Operative
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Ultimate Spheres of Power
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Skills

The operative gains Bluff (Cha) and Disguise (Cha) as class skills but loses Knowledge (religion) (Int) and Fly (Dex) as class skills.

This alters the symbiat skill list.

Proficiencies

The operative loses proficiency with the longsword, shortbow and shields. Operatives instead gain proficiency with the chakram, garrote, shuriken and all crossbows.

This alters weapon and armor proficiency.

Covert Training

The operative gains the Illusion and War spheres as bonus magic talents.

This replaces mental powers.

Logistics

At first level and every 3 levels thereafter the operative may gain one of the following: a bonus magic talent from the Illusion or War spheres, a teamwork feat, a squadron feat, or any feat that has the Illusion or War sphere as a prerequisite. The operative must meet all prerequisites for feats and talents gained from this feature.

This replaces psionics.

Low Drag (Ex)

The operative gains a bonus on Perception and Stealth checks equal to half his operative level.

This replaces ESP.

High Speed (Ex)

Ungifted in telekinesis, the pushed movement of the operative is a result of rigorous physical training and is an extraordinary (Ex) ability rather than a supernatural (Su) one. The improved speed is also halved gaining only +5 feet for every 3 class levels.

This alters pushed movement.

Always Ready (Ex)

Beginning at 5th level, once per round the operative may use an illusion, mandate, totem, or trick as a move action. The operative may also spend 2 spell points to use an Illusion or War sphere effect as an immediate action, even if flat-footed. If using an immediate action on a sphere effect during a surprise round, he may otherwise only take free actions on his surprise round turn. Sphere effects created using this ability have a maximum duration of 1 round.

This replaces two minds.

Rapid Deployment (Ex)

At 20th level, once per round the operative may use a mandate, totem, or trick as a free action. Sphere effects created using this ability have a maximum duration of 1 round.

This replaces greater psionics.


Spheres of Power by Drop Dead Studios
Using Spheres of Power
Classes
Armorist Elementalist Eliciter Fey Adept
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Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
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Tempestarii Waking Sleeper
Spheres
Alteration Blood Conjuration Creation
Dark Death Destruction Divination
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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
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Alteration HandbookU Conjuration HandbookU Creation HandbookU Dark HandbookU
Death HandbookU Destruction HandbookU Divination HandbookU Enhancement HandbookU
Fate HandbookU Illusion HandbookU Life HandbookU Light HandbookU
Mind HandbookU Nature HandbookU Protection HandbookU Telekinesis HandbookU
Time HandbookU War HandbookU Warp HandbookU Weather HandbookU
Spheres Apocrypha
Apex Shifter Casting Traditions Casting Traditions 2 Cognition Talents
Cohorts and Companions Dark ApocryphaU Debilitating Talents 2 Destruction ApocryphaU
Light ApocryphaU Nature (Air) PackageU Nature (Earth) ApocryphaU Nature (Fire) ApocryphaU
Nature (M/P/W) ApocryphaU Nature (Spirit) ApocryphaU Protokinesis ApocryphaU Sidhe Court
Other Spheres Products
Archetypes of PowerU Archetypes of Power 2 The Bear Sphere The Blood SphereU
Blood and Portents Compounds of Power The Conqueror's Handbook The Fallen Fey SphereU
Initiate's Handbook Items of PowerU The Jester's Handbook Mythic Spheres of Power
The Technomancy Sphere Treasures of the Spheres Treasures: Weapons and Tools The Wraith ClassU
Wild Magic Woodfaring Adventures Worlds of Power The Youxia's Handbook
Bestiary: Fey and Feyfolk The High Magic Handbook Realmwalker's Handbook Bestiary: Fiends of the Cosmos
Adventures
Wreckage to Deliverance Wreckage to Deliverance Player's Guide

U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book

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