sabato 21 dicembre 2024

The Bardess’ Library #3 Is Out!

Here is it! The newest issue of my magazine for Legendary Games, right on time for the holidays! The Bardess’ Library #3 has Nature for its theme, and within its pages you will find both stuff from this blog or the Patreon and brand-new stuff.

Tomorrow there will be a bit of exclusive content on my Patreon. Please enjoy it!

mercoledì 18 dicembre 2024

Greek/Roman Deities: The Nine Muses’ Domains

Soon on The Bardess’ Library #4! The Nine Muses are the queens of their race, worshiped as goddesses in ancient times. I did previously give the domains for one of  them. Here’s the complete spread.

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Calliope (epic poetry, NG): Glory, Good, Knowledge, War

Clio (history, NG): Community, Good, Knowledge, Nobility

Erato (love poetry, CG): Chaos, Charm, Good, Knowledge

Euterpe (music, NG): Charm, Good, Knowledge, Magic

Melpomene (tragedy, LG): Good, Knowledge, Law, Luck

Polyhymnia (hymn, NG): Good, Knowledge, Magic, Protection

Terpsichore (dance, NG): Good, Knowledge, Travel, Trickery

Thalia (comedy, CG): Chaos, Good, Knowledge, Madness

Urania (astronomy, LG): Law, Good, Knowledge, Void


domenica 15 dicembre 2024

Greek/Roman Deities: Hermes/Mercury

Hermes is the god of messengers, thieves, merchants (“merchant” and “commerce” come from his Latin name, Mercury) and of everyone that needs a gilded tongue, a level head, and fleetness of feet. Soon to be seen in The Bardess’ Library #4, in January.

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Hermes/Mercury (CG)

Favored Weapon: heavy mace

Symbol: Caduceus

Domains: Chaos, [Duplicity] Good, Repose, Travel, Trickery

Subdomains: Azata, Deception, Exploration, Psychopomp, [Research] Trade, Thievery 

Apocryphal Subdomains: Alchemy, Rites

Druidic Domains: Serpent, [Transformation]

Inquisitions: Conversion, Final Rest, Heresy, [Incarnate] Spellkiller [Spirits]

Mysteries/Spirits: [Arcana] Bones, Life, Lore, [Luck] Occult, Wind, [Words] 

Witch Patron: Agility, Deception, Devotion, Enchantment, Healing, Spirits, Transformation, Trickery

Variant Channeling: Commerce/Trade, Freedom, Luck, Magic, Secrets

Clergy: alchemists, bards, clerics, inquisitors, oracles, rogues, shamans, spiritualists, warpriests

Spells: fly (bards, clerics, oracles, and warpriests add it to their lists as a 3rd-level spell), haste (clerics, oracles, and warpriests add it to their lists as a 3rd-level spell), hermean potential (all clergy members add it to their lists as a 1st-level spell).

sabato 14 dicembre 2024

Spheres Shifter Archetype

This was missing from Spheres of Power, so I created it!

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Sphere Shifter

Casting: At 4th level, the sphere shifter may combine spheres and talents to create magical effects. The sphere shifter is considered a Low-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)

This replaces shifter aspect.


Spell Pool: The sphere shifter 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 class level + his casting ability modifier. This pool replenishes once per day after roughly 8 hours of rest.


Wild Heart: The sphere shifter gains the Alteration sphere or a talent from the Alteration sphere as a bonus sphere at 4th, 9th, and 14th level. When spending a spell point to allow a shapeshift on herself and only on herself to endure without concentration, the effect lasts for up to 10 minutes per caster level instead of 1 minute per caster level. At 20th level, the effect can be made permanent until dismissed. This replaces wild shape, chimeric aspect, and greater chimeric aspect.


Magic Talents: A sphere shifter gains one magic talent at 5th level and every 5 levels thereafter. This replaces all further instances of shifter aspect and final aspect. 

mercoledì 11 dicembre 2024

Dire Fox (Red Fox) Animal Companion

A fox can be a familiar, but what about a druid or ranger who wishes for a fox companion? Here’s something else that you will find in this month’s issue of The Bardess’ Library!

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Dire Fox (Red Fox)

This small animal with red fur hides in the grass, watching you with a cautious stare.


