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Iz-Rehaj Bajuh LE
Character Name Alignment
6 Incanter/5 Tempestarii// 11 Highlord (Didect)// Mythic: 3
Character Level
Alraun (Catfolk) M
Race Size
Men 19
Gender Age
5'11 135lbs
Height Weight
Blackfur Golden
Hair Eyes
Eldwen|Astralaria STATS: 7/10/12/14/14/18
Player
Godking Ahket (Daddy) Ahcket
Deity Homeland
Favored Classe: Highlord - Dromite: Add 1/2 to the maximum number of creatures allowed in the highlord's collective. 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
7 -2 N/A -2
Dex
Dexterity
10 +0 N/A +0
Con
Constitution
14 +2 N/A +2
Int
Intelligence
14 +2 N/A +2
Wis
Wisdom
12 +1 N/A +1
Cha
Charisma
32 +11 N/A +11
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
133
0
0
Initiative
Dex
Modifier
+16
+11
+5
BAB
+7
ARMOUR CLASS
Total AC
Armour
Shield
Dex
34
+9
+0
+0
Size
Natural
Deflection
Misc
+0
+0
+0
+15
Touch
25
Flat Footed
34
Flat Footed + Touch
25
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +26 +7 CON +2 +3 +11 +3
Reflex +20 +3 DEX +0 +3 +11 +3
Will +25 +7 WIS +1 +3 +11 +3
Saving Throw Notes

Oracle revlation friend to animals applies to character through use of Avatism (Animal) from Beserker Sphere each round as a free action, applying Cha to all saves.

Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+5 +7 -2 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
26 10 +7 -2 +11 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
10
-
40 (P)
-
0
-
Languages

Common, Celestial, Infernal

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
SP
ES
0
0
0
0
0
0
0
0
Per Day
66
22
0
0
0
0
0
0
0
0
DC
0
0
0
0
0
0
0
0
0
Spell List

Sphere talents:
ct: Weather Opened
ct: Veilweaving Opened (Envoy of the Lord veil)
ct: Conjuration Opened (from drawback)
mt: Dancer Training (discipline)
mt: Whip Fiend
mt: Beserker opened (Avatism through drawback)
Atavism (adrenaline) (Animal, Survival)
mt: beserker: Flaming Ríastrad
1 War Opened (drawback, Doom Totem and Damaging Momentum)
1 Conjuration (Lingering companion, Homogenous)
1 Destruction Opened
2 Weather (Severe Weather)
2 Shape Additional Veil (Courtesan's Cloak)
3 Fate Opened (drawback: Tug Fate)
3 Weather (Greater Weather)
3 Extra Companion (1)
4 Extra Companion (2)
4 Admixture
5 Extra Companion (3)
5 Enchantment Open
5 Mass enchantment
6 Storm Lord
6 Storm Lord (x2)
7 Bind Head Chakra
7 Enhanced Capacity
8 Alteration Sphere Opened
8 Enhanced Capacity (2)
9 Anthropomorphic form
9 Lingering transformation
10 Radiation Lord (1)
10 Permenant Alteration
11 Size Change
11 Catatastrophy Lord
12
12
12
13
13
14
14
14
15
15
16
16
16
17
17
18
18
18
19
19
20
20
20

Spellcasting Notes

Decrees:

1: Falter: As a swift action, the highlord chooses a member of the collective to suffer one of the following penalties for a number of rounds equal to the highlord’s Charisma modifier (minimum 1 round):

–2 penalty on attack rolls, and double that penalty on skill checks.
–1 penalty to armor class and on saving throws.
–1 penalty to the save DCs of the creature’s abilities (including spells and powers).

When the highlord has this decree active, as a swift action, he can inflict an additional penalty to a member of the collective for the same duration as the original decree. Successive uses of this ability for the same penalty do not stack; however, the highlord can afflict a creature with multiple penalties at once, if he uses this decree on a target multiple times.

At 7th level and every six highlord levels thereafter, these penalties increase by 1. This decree is not a mind-affecting effect.

4: Persistent Conscription: As a swift action, the highlord can empower his collective’s grasp for a number of rounds equal to his Charisma modifier (minimum 1 round). During this duration, whenever the highlord attempts to force creatures into his collective (such as through the Unwilling Participant feat), those creatures roll two d20s for their Will saves and take the lower result.

7: Restraining Order: Activating this decree is a free action, and it lasts for a number of rounds equal to the highlord’s Charisma modifier (minimum 1 round). During this duration, as a swift action, the highlord can direct a member of the collective to halt. For 1 round, that collective member cannot willingly leave their space. Unlike most decrees, the collective member does not receive a save against this decree.

10: Hand of Intervention: As an immediate action, the highlord can prevent a member of his collective from dying. Any damage that would have killed them is prevented, and any death effects are nullified. Their hit points become –1, and they stabilize automatically.

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +0 (DEX)  +0 +0 +0
Bluff +27 (CHA)  +11 +11 +5
  Climb -2 (STR)  -2 +0 +0
Diplomacy +27 (CHA)  +11 +11 +5
  Disguise +11 (CHA)  +11 +0 +0
  Escape Artist +0 (DEX)  +0 +0 +0
Fly +4 (DEX)  +0 +1 +3
  Heal +1 (WIS)  +1 +0 +0
Intimidate +11 (CHA)  +11 +0 +0
Knowledge: Arcana +6 (INT)  +2 +1 +3
  Knowledge: Dungeoneering +2 (INT)  +2 +0 +0
Knowledge: Local +18 (CHA)  +11 +4 +3
Knowledge: Nature +9 (INT)  +2 +4 +3
Knowledge: Planes +9 (INT)  +2 +4 +3
Knowledge: Religion +10 (INT)  +2 +5 +3
Perception +11 (CHA)  +11 +0 +0
  Ride +0 (DEX)  +0 +0 +0
Sense Motive +30 (CHA)  +11 +11 +8
Spellcraft* +10 (INT)  +2 +5 +3
  Stealth +0 (DEX)  +0 +0 +0
  Survival +1 (WIS)  +1 +0 +0
  Swim -2 (STR)  -2 +0 +0
Use Magic Device* +25 (CHA)  +11 +11 +3
Background Skills
CS Skill Total AB Mod Ranks Misc
Appraise +2 (INT)  +2 +0 +0
  Knowledge: Engineering +2 (INT)  +2 +0 +0
  Knowledge: Geography +2 (INT)  +2 +0 +0
Knowledge: History +9 (INT)  +2 +4 +3
Knowledge: Nobility +25 (CHA)  +11 +11 +3
Sleight of Hand* +25 (CHA)  +11 +11 +3
Custom Skills
CS Skill Total AB Mod Ranks Misc
Autohypnosis +15 (WIS)  +1 +11 +3

