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[Creative] Spheres of Power & Might by Setting
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<blockquote data-quote="Libertad" data-source="post: 8345475" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/N6W6Krw.jpeg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"><strong>Dark Roads and Deep Spheres: the Spheres System for Midgard</strong></p><p></p><p>A realm that is flat, embraced within the coils of the World-Serpent. Where the gods wear many faces and ley lines fuel works of unprecedented magical might. Whether visited by dragon wing or shadow road, there is not a single place on Midgard untouched by the greatness and wonder of immortal titans and mortal heroes.</p><p></p><p><strong>Major Traditions:</strong> Midgard is home to a multitude of magical traditions and fighting styles, more than a few of which have faded into memory and may or may not be revived by present-day scholars. Few traditions are outright banned from the hands of player use, although various kingdoms and cultures emphasize certain forms of magic more than others. For example, the flying city of Aerdvall houses a famed order of Aeromancers who draw their magic from a Celestial Waterfall, while the paladins of the Madgar Kingdoms are famed for their heavy cavalry and light-based magic that draws power from the sun.</p><p></p><p><strong>Advanced/Legendary Talents:</strong> Midgard is a setting that thinks large even at low levels. The theurges of Nuria Natal draw upon their river kingdom’s ley lines to erect grand pyramids which house entombed god-kings, while artificers in the city of Zobeck transfer the souls of warriors into bodies of gear and iron. Advanced and Legendary Talents are not only in keeping with the mighty deeds of the world’s power players, they are within the reach of the player characters themselves. Such talents may be obtained via earning favor from a god, absorbing a divine spark of the Southlands’ titans, or delving into one of many esoteric magical traditions such as the Ravenfolk’s Doom Croakers or Elven Ritual Magic dating back to the Empire of Thorn.</p><p></p><p><strong>Technology Level:</strong> The lands of Midgard vary in regards to technological access. Far-flung and sparsely populated places such as the Rothenian Plains and Western Wastes are home to tribes who have little more than what they can carry and trade or raid for. Sedentary kingdoms such as the Grand Duchy of Dornig and the Seven Cities tend to be pseudo-medieval. There are a few more advanced societies, such as the Dwarven Cantons whose artisans mastered the closely-guarded secrets of gunpowder and airships, while the Tamasheq of the Southlands have a hidden city where a mineral known as vril allows them to build sci-fi style weapons and gear.</p><p></p><p>Generally speaking, Renaissance era items and technological talents are restricted to the Dwarven Cantons and Free City Zobeck, albeit only the dwarves know how to make Renaissance firearms. Modern and Futuristic era items are the exclusive product of vril and found only among the Tamasheq city of Kel Azjer and reclusive technological caches in the Wasted West.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/gm4ElCn.jpeg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"><strong>New Rules & Subsystems</strong></p><p></p><p><em>Ley Lines:</em> Flowing through most of the surface world, ley lines can be tapped by spellcasters to power their magic and are also used for rapid travel between locations along the respective lines. Requiring special training to find and tap, spherecasters with an appropriate casting tradition, subclass, or feat can make use of them. This is via DM discretion, but some good guidelines may be those connected to the land (such as the Elementalist’s Path of the Geomancer subclass), association with dynasties that made use of ley lines (such as the elven Empire of Thorn and the River Kingdom of Nuria Natal), or appropriate Divination sphere talents (Detect Portal for shadow road gates, Dowsing to locate the nearest ley line, etc).</p><p></p><p>The rules for ley line effects and associated feats can be found in the <a href="https://www.drivethrurpg.com/product/236914/Midgard-Heroes-Handbook-for-5th-Edition" target="_blank">Midgard Heroes’ Handbook,</a> and the table results for ley line effects can more or less work seamlessly with the Spheres of Power system. For instances where spell slots are referenced, substitute it for spell points. A “highest-level spell slot” is equivalent to a number of spell points equal to half the spherecaster’s levels in a casting class, rounded down.</p><p></p><p>For those who don’t own that wonderful book, using inspiration from <a href="http://spheres5e.wikidot.com/sorcerer-spherecaster" target="_blank">the spherecasting sorcerer’s modified Metamagic class feature</a> can be a good substitute. In this case individual ley lines have 1-3 metamagic options associated with them depending on their strength. Once tapped for one of its metamagic options, a spherecaster cannot make use of the ley line’s benefits again until the next short or long rest.