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When you have an ability that grants you stamina points, you gain a stamina pool with a maximum number of stamina points equal to your base attack bonus + your Constitution modifier. During combat, you can spend stamina points from this pool to perform a combat trick, the specific effects of which are dictated by a combat feat you possess. Spending stamina points in this way is not an action, but you can't do so if you are unconscious, fatigued, or exhausted. You can use as many combat tricks on the same action or attack as you like (as long as you have the stamina points to spend), but you can't use the same combat trick twice within its scope. For instance, if you have a combat trick that affects a single attack, you can't use that combat trick more than once on the same attack.
Combat Sphere Focus: Once per round, you can spend 2 stamina points to gain your Combat Sphere Focus DC bonus with a sphere with which you don’t have Combat Sphere Focus. This bonus lasts until the start of your next turn.
Great Focus: When you would be able to gain martial focus a second time during a round, you may spend 5 stamina points to ignore the limit of gaining martial focus once per round. This does not allow you to gain martial focus more than twice per round.
Combat Sphere Specialization: Once per round, you can spend 2 stamina points to gain your Combat Sphere Specialization BAB bonus with a sphere with which you don’t have Combat Sphere Specialization. This bonus lasts until the start of your next turn.
Cultivate Ki: You can spend ki to use this ki power, or you can spend 3 stamina points to use this ki power in place of ki. If you gain levels in a class that grants the ki class feature, you retain the ability to spend 3 stamina points in place of ki when using any of your ki powers, and this becomes a combat trick of the Extra Ki feat (even though that feat is not a combat feat).
Determined Defense: When using the Combat Expertise feat, you can spend 5 stamina points. If you do, each successful attack you make against a target reduces your Combat Expertise penalty against that target by 1 (to a minimum of 0) until the beginning of your next turn.
Elemental Might: You can spend 5 stamina points to declare the use of Elemental Might after making a successful attack roll.
Extend Stance: As a free action once per round, you may spend 3 stamina points to extend a stance’s duration by 1 round.
Forbidden Consumption Technique: You may spend up to five stamina points when you use this feat, each point spent reducing the hp lost by this feat by 1 (minimum 0).
Giantslayer: As long as you have 1 stamina point in your stamina pool, the CMD bonus from this feat also applies to AC against attacks of opportunity made by creatures larger than you.
Heroic Resolve: You may spend 2 stamina points to use this feat as a swift action.
Iron Palm: By spending 2 stamina points, you may perform a shield bash with a free hand or unarmed strike
Muscular Reflexes: When you miss with an attack of opportunity, you can spend 5 stamina points to make a second attack for the same provoking action. That second attack of opportunity takes a –5 penalty on the attack roll and costs one of your attacks of opportunity for the round.
Perfect Calm: When you use Perfect Calm, you can spend up to 5 stamina points to increase the result of the Will save concentration check by an amount equal to the number of stamina points you spent.
Piranha Strike: When using this feat, you can spend 2 stamina points to gain the benefits and the hindrances of that feat until the end of your turn, instead of until your next turn.
Lingering Opening: When you deal discerning strike damage or expose vulnerability damage to a creature, you may spend up to 5 stamina points to extend the duration of the opening by 1 additional round for each stamina point spent.
Skill Sphere Focus: Once per round, you can spend 2 stamina points to gain your Skill Sphere Focus DC bonus with a sphere with which you don’t have Skill Sphere Focus. This bonus lasts until the start of your next turn.
Practiced Interruption: You may spend 3 stamina points to ready an attack action with Practiced Interruption as a swift action rather than a move action. If you have selected Practiced Interruption feat twice, you may spend 5 stamina points to ready an attack action as an immediate action.
Through the Long Night: If the chosen condition originates from an evil-aligned creature or object or a creature or object with an evil aura or the evil sub-type, you may spend 2 stamina points to activate Heroic Resolve as a free action.
Titan Breaker: You may spend any number of stamina points when performing a combat maneuver. For every 2 stamina points you spend, you may perform a combat maneuver against a creature one size larger.
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 | ||||
| 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 | ||||








