Ultimate Spheres of Power
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A weather harvester is a researcher into the magical arts who has learned how to harness the inherent magical energy of weather and redirect it towards their own ends.
This archetype requires sphere alchemist.
Storm-fed
At 1st level, the weather harvester gains Weather as a bonus sphere, or a Weather talent if he already has the Weather sphere, and treats his class level as his caster level for this sphere. This stacks normally with caster levels gained from other sources.
This ability replaces mutagen.
Create Harvester (Ex)
At 1st level a weather harvester gains the unique ability to create devices that channel the awe-inspiring power of weather to create other magical effects. Harvesters are magic items that use the talent-based system and function once per day. The weather harvester need not have the prerequisite base spheres or talents to make the harvester.
If he does lack a prerequisite talent or sphere he must succeed at a Spellcraft check against a DC of 20 + the harvester’s complexity to successfully make the item. This DC increases by 5 for each prerequisite talent or sphere he lacks. If he lacks a prerequisite advanced talent, he also must have at least as many ranks in Spellcraft as the advanced talent’s caster level prerequisite.
He may substitute a relevant Craft skill for Spellcraft. Failing this check means that the item does not function and the materials and time are wasted. The maximum caster level of a harvester is equal to his weather harvester level.
A harvester may only be activated by the weather harvester who created it and only in an area with a particular type of weather of sufficient severity; neither of these prerequisites may be emulated with Use Magical Device. The required weather is set by the weather harvester when he creates it and the strength of the weather is determined by the harvester’s complexity (see Table: Harvester Complexity and Required Weather Severity). By choosing snow or storm rather than merely precipitation, or by choosing a type of radiation or volcanic weather, he may reduce the minimum weather severity by 1, to a minimum of 4.
Activating a harvester takes 10 minutes, which is reduced by one casting time step for each category more severe the weather in the area is than the minimum. If the weather’s severity changes while the harvester is being activated, its activation time may change. If it drops below the amount of time the weather harvester has spent activating the harvester, it takes effect immediately. If the weather severity drops below the minimum required for activating the harvester, the activation fails and the daily use of the harvester is wasted.
The material cost to create a harvester is 100 gp x the harvester’s complexity x the harvester’s caster level. If a harvester effect requires a saving throw, the DC is equal to 10 + 1/2 the harvester’s caster level + the weather harvester’s casting ability modifier.
This ability replaces brew potion, poison resistance, and poison immunity.
Table: Harvester Complexity and Required Weather Severity
| Complexity |
Minimum Weather Severity |
| 1–2 |
3 |
| 3–6 |
4 |
| 7–10 |
5 |
| 11–14 |
6 |
| 15+ |
7 |
Spheres and Weather: Instead of allowing the weather harvester to set the required weather for each harvester he makes, a GM may have each sphere be associated a particular type of weather; harvesters’ required weather must then be associated weather of the harvester’s sphere. For example, Death might be associated with storms, so any harvester that animates undead would require stormy weather.
The Tempestarian's Handbook
$4.99
A weather harvester is a researcher into the magical arts who has learned how to harness the inherent magical energy of weather and redirect it towards their own ends.
Casting: The weather harvester may combine spheres and talents to create magical effects. The weather harvester is considered a Mid-Caster and uses Intelligence as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
This replaces the alchemy class feature.
Spell Pool: The weather harvester gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Intelligence modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents: A weather harvester gains 1 magic talent every time he gains a caster level. This does not stack with caster levels gained from other sources.
Storm-fed: At 1st level, the weather harvester gains Weather as a bonus sphere, or a Weather talent if he already has the Weather sphere, and treats his class level as his caster level for this sphere. This stacks normally with caster levels gained from other classes.
This ability replaces mutagen.
Create Harvester (Ex): At 1st level a weather harvester gains the unique ability to create devices that channel the awe-inspiring power of weather to create other magical effects. Harvesters are magic items that use the talent-based system and function once per day. The weather harvester need not have the prerequisite base spheres or talents to make the harvester.
If he does lack a prerequisite talent or sphere he must make a successful Spellcraft check against a DC of 20 + the harvester’s complexity to successfully make the item. This DC increases by 5 for each prerequisite talent or sphere he lacks. If he lacks a prerequisite advanced talent, he also must have at least as many ranks in Spellcraft as the advanced talent’s caster level prerequisite. He may substitute a relevant Craft skill for Spellcraft. Failing this check means that the item does not function and the materials and time are wasted. The maximum caster level of a harvester is equal to the weather harvester’s alchemist level.
A harvester may only be activated by the weather harvester who created it and only in an area with a particular type of weather of sufficient severity; neither of these prerequisites may be emulated with Use Magical Device. The required weather is set by the weather harvester when he creates it and the strength of the weather is determined by the harvester’s complexity (see Table: Harvester Complexity and Required Weather Severity). By choosing snow or storm rather than merely precipitation, or by choosing a type of radiation or volcanic weather, he may reduce the minimum weather severity by 1, to a minimum of 4.
Activating a harvester takes 10 minutes, which is reduced by one casting time step for each category more severe the weather in the area is than the minimum. If the weather’s severity changes while the harvester is being activated, its activation time may change. If it drops below the amount of time the weather harvester has spent activating the harvester, it takes effect immediately. If the weather severity drops below the minimum required for activating the harvester, the activation fails and the daily use of the harvester is wasted.
The material cost to create a harvester is 100 gp x the harvester’s complexity x the harvester’s caster level. If a harvester effect requires a saving throw, the DC is equal to 10 + 1/2 the harvester’s caster level + the weather harvester’s Intelligence modifier.
This ability replaces brew potion, poison resistance, and poison immunity.
Table: Harvester Complexity and Required Weather Severity
| Complexity |
Minimum Weather Severity |
| 1–2 |
3 |
| 3–6 |
4 |
| 7–10 |
5 |
| 11–14 |
6 |
| 15+ |
7 |
Spheres and Weather: Instead of allowing the weather harvester to set the required weather for each harvester he makes, a GM may have each sphere be associated a particular type of weather; harvesters' required weather must then be associated weather of the harvester's sphere. For example, Death might be associated with storms, so any harvester that animates undead would require stormy weather.