* only usable when trained (rank 1 and higher)
Skill Notes
Trade Tradition: Godking's favorite.
Archaeologist (trade)
You gain Appraise, Knowledge (history), Spellcraft, and Use Magic Device as class skills. When attempting a Spellcraft check to identify the properties of a magic item, you may attempt as many checks as you wish per day rather than just one (which allows you to take 20 on such checks).
False Mage (trade)
You gain Bluff, Knowledge (arcana), Sleight of Hand, and Use Magic Device as class skills. You may use your Charisma modifier in place of your Dexterity modifier for Sleight of Hand checks.
Storyteller (trade)
You gain Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) as class skills. You can use the higher of your Charisma or Intelligence modifiers when attempting two of Knowledge (history), Knowledge (local), and Knowledge (nobility) checks, chosen when you select this talent.
Vocation Talent: Divergent Aptitude - Perception, Charisma
Prerequisite: Chosen skill 1 rank.
Choose one skill you have as a class skill and one ability score which is not usually used for that skill. When you attempt skill checks with the chosen skill, you may use the chosen ability score in place of the normal ability score for that skill. You also unlock skill leverage with that skill.
You may take this talent multiple times, choosing a different skill each time.
Feats

Drawback feat: Eternal Transformation (Orb, Hybrid)
Benefit: This functions as the Transformation feat, save that you may not return to your original form and must always remain in a form selected with the Transformation feat or a hybrid form from the Hybrid Transformation feat (the form selected at the time you take this feat, although you may change this form whenever you select a feat or talent that affects your transformation). Your transformation is not considered a magical effect and cannot be suppressed or removed by any effects which could suppress, remove, or override polymorph effects or magical effects (such as an antimagic field or the true form spell). Unlike the Transformation feat, you do not gain the shapechanger subtype.
Special: This counts as Transformation for the purpose of meeting prerequisites. Abilities that modify the Transformation feat (such as Improved Transformation) may also affect this feat. Whenever you would receive Transformation as a bonus feat, you may instead select Eternal Transformation.
Transformation, Hybrid
Prerequisite: Transformation.
Benefit: When changing into a form granted by the Transformation feat, you may instead assume a hybrid form, blending your base form and your transformation form. This cannot be used if your transformation form is already similar to your base form, such as a humanoid using Anthropomorphic Transformation.

When in hybrid form, you gain all limbs, natural attacks, special abilities, and movement modes from your transformation form, but without changing your basic shape nor melding your equipment. You may choose to retain limbs and movement speeds from your base form if your transformation form lacks them or has lesser versions, such as a humanoid keeping arms when assuming a hybrid form based on Serpentine Transformation or Vermin Transformation, adding legs to Aquan Transformation, or a winged creature retaining its wings under Animalistic Transformation.

If your transformation would grant you additional legs, you may instead gain them as arms, although they do not grant any additional attacks, are not strong enough to gain any natural attacks, and may not assist in wielding weapons, activate magic items, or wield a shield. They may hold items and as a swift action you can use them to draw a sheathed or hidden weapon, don a shield, retrieve a stored item, load a crossbow, open a door, pick up an unattended item, sheathe or store an item, or take other non-offensive actions involving manipulating objects. Items do not automatically merge with the new form if it is capable of wearing them, but the size of the items does not change if they do not resize on their own.

Special: Traits granted from the Improved Transformation feat apply to both your base transformation form and your hybrid form.


Flaw feat 1: Shared Magic
Benefit: When you use a sphere ability that has an ongoing effect, you may spend a free action to designate an ally within close range as the owner of the ability. That ally gains control of the ability at the beginning of their next turn. The new owner is considered the creator of the spell, and can do whatever the owner can with the spell, including concentrating to maintain it, dismissing it, moving it (if it can be moved), spending spell points on it, or any other effect that can take place after the ability has been created. The new owner must be a spherecaster with a caster level equal to a minimum of half the caster level of the sphere ability they are being given. They use their own concentration and magical skill bonus to maintain the spell, but the sphere ability still uses your caster level.
Flaw feat 2: Psionic Awakening
You have a strong spark of psionic talent.
Benefit: Choose inertial armor, mindlink, or vigor. You can use that power as a psi-like ability once per day, with a manifester level equal to your character level. At character level 4th and every four levels thereafter, you can use the chosen power one additional time per day.
Special: You can take this feat multiple times. Each time you do, you choose a different power from the above list.
Occupation feat: Noble Scion (War)
You are a member of a proud noble family, whether or not you remain in good standing with your family.
Prerequisites: Cha 13, must be taken at 1st level.
Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you.
Scion of War: You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.
Feats per level:
1: Toughness
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
3: Overflowing Life (Heritage)
You have developed unusual amounts of life force in your body.
Prerequisites: Toughness, and aberration, fey, ooze, or plant type.

Benefits: You gain fast healing 2.
5: Sphere Virtuoso
7: Vile Leadership
9: Homogenus Companion
11: Spell Proxy
13:
15:
17:
19:

Incanter, Highlord, and Oath Bonus feats:

2i: Squadron Commander (Squadron)
Prerequisite: War sphere.
Benefit: You have a squadron of allies who experience greater benefits from your totems. Your squadron can include yourself and up to 3 additional allies, plus an additional ally for every 5 caster levels you possess or for every 5 ranks in Diplomacy you possess, whichever is higher. You can change the membership any time you rest and regain spell points, but you must touch a creature to add it to your squadron. You must spend 1 minute every day renewing the links between you and your squad members. You must have access to each member you wish to include. Your caster level at the time you renew this connection is used for this ability through the day, even if your caster level changes.
Squadron members must be specific individuals. Squadrons can include summoned companions that are effectively the same creature being summoned each time (such as the companion summoned with the Conjuration sphere), but not spontaneously created creatures.
Alternatively, instead of allies, your squadron may consist of yourself and one crew or troop.
Members of your squadron gain increased bonuses from your totems. If a totem grants a bonus to any d20 roll or any number that is the target of a d20 roll (such as AC, attack rolls, saving throws, CMB, CMD, ability checks, skill checks, concentration checks, or spell penetration checks), that bonus increases by +1, and an additional +1 for every 10 War caster levels you possess.
2h: Linked Squadron (Psionic)
The bonds you forge with your squadron stretch as far as your thoughts
Prerequisites:Collective, Squadron Commander or Troop Commander.
Benefit:The maximum number of creatures in your squadron increases to the maximum number of creatures in your collective. You may add a creature to your squadron as part of the action to add it to your collective. You treat any creatures in your collective as being within close range for the purpose of targeting them with your feats and talents.
2o: Mind Parasite
You gain sustenance and abilities from the members of your collective.

