Thanatic Visionary - Legendary Medium Archetype

# THANATIC VISIONARY

A thanatic visionary harnesses magics of a different sort to control the spirits and shape the world around her.

## Proficiencies:

A thanatic visionary is proficient with simple weapons, as well as light armor and bucklers. In addition, if this is the character’s first level in any class, she may select a martial tradition of her choice.

This modifies weapon and armor proficiencies.

## Casting:

A Thanatic Visionary may combine spheres and talents to create magical effects. A thanatic visionary is considered a low-caster, and may use their casting ability modifier from their casting tradition to determine the effects of their spellcasting, assertion points, and any other Legendary Medium class features or archetypes (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

This replaces the spells and knacks class features.

## Spell Pool:

A thanatic visionary gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Casting modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

## Blended Training:

A thanatic visionary gains a magic talent or combat talent at 1st level and every level thereafter.

## Exclusive Spirit (Su):

A thanatic visionary loses access to all spellcasting spirits. In their place the thanatic visionary gains access to the spherecaster spirit (spellcasting spirits can still be selected with the Trance of Many and Astral Beacon abilities).

This modifies the spirit class feature, but can still be modified or traded out by other archetypes.

## Supernaturally Perceptive:

A thanatic visionary gains either the Divination sphere or the Fate sphere at 1st level. If the thanatic visionary already has the selected sphere, she instead gains a single talent from the chosen sphere

## Spirit’s Aptitude (Su):

When channeling a spirit which applies its spirit bonus to attack rolls, the thanatic visionary treats her base attack bonus as a number of points higher equal to the value of her spirit bonus for the purpose of determining the effects of combat talents. When channeling the Guardian spirit, the thanatic visionary may choose to select two talents from the Guardian or Berserke spheres in place of gaining the Guardian’s base spirit ability. If you do, your base attack bonus is treated as a number of points higher equal to your spirit bonus for the purpose of Guardian and Berserker Sphere abilities.

## Shared Sight (Su):

At 2nd level a thanatic visionary may as a free action touch an ally and grant them the benefit of a divine, motif, or sense talent or ability that the thanatic visionary possesses so long as she remain touching. You may not have more allies affected by this ability higher than your spirit bonus or casting ability modifier (whichever is higher).

This replaces the shared seance class feature.

## Spirit Communion:

At 3rd level, the thanatic visionary may channel spirit allies into herself, temporarily gaining their knowledge and experience. As a standard action, she may grant herself the benefit of any one Divination or Fate talent she doesn’t possess by spending an assertion point. She must possess the prerequisite sphere to select a talent from it. The talent remains available to use for 10 minutes. If she does not use the talent within that time, the effect ends, otherwise the ability lasts for the talent’s duration. Multiple uses of this ability do not stack. If she uses this ability again before the previous duration has expired, it replaces the previous use.

This replaces the spirit affinity gained at 3rd level.

# Spherecaster Spirit

### Spirit Bonus:

When you channel a spherecaster, your spirit bonus applies to your caster level, Casting ability checks, CAM-based skill checks, and Will Saves.

### Seance Boon:

Gain a temporary spell point that lasts for 24 hours, or until you change spirits.

### Sphere Apprentice (Base, Su):

Grant yourself the benefit of any one magic talent you don’t possess.

At 5th, 9th, 13th, and 17th levels, you may select another magical talent. If you gain a magic talent other than a base sphere, you must possess that talent’s base sphere.

### Sphere Surge (Intermediate, Su):

You may spend assertion points when using sphere ability to reduce the spell cost of a sphere talent or ability you use by 1 for every assertion point spent (minimum 0)

### Sphere Adept (Greater, Su):

As a move action, you may spend an assertion point to grant yourself one magic talent that you do not possess. This magic talent lasts for 1 minute. Multiple uses of this ability do not stack. If you use this ability again before the previous duration has expired, it replaces the previous use. If you possess the Sphere Master ability, you may use this ability as a swift action.

### Sphere Master (Supreme, Su):

By spending an assertion point, you may reduce the casting time or concentration action of one sphere ability by one step.