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Practitioner Feats

Adopt Animal Ally

Prerequisite(s): Beastmastery sphere (Handle Animal) package, an animal or vermin companion.

Benefit: If your animal or vermin companion dies, you may make one of your tame creatures your new companion without the normal mourning period. The creature assumes all abilities and statistics of an animal companion appropriate to your abilities. The creature must correspond to an available animal companion type. This takes 1 hour.

Aerial Trip

Prerequisite(s): Base attack bonus +5, Improved Trip or a combat talent that allows you to perform a trip without provoking an attack of opportunity.

Benefit: You can trip flying opponents. If you would successfully trip a flying opponent, it falls at a rate of 10 ft per round for every point of base attack bonus you possess (assuming it is conscious and attempting to remain airborne; otherwise, it falls at a rate of 500 ft per round) until it hits the ground. The creature falls immediately after being tripped, then again each round thereafter at the end of your turn.

Upon impact, the creature falls prone and takes normal falling damage (maximum: 1d6 per 10 ft. in its falling speed). A falling creature is considered entangled until it hits the ground, but it can attempt a Fly check as a free action at the start of its turn to stop falling before it hits the ground (DC = 15 + your base attack bonus); otherwise, it is unable to move (other than falling) but can act normally. You can choose to descend with the opponent, although this movement cannot exceed two times your normal flight speed.

Combat Sphere Specialization (Combat)

Your knowledge of one particular combat sphere is without peer.

Prerequisite: 1 or more combat spheres.

Benefit: Select one combat sphere you possess, you treat your base attack bonus as 1 higher for the purposes of its effects, but not for attacks made with talents from that sphere. At 5th level and every 4 levels afterwards, the chosen sphere’s base attack bonus is treated as an additional 1 higher, although the sphere’s effective base attack bonus cannot be higher than your character level.

Special: You may select this feat multiple times, each time selecting a different sphere.

Companion Trigger (Combat)

Prerequisite(s): Animal companion class feature, Mount class feature, or Beastmastery sphere.

Benefit: When your animal companion or a creature you are mounted on succeeds on a combat maneuver, you may expend your martial focus as a free action even when it is not your turn to count the maneuver as though you had performed it for the purpose of any feats or talents you possess.

Craft Ooze (Item Creation)*

You can use alchemy to create dangerous ooze creatures.

Prerequisite(s): Brew Potion, Craft Wondrous Item, Craft (alchemy) 3 ranks, caster level 5th.

Benefit: You can create living oozes as though they were magical items. Creating an ooze creature takes 1 day for each 500 gp in its construction cost. To create an ooze, you must have access to an oozing vat (see below), you must use up raw materials worth the construction cost of the ooze, and you must succeed at a Craft (alchemy) check (DC 10 + 2 × the ooze’s CR). A failed check ruins the materials used, while a check that fails by 5 or more also results in an ooze that attacks its creator for 1d4 rounds before dissipating into useless waste material. A newly created ooze has average hit points for its Hit Dice.

Oozes created with this feat are mindless and uncontrolled, and even normally intelligent oozes like slithering trackers that created this way have no Intelligence score—nor any loyalty to their creator.

While ooze creatures cannot normally be purchased in traditional marketplaces, GMs who wish to include such an option in their games—perhaps with oozes sold as black market commodities— need only double the construction cost of a specific ooze creature in order to figure out a fair market price. The following table lists some of the most commonly crafted oozes and their creation requirements. At the GM’s discretion, other types of ooze creatures can be created with this feat.

Ooze Type Cost (gp) Craft (alchemy) DC
Gelatinous cube 1,600 16
Gray ooze 3,600 18
Slithering tracker 3,600 18
Ochre jelly 4,900 20
Black pudding 8,100 24
Magma ooze 8,100 24
Deathtrap ooze 8,100 26
Carnivorous crystal 16,900 32

Dragon’s Tattoos

Etching your limbs with exquisite art, your body truly becomes a weapon.

Prerequisite(s): Improved Unarmed Strike, Craft (tattoos) 5 ranks.

Benefit: You learn how to adorn yourself with the sacred tattoos that are said to have been first conceived by an ancient monk known only as “the Dragon”. Covering your body in these intricate tattoos etched by your own hand, your limbs, grapples, and unarmed strikes are now treated as masterwork weapons, and may be enhanced just as any other masterwork weapon. Enhancements applied via this ability apply to all unarmed strikes or grapple checks you make, regardless of the limb you choose to use; essentially, your entire body is treated as a single weapon.

Extra Combat Talent (Combat)

Your knowledge of combat is easily expanded.

Benefit: Gain an additional sphere or a talent from a combat sphere you possess.

Special: You may take this feat multiple times. The effects stack.

Extra Battlefield Specialization

Your expertise extends to a new battlefield environment.

PrerequisiteCommander 5.

Benefit: Gain an additional battlefield specialization for which you qualify.

Special: This feat may be taken a second time starting at 11th and a third time starting 17th level.

Extra Prowess

You know how to better utilize your armiger abilities.

PrerequisiteArmiger 5.

Benefit: Gain an additional prowess for which you qualify.

Special: This feat may be taken a second time starting at 11th and a third time starting 17th level.

Extra Scholar’s Knack

Research and study lead you to new academic discoveries.

PrerequisiteScholar 7.

Benefit: Gain an additional scholar’s knack for which you qualify.

Special: This feat may be taken a second time starting at 15th level.

Extra Smithing Insight

Your experience and skill unlock new insights into the smith’s craft.

PrerequisiteBlacksmith 7.