</p><p></p><p><em>Pantheist Priests:</em> Due to wearing different masks in different cultures, deities are honored in most mortal societies as part of a shared local pantheon. Such groupings are more due to social conveniences than socio-religious alliances among the gods themselves, but as long as respect is given and sacrifices are offered they are generous with their blessings all the same.</p><p></p><p>Pantheist priests are built like spherecasting clerics, or with DM permission other classes who gain bonus talents related to a single sphere or concept such as a Paladin’s Oath. At the start of each week the spherecaster chooses a deity from their cultural pantheon to honor, and they gain the bonus spheres related to their domain/oath/etc along with related class features such as Channel Divinity. At the end of that week they must pick a new deity, swapping out their bonus spheres and class features for a new set. They cannot return to the same deity until at least two weeks have gone by, and must serve each deity at least once every twelve weeks.</p><p></p><p><em>Rune Magic:</em> Spherecasters who have the Ritualist and/or Spellbook boons are capable of learning rune magic as detailed in the Midgard Heroes’ Handbook. Rune Powers can be learned as rituals, with an equivalent spell level of half the character level necessary to learn, rounded up. Such spells can be cast as rituals even if they lack the [ritual] tag, and Rune Bonuses are learned automatically as soon as the spherecaster learns the lowest-level Rune Power.</p><p></p><p>For those without the book or who want a simpler system, rune magic’s minor bonuses can take the form of Enhancement and Fate sphere talents that grant knowledge and competency in certain tasks, particularly the Enhancement sphere’s Mental Enhancement and the Fate sphere’s Logos. The Powers proper can be represented as Vancian spells learned as rituals via the Ritualist boon. As a Casting Tradition the Diagram Magic and Extended Casting drawbacks along with the Ritualist boon can represent someone who makes use of runes as their first and foremost method of magic. Flavorwise these rules can just as easily apply to the Hieroglyphic Magic of Nuria Natal.</p><p></p><p><em>Divine Sparks:</em> Found in forgotten and well-guarded monuments to the titan civilization of Glorious Umbuso, divine sparks manifest as glowing spheres of energy which a brave mortal can absorb into their body. The spark imparts knowledge of a single Advanced or Legendary talent in the user, usually in line with the original titan’s strengths. Characters must meet the prerequisites of a spark-granted talent. In the event that a talent is unlearnable, the DM can either have them learn an Advanced/Legendary talent that they qualify for or suffer some curse for daring to control the power of immortals.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/TgEFOdi.jpeg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"><strong>Popular Archetypes</strong></p><p></p><p><em>Beer Domain Cleric:</em> The Beer Domain in the Midgard Heroes’ Handbook for a cleric spherecaster is good enough at emulating this archetype, but the question is what serves as appropriate sphere talents. The Mind sphere seems the most appropriate, creating effects that enhance one’s allies and befuddle one’s enemies which are the domain’s default bonus spells.</p><p></p><p><em>Cat Domain Cleric:</em> Most known by advocates of Bast, the domain of the same name from the Midgard Heroes’ Handbook can be taken easily enough. For sphere talents no one sphere fits the bill, and the specific spells differ depending on the caster’s area of expertise. Alteration can be useful for abilities to make targets more catlike, while Fate is useful for emulating the association of felines with luck. The Nature sphere’s Beast Friend and Speak with Beasts are highly useful for getting on the good side of cats, and the Clowder of Cats spell from the Southlands Pathfinder sourcebook can be emulated via the Conjuration sphere with the Swarm base talent.</p><p></p><p><em>Clockwork Mage:</em> Whether a priest of Rava the Gear Goddess or a student of Zobeck’s peculiar magical traditions, these archetypes can be simulated via a variety of spheres. The Alteration sphere’s Object genotype talent combined with the Anthropomorphic genotype talent and Construct Traits talent is good for taking on the forms of various artificial entities. The Conjuration sphere with the Construct base talent is good for calling upon clockwork companions. The Nature sphere’s metal geomancy package is good for reshaping iron and similar material into deadlier forms, while Create Nature or the Creation sphere with Expanded Materials can conjure such material at hand. Mages with access to martial spheres or the Artificer/Alchemist casting traditions often take talents from the Alchemy and Tinkerer spheres.