Prerequisite: Collective class feature.
Benefit: You can draw on the members of your collective to sustain yourself and grant you additional abilities. As long as you have at least one other member in your collective, you do not need to eat or drink, but all members of your collective are ravenous and require more food to sate their own hunger. In addition, up to 3 times per day, as a swift action, you can deal 1 point of damage to each of them and heal the same amount of damage to yourself.
4i: Atmospheric Imbuement (Dual Sphere)
6o: Mantled Caster
6i (11): Spell Proxy, Improved
8i (13):
9h: Psionic Meditation
10i (15):
10o: Circle Casting
12i (17):
14o:
14i (19) :
16h:
18o:

Special Abilities

ORACLE CURSE: Lame
One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet.

ORACLE REVELATION: Nature
1:Friend to the Animals (Ex): Add all summon nature’s ally spells to your spell list. You must still select these spells using your allotment of spells known. Animals within 30 feet of you receive a bonus on all saving throws equal to your Charisma modifier.
3: Nature’s Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.
7 (12):
11 (16):
15 (20):

OATHS:


Forbidden Knowledge (Perpetual Discomfort 2 points)

Oath: The secrets you carry weigh heavy on you. You are constantly affected by a single madness which never goes dormant no matter how much sanity damage is recovered. Whether this madness represents constant stress from your burden or a perfectly logical path given some horrible secret you are aware of is up to you. Lesser madnesses are worth 2 Oath points while greater madnesses are worth 4 Oath points. A character may only possess one instance of this Oath.

Defiance Penalty: The only method by which you may come to terms with your knowledge is by erasing it from your mind. If you ever cure yourself of this madness, you take a penalty on Intelligence checks and skill checks equal to half your character level.

Atonement: To regain this forbidden knowledge, you must rediscover what nightmarish secrets you have forgotten, which involves at least 3 days worth of research or exploration into the source which once fueled your forbidden abilities. After this time, you regain the madness associated with this oath.

Oath of Loyalty (1 Oath Point)

Oath: You have sworn your service to a god, nation, or leader (hereafter referred to as your patron). Your alignment must remain within 1 step of your patron’s, and you must adhere to the moral tenets of your patron while remaining in their good standing. Paladin or antipaladin codes provide a framework for what moral tenets might mean for a character who pledges an Oath of Loyalty. Minor infractions may be overlooked, but a gross defiance (such as disobeying a direct order from your patron or acting in a way that directly contradicts your patron’s teachings) is sufficient to break an Oath of Loyalty. A patron may revoke the benefits of an Oath of Loyalty at any time.

Defiance Penalty: Breaking an Oath of Loyalty is not something a patron easily forgets, and those who break an Oath are likely to be pursued and cast out by the patron’s other followers. You are constantly shaken so long as you still benefit from this Oath, and this condition cannot be removed nor can it be averted by an immunity to fear. In addition, others who have sworn Oaths of Loyalty to your former patron are likely to know that you have broken your Oath.

Atonement: Atoning for betraying your patron’s trust requires you to spend 3 days beseeching your patron for forgiveness and making 50 gp x your character level squared worth of offerings to them. Patrons are not required to forgive you if you have offended them. Alternatively, you may spend 3 days seeking out a new patron, paying the cost as a sign of your dedication to this new patron.

Oath of Offerings (7 Oath Points)

Oath: You have sworn to dedicate your wealth to a specific individual, organization, or cause, such as your god, a charity, or a thieves’ guild. You must donate your wealth such that the total value of your belongings does not exceed half of the expected wealth for a character of your level (if your game does not follow character wealth by level, you should donate wealth such that the value of your belongings stays around half the value of other PCs’ wealth). If making an offering immediately is not possible, this Oath allows the Oathbearer to hold onto (but not to use) excess belongings until an offering can be made, without breaking this or other Oaths. Equipment gained from class features (such as an armorist’s summoned equipment) does not count towards the value of your belongings.

Defiance Penalty: Refusing to make an offering causes you to lose the benefits of any Oath points granted by this Oath immediately.

Atonement: To atone, you must make another offering to reduce your wealth below the necessary amount. You must also make an additional offering worth at least 160 gp x your character level squared.

OATH BOONS:

Bonus Feats (4 Oath points)

You gain a number of bonus feats depending on the number of Oath points you spend on this Oath boon, to a maximum of 4 (see Table: Bonus feats per Oath point).

These feats should be thematically associated with the idea of bonding with some force or making a physical or spiritual commitment towards some entity. Some acceptable bonus feats which could be selected with this Oath boon include Teamwork feats, Damnation feats, item creation feats, Story feats, Circle Casting, Desensitized, Dragon’s Tattoos, Eternal Transformation, Exotic Heritage, Favored Prestige Class, Hardened Psyche, Magical Inurement, Noble Scion, Zodiac Tattoos, any feat with Obedience in the name, and any feat which would use a feat with Obedience in its name as a prerequisite. You do not need to meet the ability score prerequisites for these feats. Others may be available at GM discretion.

Enhanced Abilities (Su) (2 Oath points)

Your Oath grants you strength and acuity beyond that of your kin. At 4th level and every even-numbered level thereafter, you gain a +2 enhancement bonus to one of your ability scores. These bonuses do not stack with each other until you are at least 10th level, at which point they may stack up to a maximum of +4. This improves to a maximum of +6 at 13th level. From level 13 onwards, you gain two +2 ability score bonuses at every level rather than just one at even-numbered levels.

Enhanced Armaments (Su) (3 Oath points)

Your devotion enhances the abilities of your weapons. At 4th level, one weapon you wield (including a natural weapon) gains a +1 enhancement bonus on attack and damage rolls for as long as you wield it (these bonuses are still applied if the weapon is thrown). This bonus increases by 1 at 7th level and every 3 levels thereafter, to a maximum of +5 at 16th level. Alternatively, you may apply this bonus to an implement, granting an enhancement bonus to caster level with a specific sphere in place of a bonus to attack and damage rolls. This bonus does not stack with any existing enhancement bonus the weapon or implement may have. If you spend a third Oath point, the weapon or implement’s enhancement bonus also increases at 5th level and every 3 levels thereafter (to a maximum of +10 at 17th level).

The item’s enhancement bonus cannot exceed +5, but the remaining bonus can be spent to grant the item any properties that an armorist of your character level could apply to their weapons or implements. You may take this Oath boon multiple times, each time gaining the ability to apply it to an additional weapon or implement. You may change which item you apply this bonus to or change the nature of the bonus in a process that takes 1 hour. You cannot apply both Enhanced Armaments and Enhanced Defenses to the same piece of equipment.

