Sirene Primer+Constant Effects

Your mastery of unarmored combat is so great that even changes to your body do not impede you. You no longer lose the benefits of Unarmored Training when under any polymorph effect.

Appears In : Champions of the Spheres

Unarmored Training +6

Sphere: Equipment

Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess.

This bonus to AC applies even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the monk or similar abilities.

This bonus depends on an intricate awareness of the practicioner’s body and balance, and as such is lost when the target is under any shapeshift other than blank form, or is polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type.

Appears In : Spheres of Might


You are trained in using your agility in melee combat, as opposed to brute strength.

Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

Appears In : Not Grant Default Combat Feats, Not Enable all World is Square rules


At 2nd level, whenever a mountebank makes a successful attack with a light, finessable, or ranged weapon, she may choose not to add her Strength modifier (or any other ability modifier she would add) to the damage roll. If she does, she gains a circumstance bonus on that damage roll equal to her casting ability modifier; this bonus cannot exceed her class level. If any effect would prevent the mountebank from adding her Strength modifier to the damage roll (or if she would normally be unable to, such as with crossbows), she cannot use this ability.


At 6th level, a mountebank gains a +1 bonus to the spell’s save DC when she casts a spell that affects any foe who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). This bonus increases by +1 at 12th and 18th level.


The back alley grifter gains the tension and tension technique class features, using her casting modifier in place of her Constitution modifier (if it would be different) when determining the amount of tension she can possess and the effects of her tension techniques.

From Striker:

A striker is at home in battle, thriving on the raw energy of combat to fuel her attacks. A striker begins the day with no tension, but can gain tension in the following ways (a striker cannot gain tension from each of these more than once per round and a striker must be in combat to gain tension):

Offensive Pressure: Whenever the striker successfully damages a creature with an unarmed strike or makes successful combat maneuver check against a creature to initiate a combat maneuver, she gains 1 tension.

Defensive Determination: Whenever the striker takes damage from an attack originating from a creature (including spells, spell-like abilities, and supernatural abilities), she gains 1 tension. A striker does not gain tension from attacks made against her while she is flat-footed or unaware.

Maneuvering Momentum: Whenever the striker moves 10 ft. or more during her turn (this cannot be forced movement), she gains 1 tension.

Her tension goes up or down throughout the day, but usually cannot go higher than her Constitution modifier (minimum 1), though some feats, abilities, and magic items may affect this maximum. At 3rd level and every three levels afterward, her maximum tension increases by 1. If a striker spends 1 minute or longer outside of combat, she loses all tension she possesses.

Tension Techniques (Ex)

A striker can spend tension in order to accomplish incredible feats and each tension technique can only be used once per round (if an ability does not have an associated action listed, using it is a free action which can be done during anyone’s turn). Unless stated otherwise, you must activate a tension technique before any applicable rolls are made. For example, if you activate Expert Guard, you must do so before making a saving throw.

Appears In : Lost Champions: Mountebank