Sphere Warrior

Sphere warriors sacrifice their spellcasting ability to gain greater martial capabilities and draw directly upon the power of their deity's sphere's of influence.

Weapon and Armor Proficiency:
The sphere warrior gains proficiency with medium armor and shields (except tower shields), in addition to simple weapons and his deity’s favored weapon. 

Table: Sphere Warrior
Class
Base
Fort
Ref
Will

Spells per Day
Level
Attack Bonus
Save
Save
Save
Special
1st
2nd
3rd
4th
5th
6th
1st
+0
+2
+0
+2
Aura, divine reservoir, orison, spheres of influence, sphere strike
1





2nd
+1
+3
+0
+3
Battle tactician 1/day, divine lore2





3rd
+2
+3
+1
+3
Sphere power
3





4th
+3
+4
+1
+4
Bonus feat3
1




5th
+3
+4
+1
+4
Sphere power4
2




6th
+4
+5
+2
+5
Weapon training4
3




7th
+5
+5
+2
+5
Sphere power4
3
1



8th
+6/+1
+6
+2
+6
Battle tactician 2/day4
4
2



9th
+6/+1
+6
+3
+6
Sphere power5
4
3



10th
+7/+2
+7
+3
+7
Bonus feat5
4
3
1


11th
+8/+3
+7
+3
+7
Greater sphere strike5
4
4
2


12th
+9/+4
+8
+4
+8
Weapon training5
5
4
3


13th
+9/+4
+8
+4
+8
Sphere power5
5
4
3
1

14th
+10/+5
+9
+4
+9
Battle tactician 3/day5
5
4
4
2

15th
+11/+6/+1
+9
+5
+9
Sphere power5
5
5
4
3

16th
+12/+7/+2
+10
+5
+10
Bonus feat5
5
5
4
3
1
17th
+12/+7/+2
+10
+5
+10
Sphere power5
5
5
4
4
2
18th
+13/+8/+3
+11
+6
+11
Weapon training5
5
5
5
4
3
19th
+14/+9/+4
+11
+6
+11
Sphere power5
5
5
5
5
4
20th
+15/+10/+5
+12
+6
+12
Mighty sphere strike5
5
5
5
5
5


Table: Sphere Warrior Spells Prepared
Spells Prepared
Level

1st
2nd
3rd
4th
5th
6th
1st
4
2





2nd
5
3





3rd
6
4





4th
6
4
2




5th
6
4
3




6th
6
4
4




7th
6
5
4
2



8th
6
5
4
3



9th
6
5
4
4



10th
6
5
5
4
2


11th
6
6
5
4
3


12th
6
6
5
4
4


13th
6
6
5
5
4
2

14th
6
6
6
5
4
3

15th
6
6
6
5
4
4

16th
6
6
6
5
5
4
2
17th
6
6
6
6
5
4
3
18th
6
6
6
6
5
4
4
19th
6
6
6
6
5
5
4
20th
6
6
6
6
6
5
5

Spell Casting (Divine): A sphere warrior casts divine spells drawn from the vicar spell list. His alignment, however, can restrict him from casting certain spells opposed to his moral or ethical beliefs; see the Chaotic, Evil, Good, and Lawful Spells section.

A sphere warrior must prepare his spells ahead of time, but unlike a cleric, his spells are not expended when they're cast. Instead, he can cast any spell that he has prepared consuming a spell slot of the appropriate level, assuming he hasn't yet used up his spell slots per day for that level.

A sphere warrior’s highest level of spells is 6th. Vicar spells of 7th level and above are not on the sphere warrior class spell list, and a sphere warrior cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher.

To prepare or cast a spell, a sphere warrior must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a sphere warrior’s spell is 10 + the spell’s level + the sphere warrior’s Wisdom modifier.

Like other spellcasters, a sphere warrior can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Sphere Warrior under “Spells per Day”. In addition, he receives bonus spells per day if he had a high Wisdom score.

A sphere warrior knows all the spells in his spell list, but the number he can prepare each day is limited. At 1st level, he can prepare four 0-level spells and two 1st-level spells each day. At each new sphere warrior level, the number of spells he can prepare each day increases, adding new spell levels as indicated on Table: Sphere Warrior Spells Prepared. Unlike the number of spells he can cast per day, the number of spells a sphere warrior can prepare each day is not affected by his Wisdom score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells a sphere warrior can prepare.

A sphere warrior must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour in meditation and prayer. While meditating or praying, the sphere warrior decides what spells to prepare and refreshes his available spell slots for the day.