Inhuman Resilience (Su) (1 Oath point)

Your Oath insulates your body and mind against harm. You gain a +1 resistance bonus to all saving throws at 3rd level, which increases by 1 at 6th level and every 3 levels thereafter (to a maximum of +5 at 15th level). You also gain a +1 enhancement bonus to natural armor at 5th level which increases by 1 at 8th level and every 3 levels thereafter (to a maximum of +5 at 17th level).

Traits

Racial Traits: Alarun Catfolk

Alraun Racial Traits
+4 Charisma, -2 Constitution, -2 Wisdom

Alraun are the result of a humanoid’s blood interacting with an alraun plant to spontaneously create an adult creature. The resulting creature is weaker and lacking in experience, but often created in the perfect image of that race’s idea of beauty and charm.

Alraun are always created in the image of another humanoid race; they are humanoids with the plant subtype and one other humanoid subtype as determined by the race the alraun was patterned after. An alraun takes no penalties to their Disguise checks when attempting to pass as a member of this race.

Author's Note: The subtype granted by this race treats this race as the noted type for the purpose of determining whether or not a race is affected by effects such as the Bane weapon special ability.

Medium Sized

Alraun have a base speed of 30 ft.

Low-Light Vision
Alraun can see twice as far as normal in conditions of dim light.

Silver Tongued

Alraun gain a +2 bonus on Diplomacy and Bluff checks. In addition, when an alraun uses Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.
Languages

Alraun begin play speaking Common. Alraun with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Fermon Alraun

Fermon alrun secrete pheromones that make them remarkably amiable. The following racial traits replace blood sense, sense poison, and prehensile vine.

Emissary: Once per day, fermon alraun can roll twice when making a Bluff or Diplomacy check and take the better roll.

Odor of Susceptibility: Any non-ally creatures within a 10-ft-radius of a fermon alraun suffer a -1 penalty to Will saving throws and Sense Motive checks. Creatures that do not breathe are immune to this ability, but creatures with scent are affected when within 20 ft. of a fermon alraun. Creatures can only be effected by one fermon alraun’s odor of susceptibility at a time (the penalty incurred by the ability does not stack with itself).

Background Occupation: Godking's child
Skills: Intimidate and Fly

Drawback: Heidonistic
You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

Flaw 1: Noncombatant
You are relatively inept at melee combat.
Effect: You take a -2 penalty on all melee attack rolls.

Flaw 2: Slow

You move exceptionally slowly.
Effect: Your base land speed is halved (round down to the nearest 5-foot interval).
Special: You must have a base land speed of at least 20 feet to take this flaw.

Major Drawback: Nonathletic
Bane: You suffer a -2 all Strength-based skill and ability checks, and cannot take 10 with such checks. You also suffer a -1 penalty to your CMD.

Section 15: Copyright Notice

Traits:
1 Reactionary (Combat) - +2 initative
2 Magical Wardrobe (Equipment) - change clothes!
3 Fate's Favored (Faith)- +1 to any luck bonus
4 Wicked Leader (Social) - LOL

Unified Tradition

Unified Tradition: Godking's chosen
Casting: Spheres - 14 drawbacks, easy focus, atormergy, +1 sp per level, +1 essence per level
Weather
Veilweaving

Total points: 14

General Drawbacks:

Focus Casting

Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. The focus must be wielded or equipped to be used (for example, a wand must be held, a ring must be equipped in a ring slot, etc.) Using magic without your focus requires you to attempt a concentration check (DC 20 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it. At the GM’s discretion, however, another caster’s focus may be used instead.

If you are carrying your focus when subject to a polymorph effect that would normally meld your equipment into your new form, your focus melds into your body as well, causing this drawback to function as the center of power drawback for the duration of the effect.

You may not select this drawback if you possess the Center Of Power or Galvanized drawbacks.

Innate Curse [Apoc]

Source: Spheres Apocrypha: Casting Traditions 2

Your magic comes from a source that curses you, or your cursed condition is a side effect of your casting ability. You suffer the hindrance of a singular oracle curse, and do not get its benefit, nor the benefits that come with increased level. Use your magic skill bonus as your oracle level to determine any penalties from its hindrance. This curse is permanent and cannot be removed.

Not all curses are appropriate for this drawback, and the GM is the ultimate arbiter of which oracle curse you suffer from.

Special: If you already possess an oracle’s curse (or gain one later), then you retain this curse in addition to the other curse, but each curse must be a different type of curse and provide different kinds of benefits (even if you don’t possess the curse mastery feat).

Mental Focus

Your magic requires you to have a focus that is not always possible to achieve. You normally have focus, but lose it whenever you fail a save versus mind-affecting magic, have a critical hit confirmed on you, or a condition causes you to lose the ability to concentrate (such as being nauseated or helpless or failing a forced concentration check such as from being entangled). Using magic without your mental focus requires you to attempt a concentration check (DC 20 + 1/2 caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If focus is lost, the caster can refocus by meditating as a full-round action that provokes attacks of opportunity.

Narcoleptic Casting

Your magic has a pacifying effect that can lull you to sleep. At the end of any round in which you spend 1 or more spell points you must succeed at a Fortitude saving throw with a DC of 10 + 1/2 your magic skill bonus (minimum DC 11) or fall asleep standing up for 1 round. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature without dealing damage is a standard action (an application of the aid another action). Creatures immune to sleep cannot gain this drawback; if a creature later becomes immune to sleep after gaining this drawback, they must immediately retrain it for another drawback or lose it, recalculating their spell points as appropriate.

This counts as 2 drawbacks when determining the number of spell points gained.

Oathbound Casting [DbH]

Your magic derives from a covenant created with yourself or some other powerful entity. Select an Oath you have sworn. In the event that you break that Oath, forsake it, or have no Oaths to upkeep, you lose your spellcasting abilities until you atone, or select a new Oath to be the focus for your spellcasting in a ritual that takes 8 hours to complete.

Your oaths connections to your magic leaves openings for others to exploit, even without forcing you to break your oath. Creatures that succeed at a Spellcraft check to identify your magic become aware of the Oath sworn as well as the vulnerabilities to exploit. By succeeding at a Spellcraft check as a move action, they gain a +2 bonus to AC and saving throws against your magical effects for 1 minute. The DC of this check is equal to 15 + your magic skill bonus.

The Oaths that you can select for this drawback are the following: Oath against Harm, Oath against Mercy, Oath of Loyalty, Oath of Secrecy, and Oath of Silence. These count as a number of drawbacks equal to the number of oath points they are usually worth. With GM permission, other Oaths or paladin/antipaladin codes can be selected as well.

