Ultimate Spheres of Power
$29.99
The war hero is bound for greatness, and when he walks the path fate has laid out for him, it covers him in glory.
Greatness (Ex)
The war hero can achieve greatness by dropping an enemy to 0 or fewer hit points, confirming a critical hit on it, succeeding at a saving throw against one of their abilities, or by sundering one of their weapons, their shield or their armor so that it is destroyed. The enemy must have at least half as many Hit Dice as the war hero has.
Whenever the war hero achieves greatness, he may activate one of his heroic auras.
At 1st level, the war hero gains one lesser heroic aura. This is a 30-foot aura centered on the war hero that moves with him and that duplicates the effects of the totem chosen (see the War sphere for totems). The war hero may choose any basic (totem) talent that does not require a spell point to use, or he may choose Totem Of War. Once chosen, the totem can not be changed until the war hero gains another heroic aura. Only a totem that can be created without spending a spell point can be duplicated with a lesser aura. If the war hero chooses a totem that allows spell points to be spent to improve it, he may not do so, even if he possesses spell points. For the purposes of this totem, the war hero uses his base attack bonus as his caster level, and his Charisma as his casting ability, if he does not possess a casting tradition.
To activate an aura (which requires a free action that may be taken outside his turn) the war hero must achieve greatness. This aura lasts for 1 minute, but that minute restarts whenever the war hero achieves greatness again. This ability does not make the war hero a spellcaster and he has neither spell points nor spheres. Likewise, his aura is not a true totem and does not interact with other abilities (such as rallies) even if the war hero has sphere abilities from another source.
This replaces the bonus feat gained at 1st level.
Many Paths
At 4th level, the war hero gains a second lesser heroic aura, and chooses a totem for that aura following the same restrictions as the aura gained at 1st level. He may also retrain the totem chosen at 1st level.
The war hero may activate either aura whenever he achieves greatness, and may have them active simultaneously if he achieves greatness multiple times. Achieving greatness only allows for the activation of one aura, but always resets the duration of all active auras.
This replaces the bonus feat gained at 4th level.
Expanding Influence
At 8th level, the war hero gains a third lesser heroic aura, and may retrain any previous totems. In addition, while the war hero has at least 3 auras active, the radius of his auras increase to 60 feet.
This replaces the bonus feat gained at 8th level.
Increasing Power
At 12th level, the war hero gains his first greater heroic aura. The totem chosen for a greater aura may require up to 1 spell point to be activated. He is not required to spend any spell points when he creates this aura. He may also retrain his lesser auras. His lesser auras are still (and will always be) limited to totems that do not require a spell point to be activated.
This replaces the bonus feat gained at 12th level.
Legendary Response
At 16th level, the war hero gains his second greater heroic aura. He may also retrain his previous totems. When the war hero achieves greatness, he may activate 2 auras instead of 1.
This replaces the bonus feat gained at 16th level.
Eternal Warfare
At 20th level, the war hero gains his third greater heroic aura, and may retrain any previous totems. When the war hero makes a successful attack against an enemy with at least half as many Hit Dice as himself, he may activate an aura as an immediate action.
This replaces the bonus feat gained at 20th level.
Greatness (Ex): The war hero is bound for greatness, and when he walks the path fate has laid out for him, it covers him in glory. The war hero can achieve greatness by dropping an enemy to 0 or fewer hit points, confirming a critical hit on them, passing a saving throw against one of their abilities, or by sundering one of their weapons, their shield or their armor so that it is destroyed. The enemy must have at least half as many Hit Dice as the war hero has.
Whenever the war hero achieves greatness, he may activate one of his heroic auras.
At 1st level, the war hero gains one lesser heroic aura. This is a 30 ft. aura centered on the war hero that moves with him and that duplicates the effects of the totem chosen. The war hero may chooses any basic totem talent that does not require a spell point to use, or he may choose Totem of War. Once chosen, the totem can not be changed until the war hero gains another heroic aura. Only a totem that can be created without spending a spell point can be duplicated with a lesser aura. If the war hero chooses a totem that allows spell points to be spent to improve it, he may not do so, even if he possesses spell points. For the purposes of this totem, the war hero uses his base attack bonus as his caster level, and his Charisma as his casting ability.
To activate an aura, the war hero must achieve greatness. When the war hero achieves greatness, he may activate his aura as a free action. This may be done outside his turn. This aura lasts for 1 minute, but that minute restarts whenever the war hero achieves greatness again. This ability does not make the war hero a spellcaster and he has neither spell points nor spheres. Likewise, his aura is not a true totem and does not interact with other abilities (such as rallies) even if the war hero has sphere abilities from another source.
This replaces the bonus feat gained at 1st level.
Many Paths: At 4th level, the war hero gains a second lesser heroic aura, and chooses a totem for that aura following the same restrictions as the aura gained at 1st level. He may also retrain the totem chosen at 1st level.
The war hero may activate either aura whenever they achieve greatness, and may have them active simultaneously if he achieves greatness multiple times. Achieving greatness only allows for the activation of one aura, but always resets the duration of all active auras.
This replaces the bonus feat gained at 4th level.
Expanding Influence: At 8th level, the war hero gains a third lesser heroic aura, and may retrain any previous totems. In addition, while the war hero has at least 3 auras active, the radius of his auras increase to 60 ft.
This replaces the bonus feat gained at 8th level.
Increasing Power: At 12th level, the war hero gains his first greater heroic aura. The totem chosen for a greater aura may require up to 1 spell point to be activated. He is not required to spend any spell points when he creates this aura. He may also retrain his lesser auras. His lesser auras are still (and will always be) limited to totems that do not require a spell point to be activated.
This replaces the bonus feat gained at 12th level.
Legendary Response: At 16th level, the war hero gains his second greater heroic aura. He may also retrain his previous totems. When the war hero achieves greatness, he may activate 2 auras instead of 1.
This replaces the bonus feat gained at 16th level.
Eternal Warfare: At 20th level, the war hero gains his third greater heroic aura, and may retrain any previous totems. When the war hero makes a successful attack against on an enemy with at least half as many Hit Dice as himself, he may activate an aura as an immediate action.
This replaces the bonus feat gained at 20th level.