</p><p></p><p><em>Duelist Rogue:</em> This archetype can be replicated via the Dual-Wielding, Fencing, and Scoundrel spheres depending on the Techniques emulated. For example, Clinch’s closest equivalent is Fencing’s Bind Weapon, while Wall of Flashing Steel is Fencing’s Parry and Riposte. Witty Repartee can function as any of the Gladiator sphere’s various Boast or Demoralize talents. Treating a rapier as a light weapon can be done via the Dual-Wielding sphere’s Greater Blades, which allows one to two-weapon fight with one-handed weapons lacking the Light property.</p><p></p><p>Advantage on initiative checks and being able to Attack while surprised are a bit trickier. The first requires making use of magic with the Enhancement sphere’s Physical Enhancement talent, while the latter via the Time sphere’s Rapid Response talent. As both spheres grant a bonus talent of choice upon attaining them, the Magical Training feat is a good way to gain such benefits if committed to being a noncaster.</p><p></p><p><em>Elemental Crusader:</em> The Paladin Spherecaster with the Conjuration sphere and Elemental base talent is self-evident. Amorphous Creatures lets them summon a variety of elemental types, while Altered Size lets them summon larger elementals. Further form talents to customize and enhance their elemental companions are favored choices.</p><p></p><p><em>Ghost Knight:</em> Taking the Leadership sphere’s sidekick package combined with Master of the Dead allows one to gain an undead mount, while Beastmastery’s ride package and associated talents further supplement this. The higher-level features are closer to magical abilities, meaning that a gish class or subclass is ideal. The Alteration sphere’s Undead Traits trait talent allows one to become incorporeal, but extending it to the mount requires the Universal sphere’s Mass metasphere talent. The ability to impose the Frightened condition can be emulated via the Gladiator sphere’s base demoralize ability.</p><p></p><p><em>Gnoll Caravan Raider:</em> Although available as a background in 5th Edition, in 3rd edition they were an alchemist-focused Rogue. The raider’s magical “shock bags” functioned as alchemical AoE effects. In Spheres they would certainly have the Alchemy sphere with the Gaseous Application talent and the Equipment sphere’s Bombardier Training. Their speed-enhancing formula is best replicated by the War paint formula talent, with blue paint for the speed bonus.</p><p></p><p><em>Griffon Knight:</em> The Beastmastery sphere combined with the Broad Skills tamer talent can grant one a griffon companion by 6th level, or earlier if a Scholar with the Zoology study. Taking the Extra Beastmastery Package talent to also gain the Rider package is a must to turn the griffon into a mount, and Acrobatic Mount and Skirmish Rider ride talents help take advantage of its aerial mobility. The Nature sphere’s Air Mastery talent can replicate the Feather Fall ability, and given that it just takes 2 talent slots to get it can be gained for non-spherecasting classes via the Magical Training feat or Magic Spheres Adept as a Fighting Style. The special maneuvers of Aerial Combat Mastery can be emulated via the Retribution sphere (Blackfeather’s Fury), the Athletics sphere’s Mobility talent (Sir Andros’ Daring Flyby), and Beastmastery’s Double Team and/or Mounted Maneuvers talents (Hammerschlag’s Forceful Charge).</p><p></p><p><em>Shadowsworn:</em> This Pathfinder-specific core class can be converted to the 5th Edition Spheres System easily enough. The Dark sphere is a natural choice, while the class’ ability to Summon Shadows can be emulated via the Conjuration sphere with the Undead base talent and Shadow Creature form talent. Alternatively the Death sphere’s Shadow undead talent with the Incorporeal reanimate talent is another good choice. The Shadow Transformation 20th level capstone can be emulated via the Undead Traits trait talent and the Permanent Transformation advanced talent applied to themselves.</p><p></p><p>The various Shadow Talents differ widely in terms of appropriate sphere talents, although the Scoundrel sphere’s talents which enhance the dirty trick base ability, the Dark sphere’s talents which grant increased maneuverability in shadows, and the Dark sphere’s Shadow Lurk talent for emulating the Shadow Familiar are all good choices.</p><p></p><p><em>Sword-Dancer:</em> The Performer martial tradition is the best choice for this archetype, as it has Charisma as a key ability modifier and grants the ability to take Unarmored Training. Light On Your Feet is emulated via the aforementioned talent, and Berserker’s Juggernaut adrenaline talent helps with ignoring difficult terrain. The Dual-Wielding sphere’s Dancing Display talent emulates the subclass’ Dust on the Wind ability, while Retribution’s Cross Counter emulates Howling Edge of the Razor. Teeth of Khamsin can be emulated via the Athletics sphere’s Mobility and Rapid Motion talents.</p><p></p><p><em>Whisper Rogue:</em> The best way to emulate this archetype’s base abilities is via the spherecasting variant of the Arcane Trickster with the Dark and Illusion spheres. The Dark sphere’s Hide in Darkness meld talent replicates them being able to hide even while clearly visible, while Step Through Darkness replicates their ability to teleport between shadows. The Illusion sphere’s Obscure glamer talent allows the option to turn a target invisible along with the blur-style “disadvantage on attacks” quality.</p></blockquote><p></p>