Rigorous Concentration

Your magic requires intense amounts of concentration to use. When attempting a concentration check (such as to cast defensively or while taking damage), the DC increases by +10. You may increase the casting time by one step to take extra time focusing and negate this penalty.

Somatic Casting

You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure.

You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.

Note: With GM permission, it is possible to modify this drawback so that, when taken once, the caster may wear either light or medium armor but cannot use a shield without incurring a chance of arcane spell failure, mimicking the core bloodrager.

Spell Stand-In [Apoc]

Source: Spheres Apocrypha: Cohorts & Companions

In place of being able to cast spells directly, you must channel them through a summoned companion. You lose the ability to cast any sphere effect through yourself outside of summoning your companions. You gain the Conjuration sphere and the Spell Conduit talent as bonus talents, and the Spell Channel feat as a bonus feat.

Unstable Storage [Mana HB]

The methods you have developed to store your magical potency are improperly practiced, dangerous, or otherwise fragile to others. You have some sort of obvious indicator of the levels of your magical reserves that alert any creature who can see you of how many spell points you have in reserve. The exact indicator varies across different casters, ranging from crystalline growths on their body that fade after magical use, to their skin color and tone draining the lower their spell point pool is.

Additionally, your spell point pool also serves as a bridge to your vitality. When you have less than 1/2 of your total capacity of spell points (rounded down), you are fatigued. When you have less than 1/4 of your total spell point capacity, you are exhausted. When you have no spell points remaining, you must attempt a concentration check (DC 15 + your caster level, +2 for every check succeeded, which resets when you rest to regain spell points) every hour and when you cast sphere effects or otherwise fall asleep. These conditions may only be cured by gaining spell points (including temporary ones) above the thresholds whether via use of Mana sphere, consumables, or rest. This drawback counts as 2 drawbacks when determining the number of spell points gained. The fatigued, exhausted and sleep conditions caused by this drawback bypass any immunities you may have. You can be woken up from sleep normally unless a different effect would prevent you from waking.

Author's Note: The exhausted, fatigued, and sleep conditions caused by this drawback bypass any immunity to those conditions. You can be woken up from sleep normally unless some other effect prevents that.

Verbal Casting

You must speak in a loud, clear voice to cast spells. Using magic alerts all nearby hearing creatures to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly.

Witchmarked

Some aspect of your visage is a dead giveaway about your magical nature. This could be any purely cosmetic modification or sensation that is hard to hide such as a vestigial tail (or tails), glowing eyes, an aura visible to the naked eye or the stench of death clinging to you. The intensity of this trait grows proportional to your power. Anyone who sees you may attempt a Knowledge (arcana) check (DC 20 - your MSB, minimum DC 0) to learn your magic skill bonus, caster level and what base magic spheres you possess.

You may attempt to hide your witchmark trait, but doing so requires a successful Disguise check (DC 10 + your MSB, roll is hidden). Alternatively, if attempting to hide your witchmark as part of a more elaborate disguise, this gives a penalty to that Disguise check equal to your MSB. Using an illusion, shapechange, or other magical disguise to hide your witchmark automatically succeeds, but any use of magic that does not explicitly hide your witchmark instead immediately reveals your witchmark to all observers.

You may not select this drawback if you possess the Magical Signs drawback.

Specific Drawbacks:

Conjuration:

Elongated Summoning

Summoning a creature requires 1 minute of concentrated effort, rather than only a standard action.

Destruction:

Energy Focus

Choose a blast type group. You may only make destructive blasts from that blast type group. You must select a (blast type) talent from the chosen blast type group with the bonus talent granted by this drawback. You may not select any other (blast type) talents outside the chosen blast type group.

Author's Note: A blast type talent that is in multiple blast type groups counts as being outside your chosen blast type group and cannot be selected, even if one of the groups would match your chosen blast type group.
Shape Focus

You may only make a destructive blast of a single shape. You must select a (blast shape) talent with the bonus talented granted by this drawback, and cannot make destructive blasts except when using that (blast shape). You may not select any other (blast shape) talents.

Incompatible: Destructive Touch

War Specific

Alternate Totem
You cannot use Totem Of War. You must choose a (totem) talent with the bonus talent gained from this drawback.
Incompatible: Battle Manipulation, Small Unit Strategist

Commando
You cannot use rallies. You must select a (mandate) talent or a (momentum) talent with the bonus talent gained through this drawback.
Incompatible: Alternate Rally, Battle Manipulation, Solo Combatant

Boons:

Atmoturgy (Heat)
Choose a weather category (Aridity, Cold, Heat, Precipitation, or Wind). While in weather of this type of severity level 3 or higher, you gain a +1 competence bonus to your caster level. At severity level 6 or higher, this bonus becomes +2.

Easy Focus
When maintaining a sphere ability through concentration, effects that normally require a standard action to concentrate on only require a move action for you. This does not decrease the sphere ability’s casting time, only the action used to maintain concentration.

Martial Spheres:
Equipment X2, Beserker x2

Sphere Specific Drawback:
Adrenaline Junkie [Conq. HB]

You do not gain the brutal strike ability. You must take an (adrenaline) talent with this drawback.

Incompatible: Unbattered, Weakling.

Mythic: The Spheremaster
HP: 4 per tier (12)
Surge 1d6
Mythic Spheremastery: Fate sphere (tug fate)
Abilities:
1Mythic Incanter Specializations (Choice) (Oracle Revelation refunded)
2 Mythic Instant Weather

When you use control weather to change the weather’s severity, you may expend one mythic power to immediately change as many types of weather as you want. You must be able to control those types of weather to change them in this way.
3 Heirloom (Ring I guess idk)

Feats:
1 Mythic Leadership
3 Unwilling Participant (Mythic)

Creatures find it difficult to resist joining your collective.
Prerequisites: Unwilling Participant, 2nd mythic tier.
Benefit: You add half your tier to the save DC when forcing an unwilling creature into your collective. Additionally, you can expend one use of mythic power when a creature succeeds on its saving throw against being added to your collective to force that creature to roll a second time and take the lower result.

Arms & Equipment

veils: 2
Envoy of the Lord - 4 Essence invested (bound Head)
A crown of gleaming akasha forms upon your brow, allowing you to call upon an envoy of servants who bow to your every whim.

Shaping this veil grants you the benefits of the rajah’s house of servants class feature, using your veilweaving modifier in place of the rajah’s initiation modifier and your veilweaving level in place of the rajah’s class level when determining the effects of the ability.

