digiman619
2016-12-12, 09:35 PM
Anyone who games with me knows that I love me some 3rd party Pathfinder, and Spheres of Power and Path of War are my current favorites. I really like the combination, as it keeps both martials and magic interesting. Here's a way to mix them
The Spheredancer
Prerequisites:
Base Attack Bonus +4
Caster Level: 4
Skills: Knowledge (martial) 5 ranks, Spellcraft 5 ranks
Maneuvers: Able to use 1st level maneuvers, including at least 1 stance
Level
BAB
Fort
Ref
Will
Special
CL
Talents
Known
Readied
Stances
1
+0
+1
+0
+1
Martial Casting (1 Spell point)
+0
0
0
0
0
2
+1
+1
+1
+1
Augment Maneuver (strike)
+1
1
1
0
0
3
+2
+2
+1
+2
Martial Casting (activation time)
+2
2
0
1
1
4
+3
+2
+1
+2
Augment Maneuver (boost)
+3
3
1
0
0
5
+3
+3
+2
+3
Martial Casting (metamagic)
+3
3
0
0
0
6
+4
+3
+2
+4
Augment Maneuver (counter)
+4
4
1
1
0
7
+5
+4
+2
+4
Martial Casting (2 spell points)
+5
5
0
0
0
8
+6
+4
+3
+5
Augment Maneuver (recovery)
+6
6
1
0
1
9
+6
+5
+3
+5
Martial Casting (improved activation time)
+6
6
0
1
0
10
+7
+5
+3
+5
Spheredancing,
+7
7
1
0
0
Hit Die: d8
Skill Points: 4 + Int bonus
Class Skills: The class skills for the Sphere dancer (and their key abilities) are: Acrobatics (Dex), Knowledge (arcana) (Int), Knowledge (martial) (Int), Perception (Wis), Perform (dancing) (Cha), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Weapon and Armor Proficiency: A Spheredancer gains no additional weapon or armor proficiency.
Maneuvers: At every even-numbered level, a spheredancer gains new maneuvers known from as any discipline he previously had access to (either from a martial disciple class or from the Martial Training feat). He must meet a maneuver's prerequisites to learn it. The character adds his full spheredancer levels to his initiator level to determine his total initiator level and his highest-level maneuvers known.
At 3rd, 6th, and 9th levels, he gains additional maneuvers readied per day, and 2nd, 5th, and 8th levels he may exchange a known maneuver for a different maneuver that he qualifies for.
Stances Known: At 3rd level and again at 8th level, the bladecaster learns a new martial stance from his in-class disciplines. He must meet the stance's prerequisites to learn it.
Casting: The spheredancer may combine spheres and talents to create magical effects. The spheredancer is considered a Mid-Caster, and spheredancer levels stack with any casting levels you may have to determine your MSB, MSD and spell pool
Magic Talents: At every level except 1st, 4th and 9th, a spheredancer gains a new magic talent.
Martial Casting: Whenever you activate a sphere ability that requires a spell point, you may expend (but not initiate) a maneuver you have readied as part of that action. If you do, you reduce the cost of that ability by 1 (minimum 0). At 7th level, you may reduce its cost by 2 instead. You must have readied maneuvers to exhaust, therefore you can only use this ability during combat.
At 3rd level, whenever you activate a sphere ability, you may expend (but not initiate) a maneuver as part of that action to decrease to activation time one step. At 9th level, you may exhaust two maneuvers to reduce it two steps this way.
At 5th level, you may expend (but not initiate) a maneuver as part of that action to ignore the time increases to activate a metamagic effect. This doesn’t decrease the additional spell point cost.
Augment Maneuver: Whenever you initiate a strike, you may spend a spell point as part of that action. If you do, it deals +2 damage and DC for any saving throw it requires increases by 2.
At 4th level, whenever you activate a boost, you may spend a spell point as part of that action to extend the effect an additional turn. That boost can’t be recovered while it is extended this way.
At 6th level, whenever you expend a counter, you may spend a spell point as part of that action to initiate it as a free action rather than an immediate action.
At 8th level, whenever you initiate a maneuver, you may spend a spell point as part of that action to immediately recover it.
Spheredancing: Whenever you initiate a boost, you may use a sphere effect that targets you (and only you) as part of the same action. In addition, whenever you initiate a strike, you may use a sphere effect effecting the same target. If that maneuver had an additional effect that affects an ally, you may have that effect target them instead. You can’t target yourself this way.
While the only prestige class SoP has a prerequisite of a caster level and talents known, I removed that so that a pure initiator or caster can qualify if they take two feats (Initiators can take Basic Magic Training and Advanced Magic Training and Spherecasters can take Martial Training I & II)
Also, in order not to bust the game, I made Martial Casting a combat only.
