domenica 10 maggio 2026

New Feat: Providing Companion

Because they give something else sometimes other than company.

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Providing Companion

Your companion is also a valuable asset for food and commodities.

Prerequisites: Animal companion class feature or familiar class feature.

Benefit: Your companion can produce milk, eggs, wool, bark, fruits, textile fibers, or other edible or useful products for a value equivalent to one metal for one person every day. If you have more than one animal companion or familiar, choose one to receive this benefit. If you dismiss or lose an animal companion or familiar that has received this benefit, you can apply this feat to the replacement creature.

Special: You can select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar.

sabato 9 maggio 2026

Bestiary: Turkey

Some familiars can be kept for food, too.

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Turkey

This plump fowl has dark plumage, great and long wattles, and a spread tail, though shorter than a peacock’s display. Its gobble is loud and intimidating.

Turkey CR ⅓

XP 135
N Small animal
Init +0; Senses low-light vision; Perception +4

Defense

AC 13, touch 11, flat-footed 13 (+2 natural, +1 size)
hp 6 (1d8+2)
Fort +4, Ref +2, Will +0

Offense

Speed 10 ft., fly 40 ft. (good)
Melee bite +1 (1d4-1), 2 talons +1 (1d3-1)
Statistics

Str 9, Dex 11, Con 14, Int 2, Wis 10, Cha 8
Base Atk +0; CMB -4; CMD 6
Feats Weapon Finesse

Skills Fly +6, Perception +4

Ecology

Environment cold and temperate forests
Organization solitary, pair, of rafter (2-24)
Treasure none

Special Abilities


Familiar The master of a turkey familiar gains a +3 bonus on Intimidate checks.


Wild turkeys in their native forests are slender, ferocious, and surprisingly good at flight. Domesticated turkeys are much plumper; their flight maneuverability is clumsy and they gain the drift special ability of a chicken or peafowl. Domesticated turkey are mainly raised for their meat.


Turkey Animal Companions

Starting Statistics: Size Small; Speed 10 ft., fly 40 ft. (good); AC +2 natural armor; Attack bite (1d4), two claws (1d3); Ability Scores Str 7, Dex 11, Con 12, Int 2, Wis 10, Cha 8; Special Qualities low-light vision.

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

mercoledì 6 maggio 2026

Bestiary: Giant Chicken

I needed this. I know that you needed this too.

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Giant Chicken

While this oversized bird slowly advances with a soft cluck-cluck, your dwarf friend exclaims: “By all the gods! That’s a chef’s dream come true!”

Giant Chicken CR 1

XP 400
N Large animal
Init +3; Senses low-light vision; Perception +9

Defense

AC 11, touch 11, flat-footed 11 (–1 Dex, +3 natural, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +2, Will +1

Offense

Speed 30 ft., fly 20 ft. (clumsy); drift
Melee bite +3 (1d8+3)
Space 10 ft.; Reach 5 ft.
Statistics

Str 17, Dex 9, Con 16, Int 2, Wis 12, Cha 13
Base Atk +1; CMB +5; CMD 14
Feats Improved Initiative

Skills Fly –7, Perception +9; Racial Modifiers +4 Perception

Ecology

Environment any temperate
Organization solitary, pair, of flock (2-20)
Treasure none

Special Abilities


Drift (Ex) A giant chicken flies in short bursts and can’t use its fly speed to hover. When it flies, a chicken must end its move action by landing or perching on a solid surface. A giant chicken cannot fly while carrying a rider.


Giant chickens are large enough to be used as mounts, though they are not very practical unless a rider wants to use their mount as a food reserve too. They are mostly raised for their meat and eggs, like normal-sized chicken.


Giant Chicken Animal Companions

Starting Statistics: Size Medium; Speed 30 ft., fly 20 ft. (clumsy); AC +1 natural armor; Attack bite (1d6); Ability Scores Str 11, Dex 11, Con 12, Int 2, Wis 12, Cha 13; Special Qualities drift, low-light vision.

4th-Level Advancement: Size Large; AC +3 natural armor; Attack bite (1d8); Ability Scores Str +8, Dex -2, Con +4.

domenica 3 maggio 2026

New Patron Familiar: Nourishment

For a patron in the Book of Passion.