If you already have the house of servants ability, you instead gain the benefits of the Extra Heraldry feat, treating your veilweaving level as your rajah level and your veilweaving modifier as your initiation modifier when meeting prerequisites and determining the effects of the chosen heraldry. You must choose a heraldry that affects your servants or grants them a new ability, and you may change the chosen heraldry each time you shape this veil.

Essence: For each point of essence invested in this veil, you gain the ability to create an additional servant and their effective Strength scores increase by +1.

Chakra Bind (Head):[Bind Level 1] Binding this veil to your Head chakra further empowers your servants. You gain the benefits of the Extra Heraldry feat treating your veilweaving level as your rajah level and your veilweaving modifier as your initiation modifier when meeting prerequisites and determining the effects of the chosen heraldry. You must choose a heraldry that affects your servants or grants them a new ability, and you may change the chosen heraldry each time you shape this veil.

Courtesan's Cloak (Neck) - 4 essence invested
Descriptors: none

Class: Daevic, Eclipse, Guru, Radiant

Slot: Shoulders, Neck

Saving Throw: none

It’s said this veil was first developed by a famed courtesan who wore it to guard herself from the prying eyes and jealous retributions of her lover’s wives.

The wearer of this veil gains a +1 insight bonus to their armor class against ranged attacks and a +1 insight bonus to saving throws.

Essence: For each point of essence invested in this veil the bonus to armor class increases by +1. For every two points of essence invested the bonus to saving throws increases by +1.

Chakra Bind (Shoulders): [D10, E15] Binding this cloak to your Shoulders chakra gives you a preternatural edge in avoiding unseen attacks. You gain Evasion, as the Rogue class feature.

Chakra Bind (Neck): [D12/16, G14, R12] Binding this veil to your Neck chakra unlocks its maximum potential; you gain Improved Evasion, as the Rogue Advanced Talent.


Implements:

Specialist Staff +1 (Conjuration Sphere, Greater Link)

Ankh of the Seasons (+5 weather implement, +1 enchantment) (Oath)

Class Features

Highlord Abilities Base:

Weapon and Armor Proficiencies: A highlord is proficient with all simple and martial weapons, light, medium, and heavy armor, and shields (except tower shields).

Collective (Su): A highlord learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a highlord can join any number of willing targets into his collective (up to his limit, see below). The highlord must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within medium range (100 feet + 10 feet per class level). The collective can contain up to his Charisma modifier or half his highlord level, whichever is higher. The highlord is always considered a member of his own collective, and does not count against this limit.

The highlord can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until the member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A highlord is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher levels (see telepathy below).

A highlord can manifest certain powers through his collective. If a highlord power specifies one or more willing targets (or is harmless) and has a range greater than personal, he can manifest this power on a member of his collective regardless of the range of the actual power. All other non-range restrictions still apply. He may manifest any power with the Network Descriptor this way, regardless of their actual ranges or targets. If he is capable of manifesting powers or casting spells from a different class (as is the case for a multiclass highlord), any compatible spell or power with a range greater than touch can also be used through the collective.

If a member of the collective dies, the member is removed from the collective and the highlord must make a Fortitude save (DC 15) or lose 1 power point for every Hit Die of the fallen member and be sickened for an equal number of rounds.

At 15th level, a highlord's collective range is limitless on the same plane as the highlord.

At 19th level, a highlord's range reaches even across other planes and dimensions.

Open Heart (Su): A highlord's collective is more than just a link; when he touches the mind of another, he shares a part of himself, his core, driving goals and desires. To members of his collective, a highlord's psionic powers are unmistakably his, bearing sensory displays unique to the highlord instead of their normal appearances. The appearance of a highlord's powers is tied to what the highlord values—common displays are flowing streams of blood, coins, or other materials, sounds of the highlord's home and those he cares about, or similarly important things. Though these displays don't grant the highlord's collective members any unique insight into the effects of his powers, they do share knowledge of something important to the highlord.

Guarded Rulership (Su): At 1st level, a highlord gains Unwilling Participant as a bonus feat, except that its save DC is equal to 10 + 1/2 the highlord's manifester level + the highlord's Charisma modifier. When an unwilling member of the highlord's collective dies, the highlord does not need to make a save to avoid losing power points and being sickened.

Highlord Tenets (Su): Many of a highlord's abilities draw power from his mere presence. How these abilities develop, however, are based on the tenets that he follows. At 1st level, a highlord chooses a set of tenets to follow. This decision is made when a character takes their first level in highlord, and cannot be changed afterwards. A highlord's choice of tenet grants him the following class features at the specified levels:

Tenant chosen: Despot

Lifeblood Tithe (Su): A despot’s lifeblood resonance allows him to freely drain away the life of those under his rule. Once per round as a free action, the despot can deal his lifeblood resonance damage to a chosen member of his collective within close range (25 feet + 5 feet per two class levels). The despot is healed for half the damage that they suffer, not including bonus damage from other sources. At 8th level, the despot can deal this damage to up to two members of the collective at once. At 15th level, the despot can deal this damage to up to three members of the collective at once.

Mass Conscription (Su): As a standard action, the despot can attempt to force a creature into his collective. He can force an additional creature into his collective for each damage die of his lifeblood resonance ability. He cannot exceed the normal limit of members of the collective with this ability.

First Command (Su): A despot gains falter as his decree at 1st level.

Affinity for Oppression (Su): Starting at 2nd level, a despot gains a bonus on Sense Motive checks equal to 1/2 his class level. After the despot successfully forces a creature into the collective, he can read the creature’s surface thoughts freely, as if they had failed a save against a read thoughts power.

Siphon Resolve (Su): The despot siphons his enemy’s very will to fight. When the despot uses his lifeblood siphon ability, if the siphoned creature is also affected by the psionic power manifested, a failed save against either effect causes the creature to be treated as if they failed their save against both.

Lifeblood Resonance (Su): A highlord's tenet grants him a means of punishing those who oppose him, assaulting their minds and bodies with his force of will. The exact details of a tenet's lifeblood resonance are detailed in the tenet's description, below, but in each case, this ability deals 1d8 points of damage plus an additional 1d8 points of damage per four class levels the highlord possesses (up to a maximum of 6d8 at 20th level).

Conscription (Su): At 1st level, a highlord gains a unique way to force others into his collective. Regardless of the method, these abilities only function on creatures within the range of the highlord's collective, and this otherwise functions like the Unwilling Participant feat. A highlord can take Ability Focus (conscription), which increases both the save DC of this ability and the save DC of his Unwilling Participant feat.

First Command (Su): At 1st level, a highlord gains a decree based on his chosen tenet. He later gains other decrees of his choice (see below), and the individual decrees are detailed in their section below.