Sphere Strike (Su): A sphere warrior can call upon the power of his deity to imbue himself with the energy of his chosen sphere (see Table: Sphere Strike). Starting at 1st level, a sphere warrior can channel this energy to charge his weapon for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st, he can charge his weapon for 2 additional rounds. Temporary increases to Charisma, such as those gained from sphere strike and spells like eagle’s splendor, do not increase the total number of rounds that a sphere warrior can charge his weapon per day. A sphere warrior can charge his weapon as a free action. The total number of rounds of weapon charging per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While channeling this energy, a sphere warrior gains a +2 enhancement bonus to Strength and Charisma, and deals an additional 1d8 points of energy damage related to his chosen sphere with his weapon. The target of the sphere strike must make a saving throw (Fortitude or Will, see Table: Sphere Strike) or take a temporary –2 penalty to a single ability score for a number of rounds equal to the sphere warrior’s level + his Charisma modifier. The DC for this saving throw is equal to 10 + the sphere warrior’s level + the sphere warrior’s Charisma modifier. The sphere warrior’s increase to Strength and Charisma disappear when the channeling ends.

A sphere warrior can end his channeling as a free action, and can otherwise channel his energy multiple times during a single encounter or combat. If a sphere warrior falls unconscious, his channeling immediately ends. This ability, greater sphere strike, and mighty sphere strike replace channel energy.


  Table: Sphere Strike

Sphere

Type of Damage

Ability/Save

Air

Electricity

Dexterity/Fortitude

Animal

Untyped

Strength/Fortitude

Artifice

Force

Constitution/Fortitude

Chaos

Anarchic

Intelligence /Will

Charm

Sonic

Charisma/Will

Community

Force

Wisdom/Will

Darkness

Sonic

Constitution/Fortitude

Death

Unholy

Strength/Fortitude

Destruction

Force

Constitution/Fortitude

Earth

Acid

Strength/Fortitude

Evil

Unholy

Strength/Fortitude

Fire

Fire

Dexterity/Fortitude

Glory

Holy

Charisma/Will

Good

Holy

Charisma/Will

Healing

Holy

Wisdom/Will

Knowledge

Untyped

Intelligence/Will

Law

Axiomatic

Strength/Fortitude

Liberation

Untyped

Dexterity/Fortitude

Luck

Untyped

Dexterity/Fortitude

Madness

Sonic

Intelligence/Will

Magic

Untyped

Intelligence/Will

Nobility

Holy

Charisma/Will

Plant

Untyped

Constitution/Fortitude

Protection

Force

Constitution/Fortitude

Repose

Untyped

Wisdom/Will

Rune

Untyped

Intelligence/Will

Scalykind

Acid/Cold/Electricity/Fire

Strength/Fortitude

Strength

Force

Strength/Fortitude

Sun

Fire

Wisdom/Will

Travel

Untyped

Dexterity/Fortitude

Trickery

Sonic

Dexterity/Fortitude

Void

Cold

Strength/Fortitude

War

Force

Strength/Fortitude

Water

Cold

Dexterity/Fortitude

Weather

Cold/Electricty/Fire

Wisdom/Will



Battle Tactician (Ex):
At 2nd level, a sphere warrior gains a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the sphere warrior can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 4 rounds, plus 1 round for every 2 levels beyond 2nd that the sphere warrior possesses. Allies do not need to meet the prerequisites of this bonus feat. The sphere warrior can use this ability once per day at 3rd level, plus one additional time per day at 8th and 14th levels.

Bonus Feats: At 4th level, and every six levels thereafter, a sphere warrior gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.

Weapon Training (Ex): Starting at 6th level, a sphere warrior can select one of the weapon groups listed in the fighter’s Weapon Training class feature. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every six levels thereafter (12th and 18th), a sphere warrior becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a sphere warrior reaches 12th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 6th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A sphere warrior also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the sphere warrior’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Advanced Weapon Training: Beginning at 12th level, instead of selecting an additional fighter weapon group, a sphere warrior can choose an advanced weapon training option (see Advanced Weapon Training in the Fighter class description) for one fighter weapon group that he previously selected with the weapon training class feature.

Greater Sphere Strike (Su): At 11th level, when a sphere warrior is channeling, the enhancement bonus to his Strength and Charisma increases to +4, the amount of additional energy damage he deals with his weapon increases to 2d8, and the penalty taken to a specific ability score increases to –3.

Mighty Sphere Strike (Su): At 20th level, when a sphere warrior is channeling, the enhancement bonus to his Strength and Charisma increases to +6, the amount of additional energy damage he deals with his weapon increases to 3d8, and the penalty taken to a specific ability score increases to –4.