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Nourishment- Provider (Su and Sp): The familiar gains Survival as a class skill and adds ½ the master’s level to all Survival skill checks made for foraging. At 10th level, the familiar can cast purify food and drink at will.


sabato 2 maggio 2026

Thank You To My Patrons

May has come. May it be, evil has become to devour itself at last? If we don’t lose hope, maybe we can throw the tyrants off their thrones soon?

Thank you to my Supporter patrons:

-DragoDorn

-Christen Sowards

-Zabor

-S L Hall

-Syltorian

Tomorrow, a new piece of exclusive content will be published on my Patreon page. Please enjoy it!

mercoledì 29 aprile 2026

New Mythic Virtuous Creeds

 Virtuous Creed (Mythic)

Your chosen path of virtue brought you close to sainthood.

These new mythic virtuous creeds complement the ones presented in Legendary Oracles.

Prerequisites: Virtuous Creed, must be good.

Benefits: You gain an aura of good as a paladin of your character level. In addition, when selecting this mythic feat, choose one of the creeds you selected with the Virtuous Creed feat. You gain a special ability related to that creed.

Charity: Whenever you use a healing effect on a creature, you can select a second creature to heal by the same amount (this can be yourself).

Faith: You gain the divine guardian mythic hierophant ability, whatever your chosen mythic path is.

Hope: As a standard action, you can expend one use of mythic power to automatically succeed at a saving throw against a fear, charm, or emotion effect.

Justice: As a standard action, you can expend one use of mythic power to grant a weapon the bane ability for a number of rounds equal to your mythic tier.

Wisdom: You gain the display of wisdom mythic universal ability.

Special: You can gain this feat once for each creed you selected with the Virtuous Creed feat.

domenica 26 aprile 2026

New Mythic Witch “Selection” Class Features

Three path abilities: for hexes, major hexes, and grand hexes!

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Witch


Mythic Hex (Selection): Once per day as a full-round action, the witch may change one hex (but not a mythic hex, a major hex, or a grand hex) she has selected. In essence, she loses one hex, and gains a new hex to replace it, as if she had retrained the class feature. She may not swap out any hex she is using as a prerequisite.

This mythic class feature may be selected more than once, but not more times than the total number of hexes the witch has. Each time it is selected, it allows her to swap out a hex one additional time per day. She may swap out the same hex multiple times, or swap out different hexes.

Mythic Hex, Major (Selection): Once per day as a full-round action, the witch may change one major hex (but not a mythic hex, a normal hex, or a grand hex) she has selected. In essence, she loses one major hex, and gains a new major hex to replace it, as if she had retrained the class feature. She may not swap out any major hex she is using as a prerequisite. A witch may select a normal hex to replace her major hex, and that hex is treated as a major hex for the purpose of the major hex (selection) class feature (allowing her to replace it again with a major hex using this ability, but not with a mythic hex or a grand hex).

Mythic Hex, Grand (Selection): Once per day as a full-round action, the witch may change one grand hex (but not a mythic hex, a normal hex, or a major hex) she has selected. In essence, she loses one grand hex, and gains a new grand hex to replace it, as if she had retrained the class feature. She may not swap out any grand hex she is using as a prerequisite. A witch may select a normal hex or a major hex to replace her grand hex, and that hex is treated as a grand hex for the purpose of the grand hex (selection) class feature (allowing her to replace it again with a grand hex using this ability, but not with a mythic hex).

sabato 25 aprile 2026

New Mythic Vigilante “Selection” Path Abilities

Both for vigilante and social talents.

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Vigilante


Mythic Social Talent (Selection): Once per day as a full-round action, the vigilante may change one social talent (but not a mythic talent) he has selected. In essence, he loses one social talent, and gains a new talent to replace it, as if he had retrained the class feature. He may not swap out any talent he is using as a prerequisite.

This mythic class feature may be selected more than once, but not more times than the total number of social talents the vigilante has. Each time it is selected, it allows him to swap out a social talent one additional time per day. He may swap out the same talent multiple times, or swap out different talents.

Mythic Vigilante Talent (Selection): Once per day as a full-round action, the vigilante may change one vigilante talent (but not a mythic talent) he has selected. In essence, he loses one vigilante talent, and gains a new talent to replace it, as if he had retrained the class feature. He may not swap out any talent he is using as a prerequisite.

This mythic class feature may be selected more than once, but not more times than the total number of vigilante talents the vigilante has. Each time it is selected, it allows him to swap out a vigilante talent one additional time per day. He may swap out the same talent multiple times, or swap out different talents.

mercoledì 22 aprile 2026

New Mythic Slayer “Selection” Class Features

For both normal and advanced slayer talents.

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Slayer


Mythic Slayer Talent (Selection): Once per day as a full-round action, the slayer may change one talent (but not a mythic talent or advanced talent) he has selected. In essence, he loses one talent, and gains a new talent to replace it, as if he had retrained the class feature. He may not swap out any talent he is using as a prerequisite.

This mythic class feature may be selected more than once, but not more times than the total number of talents the slayer has. Each time it is selected, it allows him to swap out a talent one additional time per day. He may swap out the same talent multiple times, or swap out different talents.

Mythic Slayer Talent, Advanced (Selection): Once per day as a full-round action, the slayer may change one advanced talent (but not a mythic talent or a normal talent) he has selected. In essence, he loses one advanced talent, and gains a new advanced talent to replace it, as if he had retrained the class feature. He may not swap out any advanced talent he is using as a prerequisite. A slayer may select a normal slayer talent to replace his advanced talent, and that talent is treated as an advanced talent for the purpose of the advanced slayer talent (selection) class feature (allowing him to replace it again with an advanced talent using this ability, but not with a mythic talent).

domenica 19 aprile 2026

New Mythic Rogue “Selection” Path Abilities

Two powers, one for exchanging regular rogue talents, the other for the advanced ones.

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Rogue/Unchained Rogue


Mythic Rogue Talent (Selection): Once per day as a full-round action, the rogue may change one talent (but not a mythic talent or advanced talent) she has selected. In essence, she loses one talent, and gains a new talent to replace it, as if she had retrained the class feature. She may not swap out any talent she is using as a prerequisite.

This mythic class feature may be selected more than once, but not more times than the total number of talents the rogue has. Each time it is selected, it allows her to swap out a talent one additional time per day. She may swap out the same talent multiple times, or swap out different talents.

Mythic Rogue Talent, Advanced (Selection): Once per day as a full-round action, the rogue may change one advanced talent (but not a mythic talent or a normal talent) she has selected. In essence, she loses one advanced talent, and gains a new advanced talent to replace it, as if she had retrained the class feature. She may not swap out any advanced talent she is using as a prerequisite. A rogue may select a normal rogue talent to replace her advanced talent, and that talent is treated as an advanced talent for the purpose of the advanced rogue talent (selection) class feature (allowing her to replace it again with an advanced talent using this ability, but not with a mythic talent).

sabato 18 aprile 2026

The Bardess’ Library #18 Is Out!

This month also, my container of Pathfinder stuff is on sale, with the contribution of my amazing guest authors. The theme is: FUN!

And tomorrow, you will find another piece of exclusive content on my Patreon page. Enjoy it!

mercoledì 15 aprile 2026

New Mythic Ninja “Selection” Class Options

For both normal and advanced ninja tricks.

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Ninja


Mythic Ninja Trick (Selection): Once per day as a full-round action, the ninja may change one trick (but not a mythic trick or master trick) she has selected. In essence, she loses one trick, and gains a new trick to replace it, as if she had retrained the class feature. She may not swap out any trick she is using as a prerequisite.

This mythic class feature may be selected more than once, but not more times than the total number of tricks the ninja has. Each time it is selected, it allows her to swap out a trick one additional time per day. She may swap out the same trick multiple times, or swap out different tricks.

Mythic Ninja Trick, Master (Selection): Once per day as a full-round action, the ninja may change one master trick (but not a mythic trick or a normal trick) she has selected. In essence, she loses one master trick, and gains a new master trick to replace it, as if she had retrained the class feature. She may not swap out any master trick she is using as a prerequisite. A ninja may select a normal ninja trick to replace her master trick, and that trick is treated as a master trick for the purpose of the master ninja trick (selection) class feature (allowing her to replace it again with a master trick using this ability, but not with a mythic trick).

domenica 12 aprile 2026

New Mythic Investigator Class Option: Mythic Investigator Talent (Selection)

A new Selection mythic ability for another class.

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Mythic Investigator Talent (Selection): Once per day as a full-round action, the investigator may change one talent (but not a mythic talent) he has selected. In essence, he loses one talent, and gains a new talent to replace it, as if he had retrained the class feature. He may not swap out any talent he is using as a prerequisite.

This mythic class feature may be selected more than once, but not more times than the total number of talents the investigator has. Each time it is selected, it allows him to swap out a talent one additional time per day. He may swap out the same talent multiple times, or swap out different talents.

sabato 11 aprile 2026

New Mythic Alchemist Class Option: Mythic Discovery (Selection)

Many mythic class Abilities include “Power” but not “Selection”, or the other way round. Let’s fix this.

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Mythic Alchemist Discovery (Selection): Once per day as a full-round action, the alchemist may change one discovery (but not a mythic discovery) he has selected. In essence, he loses one discovery, and gains a new discovery to replace it, as if he had retrained the class feature. He may not swap out any discovery he is using as a prerequisite.

This mythic class feature may be selected more than once, but not more times than the total number of discoveries the alchemist has. Each time it is selected, it allows him to swap out a discovery one additional time per day. He may swap out the same discovery multiple times, or swap out different discoveries.

mercoledì 8 aprile 2026

Gunnar Einarson, Warden

Another take on Gunnar for the Spheres system. This is my favorite until now.

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Gunnar Einarson

Human warden 1

NG Medium humanoid (human)

Init +0; Senses Perception +3


Defense

AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)

hp 14 (1d10+3+1)

Fort +5, Ref +0, Will +5


Offense

Speed 30 ft.

Melee broadsword +3 (2d4+2)

Special Attacks steadfast (+1 attack of opportunity per round)


Magic

Tradition Demonology (Drawbacks: Draining Casting, Mental Focus; Boons: Fortified Casting), Madness Mantra; CAM Con
Spell Points 5

Mind Sphere - DC 13; Duration None; Range Close (25 ft); Talents Hostility, Powerful Charm, Terrifying Mind; Drawbacks Empath

- Hostility (charm) (Lesser, Greater, Powerful)

- Powerful Charm

- Terrifying Mind (cognition)


Martial
Tradition Armored Dreadnought (Equipment sphere: Armor Training, Custom Training, Shield Training, Unfettering Armor); PAM Con
Berserker sphere - DC 13, Talents Advancing Carnage, Drawbacks none
- berserking (take a penalty to AC in exchange for temporary hit points during a round)

- brutal strike (inflict the battered condition with a successful attack)

- advancing carnage (accept a penalty on attacks to make additional ones as cleave)

Equipment sphere - DC 13, Talents Armor Training, Custom Training

- armor training (proficiency with medium and heavy armor)
- custom training (discipline) (proficiency with broadsword, greatsword, longbow, battle axe, and greataxe)

- shield training (discipline) (proficiency with all shields and shield bashes)

- unfettering armor (move at normal speed while wearing medium armor)

Guardian sphere - DC 13, Package Patrol, Talents none, Drawbacks none

- patrol (increase threatened area by 5 ft. as a full-round action)


Statistics

Str 14, Dex 10, Con 16, Int 10, Wis 16, Cha 10

Base Atk +0; CMB +2; CMD 12

Traits Adopted, Adventurous Explorer, Armor Expert

Feats Extra Combat Talent*, Weapon Focus (broadsword)

Skills Intimidate +4, Perception +7, Profession (sailor) +7, Sense Motive +7, Swim +6

Languages Common, Halfling, Norse

SQ vigil (Willpower)

Gear broadsword (20 gp), common cure (50 gp), heavy steel shield (20 gp), scale mail (50 gp)


Berserker Sphere Berserkers are indomitable warriors with boundless reservoirs of endurance and unmatched destructive potential. Practitioners of the Berserker sphere gain the following abilities:

Berserker: Berserking As a free action at the start of each turn, you may choose to take a -2 penalty to AC in exchange for 3 temporary hit points. The penalty and the temporary hit points end at the start of your next turn. For every point of base attack bonus you have, the granted temporary hit points increase by 1.
See Adrenaline talents, below, for alternative benefits to gaining temporary hit points while berserking.


Berserker: Brutal Strike As a special attack action, you may make a melee attack against a target. Creatures damaged by a brutal strike gain the battered condition until the end of your next turn. You may expend martial focus to have the attack deal additional damage equal to twice your base attack bonus.
Each brutal strike may be modified by a single (exertion) talent.


Berserker: Advancing Carnage Whenever you make a melee attack using the attack action, you may choose to take a -2 penalty on all attack rolls made that round. If your attack hits, you may make an additional attack as a free action against a creature that is adjacent to the first and also within your reach. If this additional attack hits, you may make another additional attack against a new target adjacent to the struck target. You may continue attacking targets adjacent to your most recent struck target as long as you still have a valid target for this ability, but you cannot attack the same creature twice. The number of additional attacks made with this ability cannot exceed 1/2 your base attack bonus (minimum 1).
You can take this talent a second time, allowing you to take a single 5-ft. step as a free action after making an attack when using this ability. If doing so places a creature within your threatened area, that creature becomes a legal target for your additional attack(s) as long as it meets all the other prerequisites. Your movement with this talent cannot exceed your move speed. Associated Feats: Cleave, Great Cleave, Cleave Through when taken twice.


Draining Casting Using magic saps your lifeforce. Whenever you spend one or more spell points you are dealt 1 point of nonlethal damage which cannot be avoided by nonlethal damage immunity, reduced by damage reduction, and cannot be healed through any means except rest (a full night’s rest heals all nonlethal damage caused by this drawback at once). This nonlethal damage increases by 1 point for every 5 caster levels.


Equipment: Armor Training You gain proficiency with light armor and medium armor. If you are already proficient with light armor, you instead gain proficiency with medium armor and heavy armor. You may take this talent up to two times.


Equipment: Custom Training (discipline) Select 5 weapons; you gain proficiency with the selected weapons. Exotic weapons count as two weapons against your total (so you could gain 1 exotic weapon proficiency and proficiency in 3 martial or simple weapons, or proficiency in 2 exotic weapons and 1 martial or simple weapon). You may take this talent multiple times, selecting new weapons each time.


Equipment: Shield Training (discipline) You gain proficiency with all shields, including tower shields, and are proficient in all shield bashes. Associated Feat: Shield Proficiency, Tower Shield Proficiency.


Equipment: Unfettering Armor You may move at your normal speed while wearing medium armor. At +7 base attack bonus you may move your normal speed while wearing heavy armor.


Fortified Casting You may use your Constitution as your casting ability modifier if it is higher than your usual casting ability modifier. You must possess the Draining Casting drawback to select this boon.


Guardian Sphere Guardians specialize in protecting their allies and drawing the ire of their enemies.
You gain a delayed damage pool equal to your 3 x your base attack bonus. When you receive damage, as part of taking the damage you may redirect all or part of it to your delayed damage pool. Apply damage reduction and resistance before redirecting the damage. You may not redirect damage that would exceed the maximum capacity of the damage pool. Your delayed damage pool empties at the end of your turn each round, inflicting any damage stored in the pool on you, bypassing any damage reduction or resistance you possess and resetting to 0. Any additional effects of the attack, such as poison, are still incurred immediately even if the entire damage of the attack is redirected to the delayed damage pool. Any healing you receive in excess of your maximum hp automatically reduces the amount of damage in your delayed damage pool.
Should you lose access to the Guardian sphere, any damage (or other effects if you possess certain talents) is incurred at the end of your turn.
In addition, choose one of the following packages:


Guardian: Patrol As long as you have martial focus, as a full-round action you may increase your threatened area by 5 ft., +5 ft. for every 4 points of base attack bonus you possess. This increased threatened area is applied after the effects of the reach weapon special feature. Until the beginning of your next turn, you may make attacks of opportunity against any creature in this threatened area that provokes attacks of opportunity. You may move to bring the creature that provokes the attack of opportunity within your reach as part of these attacks, provided your total movement before your next turn does not exceed your base speed. Any movement you make provokes attacks of opportunity as normal. Associated Feat: Combat Patrol.
Talents with the (zone) tag grant additional effects to this ability. Each patrol may only benefit from one (zone) talent.

Madness Mantra Your magic fights against you for control. At the end of any round in which you spend 1 or more spell points you must succeed at a Will saving throw with a DC of 10 + 1/2 your magic skill bonus or enter into an enraged state at the beginning of your next turn. While enraged, you gain the antagonized condition, always treating the creature(s) closest to you as your antagonist(s).

The GM may rule that the nature of your power will make you focus specifically on your allies, or beings of great importance to you (for example power that comes from a demon bound inside you may cause you to inflict harm to those you value the most before it can be contained).

When you attempt a Sense Motive check to end the antagonized condition, the skill check is made against your own magic skill defense + your casting ability modifier (minimum DC 15).

Incompatible: Emotional Casting


Mental Focus Your magic requires you to have a focus that is not always possible to achieve. You normally have focus, but lose it whenever you fail a save versus mind-affecting magic, have a critical hit confirmed on you, or a condition causes you to lose the ability to concentrate (such as being nauseated or helpless or failing a forced concentration check such as from being entangled). Using magic without your mental focus requires you to attempt a concentration check (DC 20 + 1/2 caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If focus is lost, the caster can refocus by meditating as a full-round action that provokes attacks of opportunity.


Mind Sphere You gain the ability to alter the minds of others, causing them to act as you see fit. All (charm) and (cloud) effects are enchantment (compulsion) mind-affecting abilities.


Mind: Charm You may place charms on creatures. Charms require a standard action to use, have a range of close, and are subject to spell resistance. You may only use charms on targets that possess your own creature type (humanoid for humanoids, etc.) although the Expanded Charm talent changes this. Each charm has three strengths; lesser, greater, and powerful. Lesser charms are at-will abilities, but you may not target an individual creature more than once in a day with any individual lesser charm. Greater charms cost a spell point to use and powerful charms cost 2 points to use. You must possess the Powerful Charm talent before you may use any powerful charms.


Empath You do not gain the Suggestion charm. You must select a (charm) talent with the bonus talent granted by this drawback.


Mind: Hostility (charm) You cause the target to enter a blinding rage.
Lesser Charm: You compel the target to attack the nearest creature on its next turn (Will negates). The target moves until this creature is within range and makes at least one attack with a weapon, natural attack, or unarmed strike. If no such creature can be reached, the target instead deals damage to itself equal to 1d8 + its Strength modifier with whatever it has in hand.
Greater Charm: The target enters a rage for 1 round per caster level (Will negates if unwilling). The target gains a +2 morale bonus to Strength and Constitution, a +1 bonus to Will saves, and a -2 penalty to AC. In addition, the target cannot use any spells, nor any skills or class features based off of Intelligence, Wisdom, or Charisma. This counts as a barbarian’s rage, except the target is not fatigued at the end.
Powerful Charm: Same as the greater charm, but you may grant one of the following packages to the target as well:
Heroic Rage: The target’s bonus to Strength and Constitution increases to +4, and their bonus to Will saves increases to +2. The target may still use spells, as well as class features and skills based off of Intelligence, Wisdom, or Charisma.
Brutal Rage: The target is compelled to hostility and each round attacks the nearest target to itself, be it friend or foe. If the creature cannot attack something during its turn, it deals 1d8 + its Strength modifier damage to itself with whatever it has in hand.

Mind: Powerful Charm You may spend 2 spell points to use the powerful charm and powerful cloud version of any charm or cloud you possess.

Mind: Terrifying Mind (Cognition) Whenever you succeed a saving throw against a mind-affecting effect, you may spend 1 spell point as a free action that can be taken outside of your turn to terrify the source of that effect, provided you can identify and see the effect’s source.

This causes the creature to be shaken for 1 round per caster level. A successful Will save negates this effect. At 10th caster level, the creature is instead frightened for 1 round per caster level, and on a successful save the creature is still shaken for one round per caster level. This is a mind-affecting fear effect.

Additionally, you may spend 1 spell point as a standard action to ready your mind, and grant yourself a +2 morale bonus to all saving throws made against mind-affecting effects for the next 24 hours. This bonus is doubled against fear effects. This bonus increases by +1 at 8th caster level and every 8 levels thereafter.


Mystical Guardian A warden gains the Guardian sphere as a bonus sphere, although he must select the (patrol) package. The warden also gains the sphere associated with his vigil as a bonus sphere.


Steadfast (Ex) A warden may make 1 additional attack of opportunity per round. For every 5 class levels that the warden possesses, he may make an additional 1 attack of opportunity per round. These additional attacks of opportunity stack with those granted by the Combat Reflexes or Muscular Reflexes feat.


Vigil (Su) Whereas some casters draw their magic from a divine presence or years of practice, the warden instead draws his magic from his will to protect. At 1st level, the warden chooses the source of his protective nature, known as a vigil. Once selected, this choice cannot be changed. (Vigils are listed below)

At 3rd level, the warden gains a vigil ability that augments his guard ability, in addition to gaining an additional vigil ability every 4 class levels beyond 3rd.


Vigil: Willpower A warden of willpower is incredibly resolute and willful, typically protecting the minds of their allies whilst opening them to a world of clarity and calm. These wardens focus around unity and prevention, granting their allies connection and calm when within their presence.
Vigil Sphere: Mind


Build
Gunnar is built with a 20-point buy and 140 gp starting wealth. Favored Class Bonus is ⅙ reinforcement. If using a lower point buy, you can lower Dexterity and Intelligence. If using a higher point buy (or rolling really well), your most important attributes are Constitution and Wisdom. Constitution is your casting statistic and affects the save DCs of all your magic and martial talents and your spell pool, and bolsters your hit points and Fort saves; Wisdom gives you great willpower and betters your Will save. Having a good Strength score is important for your fighting style too, and a high Charisma will allow you to become a beloved ship captain at high levels.


How to Play Gunnar

The son of an exiled Viking warrior, Gunnar was adopted by a halfling family when his parents died. He grew up learning to appreciate the halflings’ peaceful lifestyle, but was torn between that and his own yearning for adventure and inclination to violence. His raging powers first manifested when, as an adolescent, he fought to defend the lady of a castle from a giants’ attack, frightening him. Cursed by the ancestral gods of his tribe to risk losing control whenever he uses rage on himself, Gunnar doesn’t wish for anything more than learning to control this power- or get rid of it. Keeping his friends and family safe is just as important for him, and he won’t resort to violence unless it is strictly necessary, for fear of releasing the fury that sleeps in his body.


Future Abilities

Magic Talents Greater Communication, Project Thoughts, Protection Sphere (Limited Protection [aegis], Protected Soul), Inner Peace*, Reflection*, Read Mind, War Sphere

Martial Talents Absolute Determination*, Advancing Carnage (2nd), Armor Expert, Armored Defense, Armored Momentum, Barbaric Throw, Brute Sphere, Cold Iron Call, Deathless*, Defend Other*, Durable, Giant, Immovable Object, Indomitable, Leadership* (cohort), Muscular Surge, Titan, Steel Martyr, Unstoppable Force

Reinforcements Champion Feat*, Defend Ally, Defended Companionship*, Distant Protector, Enchanted Reflexes, Focused Vigil (Willpower), Grasping Guard*, Keep Them Safe From Afar, Major Secondary Vigil (Courage), Manipulate Focus, Minor Secondary Vigil (Courage), Psionic Link, Secondary Vigil (Courage)

Feats Combat Sphere Specialization (Berserker), Desperate Focus, Endurance, Extra Combat Talent x2, Extra Spell Points, Mystic Focus*, Power Attack, Toughness, True Rage

Skills: Intimidate, Profession (sailor), Survival, and Swim are the most useful skills for this build.