[QUOTE="Libertad, post: 8345475, member: 6750502"] [center][img]https://i.imgur.com/N6W6Krw.jpeg[/img] [b]Dark Roads and Deep Spheres: the Spheres System for Midgard[/b][/center] A realm that is flat, embraced within the coils of the World-Serpent. Where the gods wear many faces and ley lines fuel works of unprecedented magical might. Whether visited by dragon wing or shadow road, there is not a single place on Midgard untouched by the greatness and wonder of immortal titans and mortal heroes. [b]Major Traditions:[/b] Midgard is home to a multitude of magical traditions and fighting styles, more than a few of which have faded into memory and may or may not be revived by present-day scholars. Few traditions are outright banned from the hands of player use, although various kingdoms and cultures emphasize certain forms of magic more than others. For example, the flying city of Aerdvall houses a famed order of Aeromancers who draw their magic from a Celestial Waterfall, while the paladins of the Madgar Kingdoms are famed for their heavy cavalry and light-based magic that draws power from the sun. [b]Advanced/Legendary Talents:[/b] Midgard is a setting that thinks large even at low levels. The theurges of Nuria Natal draw upon their river kingdom’s ley lines to erect grand pyramids which house entombed god-kings, while artificers in the city of Zobeck transfer the souls of warriors into bodies of gear and iron. Advanced and Legendary Talents are not only in keeping with the mighty deeds of the world’s power players, they are within the reach of the player characters themselves. Such talents may be obtained via earning favor from a god, absorbing a divine spark of the Southlands’ titans, or delving into one of many esoteric magical traditions such as the Ravenfolk’s Doom Croakers or Elven Ritual Magic dating back to the Empire of Thorn. [b]Technology Level:[/b] The lands of Midgard vary in regards to technological access. Far-flung and sparsely populated places such as the Rothenian Plains and Western Wastes are home to tribes who have little more than what they can carry and trade or raid for. Sedentary kingdoms such as the Grand Duchy of Dornig and the Seven Cities tend to be pseudo-medieval. There are a few more advanced societies, such as the Dwarven Cantons whose artisans mastered the closely-guarded secrets of gunpowder and airships, while the Tamasheq of the Southlands have a hidden city where a mineral known as vril allows them to build sci-fi style weapons and gear. Generally speaking, Renaissance era items and technological talents are restricted to the Dwarven Cantons and Free City Zobeck, albeit only the dwarves know how to make Renaissance firearms. Modern and Futuristic era items are the exclusive product of vril and found only among the Tamasheq city of Kel Azjer and reclusive technological caches in the Wasted West. [center][img]https://i.imgur.com/gm4ElCn.jpeg[/img] [b]New Rules & Subsystems[/b][/center] [i]Ley Lines:[/i] Flowing through most of the surface world, ley lines can be tapped by spellcasters to power their magic and are also used for rapid travel between locations along the respective lines. Requiring special training to find and tap, spherecasters with an appropriate casting tradition, subclass, or feat can make use of them. This is via DM discretion, but some good guidelines may be those connected to the land (such as the Elementalist’s Path of the Geomancer subclass), association with dynasties that made use of ley lines (such as the elven Empire of Thorn and the River Kingdom of Nuria Natal), or appropriate Divination sphere talents (Detect Portal for shadow road gates, Dowsing to locate the nearest ley line, etc). The rules for ley line effects and associated feats can be found in the [url=https://www.drivethrurpg.com/product/236914/Midgard-Heroes-Handbook-for-5th-Edition]Midgard Heroes’ Handbook,[/url] and the table results for ley line effects can more or less work seamlessly with the Spheres of Power system. For instances where spell slots are referenced, substitute it for spell points. A “highest-level spell slot” is equivalent to a number of spell points equal to half the spherecaster’s levels in a casting class, rounded down. For those who don’t own that wonderful book, using inspiration from [url=http://spheres5e.wikidot.com/sorcerer-spherecaster]the spherecasting sorcerer’s modified Metamagic class feature[/url] can be a good substitute. In this case individual ley lines have 1-3 metamagic options associated with them depending on their strength. Once tapped for one of its metamagic options, a spherecaster cannot make use of the ley line’s benefits again until the next short