Dire Fox CR ⅓

XP 135
N Small animal
Init +3; Senses low-light vision, scent; Perception +8

Defense

AC 14, touch 14, flat-footed 12 (+3 Dex, +1 size)
hp 6 (1d8+2)
Fort +4, Ref +5, Will +1

Offense

Speed 40 ft.
Melee bite +2 (1d4+1)

Statistics

Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 10
Base Atk +1; CMB +0; CMD 13 (17 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +3 (+11 when jumping), Perception +8, Stealth +11, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Stealth, +4 Survival when tracking by scent

Ecology

Environment any
Organization solitary, pair, or skulk (2-20)
Treasure none


A red fox is 1,5-4 feet long on average without the tail (counting the tail it can reach 5 feet) and weighs up to 31 pounds. Red foxes are often hunted for their pretty fur.


Red Fox Companions

Starting Statistics: Size Small; Speed 40 ft.; AC +1 natural armor; Attack bite (1d4); Ability Scores Str 13, Dex 15, Con 13, Int 2, Wis 12, Cha 10; Special Qualities low-light vision, scent.


4th-Level Advancement: Ability Scores Dex +2,  Con +2.

domenica 8 dicembre 2024

The Anglerfish God

Here’s a little excerpt from the upcoming issue of The Bardess’ Library: a quasi-divine being that was hinted in Pathfinder but never statted before. The Fish Subdomain was posted previously on the blog and you will find it on this month’s Library too.

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The Anglerfish God

This gigantic fish has pitted grayish skin, enormous inward-curved teeth, and a glowing lure dangling before its head.

The Anglerfish God (CR 23)

Awakened giant anglerfish hydrokineticist 13 (Aquakineticist)/champion 6

N Gargantuan magical beast (aquatic)

Init +8, amazing initiative; Senses blindsense 30 ft., darkvision 60 ft., low–light vision, watersense; Perception +45

Defense

AC 40, touch 4, flat–footed 40 (+2 Dex, +32 natural, –4 size)

hp 459 (33d8 + 264 + 13 + 30)

Fort +28, Ref +18, Will +19

Defensive Abilities aquatic adaptation, cold adaptation, force of will, hard to kill, mythic saves, ocean’s caress, recuperation; Immune mind-affecting spells and effects (multiple mind); Resist cold 5

Offense

Speed swim 60 ft. (waterdancer)

Melee kinetic fist penetrating bite +31 (12d6+30 +2d6 bludgeoning, 2d6 cold, or 4d6 cold/piercing/19-20 plus grab), kinetic fist penetrating tail slap +26 (2d8+22 +2d6 bludgeoning, 2d6 cold, or 4d6 cold/piercing) or kinetic blast +24 (water blast: 7d6+16; cold blast: 7d6+4; ice blast: 14d6+22)

Space 20 ft.; Reach 20 ft.

Special Attacks ice propagation, infusions (extended range, flurry of blasts, kinetic fist, penetrating infusion, spray [DC 22], torrent [DC 21], unbreaking waves infusion), kinetic overflow +4/+8, lure, mythic power 15/day, overcharged blast, surge +1d8, sudden attack, suffocate [DC 24], swallow whole (5d6 acid damage, AC 26, 45 hp), water blast 3/day (DC 26)

Spell-Like Abilities (CL 33th; concentration +33)

1/day- calm animals (DC 11), identify, obscuring mist, touch of the sea; fog cloud, hold animal (DC 12), magic mouth, slipstream; dispel magic, dominate animal (DC 13), water breathing, water walk; control water (DC 14), imbue with spell ability, ride the waves, summon nature’s ally IV (animals only); beast shape III (animals only), ice storm, spell resistance; antimagic field, antilife shell, cone of cold (DC 16)

Statistics

Str 42, Dex 14, Con 26, Int 26, Wis 28, Cha 10

Base Atk +24; CMB +44 (+48 grapple); CMD 56 (can’t be tripped)

Feats Ability Focus (lure), Cleave, Devastating Strike, Eldritch HeritageM (Seaborn), Enduring Might, Exotic Heritage (Swim), Gather Might, Great Cleave, Improved Critical (bite), Improved Devastating Strike, Improved Natural AttackM (bite), Lightning Reflexes, Mobile Gathering, Power Attack, Vital Strike, Weapon FocusM (bite), Weapon FocusM (kinetic blast)

Skills Escape Artist +38, Intimidate +36, Knowledge (arcana, religion) +21, Knowledge (nature) +44, Knowledge (geography, local) +41, Perception +45, Sense Motive +42, Stealth +42 (+46 in the dark), Survival +45, Swim +56; Racial Modifiers Stealth +4 (+8 in the dark)

Languages Aboleth, Abyssal, Aquan, Celestial, Common, Draconic, Infernal, Protean, Sylvan; aquatic telepathy 100 ft.

