Nature Archive

  • Spheres Apocrypha: Nature Talents – Metal, Plant, Water This Spheres Apocrypha-installment clocks in at 4 pages, 1 page front cover, 1 page SRD, leaving us with 2 pages of content, so let’s take a look!   This pdf contains 5 new basic talents: Deep Nature lets you, when you spend a spell point to make geomancing last for a round per CL sans concentration to make that last for 1 minute per caster level instead. (Spirit) instead has that upgraded from 1 minute per caster level to 10 minutes per caster level. Muss Pummel has the (plantlife) tag and nets you more branches when using Pummel, provided you spend another spell point. The other 3 talents are the “lord-talents” for […]

    Spheres Apocrypha: Nature Talents – Metal, Plant, Water

    Spheres Apocrypha: Nature Talents – Metal, Plant, Water This Spheres Apocrypha-installment clocks in at 4 pages, 1 page front cover, 1 page SRD, leaving us with 2 pages of content, so let’s take a look!   This pdf contains 5 new basic talents: Deep Nature lets you, when you spend a spell point to make geomancing last for a round per CL sans concentration to make that last for 1 minute per caster level instead. (Spirit) instead has that upgraded from 1 minute per caster level to 10 minutes per caster level. Muss Pummel has the (plantlife) tag and nets you more branches when using Pummel, provided you spend another spell point. The other 3 talents are the “lord-talents” for […]

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  • Spheres Apocrypha: Nature Package – Air This installment of the Spheres Apocrypha-series clocks in at 5 pages, 1 page front cover, 1 page SRD, leaving us with 3 pages of content, so let’s take a look!   This pdf, as would be expected, does come with rules for the air package, which has 3 basic features – conjuring a breeze requires concentration and air, instantaneous gusts of wind, and finally, air purification, which works with dangerous vapours, but not in e.g. a vacuum – some sort of gas needs to be there. This is interesting in as much as it changes how deadly gasses can be in Pathfinder, offering an option that is pretty rare in the vanilla game from […]

    Spheres Apocrypha: Nature Package – Air

    Spheres Apocrypha: Nature Package – Air This installment of the Spheres Apocrypha-series clocks in at 5 pages, 1 page front cover, 1 page SRD, leaving us with 3 pages of content, so let’s take a look!   This pdf, as would be expected, does come with rules for the air package, which has 3 basic features – conjuring a breeze requires concentration and air, instantaneous gusts of wind, and finally, air purification, which works with dangerous vapours, but not in e.g. a vacuum – some sort of gas needs to be there. This is interesting in as much as it changes how deadly gasses can be in Pathfinder, offering an option that is pretty rare in the vanilla game from […]

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  • Spheres Apocrypha: Nature Talents – Spirit This installment of the Spheres Apocrypha-series clocks in at 4 pages, 1 page front cover, 1 page SRD, leaving us with 2 pages of content, so let’s take a look!   All right, we begin with 3 new basic talents – Spiritlord nets you concealment while concentrating on a (spirit) talent; you may also spend a spell point (blank space missing) to get total concealment instead. Odd deviation – unlike other –lord talents in the series, this doesn’t have the (spirit)-tag, but I assume that to be intentional to account for its potency. The other two talents are both tagged as (spirit), and one allows you to speak with vermin, and the other allows […]

    Spheres Apocrypha: Nature Talents – Spirit

    Spheres Apocrypha: Nature Talents – Spirit This installment of the Spheres Apocrypha-series clocks in at 4 pages, 1 page front cover, 1 page SRD, leaving us with 2 pages of content, so let’s take a look!   All right, we begin with 3 new basic talents – Spiritlord nets you concealment while concentrating on a (spirit) talent; you may also spend a spell point (blank space missing) to get total concealment instead. Odd deviation – unlike other –lord talents in the series, this doesn’t have the (spirit)-tag, but I assume that to be intentional to account for its potency. The other two talents are both tagged as (spirit), and one allows you to speak with vermin, and the other allows […]

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  • Spheres Apocrypha: Nature Talents – Earth This Spheres Apocrypha-installment clocks in at 4 pages, 1 page front cover, 1 page editorial, leaving us with 2 pages of content, so let’s take a look!   We begin this pdf with 5 new basic talents: Earthlord enhances the radius of earth geomancing abilities by 5 ft. per (earth) talent you possess. (Fyi: All talents herein have that tag!) Also designated as (spirit), Foundation requires dirt, sand or stone and nets you a deflection bonus to AC and CMD equal to 2, +1 per 5 CL when concentrating on earth geomancing. You can spend a spell point as a standard action to make that buff last, but you need to be standing on […]

    Spheres Apocrypha: Nature Talents – Earth

    Spheres Apocrypha: Nature Talents – Earth This Spheres Apocrypha-installment clocks in at 4 pages, 1 page front cover, 1 page editorial, leaving us with 2 pages of content, so let’s take a look!   We begin this pdf with 5 new basic talents: Earthlord enhances the radius of earth geomancing abilities by 5 ft. per (earth) talent you possess. (Fyi: All talents herein have that tag!) Also designated as (spirit), Foundation requires dirt, sand or stone and nets you a deflection bonus to AC and CMD equal to 2, +1 per 5 CL when concentrating on earth geomancing. You can spend a spell point as a standard action to make that buff last, but you need to be standing on […]

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  • Spheres Apocrypha: Nature Talents – Fire This installment of the Spheres Apocrypha-series clocks in at 4 pages, 1 page front cover, 1 page SRD, leaving us with 2 pages of content, so let’s take a look!   We begin this one with 7 different basic talents, all of which have the fire tag:   Dragonlung nets you a 30.-ft-cone or 60 ft.-line breath weapon that deals 1d8 fire damage per two caster levels, Reflex halves. The talent has no prerequisite and no minimum level, and thus could be useless at first level. Additionally, the breath weapon has only a 1d4 round cooldown, but no spell point cost associated. Yeah, not gonna happen anywhere near my game.   Firelord enhances CL […]

    Spheres Apocrypha: Nature Talents – Fire

    Spheres Apocrypha: Nature Talents – Fire This installment of the Spheres Apocrypha-series clocks in at 4 pages, 1 page front cover, 1 page SRD, leaving us with 2 pages of content, so let’s take a look!   We begin this one with 7 different basic talents, all of which have the fire tag:   Dragonlung nets you a 30.-ft-cone or 60 ft.-line breath weapon that deals 1d8 fire damage per two caster levels, Reflex halves. The talent has no prerequisite and no minimum level, and thus could be useless at first level. Additionally, the breath weapon has only a 1d4 round cooldown, but no spell point cost associated. Yeah, not gonna happen anywhere near my game.   Firelord enhances CL […]

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  • The Animist: Nature Incarnate So, took me long enough, right? This is the first of the classes commissioned via Interjection Games’ patreon and clocks in at 20 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, leaving su with 17 pages chock-full with CRUNCH.   One more note – the book sports a handy difficulty to build/play-index – the class scores just 2 of 5, so, as far as Interjection games-classes are concerned, that ought to be pretty simple – so let’s take a look at the mechanics: The animist gets d10, full BAB-progression, good will-saves, 4+Int skills per level, proficiency with simple weapons, greatclub, longow, shortbow and whip as well as with light armor and shields. Wearing […]

    The Animist: Nature Incarnate

    The Animist: Nature Incarnate So, took me long enough, right? This is the first of the classes commissioned via Interjection Games’ patreon and clocks in at 20 pages, 1 page front cover, 1 page editorial/ToC, 1 page SRD, leaving su with 17 pages chock-full with CRUNCH.   One more note – the book sports a handy difficulty to build/play-index – the class scores just 2 of 5, so, as far as Interjection games-classes are concerned, that ought to be pretty simple – so let’s take a look at the mechanics: The animist gets d10, full BAB-progression, good will-saves, 4+Int skills per level, proficiency with simple weapons, greatclub, longow, shortbow and whip as well as with light armor and shields. Wearing […]

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  • Warrior Prestige Archetypes: Nature Warden This pdf of the Warrior Prestige Archetype-series clocks in at 16 pages, 1 page front cover, 1 page editorial/introduction (explaining the base concept of the series), 1 page SRD, leaving us with a massive 13 pages of content, so let’s take a look!   What are Prestige Archetypes? Well, I reviewed the whole first series, so here’s the tl;dr-version: They are prestige classes blended with one (or more) base-class(es) to result in a new, 20-level-class – much like you had modified the base class with an archetype. Get it? Yeah, not a hard concept to grasp, is it? Now personally, I use Prestige Classes with an emphasis on the PRESTIGE-component, archetypes more like a career […]

    Warrior Prestige Archetypes: Nature Warden

    Warrior Prestige Archetypes: Nature Warden This pdf of the Warrior Prestige Archetype-series clocks in at 16 pages, 1 page front cover, 1 page editorial/introduction (explaining the base concept of the series), 1 page SRD, leaving us with a massive 13 pages of content, so let’s take a look!   What are Prestige Archetypes? Well, I reviewed the whole first series, so here’s the tl;dr-version: They are prestige classes blended with one (or more) base-class(es) to result in a new, 20-level-class – much like you had modified the base class with an archetype. Get it? Yeah, not a hard concept to grasp, is it? Now personally, I use Prestige Classes with an emphasis on the PRESTIGE-component, archetypes more like a career […]

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  • Mythic Minis: Feats of Nature All right, you know the drill – 1 page front cover, 1 page editorial/SRD, 1 page content, so let’s take a look!   This Mythic Mini provides 10 new mythic feats, roghly grouped around the theme of nature, so what do we get?   -Eldritch Claws: Bypass mythic tier DR with natural weapons; Expend mythic power to attune your natural weapons to a type of DR and ignore it for a short duration. Nice one!   -Feral Combat Training: Apply improved unarmed strike-based feats et al to natural attacks. if the character is a monk, also have flurry enhanced. Two thumbs up!   -Greater Wild Empathy: Use Wild Empathy with bonus in lieu of Diplomacy […]

    Mythic Minis: Feats of Nature

    Mythic Minis: Feats of Nature All right, you know the drill – 1 page front cover, 1 page editorial/SRD, 1 page content, so let’s take a look!   This Mythic Mini provides 10 new mythic feats, roghly grouped around the theme of nature, so what do we get?   -Eldritch Claws: Bypass mythic tier DR with natural weapons; Expend mythic power to attune your natural weapons to a type of DR and ignore it for a short duration. Nice one!   -Feral Combat Training: Apply improved unarmed strike-based feats et al to natural attacks. if the character is a monk, also have flurry enhanced. Two thumbs up!   -Greater Wild Empathy: Use Wild Empathy with bonus in lieu of Diplomacy […]

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