or long rest. [i]Pantheist Priests:[/i] Due to wearing different masks in different cultures, deities are honored in most mortal societies as part of a shared local pantheon. Such groupings are more due to social conveniences than socio-religious alliances among the gods themselves, but as long as respect is given and sacrifices are offered they are generous with their blessings all the same. Pantheist priests are built like spherecasting clerics, or with DM permission other classes who gain bonus talents related to a single sphere or concept such as a Paladin’s Oath. At the start of each week the spherecaster chooses a deity from their cultural pantheon to honor, and they gain the bonus spheres related to their domain/oath/etc along with related class features such as Channel Divinity. At the end of that week they must pick a new deity, swapping out their bonus spheres and class features for a new set. They cannot return to the same deity until at least two weeks have gone by, and must serve each deity at least once every twelve weeks. [i]Rune Magic:[/i] Spherecasters who have the Ritualist and/or Spellbook boons are capable of learning rune magic as detailed in the Midgard Heroes’ Handbook. Rune Powers can be learned as rituals, with an equivalent spell level of half the character level necessary to learn, rounded up. Such spells can be cast as rituals even if they lack the [ritual] tag, and Rune Bonuses are learned automatically as soon as the spherecaster learns the lowest-level Rune Power. For those without the book or who want a simpler system, rune magic’s minor bonuses can take the form of Enhancement and Fate sphere talents that grant knowledge and competency in certain tasks, particularly the Enhancement sphere’s Mental Enhancement and the Fate sphere’s Logos. The Powers proper can be represented as Vancian spells learned as rituals via the Ritualist boon. As a Casting Tradition the Diagram Magic and Extended Casting drawbacks along with the Ritualist boon can represent someone who makes use of runes as their first and foremost method of magic. Flavorwise these rules can just as easily apply to the Hieroglyphic Magic of Nuria Natal. [i]Divine Sparks:[/i] Found in forgotten and well-guarded monuments to the titan civilization of Glorious Umbuso, divine sparks manifest as glowing spheres of energy which a brave mortal can absorb into their body. The spark imparts knowledge of a single Advanced or Legendary talent in the user, usually in line with the original titan’s strengths. Characters must meet the prerequisites of a spark-granted talent. In the event that a talent is unlearnable, the DM can either have them learn an Advanced/Legendary talent that they qualify for or suffer some curse for daring to control the power of immortals. [center][img]https://i.imgur.com/TgEFOdi.jpeg[/img] [b]Popular Archetypes[/b][/center] [i]Beer Domain Cleric:[/i] The Beer Domain in the Midgard Heroes’ Handbook for a cleric spherecaster is good enough at emulating this archetype, but the question is what serves as appropriate sphere talents. The Mind sphere seems the most appropriate, creating effects that enhance one’s allies and befuddle one’s enemies which are the domain’s default bonus spells. [i]Cat Domain Cleric:[/i] Most known by advocates of Bast, the domain of the same name from the Midgard Heroes’ Handbook can be taken easily enough. For sphere talents no one sphere fits the bill, and the specific spells differ depending on the caster’s area of expertise. Alteration can be useful for abilities to make targets more catlike, while Fate is useful for emulating the association of felines with luck. The Nature sphere’s Beast Friend and Speak with Beasts are highly useful for getting on the good side of cats, and the Clowder of Cats spell from the Southlands Pathfinder sourcebook can be emulated via the Conjuration sphere with the Swarm base talent. [i]Clockwork Mage:[/i] Whether a priest of Rava the Gear Goddess or a student of Zobeck’s peculiar magical traditions, these archetypes can be simulated via a variety of spheres. The Alteration sphere’s Object genotype talent combined with the Anthropomorphic genotype talent and Construct Traits talent is good for taking on the forms of various artificial entities. The Conjuration sphere with the Construct base talent is good for calling upon clockwork companions. The Nature sphere’s metal geomancy package is good for reshaping iron and similar material into deadlier forms, while Create Nature or the Creation sphere with Expanded Materials can conjure such material at hand. Mages with access to martial spheres or the Artificer/Alchemist casting traditions often take talents from the Alchemy and Tinkerer spheres. [i]Duelist Rogue:[/i] This archetype can be replicated via the Dual-Wielding, Fencing, and Scoundrel spheres depending on the Techniques emulated. For example, Clinch’s closest equivalent is Fencing’s Bind Weapon, while Wall of Flashing Steel is Fencing’s Parry and Riposte. Witty Repartee can function as any of the Gladiator sphere’s various