Benefit: Gain an additional smithing insight for which you qualify.

Special: This feat may be taken a second time starting at 15th level.

Extra Striker Art

You know how to better utilize your striker abilities.

PrerequisiteStriker 5.

Benefit: Gain an additional striker art for which you qualify.

Special: This feat may be taken a second time starting at 11th and a third time starting 17th level.

Extra Technical Insight

Your experimentations have unlocked new insights.

PrerequisiteTechnician 5.

Benefit: Gain an additional technical insight for which you qualify.

Special: This feat may be taken a second time starting at 11th and a third time starting 17th level.

Flyby Attack (Monster)*

This creature can make an attack before and after it moves while flying.

Prerequisite: Fly speed.

Benefit: When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

Normal: Without this feat, the creature takes a standard action either before or after its move.

Giantslayer (Combat)*

Your martial training and natural heartiness are the only tools you need to tackle even the mightiest foes.

Prerequisite(s): Con 13, base attack bonus +5.

Benefit: When performing or resisting a combat maneuver against a foe who is at least 1 size category larger than yourself, you gain a bonus to your CMB and CMD equal to +1 per size category larger than yourself the opponent is (for example, a Small character would gain a +4 bonus to resist or perform combat maneuvers against a Gargantuan opponent). In addition, you can use combat maneuvers against targets 1 size larger than would normally be allowed (e.g., although normally a creature cannot drag a target more than 1 size category larger than itself, a character with this feat could drag targets up to two size categories larger than itself).

Great Focus (Combat)

Prerequisite(s): 2 or more combat spheres, base attack bonus +6 or higher.

Benefit: You may maintain a second martial focus. This martial focus is gained and expended independently from the first.


You know the secrets of repairing and restoring firearms.

Benefit: If you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

Crafting Firearm(s): You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).

Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).

Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.

Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.

Heroic Resolve (Combat)

Prerequisite(s): Ability to gain martial focus, Constitution 13 or higher.

Benefit: As a move action, you may expend focus to suppress a single instance of the dazzled, fatigued, shaken, or sickened condition for a number of rounds equal to your Constitution modifier (minimum 1). The duration of these conditions continues to expire while suppressed. You may instead choose to treat the frightened condition as shaken, the nauseated condition as sickened, the exhausted condition as fatigued, or the blinded condition as dazzled for the same duration. You may take this move action even if the condition would normally prevent you from taking move actions. You may only have one condition suppressed at a time; suppressing an additional condition forces you to stop suppressing the previous condition.

If your base attack bonus is +10 or higher, you may suppress the dazed, frightened, nauseated, shaken, staggered, and stunned conditions and treat the panicked condition as shaken, though the duration of the suppression is cut in half (minimum 1 round).

Muscular Reflexes (Combat)

You rely on muscle memory and strength to enhance your reflexes.

Benefit: You may make a number of additional attacks of opportunity per round equal to your Strength bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.

Special: The Muscular Reflexes feat does not allow a rogue to use her opportunist ability more than once per round. The attacks of opportunity from this feat do not stack with those granted by Combat Reflexes or similar feats, but Muscular Reflexes counts as Combat Reflexes when meeting the prerequisites for feats.

Piranha Strike (combat)*

You make a combination of quick strikes, sacrificing accuracy for multiple, minor wounds that prove exceptionally deadly.

Prerequisite(s): Weapon Finesse, base attack bonus +1.

Benefit: When wielding a light weapon, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.

Practiced Interruption (Combat)

You are adept at anticipating and interrupting spellcasters.

Prerequisite(s): Extra Combat Talent or combat training class feature, base attack bonus +5.

Benefit: You may expend your martial focus to ready an attack action to disrupt a spell caster’s casting as a move action. The spellcaster must be within reach or range of your wielded weapon. A single casting attempt cannot trigger more than one readied action to interrupt from you.

Special: If you take this feat a second time. If you do, you may instead use this ability as a swift action.

Technological Training

Benefit: Reduce the penalties you suffer when using technician inventions that are not your own by half. If the technician who made the invention possesses Aesthetic Insight, these penalties are reduced to 0.

Titan Breaker (Combat)*

You are the bane of those who believe they stand atop the world.

Prerequisite(s): Con 15, Giantslayer, base attack bonus +10.

Benefit: The bonus granted by your Giantslayer feat when performing or resisting a combat maneuver against a foe who is at least 1 size category larger than yourself increases to +2 per size category larger than yourself the opponent is. In addition, you can now use combat maneuvers against targets 2 size categories larger than would normally be allowed (instead of just 1 size category as allowed by the Giantslayer feat).

Two-Weapon Rend (Combat)*

Striking with both of your weapons simultaneously, you can use them to deliver devastating wounds.

Prerequisite(s): Dex 17, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.

Benefit: If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. You can only deal this additional damage once each round.

Zodiac Tattoos*

Mystical tattoos ward you from harm and transform your skin into protective armor.

Prerequisite(s): Craft (tattoos) 5 ranks, Unarmored Training or AC Bonus class feature.

Benefit: Covering your body in these intricate tattoos etched by your own hand, you gain the ability to have your skin enchanted with armor special abilities as though it was a suit of +1 leather armor. You cannot have a total bonus of armor special abilities higher than +6. You cannot use this ability to add any armor special abilities that add a flat gp amount to their cost instead of a bonus equivalent.

Section 15: Copyright Notice

Spheres of Might, © 2017, Drop Dead Studios LLC; Authors: Adam Meyers, Michael Sayre, Andrew Stoeckle, N. Jolly