SQ amphibious, basis aquakinesis, burn (4/round, 11 maximum), call of the deep, elemental focus (water), expanded element (water x2), gather energy, infusion specialization (3 points), internal buffer (2 points), metakinesis (empowered, maximized, quickened), path abilities (divine source [x2], extra mythic feat, longevity, mythic burn, overcharged blast), supercharge, utility wild talents (cold adaptation, kinetic healer, suffocate, water alteration, water manipulator, waterdancer, watersense)

Special Abilities

Extended Jaw (Ex): The anglerfish god can stretch her jaw and stomach at great rates, allowing it to swallow whole a creature up to her same size.

Multiple Mind (Ex): Since she has many mates embedded into her body, the anglerfish god is immune to mind–affecting spells and effects.

Lure (Su): As a free action, the anglerfish god can light the dangling lure on her forehead, forcing all creatures within a 60–foot radius to make a DC 22 Will save or become fascinated for 1 round. Other anglerfish and ceratioidi are immune to this effect. A creature affected by this ability does not view the anglerfish god as a potential threat until she actually attacks– allowing her to approach without breaking the fascination. Once a creature successfully saves against this effect, it is immune to the anglerfish God’s lure ability for 24 hours. The save DC is Charisma–based.

The anglerfish god is a unique awakened Gargantuan giant anglerfish that is worshiped as a demigod by the ceratioidi. As a mythic creature, she is extremely long-lived and able to grant divine spells up to the 6th level. Her clerics gain access to the Animal, Magic, and Water domains and to the Fish and OceansAPG subdomains.

sabato 7 dicembre 2024

Mythic Feat: Dragon’s Breath Spell

Here’s the mythic version of a feat I created some time ago for this blog.

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Dragon’s Breath Spell (Metamagic, Mythic)

Your breath spell lingers, inflicting continued damage to enemies.

Prerequisite: Dragon’s Breath Spell.

Benefit: A target damaged by a dragon’s breath spell you cast suffers the same damage in the following round unless they succeed at a second saving throw.

mercoledì 4 dicembre 2024

Karo for Gestalt, Level 1

This is the last Gestalt post and build for now and the last member of the party (who wasn’t even stated for PF1 yet). This will become the fastest cleric alive!

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Character Name

Level

Lineage

Culture

Class (Primary)

Class (Secondary)

Karo Meldur

1

Elf

Elven

Cleric

Paragon

Keywords: Humanoid, Elf, Cleric, Paragon, Divine Magic, Support, Spellcaster, Martial, Dedicated-Infinity

Oaths

  1. I fight for peace. I fight for love. I fight for those who can’t fight for themselves.
  2. Together, nothing is impossible.
  3. (Domain) I will seek to understand infinity, the fundamental forces of the universe, and universal truths.

Ability Modifiers

STR

+1

DEX

+2

CON

+1

INT

+1

WIS

+2

CHA

+2


Hero Dice Pool

5 / 10

Defenses

HP: 28 (20+ [8 x 1])

AC: 18 (10 + 4 Prof + 2 Dex + 2 Armor)

Speed: 30 ft.

Size: Medium; Reach: 5 ft

Saves:

  • Fort: +5
  • Ref: +6
  • Will: +6

Initiative: +6

Senses

Acute senses


Defenses

Ability Score

Proficiency

Bonus

Defense Prof.

DEX

Prof

+6

Fortitude Save

CON

Prof

+5

Reflex Save

DEX

Prof

+6

 Will Save

WIS

Prof

+6

Trained Armor: Light, Medium

Defensive Abilities/Qualities:


Offense

Attack

To Hit

Damage

Special

Melee

Nunchaku (One-Handed)

+6

1d8+1 

Double, Hinged, Finesse, Bastard

Nunchaku (Two-Handed)

+6

1d10+1

Double, Hinged, Finesse, Bastard

Ranged

Shortbow

+6

1d6 P

Ranged (300 ft), Ammo (Arrows), Critical (19-20)


Other Proficiencies

(Weapons, Spellcasting)