Boast or Demoralize talents. Treating a rapier as a light weapon can be done via the Dual-Wielding sphere’s Greater Blades, which allows one to two-weapon fight with one-handed weapons lacking the Light property. Advantage on initiative checks and being able to Attack while surprised are a bit trickier. The first requires making use of magic with the Enhancement sphere’s Physical Enhancement talent, while the latter via the Time sphere’s Rapid Response talent. As both spheres grant a bonus talent of choice upon attaining them, the Magical Training feat is a good way to gain such benefits if committed to being a noncaster. [i]Elemental Crusader:[/i] The Paladin Spherecaster with the Conjuration sphere and Elemental base talent is self-evident. Amorphous Creatures lets them summon a variety of elemental types, while Altered Size lets them summon larger elementals. Further form talents to customize and enhance their elemental companions are favored choices. [i]Ghost Knight:[/i] Taking the Leadership sphere’s sidekick package combined with Master of the Dead allows one to gain an undead mount, while Beastmastery’s ride package and associated talents further supplement this. The higher-level features are closer to magical abilities, meaning that a gish class or subclass is ideal. The Alteration sphere’s Undead Traits trait talent allows one to become incorporeal, but extending it to the mount requires the Universal sphere’s Mass metasphere talent. The ability to impose the Frightened condition can be emulated via the Gladiator sphere’s base demoralize ability. [i]Gnoll Caravan Raider:[/i] Although available as a background in 5th Edition, in 3rd edition they were an alchemist-focused Rogue. The raider’s magical “shock bags” functioned as alchemical AoE effects. In Spheres they would certainly have the Alchemy sphere with the Gaseous Application talent and the Equipment sphere’s Bombardier Training. Their speed-enhancing formula is best replicated by the War paint formula talent, with blue paint for the speed bonus. [i]Griffon Knight:[/i] The Beastmastery sphere combined with the Broad Skills tamer talent can grant one a griffon companion by 6th level, or earlier if a Scholar with the Zoology study. Taking the Extra Beastmastery Package talent to also gain the Rider package is a must to turn the griffon into a mount, and Acrobatic Mount and Skirmish Rider ride talents help take advantage of its aerial mobility. The Nature sphere’s Air Mastery talent can replicate the Feather Fall ability, and given that it just takes 2 talent slots to get it can be gained for non-spherecasting classes via the Magical Training feat or Magic Spheres Adept as a Fighting Style. The special maneuvers of Aerial Combat Mastery can be emulated via the Retribution sphere (Blackfeather’s Fury), the Athletics sphere’s Mobility talent (Sir Andros’ Daring Flyby), and Beastmastery’s Double Team and/or Mounted Maneuvers talents (Hammerschlag’s Forceful Charge). [i]Shadowsworn:[/i] This Pathfinder-specific core class can be converted to the 5th Edition Spheres System easily enough. The Dark sphere is a natural choice, while the class’ ability to Summon Shadows can be emulated via the Conjuration sphere with the Undead base talent and Shadow Creature form talent. Alternatively the Death sphere’s Shadow undead talent with the Incorporeal reanimate talent is another good choice. The Shadow Transformation 20th level capstone can be emulated via the Undead Traits trait talent and the Permanent Transformation advanced talent applied to themselves. The various Shadow Talents differ widely in terms of appropriate sphere talents, although the Scoundrel sphere’s talents which enhance the dirty trick base ability, the Dark sphere’s talents which grant increased maneuverability in shadows, and the Dark sphere’s Shadow Lurk talent for emulating the Shadow Familiar are all good choices. [i]Sword-Dancer:[/i] The Performer martial tradition is the best choice for this archetype, as it has Charisma as a key ability modifier and grants the ability to take Unarmored Training. Light On Your Feet is emulated via the aforementioned talent, and Berserker’s Juggernaut adrenaline talent helps with ignoring difficult terrain. The Dual-Wielding sphere’s Dancing Display talent emulates the subclass’ Dust on the Wind ability, while Retribution’s Cross Counter emulates Howling Edge of the Razor. Teeth of Khamsin can be emulated via the Athletics sphere’s Mobility and Rapid Motion talents. [i]Whisper Rogue:[/i] The best way to emulate this archetype’s base abilities is via the spherecasting variant of the Arcane Trickster with the Dark and Illusion spheres. The Dark sphere’s Hide in Darkness meld talent replicates them being able to hide even while clearly visible, while Step Through Darkness replicates their ability to teleport between shadows. The Illusion sphere’s Obscure glamer talent allows the option to turn a target invisible along with the blur-style “disadvantage on attacks” quality. [/QUOTE]
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