In Spheres of Guile, characters use options called skill talents. These options to customize your character are somewhat like feats. Each skill talent belongs to a group of skill talents called a skill sphere. Most characters gain skill talents from a progression through their class or archetypes. Any character can gain skill talents at character creation in exchange for some of their class skills using an option called a trade tradition, or from the Extra Skill Talent feat.
Whenever a character gains a skill talent, they must choose a skill sphere to spend it on. The first time a character spends a skill talent on a sphere, they gain that sphere’s base abilities rather than gaining any of the talents within the sphere. This is referred to as gaining a base sphere. As part of gaining a skill sphere, the character can choose to apply a sphere-specific drawback for that sphere (described in Chapter 5) to further specialize within the sphere. After a character possesses a base sphere, spending an additional skill talent on that sphere gains them one of that sphere’s talents. They can choose any of the sphere’s ordinary talents. Some talents are available with restrictions, referred to as exceptional talents (described later).
If a character gains a bonus sphere or talent that they already possess (such as through a class feature), they instead gain one talent of their choice from that sphere.
Once a talent is spent, it cannot be changed except through retraining. A talent chosen with any restrictions (such as the restriction that it had to be a [utility] talent) must be replaced with another talent meeting its restrictions when it is retrained.
Associated Skill
Every skill sphere is associated with one or more skills. Some spheres are divided into packages that each have their own associated skill, but gaining the sphere grants only one of those packages. If a character gains a sphere (or package) that offers a choice of skills to be associated with it, they must choose one of those skills to be associated with that sphere.
Changing this choice requires retraining the base sphere but does not require retraining the rest of the sphere’s talents. A character gains 5 ranks in the associated skill upon gaining the base sphere, plus 5 ranks per additional talent spent in the same sphere (maximum ranks equal to the character’s Hit Dice). These ranks are part of the sphere, so it is not possible to retrain them; they are simply lost if the sphere is retrained. If the character already had ranks in the chosen skill, they may immediately retrain the previously gained ranks. A character does not gain or retrain ranks when they temporarily gain a talent.
They do not gain ranks beyond their maximum until they gain a level and raise the maximum (so as to put the ranks in the associated skill); excess ranks cannot be spent on other skills.
If a character has multiple skill spheres or packages with the same associated skill, they do not gain more ranks than their usual maximum. Instead, they gain a competence bonus on checks with that skill equal to one-half their character level (minimum +1).
Some talents can grant a sphere or package an additional associated skill. When it does, the character gains ranks in the additional skill just like in any other associated skill. Any time the sphere or package refers to the associated skill, the character can use whichever number of ranks is higher among all of that sphere or package’s associated skills.
Counting Bonus Talents
If a base sphere or drawback grants an additional talent (such as via a package selection or alternate start), the additional talents do not count as talents spent for rules that count the number of talents spent in a sphere. (This most often applies to gaining skill ranks.)
Selecting Multiple Talents For An Effect
Some effects allow you to select more talents than you could normally apply to what you are doing. For example, the Communication sphere’s build rapport ability allows you to apply two (rapport) talents. In these cases, you cannot select the same talent more than once unless an option specifically allows doing so.
Temporary Skill Talents
If a skill talent is gained temporarily, such as from certain class features, any of its effects end when the skill talent is lost. This prevents a character from using abilities which take longer than the temporary talent’s duration.
Utility Talents
Talents with the [utility] tag are focused on scenarios outside of combat, such as exploration, social interaction, and creative problem-solving. They generally have limited benefits in tactical situations. If you have the skill expertise feature, you get extra [utility] talents in addition to your skill talents that can be of any kind.
A character who would gain a [utility] talent they already possess as a bonus talent must choose another [utility] talent as the replacement bonus talent.
Operative
Operatives are characters who train in skill spheres. Whenever a sphere or ability refers to the operative, it is referring to the individual creature using that sphere or talent.
Operative Ability Modifier
An operative ability modifier is an ability modifier that the operative uses to determine the saving throws for their talents. When a character first gains access to a skill talent, they choose one of Intelligence, Wisdom, or Charisma to be their operative ability modifier. This can be changed in a manner similar to retraining a feat.
Sphere Effects
A skill sphere effect is any effect created by a skill sphere talent. Unless noted otherwise, all abilities granted by skill spheres and their talents are extraordinary effects.
Sphere DC
If a skill sphere ability requires a saving throw or skill check to resist, the formula for determining the DC is 10 + 1/2 the operative’s ranks in the sphere’s associated skill + their operative ability modifier, unless otherwise indicated.
Sphere Range
Many sphere abilities use close, medium, and long as indicators for their range. Close range equals 25 feet + 5 feet per 2 ranks you possess in the sphere’s associated skill, medium range equals 100 feet + 10 feet per rank you possess in the sphere’s associated skill, and long range equals 400 feet + 40 feet per rank you possess in the sphere’s associated skill.
Sphere-Specific Drawbacks
Sphere-specific drawbacks must be chosen when an operative first gains the associated sphere, and grants the operative the listed benefit in exchange for a drawback. Usually a drawback’s benefit is a talent from the same sphere. You cannot gain multiple drawbacks that remove or augment the same ability.
Drawbacks that grant talents may be removed in place of gaining a new talent other than a [utility] talent, such as through class progression.
If an operative would gain a bonus package or talent prohibited by their drawback, they instead use the bonus talent to buy off that drawback. If there is a choice after the buyback (like which package a base sphere grants), the choice must match the talent that was replaced or be a prerequisite for the replaced talent.
Alternate Start: The [alternate start] tag indicates that a drawback only has the effect listed (they do not grant a free bonus talent unless they say so). An alternate start usually replaces the sphere’s associated skill, in which case any skill check using the old associated skill for the sphere’s abilities or talents uses the new skill instead. Bonuses and skill leverage for the usual associated skill instead apply to the new one. You can remove an alternate start that does not grant a talent by retraining the base sphere (which counts as one talent).
Utility Start: When a drawback has the [utility start] tag, applying that drawback allows you to gain that base sphere by spending a [utility] talent slot. (Most skill spheres cannot otherwise be gained in place of utility talents.)
Unlike in Spheres of Power and Spheres of Might, drawbacks in Spheres of Guile are not specifically part of a trade tradition, and are therefore included on the sphere pages.