The Gravecaller's Handbook
“Cultivate. Understand. Sympathize and Embrace.” - Rhaz Al’ai, Emotion Ascendant

The sympath is an eliciter who gives form to their many emotions, even those they may not be synchronous with.

Emotion Granted Form (Su)

At 1st level, a sympath gains the spiritualist’s phantom and etheric tether class features. The sympath treats his eliciter level as his spiritualist level when determining his phantom’s statistics and abilities. If the sympath has class levels which grant a phantom, his sympath levels stack for the purpose of determining his phantom’s statistics and abilities. The sympath does not gain any other spiritualist abilities related to phantoms.

Unlike a spiritualist’s normal connection with their phantom, a sympath’s phantom is a reflection of their emotions and mental state; should the sympath die, the phantom ceases existing until the sympath is brought back to life.

At 3rd level, if the sympath possesses the defensive empathy class feature, the sympath’s phantoms also gain its benefits.

This ability replaces hypnotism.

Shifting Moods (Su)

At 4th level, after resting and regaining spell points, the sympath may change his phantom’s emotional focus.

If the sympath possesses the emotion class feature, the sympath’s phantom may use any of his emotion abilities, using the sympath’s emotion DC and expending any uses of that emotion as though the sympath used the ability himself.

At 10th level, after resting and regaining spell points, the sympath can also choose to change any of the emotions he has chosen with the emotion class feature. The sympath must still have access to each level of emotion (minor, lesser, greater, master) when choosing emotion powers this way. Emotions gained through feats (such as the Extra Emotion feat) or from non-sympath class levels cannot be reselected with this ability.

Powerful Conduit (Su)

At 7th level, the sympath’s phantom gains a bonus to its phantom ability DCs equal to the sympath’s persuasive bonus.

At 13th level, the sympath’s phantom gains a bonus on attack and damage rolls equal to the sympath’s persuasive bonus against creatures under the effects of a mind-affecting effect originating from the sympath or the sympath’s phantom.

Extension Of Myself (Su)

The sympath’s phantom begins to truly become a mirror of the sympath, its appearance beginning to mirror the sympath’s own as the forces which animate the phantom attune to the sympath. This grants the sympath a number of abilities he may use to channel magic through his phantom.

At 9th level, when the sympath uses a spell, spell-like ability, magic sphere ability, or eliciter ability, he may use his phantom as the point of origin for that effect. If the effect requires a touch attack, the sympath’s phantom may use the sympath’s bonuses to deliver that attack.

At 16th level, when the sympath uses a magic sphere ability, he may spend a free action to allow his phantom to gain control of that sphere ability. Treat this as the Shared Magic feat, except the sympath may only grant control of a magic sphere effect to his phantom and his phantom uses the sympath’s concentration and magic skill bonus to maintain the spell rather than its own.

At 19th level, the sympath’s phantom may use the sympath’s magic talents to create magic sphere effects. The sympath’s phantom uses all of the sympath’s statistics and other abilities when creating a magic sphere effect this way, including caster level, concentration bonus, magic skill bonus, and feats. The sympath’s phantom spends the sympath’s spell points if a magic sphere effect would require spell points to be used for any purpose, including maintaining without concentration.

The sympath’s phantom cannot use any casting statistics, spell points, or other abilities it independently possesses when using the sympath’s talents.

This ability replaces convincing.

Spheres of Power by Drop Dead Studios
Using Spheres of Power
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
Bokor Forest Lord Magemage Tempestarii
Waking Sleeper
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
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Magical Items Mythic Spheres Rituals
Spellcrafting Traits Wild Magic Sphere Bestiary
Weapons Armor Equipment Special Materials
Alchemical Items Apparatuses (Metamagic) Charms Compounds
Fabled Items Implements Marvelous Items Schematics
Scrolls Spell Engines Spellzones Talent Crystals
Admixture Anathema Aristeia Champion
Chance Channeling Combat Companion
Counterspell Drawback Extra General
Item Creation Metamagic Necrosis 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 The Wraith ClassU Wild Magic
Woodfaring Adventures Worlds of Power The Youxia's Handbook Bestiary: Fey and Feyfolk
The High Magic Handbook
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.