the miracle soldier does not need to attempt concentration checks because of damage he takes from melee attacks from enemies he is aware of.

This replaces martial power.


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

This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.