Custom Content

## Equipment

The additional equipment sections are extensive enough as to require their own pages, and the links to those are as follows.

* Adventuring Equipment
* Weapons & Weapon Modifications
* Vehicles

## Feats

### Restricted Feats

#### Heroic

**Prerequisites**: Can only be taken as a special bonus feat at first level, and cannot be gained by other means.

* Your character has 1 hero point. This hero point is restored at the start of any session. This character may have a max of 1 hero point, which can be spent in the following ways:
	+ **Act Out of Turn**: You can spend a hero point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.
	+ **Bonus**: If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero Points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).
	+ **Extra Action**: You can spend a hero point on your turn to gain an additional standard or move action this turn.
	+ **Inspiration**: If you feel stuck at one point in the adventure, you can spend a hero point and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the hero point is not spent.
	+ **Recall**: You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.
	+ **Reroll**: You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.
	+ **Impossible Action**: You can petition the GM to allow a hero point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional hero points may be spent on such an attempt, either by the character or her allies.

### Generic Feats

#### Craft Cambione

* An master artisan taught you the complex process of forging a Cambione Weapon System. When you forge a weapon, you can choose an additional item to add to the crafted item, as long as they are within three sizes of one another. If the additional item is not already crafted, you must spend any costs associated with crafting the additional item. You can count a shield and a single one handed weapon as one item for the purposes of this feat.
* The user can spend a move action to switch between the two uses. The system weighs as much as the heavier item, but otherwise functions as whichever item it is being used as.
* Each item contained within the system is treated as their own individual item for the purposes of magic item creation. For example, if you create a combined dagger and longsword and attempt to give them a +1 enhancement bonus, it would require you to enhance the dagger and the longsword individually, as if it were a double weapon.
* This feat is considered an associated feat for the Compound Creation (flourish) talent. Player's who choose Compound Creation may also count a shield and a single one handed weapon as one item for the purposes of that talent.

#### Follower of the Cult of Reason / Animist Worshipper

**Prerequisite:** *Cleric, or otherwise access to domains or domain powers.*

* Having learned from the Yuukia and their cult of reason, you ascribe to a more fluid perspective on faith, performing rites and worship as needed, and calling power from all over. Once per day, you may use a standard action to change your cleric domain choices. Changing your cleric domains allows you to prepare new domain spells in any unexpended bonus spell slot.
* This feat is also appropriate for animist goblins who desire to have multiple patron proto-deities.

#### Gravecaller's Songs

**Prerequisite:** *Skald, or otherwise access to raging song* or *Undead or access to reanimating magic or the death sphere*

* You may grant the benefits of your raging songs to allied undead and allied mindless creatures, ignoring their immunity to morale bonuses and mind affecting effects. You may also allow undead or mindless allies of yours to benefit from morale bonuses.

#### Luck of Heroes

**Prerequisites**: *Heroic*

* Whenever you spend a hero point to reroll a die roll or to grant yourself a bonus before a die roll is made, there is a chance that the hero point is not spent. Whenever you spend a hero point, roll a d20. If the result is 10 or greater, the hero point is not spent.

#### Magus Familiar

**Prerequisite**: *Spherecaster Familiar, Spell-Touched Familiar*

* Your familiar's spellcaster level progresses as a High-Caster instead of a Mid-Caster
* This feat may be taken in place of a martial, skill, or magic talent.

#### Manaweft Puppet

**Prerequisites:** 15 Intelligence, 14 Dexterity, Spherecasting or Basic Magic Training

A tradition among House Tanith and of elvish mages, the crafting and modification of complicated clockwork or enchanted puppets is considered good practice for lateral and creative development of a caster's powers, though some abandon the practice later in their development, some continue to work on their puppets for their whole lives.

* You gain the Conjuration sphere as a bonus magic talent, but must choose Puppet as one of your companion's archetypes. At 4th level, and every 4 levels afterwards you learn an additional bonus Conjuration sphere talent, and apply it to your puppet companion.

#### Master Constructor

**Prerequisites**: *Cohort Package*, *Tech Sphere*, *Constructor*, *Drone*.

* You treat your Constructor cohorts as Drones for the purpose of applying Tech sphere Drone talents such as the Collapsible Drones talent. The Standardized Drones talent cannot be applied to a Cohort.
* You may count your drones Hit Dice against the total number of hit dice you may control with the leadership sphere cohort pack. If you do your drones gain the benefits on any Leadership sphere cohort talents you possess. If you have the Improved Artificial Intelligence talent, you may create Construct Cohorts with an intelligence score, such cohorts are no longer mindless allowing them to gain skill points and choose professions other than Warrior or Woodsmen. Intelligent Construct Cohorts also gain craft and profession as class skills.