Skill Affinity (Su): At 2nd level, a highlord's choice of tenets enhances his own mind, granting him a bonus on checks with a single skill equal to 1/2 his class level, as well as an additional ability related to it.

Highlord's Decrees (Su): At 1st level, the highlord gains a decree based on his chosen tenet, granting him a special command he can issue. At 4th level and every three levels afterwards, a highlord learns an additional highlord decree.

In order to use a decree, the highlord must expend his psionic focus. He cannot regain that psionic focus until the decree ends (either by its duration running out or the highlord dismissing it).

When a decree's duration runs its course, the highlord recovers the psionic focus he spent to use the decree. In any round after the one he activated the decree in, the highlord can dismiss its effect as a move action, regaining the psionic focus he expended to use it. If the highlord possesses the Psionic Meditation feat, he can instead dismiss decrees as swift actions. A highlord who has multiple psionic focuses (such as through the Psicrystal Containment feat) can have multiple active decrees at once—one for each psionic focus.

Unless specifically noted, decrees are mind-affecting effects, and if a member of the highlord's collective is unwilling to be affected by one of his decrees (such as if it applies a negative condition, or directs them to take actions they're unwilling to take), the collective member can make a Will save (DC 10 + 1/2 the highlord's class level + the highlord's Charisma modifier) to resist the effect of the decree. This means that they forgo any actions that may have been granted and they ignore any benefits or conditions that may have been applied. A creature willing to be affected by a decree can voluntarily accept it; if they do, it ignores any immunity to mind-affecting effects they might possess. A highlord can take the Ability Focus (decrees) feat, in which case it affects the DC of saving throws made against any of the decrees the highlord uses.

See: Highlord Decrees.

Bonus Feats: At 2nd, 9th, and 16th levels, a highlord gains a psionic feat he qualifies for as a bonus feat.

Telepathy (Su): When a highlord reaches 3rd level, all willing members of his collective (including the highlord himself) can communicate with each other telepathically, even if they do not share a common language. Psionic creatures who are willing members in a highlord's collective (including the highlord himself) may manifest unknown powers known by another willing psionic creature in the collective as if they were making physical contact.

Highlord's Mark (Su): At 5th level, willingly or unwillingly, a highlord's charismatic and psionic nature bleeds into the environment around him. The highlord can establish a location as his territory, after spending at least a week in the area around it. This location must be an area no larger in volume than a cube that is a number of feet per side equal to 10 feet per highlord level. If it is a public (or at least well known) area, it becomes widely regarded by others that the highlord controls or own it in some way. The highlord's power influences the appearance of the area through his open heart ability, though objects within it are not changed as to become unrecognizable.

If another creature is already considered the controller or owner of the area, that creature and the highlord make opposed Charisma checks. The character who succeeds in this check is considered the owner or controller of the area the highlord designates, though the original owner is free to contest this claim by confronting the highlord directly. After establishing an area as his territory, the highlord must return to it at least once every three days to renew his claim upon it. Otherwise, the effect disappears and other creatures may become considered the owner or controller of the area, as normal.

The highlord can also channel this power into one of his subjects. As a full-round action, the highlord can designate a willing member of his collective to bear his mark. As a result, that creature remains within the collective and can communicate with the highlord through telepathy, even if they were to leave the collective's normal range. As long as the creature is designated by the highlord's mark, the highlord can communicate through that creature and use Charisma based skills as if he were occupying that creature's space, using his skill ranks and bonuses in place of the marked creature.

These marks can be dismissed as a free action. The highlord can only mark a single location or creature at a time. Affecting a location or a creature with his mark means he is unable to use this ability until he dismisses the first mark.

At 8th level, the highlord can maintain a mark on both a location and a creature at the same time. His followers also grow more vigilant in their defense of the highlord's territory. Members of the collective within the area of a marked location gain a +3 bonus to Perception, and creatures marked by the highlord gain a +3 bonus to Sense Motive.

At 14th level, while within areas the highlord controls, the highlord and his allies within the collective gain a +2 morale bonus to attack rolls and saves, and the DC to resist being forced into the collective increases by 2. In addition, the highlord can use his powers and class abilities from creatures that he has marked, treating the range and effects of such effects as if he were the marked creature. Doing this requires the highlord and the creature he has marked to use the same action required to manifest the power or use the ability.

At 18th level, the highlord can maintain a number of marks equal to his Charisma modifier (minimum 1) at the same time. These marks can be on any combination of locations and creatures.

Tribute (Su): At 5th level, a highlord can draw upon the talents of his collective and use them as his own. As a move action, the highlord designates a single feat, item enhancement, power effect, or spell effect from among those belonging or affecting willing members of his collective as tribute. The highlord gains the effects of the selected tribute until he designates a new tribute, for as long as the effect remains active on the member that possessed. In addition, if a member of the collective leaves the collective, the highlord loses the effects of tributes from that member.

When he gains this ability, the highlord may only have one tribute designated at once. At 11th level, the highlord may have up to two tributes designated, and at 17th level, he may have up to three. Once the highlord gains the ability to have multiple tributes at once, he may choose his tributes from either the same or different members of the collective, and can choose a different type of effect for each tribute.

If the highlord selects a feat as one of his designated tributes, he must meet the prerequisites of that feat. He may use feats gained through other designated tributes to meet these prerequisites. If the highlord selects an item enhancement, he applies that item enhancement to a single qualifying item (such as a ranged weapon gaining the distant enhancement) that he is carrying or wielding. The normal caps on an item's enhancement bonus and special properties still apply. The item loses the designated property if the highlord ceases to carry and/or use it.

Greater Decrees (Su): At 10th level, and every three levels thereafter, a highlord can choose one of the following greater decrees in place of a decree. Some greater decrees require the expenditure of power points in order to be used. The highlord cannot spend more power points on a single decree at once than his manifester level. Unless stated otherwise, greater decrees are treated as decrees for the purposes of abilities and feats such as Ability Focus.

See: Highlord Decrees#Greater Decrees.

Archetype: Didact

Proficiencies: Didacts are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is their first level in any class, they may select a martial tradition of their choice.

This modifies weapon and armor proficiencies.

Casting: The didact may combine spheres and talents to create magical effects. The didact is considered a Mid-Caster. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.) This replaces talents, powers and power points

Spell Pool: A didact gains a small reservoir of energy they can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to their class level + their casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Blended Training: A didact gains a combat or magic talent every time they gain a class level. This does not stack with caster levels gained from other sources. A didact uses their casting ability modifier as their practitioner modifier.

Flexible Rule: The DCs and effects of all of the didact's class abilities and Unwilling Participant feat are based on the didact's casting ability modifier rather than Charisma.