Ability Score

Proficiency

Bonus

Simple Weapons

Str/Dex

Prof

+5/+6

Bows

Dex

Prof

+6

Nunchaku

Dex

Prof

+6

Caster Weapons

Str

Excep

+8

Spellcasting

Wis

Excep

+9


Special Actions

Action Cost

Effect

Cast Spell

2

Cast a divine spell you know



Skills

Skills

Ability Score

Proficiency

Bonus

Academia

INT

Prof

+5

Acrobatics

STR/DEX

Un

+1/+2

Animal Husbandry

DEX/WIS

Un

+2/+2

Aquatic

DEX/INT

Un

+2/+1

Arcane Lore

INT

Prof

+5

Athletics

STR/CON

Sk

+2/+2

Bluff

CHA

Un

+2

Fieldcraft

WIS

Un

+2

Intimidate

STR/CHA

Un

+1/+2

Investigation

INT/WIS

Un

+1/+2

Medicine

INT/WIS

Un

+1/+2

Merchant Lore

INT/CHA

Un

+1/+2

Military Lore

INT

Un

+1

Perception

WIS

Un

+2

Perform

INT/CHA

Un

+1/+2

Profession

INT/WIS/CHA

Un

+1/+2/+2

Politique

INT/CHA

Prof

+5/+6

Religion

INT/WIS

Excep

+8/+9

Stealth

DEX

Un

+2

Tech. Lore

DEX/INT

Un

+2/+1





Primary Class Features

Signature- Chosen: You become Exceptional in Spellcasting.

  • Spellcasting: You can cast spells drawn from the divine spell list. You have 5 + your Wisdom modifier in mana to cast Cleric spells. Casting a spell costs 1 mana. You recover all mana after a long rest. Your Cleric Spellcasting is based on your Wisdom.

You start with 3 spells of your choosing from the divine spell list and the spell cleanse corruption. At 3rd level, and every odd level thereafter, you gain 1 new spell from the divine spell list.

  • Domain: Choose which domain you draw divine power from (Infinity).

Secondary Class Features

  • Advancements: Unlike other classes that split the benefits from their class into “class features” and “talents/orders”, the paragon does not. The paragon gains a “paragon advancement” at each level normally reserved for such an ability.

Expanded Mana: Increase the size of your mana pool by +2.

Feats



Honors


Lineage Traits

  • Flexible: You move at normal speed while squeezing through tight spaces or over difficult terrain.
  • Graceful: You are Professional with Reflex saves. If you’d already be Professional from your classes, you become Exceptional instead.
  • Acute Senses: The range of all your senses are double that of a normal creature. If you are granted a sense, its range is double what it normally would be.

Cultural Traits

  • Elven Archer: You gain the martial keyword and are Professional with all bows.

Languages

Common, Elven, Cosmic

Gear

Weapon

Dmg Dice

Dmg Type

Crit

Qualities

Bulk

Group

Nunchaku

d8

B

None

Hinged, Finesse, Double, Bastard

2

Club

Shortbow

d6

P

None

Ranged (300 ft), Ammo (Arrows), Critical (19-20)

1

Bow


Armor

AC

Max Dex

Qualities

Threshold

Light chainmail

+2

+6

 None


Other Gear

Bulk





Gold:

Bulk: x/6

Sundries Allotment: 50/50

Spells

Mana: 9/day

Divine Spells

Spell DC: 19 (10 + spellcasting progression)

Spells Known

  • Circle of Protection (holy or unholy): You pray for protection and create a runic circle in a 10-foot radius burst that protects you from antagonistic forces while you reside in the radius. When cast, you must decide if this is cast as a “Holy” spell or an “Unholy” spell. If cast as a Holy spell, you gain Resist 10 against Unholy creatures and spells, and vice versa. This lasts for 1 minute or until you leave the circle.
  • Cleanse Corruption (instant, touch): Select one creature or item that has been suppressed. Make a Spellcasting check against a DC 15 + the highest mental ability score of the creature that suppressed your target. If you succeed, the effect that suppressed your target immediately ends. If it is not caused by a creature (e.g., a “natural corruption”) the DC is assumed to be Challenging (20).
  • Cure Wounds (healing, touch, instant): You can touch an adjacent creature and heal them for 1d6 points of damage per 2 character levels (minimum 1d6) + your highest mental ability modifier. This is “life damage” (which heals living creatures and causes damage to things like undead). If a creature does not wish to be healed (or if healing would hurt them) they can attempt a Will save to avoid the spell entirely.
  • Rebuke (divine, holy/unholy, instant): You channel the divine wrath of the Divine Tempest into a powerful blast that burns your foes. If cast as a Holy spell this affects creatures with the Unholy keyword, and vice versa. Affected creatures within 30 feet take 1d6 divine damage per 2 character levels + your highest mental ability modifier. A Will save negates the damage.

Biography

Karo is an aristocratic elf from the seclusive elven capital in the ancient woods, prohibited to people of other ancestries. Ironically, the elves of that city are said to be both the most pure-blooded of their kind and to have blood of other peoples in their veins, being almost “humans”. Karo was Virdena’s teacher at the time of her training; the girl gave him all her heart and vowed to become one day worthy of him thanks to her heroic deeds. She left without knowing that Karo reciprocated her love. He is keeping watch on her from afar now, waiting for her return and ready to go to help if there’s need.