The Spheredancer
Prerequisites:
Base Attack Bonus +4
Caster Level: 4
Skills: Knowledge (martial) 5 ranks, Spellcraft 5 ranks
Maneuvers: Able to use 1st level maneuvers, including at least 1 stance
Level
BAB
Fort
Ref
Will
Special
CL
Talents
Known
Readied
Stances
1
+0
+1
+0
+1
Martial Casting (1 Spell point)
+0
0
0
0
0
2
+1
+1
+1
+1
Augment Maneuver (strike)
+1
1
1
0
0
3
+2
+2
+1
+2
Martial Casting (activation time)
+2
2
0
1
1
4
+3
+2
+1
+2
Augment Maneuver (boost)
+3
3
1
0
0
5
+3
+3
+2
+3
Martial Casting (metamagic)
+3
3
0
0
0
6
+4
+3
+2
+4
Augment Maneuver (counter)
+4
4
1
1
0
7
+5
+4
+2
+4
Martial Casting (2 spell points)
+5
5
0
0
0
8
+6
+4
+3
+5
Augment Maneuver (recovery)
+6
6
1
0
1
9
+6
+5
+3
+5
Martial Casting (improved activation time)
+6
6
0
1
0
10
+7
+5
+3
+5
Spheredancing,
+7
7
1
0
0
Hit Die: d8
Skill Points: 4 + Int bonus
Class Skills: The class skills for the Sphere dancer (and their key abilities) are: Acrobatics (Dex), Knowledge (arcana) (Int), Knowledge (martial) (Int), Perception (Wis), Perform (dancing) (Cha), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Weapon and Armor Proficiency: A Spheredancer gains no additional weapon or armor proficiency.
Maneuvers: At every even-numbered level, a spheredancer gains new maneuvers known from as any discipline he previously had access to (either from a martial disciple class or from the Martial Training feat). He must meet a maneuver's prerequisites to learn it. The character adds his full spheredancer levels to his initiator level to determine his total initiator level and his highest-level maneuvers known.
At 3rd, 6th, and 9th levels, he gains additional maneuvers readied per day, and 2nd, 5th, and 8th levels he may exchange a known maneuver for a different maneuver that he qualifies for.
Stances Known: At 3rd level and again at 8th level, the bladecaster learns a new martial stance from his in-class disciplines. He must meet the stance's prerequisites to learn it.
Casting: The spheredancer may combine spheres and talents to create magical effects. The spheredancer is considered a Mid-Caster, and spheredancer levels stack with any casting levels you may have to determine your MSB, MSD and spell pool
Magic Talents: At every level except 1st, 4th and 9th, a spheredancer gains a new magic talent.
Martial Casting: Whenever you activate a sphere ability that requires a spell point, you may expend (but not initiate) a maneuver you have readied as part of that action. If you do, you reduce the cost of that ability by 1 (minimum 0). At 7th level, you may reduce its cost by 2 instead. You must have readied maneuvers to exhaust, therefore you can only use this ability during combat.
At 3rd level, whenever you activate a sphere ability, you may expend (but not initiate) a maneuver as part of that action to decrease to activation time one step. At 9th level, you may exhaust two maneuvers to reduce it two steps this way.
At 5th level, you may expend (but not initiate) a maneuver as part of that action to ignore the time increases to activate a metamagic effect. This doesn’t decrease the additional spell point cost.
Augment Maneuver: Whenever you initiate a strike, you may spend a spell point as part of that action. If you do, it deals +2 damage and DC for any saving throw it requires increases by 2.
At 4th level, whenever you activate a boost, you may spend a spell point as part of that action to extend the effect an additional turn. That boost can’t be recovered while it is extended this way.
At 6th level, whenever you expend a counter, you may spend a spell point as part of that action to initiate it as a free action rather than an immediate action.
At 8th level, whenever you initiate a maneuver, you may spend a spell point as part of that action to immediately recover it.
Spheredancing: Whenever you initiate a boost, you may use a sphere effect that targets you (and only you) as part of the same action. In addition, whenever you initiate a strike, you may use a sphere effect effecting the same target. If that maneuver had an additional effect that affects an ally, you may have that effect target them instead. You can’t target yourself this way.
While the only prestige class SoP has a prerequisite of a caster level and talents known, I removed that so that a pure initiator or caster can qualify if they take two feats (Initiators can take Basic Magic Training and Advanced Magic Training and Spherecasters can take Martial Training I & II)
Also, in order not to bust the game, I made Martial Casting a combat only.