Martial Command: The didact gains Sage's Focus as a bonus feat at 1st level.

Guidance (Su): At 1st level, the overflowing convictions of the didact spread to members of their network, allowing them to channel power through them. Whenever the didact or a member of their collective makes an attack action or creates a magical effect as a standard action, the didact may spend a spell point as a free action to apply a guidance to a member of their collective. The didact may only apply a single guidance per round in this way. Guidances are as follows.

Awe: A target becomes flat-footed for one round.
Cooperation: A target gains a +4 morale bonus on the next skill check they make.
Doubt: A target takes a -2 penalty to saving throws for one round.
Opening: A target can make an attack of opportunity against another member of your collective within their reach.
Resolution: A target gains temporary hit points equal to twice your didact level. These temporary hit points last for 1 round.
Unity: The attack or sphere effect may use the location of any other collective member as their effective location for the purpose of determining eligible targets. This cannot be used to change the target of personal effects.

At 3rd level, the didact may spend an additional spell point to apply a second guidance in a round and may even apply them both on the same effect. They may not apply the same guidance multiple times to the same target. This improves by an additional guidance at 6th level and every 3 levels thereafter.

This ability replaces tenet power and gift of power.

Didact's Tribute: when using the tribute class feature, the didact can also designate magic sphere effects as well as magic talents and combat talents from among those belonging or affecting willing members of their collective as tribute.

This modifies tribute

Lifeblood Arcana (Su): At 6th level, a didact can siphon mental energy from the members of their collective. Whenever the highlord creates a magical sphere effect, they may also designate another member of their collective to drain energy from. That member of the collective takes 2 points of damage plus an additional point of damage for every 2 levels the didact possesses and becomes staggered until the didact's next turn. If the didact spent 2 or more spell points on the effect, they regains half the total spell points spent on the effect. The target can resist the staggering effect and deny the didact the regained power points by succeeding at a Fortitude save (DC 10 + 1/2 the didact's caster level + the didact's casting ability modifier). This ability can only be used once per round, even if the didact creates multiple sphere effects during that round.

This ability replaces lifeblood siphon but counts as lifeblood siphon for all purposes.

Reprieve from Eternity (Su): At 20th level, the didact's teachings have achieved a level of spiritual resonance so as to preserve their adherents within the didact's collective. When a member of their collective dies, the creature's soul merges with the collective for up to one day per didact level. During this time, it can be affected by resuscitate from the Life sphere and similar abilities as if it died within 1 round, without need for the creature's corpse. The creature does not count towards the maximum number of creatures in the collective while merged. If the didact dies, the creature's soul departs, killing it. In addition, members of the didact's collective become immune to fear, charm, and compulsion effects if the didact chooses them to be (they may select individual creatures to be affected or unaffected).

This ability replaces supremacy.

Modified Decrees: Several of the didact's decrees should be altered to accommodate their altered power source.

Devour the Weak and Die for Me: Rather than power points, the didact gains one temporary spell point plus an additional temporary spell point for every 4 hit dice the target possessed. These temporary spell points last for a number of rounds equal to the didact's casting ability modifier.


CLASS: INCANTER

Casting

An incanter may combine spheres and talents to create magical effects. An incanter is considered a High-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)

Spell Pool

An incanter 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 class level + his casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents

An incanter gains 1 magic talent every level, according to Table: The Incanter. The incanter also gains a bonus magic talent at every odd incanter level.

Bonus Feat
At 1st, 2nd, and every 2 levels thereafter, an incanter gains a bonus feat. This may be spent to gain an extra magic talent, drawback, proxy, and theurge feats, or any feat which has casting as a prerequisite (item creation feats, metamagic feats, Sphere Focus, Circle Casting, etc.).
Author's Note: "Any feat which has casting as a prerequisite" includes feats that require a magic sphere. Many of those feats do not list "casting class feature" as a prerequisite due to redundancy. For example, an incanter could take a feat which requires the Life sphere with a prerequisite line of "Prerequisites: Life sphere".

Incanter Specialization: Oracular Vocation (3 Specialization Points) The incanter gains revelations from an oracle mystery of his choice (but not mystery spells), using his incanter level as his oracle level. If he already gains an oracle mystery from another class, this instead allows levels of that class and his incanter levels to stack when gaining and determining the powers and abilities of his revelations. Use his casting ability modifier in place of his Charisma modifier when determining the powers of his revelations, if it is higher.

Creatures & Mounts

Conjuration Companions: 4

All: Unwilling archetype, Mindless Archeytpe, Magical Creature Form, lingering form, Permenant Alteration Gift of Mind

Base for each summon: (Magical Beast): HD 15 HP 150 AC 16 Saves 7 fort 11 ref 5 will, Spell points: 7
Quadruped
Size Small; Speed 40 ft.; AC +9 natural armor, +1 size; Saves Fort (good), Ref (good), Will (bad Attack bite (1d6 Str 12, Dex 16, Con 13, Int 6, Wis 10, Cha 25

Ra-Kai:
Feats: 8 (all extra sphere talent)
1: Weather Sphere opened
2: Clear Skies (Mantle)
3: High Energy (Mantle)
4: Heat Lord
5: Wind Lord
6: Rain Lord
7: Clear Skies (mantle) (2)
8: Mist form (Mantle)

Maha-Rajah:
Feats: 8 (all extra sphere talent)
1: Protection Sphere opened
2: Buttressing
3: Continuous Ward
4: Durable Barrier
5: Greater Barrier
6: Selective Barriar
7: Mobile Ward
8: Reactive Barrier

Ja-ri:
Feats: 8 (all extra sphere talent)
1: Destruction sphere opened
2: Admixture
3: Nature Opened (fire package)
4: Primal Blast
5: Chain Blast
6: Improved Chain blast
7: Greater Admixture
8: Blinding Blast (blast type, light)

Anu:
Feats: 8 (all extra sphere talent)

1: Weather Opened
2: This Does Not Spark Joy (shroud, precipitation)
3: Head in the Clouds
4: Personal Thunderhead (shroud, precipitation)
5: Intensified Weather (shroud)
6: Head in the Clouds
7: Greater Range
8: Boiling Lord

Allies, Companions & Retinue

LEADERSHIP SCORE: 22

Cohort: Kur-San, sheet URL: https://www.worldanvil.com/sheet/1446932/view

Followers:
Level 1: 75 (rank, pleasure slaves)
Level 2: 7 (rank, slave leaders)
Level 3: 4 (rank, masters of pleasure)
Level 4: 2 (rank, acolyte of Ahket)
Level 5: 2 (rank, priest of Ahket)
Level 6: 1 (rank, high-priest of Ahket)

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Eldwen.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed