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sabato 24 gennaio 2026

Helgi (Sphere Barbarian Archetype)

A barbarian should be able to cast sphere talents! There are not enough archetypes that allow to do so.

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Helgi (Sphere Barbarian Archetype)

A helgi is the priest-chief of a barbaric tribe. He leads his people in battle and communicates with the gods and spirits.

Casting: At 4th level, a helgi gains Basic Magical Training as a bonus feat. If he already possesses the casting class feature, he instead gains a bonus casting talent. The helgi may select casting talents in place of rage powers, treating his class levels as Mid-Caster levels. These caster levels stack normally with those gained from other sources. This replaces the 4th-level rage power.

Spell Pool: A helgi gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

domenica 24 agosto 2025

Bloodrager Archetype: Wildblooded Rager

This had been missing for a very long time! Just a few wild bloodlines for now, but there will be more!

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Wildblooded Rager (Bloodrager Archetype)

A wildblooded rager has a mutated version of a more common bloodline, with some bloodline spells and at least one bloodline power that are different from those of an unmutated bloodline. When creating a wildblooded rager, select an existing bloodline, then select one of the following mutated bloodlines associated with that bloodline. Use the normal bloodline's bonus feats. Use the normal bloodline's bonus spells and bloodline powers, except when the mutated bloodline replaces one of those spells or powers.


Night Hag

You incarnate nightmares and nocturnal fears.

Associated Bloodline: Hag.

Bloodline Spells: ray of enfeeblement (7th), deep slumber (13th).

Bloodline Powers: You can cause dire nightmares to your enemies.

Hag’s Mind (Su): At 4th level, you become immune to fear spells and effects. At 8th level, you also become immune to sleep. This bloodline power replaces hag fortitude.

Coven’s Nightmare (Su): At 16th level, you can cast oneiric horror three times per day as a spell-like ability. You count as a hag for the purposes of joining a coven; the coven must contain at least one hag. This bloodline power replaces covenguard.


Robotic

The nanites in your body are gradually transforming you in a mechanical form.

Associated Bloodline: Nanite.

Bloodline Spells: pellet blast (13th).

Bloodline Powers: You can transform your body into a deadly weapon when you bloodrage.

Hand Blades (Su): At 1st level, your unarmed strikes deal 1d6 slashing damage (1d4 if you are Small) plus your Strength modifier while you bloodrage. At 4th level, your unarmed strikes are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, they become corrosive weapons, which deal an additional 1d6 points of acid damage on a hit. This bloodline power replaces nanite strike.

Constructed (Ex): At 4th level, while bloodraging, you count as both a humanoid and a construct for the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons). You gain a +2 bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects. At 8th level, these bonuses increase to +4. If you have the constructed racial trait, the bonuses granted by that trait stack with these. This bloodline power replaces auto mending.

Arm of Darkness (Su): At 12th level, once per day, you can transform one of your arms into an implanted cybertech weapon while you bloodrage. You are considered proficient with this weapon. If the implanted weapon is technological, it is considered fully charged. If you transform your arm into a two–handed weapon (like a chainsaw), it needs the help of your other hand to be used in combat. At 16th level, you can use this power twice per day. This bloodline power replaces nanite transformation.


Satyr

Your powers come from song, wine, and the reckless chaos of the Dionysian courts.

Associated Bloodline: Fey.

Bloodline Spells: sleep (7th), fear (16th).

Bloodline Powers: You gain some attacks and powers of your satyr ancestor.

Horns (Su): At 1st level, you grow horns while bloodraging. These horns are treated as a natural weapon, granting you a gore attack. This is considered a primary attack, or a secondary attack if you’re wielding manufactured weapons, and deals 1d6 points of damage (1d4 if you are Small) plus your Strength modifier. At 4th level, your horns are considered a magic weapon for the purpose of overcoming damage reduction. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, your horns are treated as a bewildering weapon. This bloodline power replaces confusing critical.

Drunken Bloodrage (Sp): At 12th level, while you are bloodraging you are treated as if you are under the effects of free spirit. This bloodline power replaces quickling bloodrage.


Stheno

The blood of mythic, snake-tailed medusae fuels your rage.

Associated Bloodline: Medusa.

Bloodline Spells: summon swarm (snake swarm) (10th), sword to snake (16th).

Bloodline Powers: When you bloodrage, you take on the traits of a constricting snake.

Vicious Tail (Ex): At 12th level, while bloodraging, your lower body transforms into a serpent’s tail, granting you a tail slap attack. This is considered a secondary attack and deals 1d6 points of damage (1d4 if you are Small) plus your Strength modifier, and also grants you immunity to trip attacks and the grab and constrict universal monster abilities. Your constrict attack deals the same damage as your tail slap. This bloodline power replaces viper’s touch.

Serpentine Resistance (Su): At 16th level, you gain acid resistance 10 and are immune to curses, exhaustion, fatigue, poison, and the grappled condition. You also cannot be flanked. This bloodline power replaces stone resistance.

sabato 17 maggio 2025

Ninja Archetype: Shinobi Illusionist

Converted directly from AD&D 2E, The Ninja’s Handbook.

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Shinobi Illusionist (Ninja Archetype)

A shinobi illusionist is the shadow and the night; she studies the arcane arts more intensely than her colleagues, hiding within a mantle of magic and lies to bring confusion to her foes and accomplish her secrecy missions safely.

Armor Proficiencies: A shinobi illusionist is not proficient with any armor or shields. Armor sometimes interferes with an eldritch scoundrel’s gestures, which can cause her spells with somatic components to fail. This alters the ninja’s armor proficiencies.

Class Skills:  A shinobi illusionist gains Knowledge (arcana) and Spellcraft as class skills, but not Intimidate and Knowledge (local). This alters the ninja’s skills.

Spellcasting: A shinobi illusionist casts arcane spells from the shinobi illusionist’s spell list, using the magus’ class spells per day table. The shinobi illusionist’s spell list includes all spells from the illusion school and all spells with the shadow descriptor from every class’ spell list. A shinobi illusionist must choose and prepare her spells ahead of time. She learns, prepares, and casts spells exactly as a wizard does, including adding new spells to her spellbook and gaining two additional spells known (of any level she can cast) each time she gains a ninja level with this archetype.

Magic Ki Pool (Su): A shinobi illusionist cannot spend ki points to perform additional attacks or to increase her speed. Instead, a shinobi illusionist can spend 1 point of ki to add +1 to the DC of the next spell she casts on her turn. In addition, she can spend 1 point of ki to gain a +4 insight bonus on Spellcraft checks for 1 round. This modifies ki pool.

Poison Training: A shinobi illusionist doesn’t gain poison use at 1st level. She can take poison use instead of a ninja trick.

Illusion Master (Su): At 3rd level, the DC to track a shinobi illusionist ist using the Survival skill increases by +1. In addition, a shinobi illusionist gains a +1 bonus on all saving throws against illusion and shadow spells and effects. Every three levels thereafter, these bonuses increase by 1. This replaces no trace.

Ninja Tricks:  At 4th level and every 4 levels thereafter, the shinobi illusionist gains a ninja trick.

This modifies the normal ninja trick progression.

Spell Recall (Su): At 4th level, with a swift action the shinobi illusionist can recall any single shinobi illusionist spell that he has already prepared and cast that day by expending a number of points from her ki pool equal to the spell's level (minimum 1). The spell is prepared again, just as if it had not been cast. This replaces uncanny dodge.

Improved Spell Recall (Su): At 11th level, whenever the shinobi illusionist recalls a spell with spell recall, she expends a number of points from her ki pool equal to ½ the spell's level (minimum 1). Furthermore, instead of recalling a used spell, as a swift action the shinobi illusionist can prepare a spell of the same level that she has in her spellbook. She does so by expending a number of points from her arcane pool equal to the spell's level (minimum 1). The shinobi illusionist cannot apply metamagic feats to a spell prepared in this way. The shinobi illusionist does not need to reference her spellbook to prepare a spell in this way. This replaces improved uncanny dodge.

sabato 10 maggio 2025

Archetype: Totemic Ranger

Soon on The Bardess’ Library #8! The original Shapeshifter ranger archetype was created much before the Shifter class was out, so it’s time for an update!

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Totemic Ranger

Some rangers feel a special affinity with one kind of animal, and take on some of its characteristics. In time, they can learn to transform into their totemic animal’s shape. Totemic rangers sometimes form secluded orders dedicated to their animal patron.

Combat Style Feat (Ex): At 2nd level, a totemic ranger must choose the natural weapon combat style.

Totemic Aspect (Su): At 3rd level, a totemic ranger selects one shifter aspect. He gains a shifter’s aspect power, but can only shift into his chosen totemic animal’s minor form. He never gains other aspects with level increase. This replaces the first favored terrain.

Wild Shape (Su): At 8th level, a totemic ranger gains the shifter’s wild shape ability, but can only use it to assume the major form of his totemic animal. This replaces the second favored terrain.

Totemic Fury (Ex): At 13th level, a totemic ranger gains the shifter’s fury shifter ability. This replaces the third favored terrain.

Hybrid Aspect (Su): At 18th level, a totemic ranger can use his totemic aspect power to manifest all his totemic animal’s natural weapons or his totemic animal’s movement while maintaining his humanoid form; he could, for example, manifest a falcon’s wings and gain the falcon’s fly speed, or a lion’s bite and claws to attack. The totemic ranger’s natural attacks deal damage as per his size when in hybrid aspect. This replaces the fourth favored terrain.

True Shifter (Su): At 20th level, a totemic ranger can always move at full speed while using Survival to follow tracks without penalty. In addition, he can now use wild shape to assume his totemic animal’s form at will. This replaces master hunter.

venerdì 11 aprile 2025

Judge of Souls (Omdura Archetype)

Just a simple archetype for a class that has too few of them.

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Judge of Souls (Omdura Archetype)

A judge of souls is an officer of her religion, charged with the spiritual well-being of the flock and the punishment of those who are guilty towards the church.


Divine Office: A judge of souls is granted the power from one inquisitorial office (see Legendary Inquisitors. She can also select the Judgment and Executions office with this ability.

This replaces invocation, commune, improved invocation, greater divine might, and greater invocation.

mercoledì 9 aprile 2025

Death Defier (Spheres of Might Valkyrie Archetype)

This is a Spheres of Might archetype for the Valkyrie class from Total Party Kill Games, written by my friend Aaron Hollingsworth!

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Death Defier (Spheres of Might Valkyrie Archetype)

A death defier doesn’t choose only the souls of the slain who are worthy of a good afterlife; she can fight death itself to keep it away from a worthy warrior.


Proficiencies: Death defiers are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, she may select a martial tradition of their choice.

This modifies weapon and armor proficiencies.


Combat Training (Ex): A death defier is considered a Proficient practitioner, gaining spheres and talents as appropriate. Death defiers use Charisma as their practitioner modifier. This ability replaces the rage powers gained at 2nd, 6th, 10th, 14th, and 18th level.


Defy Death: A death defier gains the Warleader sphere as a bonus sphere at 1st level; if she already possesses this sphere, she may instead select any talent she qualifies for from it. The death defier can also use stabilize as a spell-like ability at will. This replaces deathwatcher.


Rousing Claxon: A death defier gains Rousing Claxon as a bonus talent at 7th level. This replaces lasting death.


Recall Spirit: A death defier gains Recall Spirit as a bonus talent at 12th level. This replaces call lightning storm.

mercoledì 12 febbraio 2025

Dragon Disciple Archetype: Dragon Harbinger

The dragon harbinger is a variant of Dragon Disciple for bloodragers and other martial characters.

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Dragon Harbinger (Dragon Disciple Archetype)

A dragon harbinger forfeit spellcasting to become as lethal as a dragon in melee combat.


Requirements

To qualify to become a dragon harbinger, a character must fulfill all the following criteria.


Race: Any non-dragon.

Base Attack Bonus: +5.

Languages: Draconic.

Special: Ability to make two claws attacks.


This alters requirements.


Class Skills: A dragon harbinger adds Climb (Str) to his class skills in place of Spellcraft (Int). This alters class skills.


Dragon Warrior (Ex): A dragon harbinger adds +1 to his base attack bonus at every level. This replaces the dragon disciple’s spellcasting ability.

domenica 9 febbraio 2025

Dragon Disciple Archetype: Dragon Apostle

Here’s a prestige archetype for divine casters who want to be dragon disciples, soon on The Bardess’ Library #5!

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DRAGON APOSTLE (DRAGON DISCIPLE ARCHETYPE)

A dragon apostle is a divine caster who serves dragon spirits or a deity with dragons in its portfolio.


Requirements

To qualify to become a dragon apostle, a character must fulfill all the following criteria.


Race: Any non-dragon.

Skills: Knowledge (religion) 5 ranks.

Languages: Draconic.

Spellcasting: Ability to cast 1st-level divine spells. If the character has oracle levels, she must have the DragonLoD mystery. If the character gains levels of oracle after taking this class, she must take the DragonLoD mystery.


Spells per Day: At the indicated levels, a dragon apostle gains new spells per day as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a dragon apostle, she must decide to which class she adds the new level for purposes of determining spells per day.

This alters spells per day.


Spirit of the Dragon: A dragon apostle’s class level stacks with oracle levels for determining the effect of her oracle revelations, ScalykindISWG/DragonISG domain powers, and her oracle’s curse. This does not grant additional abilities. An oracle with this prestige class continues to gain mystery spells from the DragonLoD mystery when she gains spell slots of the spell’s level. This replaces blood of dragons.


Revelations: A dragon apostle gains a new revelation from the DragonLoD mystery at 2nd, 5th, and 8th level. This replaces bloodline feats.


Dragon Bite (Su): At 2nd level, a dragon apostle can use the dragon disciple’s dragon bite ability whenever she uses her talons of the dragon revelation. If she does not possess the talons of the dragon revelation, she can still manifest her bite attack for a number of rounds per day equal to 3 + her Charisma modifier. This alters dragon bite.


Breath Weapon (Su): At 3rd level, a dragon apostle gains the breath weapon revelation of the DragonLoD mystery (or the dragonbreath power of the DragonISG subdomain if she has access to it). If the dragon apostle already possesses one of these abilities, she gains an additional use of her breath weapon each day. The type and shape of the breath weapon depends on the type of dragon selected by the dragon apostle. This alters breath weapon.


Blindsense (Ex): At 5th level, a dragon apostle that already possesses blindsense through the dragon senses revelation adds 30 feet to her blindsense’s range. This alters blindsense.


Dragon Form (Su): At 7th level, a dragon apostle gains the form of the dragon revelation of the DragonLoD mystery. If she already possesses that revelation, she instead can use this ability twice per day. This alters dragon form.


Wings (Su): At 9th level, a dragon apostle gains the wings of the dragon revelation of the DragonLoD mystery. If she already possesses that revelation, the dragon apostle’s speed increases to 90 feet. This alters wings.