Vector

Proficiencies: Vectors are proficient with simple weapons, as well as light armor. 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.

Blended Training (Ex): Whenever a vector would gain a magic talent from his class levels (not the 2 bonus talents gained when first gaining the casting class feature), he may instead choose to gain a combat talent. A vector uses his casting ability modifier as his practitioner modifier.

This modifies magic talents.

Maneuver Specialist: At 1st level, the vector gains the Telekinesis sphere and either Telekinetic Maneuver or Steal as bonus talents. If any are already possessed, he instead gains another talent from the Telekinesis sphere its place.

This replaces mental powers.

Mental Maneuvers: The vector is a master of mixing mental power with the advanced martial techniques of a more dedicated physical practitioner. At 1st level, the vector gains their choice of Brute, Scoundrel, or Wrestling as a bonus sphere. If he already possesses Brute, Scoundrel, or Wrestling, he can choose to gain either a one of those sphere that he does not possess or a talent from one of those spheres. The vector treats his base attack bonus as being equal to his class level for determining the effects of Brute, Scoundrel, and Wrestling sphere talents. This stacks with other sources of base attack bonus normally.

This replaces battlefield sense.

Kinetic Overload: A vector can flood his body with kinetic energy to achieve feats of telekinetic power others can’t imagine. A vector may enter kinetic overload as a move action and remain in it for a total number of rounds per day equal to 4 + his casting ability modifier. Every level gained beyond 1st grants him an additional 2 rounds he may remain in kinetic overload.

Once in kinetic overload, the vector may remain in it as a free action each round. Kinetic overload cannot be disrupted, but it ends immediately if the vector is killed, stunned, knocked unconscious, or otherwise prevented from taking a mental free action to maintain it each round. At 7th level, a vector can start kinetic overload as a swift action instead of a move action. At 13th level, a vector can start kinetic overload as a free action. While in kinetic overload, the vector emits a display. The nature of this display various between individuals; some glow, shedding light as a torch, others emit a constant hum, while some cause nearby objects to vibrate. Regardless, the display is obvious to creatures within 30 ft. of the vector.

The extreme energies of kinetic overload allow the vector to empower his telekinetic maneuvers. While in kinetic overload, the vector ignores the -5 penalty to CMB when using Telekinetic Maneuver and Steal and treats maneuvers performed using those talents as if he had performed them normally for the purposes of the Brute, Scoundrel, and Wrestling spheres. Should these sphere abilities grant additional maneuver attempts, the vector may perform them using Telekinetic Maneuver or Steal as appropriate. He may also use the shove ability of the Brute sphere, the marked target ability of the Scoundrel sphere, and the grab ability of the Wrestling sphere on any creature within telekinesis range. Any attack made with such ability may use the vector’s casting ability modifier in place of his Strength modifier and his caster level in place of his base attack bonus.

When a Brute, Scoundrel, or Wrestling talent would grant the vector an attack against a target within his telekinesis range as the result of performing a maneuver, he may choose to make a ranged attack roll to pummel his target in place of the attack, dealing 1d6 + his casting ability modifier bludgeoning damage. This damage increases by 1d6 at 3rd level and every two levels thereafter and counts as magic.

The vector may use his casting ability modifier in place of his Dexterity modifier when determining his attack bonus on this attack. This attack does not provoke an attack of opportunity for casting nor for being a ranged attack.

If the vector possesses Divided Mind, he may spend a spell point as normal to apply it to uses of the shove ability of the Brute sphere, the marked target ability of the Scoundrel sphere, and the grab ability of the Wrestling sphere. He may spend a spell point as normal to apply it to additional maneuvers granted by the abilities of the Brute, Scoundrel, and Wrestling spheres. If the additional spell point is not spent, only one creature may be targeted with the additional granted maneuvers.

As the vector progresses, he gains additional abilities while in kinetic overload.

Focused Push: At 1st level, while in kinetic overload the vector gains a +1 insight bonus on caster level when using Telekinetic Maneuver and Steal and on CMD. This bonus increases by +1 for every 4 class levels possessed to a maximum of +6 at 20th level.

Unconscious Deflection: At 3rd level, while in kinetic overload the vector gains a +1 deflection bonus to AC. This increases by +1 at 6th level and every 3 levels thereafter to a maximum of +6 at 18th level.

Force Trample: At 7th level, the vector may add overrun to the list of maneuvers he may perform with Telekinetic Maneuver, hurling himself a distance of up to close range as part of the casting. He may use this ability even if he does not possess Telekinetic Maneuver. This ability may not be combined with Divided Mind.

Overpowering Force: At 9th level, the vector may expend martial focus as part of using Telekinetic Maneuver (or Steal, if possessed) to have that use of the talent ignore any spell resistance the targets may posses.

Focusing Overload: At 11th level, the vector may spend two rounds of kinetic overload when using Telekinetic Maneuver or Steal to force all targets to roll their Will save twice and take the worse result.

Kinetic Burst: At 16th level, while in kinetic overload, the vector may expend martial focus as a fullround action to perform a bullrush maneuver with his Telekinetic Maneuvers talent against all hostile creatures within close range.

This replaces psionics and all abilities granted by psionics. Favored class bonuses, feats, and abilities that would add rounds to psionics or otherwise affect the duration of psionics (such as the Extra Psionics or Lingering Psionics feats) instead modify Kinetic Overload. Kinetic overload counts as possessing psionics for the purpose of meeting the prerequisites of such feats.

Kinetic Evasion: The vector’s evasion and improved evasion abilities function only while kinetic overload is active, but may be used in any armor.

This modifies evasion and improved evasion.

Earthshaker: At 20th level, the vector may use his kinetic overload ability and abilities that require expending rounds of kinetic overload at will. If he possesses feats or other abilities that would grant additional rounds or otherwise increase the duration of kinetic overload, he may immediately retrain them at no cost.

This replaces greater psionics.


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