### Posse

**Prerequisites**: *Cohort Package, membership in a faction*

* Your cohorts join one of the factions of which you are a member. They do not gain their own fame, instead they are always two ranks below you, to a minimum of the first rank.

### Premier Puppeteer

**Prerequisites:** *17 Intelligence, 15 Dexterity, Manaweft Puppet, 5 ranks in a craft skill*

When you summon a puppet companion using the Conjuration sphere, you may spend an additional spell point to gain a Conjuration talent and apply it to that companion until that companion is dismissed or disappears. When you use an action to control your puppet, you may use a move action through it as well without consuming your move action. When you use a move action to move your puppet, you may use an attack action through it as well without consuming your attack action

### Right Hand

**Prerequisites**: Leadership feat, membership in a faction

#### Spell-Touched Familiar

**Prerequisite**: *Spherecaster Familiar*

* Your familiar's spellcaster level progresses as a Mid-Caster instead of a Low-Caster.
* This feat may be taken in place of a martial, skill, or magic talent.

### Racial Feats

#### Changeling

* Shiftling Knack
* Awakened Heritage

### Style Feats

#### Adriccan Style (Style, Combat Feat)

**Prerequisite**: *Monk level 1st or +3 BAB, Intelligence or Wisdom of 13+*

Developed originally as a bare-knuckle style practiced by Ironholme's down-and-outs, over a century or so the style has developed into two distinct schools of practice: Ambracia (A competition style practiced and taught in Ironholme's academies) and Led'el (The street-brawler style, emphasizing it's use as a practical combat art.)

* Whenever you miss a melee weapon attack against a creature, that creature receives a -1 to their AC against your attacks for a number of rounds equal to the higher of your Intelligence or Wisdom modifier. This effect stacks with itself.

#### Ambracia Haymaker (Style, Combat)

**Prerequisite:** *Monk level 3rd or +5 BAB, Adriccan Style, Intelligence or Wisdom of 15+*

In the academies, Adriccan competitions feature both fighters standing in a pair of rings, set three feet apart. The fight does not end until one opponent moves out of their ring or is manipulated through deliberately placed strikes into a position where a fighter could land a crippling blow, In the military however, Adriccan is often practiced within a more standard fighting ring, and only manipulating an opponent into a position where one fighter could cripple the other is counted as a victory.

* Whenever you hit a creature that is taking a penalty to it’s AC you add the higher of your Intelligence or Wisdom modifiers to the result of the damage roll. If the penalty to AC is at least -7 that creature becomes flat-footed until the start of your next turn. If the penalty to AC is at least -14 that creature additionally becomes staggered until the start of your next turn.

#### Ambracia Tactician (Style, Combat)

**Prerequisite:** *Monk level 5th or +5 BAB, Adriccan Style, Ambracia Haymaker, Intelligence or Wisdom 17+*

It is tradition at the end of an Adriccan competition that the victor help the loser off the ground. Most practitioners learned in academic teams or private clubs, and the matches were generally used to further camaraderie and improve the toughness of Ironborn attending the academies.

* The AC penalty from Adriccan Style applies to AC against all attacks, not just your own.

#### Hafdan Style

**Prerequisites**: *Dex 15, Int 13*

The Hafdan spear style involves wielding an offset pair of spears, traditionally a longspear and a boar spear or harpoon to eliminate the weaknesses of both, and allow the practitioner to control the space around them perfectly.

* You may wield weapons from the spears weapon group in one hand, regardless of their normal requirements. While in this stance and wielding two weapons from the spears weapon group, each weapon gains the beneficial properties of the other. (i.e. while wielding a harpoon and a longspear both gain the benefits of the grapple special weapon feature, and you may make attacks with either as though they both had or lacked reach. This does not allow you to treat two-handed weapons as one handed for the purposes of making off hand attacks.

#### Dragon’s Twin Fangs

**Prerequisites**: *Dex 17, Int 15, Guardian Sphere (Patrol package), Swift Guardian, Dual Wielding sphere, Hafdan Style*

* While in the Hafdan Style stance you gain the following abilities:
	+ You may treat two-handed weapons from the spears weapon group as if they were one-handed for the purpose of making a Dual Attack or making off hand attacks.
	+ When you make an attack as part of an attack action, you may begin a patrol as a move action. You may expend martial focus to instead begin a patrol as a swift action.

#### Ascend the Waterfall

**Prerequisites**: *Dex 15, Int 15, Guardian Sphere (Patrol Package), Lancer Sphere*

* While in the Hafdan Style stance you gain the following abilities:
	+ You do not need to make checks to jump as part of moving to bring a creature into your reach during a patrol, and when you impale a flying creature you may choose to either force that creature to begin falling, or (so long as it would be strong enough to support your weight) you may allow it to remain airborne and able to move, even while impaled.
	+ Your attacks of opportunity against charging creatures deal double damage on a successful hit and whenever you make an attack of opportunity as part of a patrol, you may attempt to impale your target. This impale attempt does not receive a penalty on the attack to do so. If you are wielding a weapon that is already impaling a creature, you may choose to remove the weapon as part of making an attack of opportunity.

## Spheres Talents

### Leadership Sphere

#### Advanced Cohorts (Changed)

**Prerequisite:** *5 ranks in Diplomacy (Or other relevant Leadership Sphere skill)*

You may use 20 point buy to determine your cohorts starting stats instead of the normal ability score spreads described in Leadership, in addition when recruiting/creating a cohort you may choose to apply player class levels instead of the cohort class levels, replacing the cohort's normal progression. Only one cohort recruited by you at a time may have player class levels.

You may take this talent again when you reach 11 ranks in your Leadership skill, allowing you to have two cohorts with player class levels.

### Guardian Sphere

#### Eye of the Dragon (Stance)

**Prerequisites**: *Guardian Sphere (Patrol Package)*

When you enter this stance, and at the beginning of each of your turns while remaining in this stance you may declare a creature you can see as your quarry. Until the start of your next turn, the chosen creature is always treated as though they were within your threatened area for the purposes of provoking attacks of opportunity from you. You may move to bring that creature within your reach as part of these attacks, provided your total movement before your next turn does not exceed your base speed.

## Traits

### Ain't Like That No More (Regional)

*The Deadwall takes all sorts, good, and bad. Most will leave their pasts at the gates. Exile washes away their* More Than Scales (Social)*Sometimes, justice must come from the sword, or the noose.* You may use Intimidate instead of Diplomacy to influence a crowd, and when you make checks to work a crowd into a riot or otherwise escalate them to violence, you gain a +1 bonus and may influence 1d4 additional people.*sins, legally if not spiritually.* Choose an alignment, you count as that alignment for the purpose of classes that require a specific alignment, instead of your actual alignment.

### Rich Parents (Social)

Increase your Starting Wealth by 800 Gold Pieces. This trait replaces the original Rich Parents trait.

### Like My Father Before Me (Combat)

*Sentinels often pass on their skills to their kids, relying on the next generation to surpass them*. Pick a class without casting when you gain this trait, treat your level as +2 higher when determining bonuses from class features in that class. This cannot increase your “effective level” in the class to above your current Hit Dice.

### More Than Scales (Social)

*Sometimes, justice must come from the sword, or the noose.* You may use Intimidate instead of Diplomacy to influence a crowd, and when you make checks to work a crowd into a riot or otherwise escalate them to violence, you gain a +1 bonus and may influence 1d4 additional people.

### Duck and Cover (Combat)

*A quick hand, and good reflexes can keep a man alive, even when things are moving too fast for conscious response.* When you roll initiative you may choose to move up to half your movement speed and/or drop prone. If you do so, any distance you move with this ability counts against your movement during your first turn in combat.

## Major Drawbacks

### Fear of Drowning

Roll twice while swimming or when making a Fortitude save to avoid drowning, and take the lower result. Additionally you are shaken any time you are in water and more than 15 feet from dry land.

## Class Archetypes

### Soul Weaver

#### Sin Eater

Tapping into the powers of the Lord of the Lowest, these soul weavers often work towards the ultimate reunification of the world.

## Familiar Archetypes

### Practitioner

Practitioner familiars gain Spheres of Might talent progression as a Proficient practitioner. If their master possesses Improved Familiar, or a talent with Improved Familiar as an associated feat, they also gain a martial tradition. Familiars may use Intelligence, Wisdom, or Charisma as their practitioner modifier. This replaces share spells and scry on familiar.

### Spherecaster

Spherecaster familiars gain Spheres of Power spell level progression as a Low Caster, as well as a casting tradition. They receive 1 talent for every even numbered hit die their master possesses (in classes that provide the familiar), and gain a bonus talent for every spell like ability that this archetype replaces. A familiar must already possess a spell like ability in order to choose this archetype, and this archetype replaces the spell like abilities of that familiar, as well as the deliver touch spells ability.

### Operative

Operative familiars gain skill talent progression at Journeyman expertise (gaining one talent every even level, and a utility talent every odd.) Additionally operative familiars gain three skill points per Hit Die their master possesses, and gains a Competent trade tradition at 1st level. If their master possesses the Improved Familiar feat, or a talent with Improved Familiar as an associated feat, they instead gain an Adroit trade tradition. This replaces Alertness, speak with animals of it's kind, and replaces the familiar's inherent skills.