Friday, 31 July 2020

Giant, Anakim

It is well known among the sages that in ancient times the giants ruled great kingdoms and empires. Even now, millennia after their fall there are countless remains and ruins to be found all across the world.
The Anakim Giants see themselves as the noble last remnants of these ancient empires. They are a warlike and proud folk, they see the idea of farming or crafting beneath them and prefer to instead raid nearby people for food, weapons and riches. Anakim Giants will seek to conquer and exploit smaller races whenever the opportunity presents itself.

Anakim Giants are proud of their great strength and martial skills. They are universally skilled in the use of armor and weapons, and often train as fighters or monks. Their preferred clothes and equipment consists of expensive armor and weapons, decorated with gold and gems. Accented with stately jewelry.
Dire Lions are tamed and trained for war by the Anakim, though they are just as valued for their regal associations.

CR: 5
NE Large Monstrous Humanoid (giant)
Combat Role: Brute

Anakim Giants are basically large sized fighters, their martial training special quality allows them to treat their total HD as fighter levels for the purpose of fulfilling feat prerequisites (this means other class levels count as fighter levels as well).

Monsters of Porphyra 3, 98


Fearsome rumors are coming from the borderlands in the south. Stories tell of a great giant conqueror called Kna’aldaan who has gathered an army and is subduing the petty kingdoms of the Al’Barerra savannas. Even more fearful are the rumors of a coven of giant witches who serve the queen in her conquests.

The Schalick river basin is a blighted and barren land. It is a place cursed by the gods for the crimes of an ancient empire that once ruled the entire basin. This is only made clearer by the sudden and devastating floods that strike any attempt to settle the normally arid area.

The Bronze Citadel stands in the confluence of three great rivers. A great light at the top of the citadel serves as a lighthouse for the many trade ships that travel the area. The giant scaled citadel houses more mysteries than that alone. Adventuring parties regularly enter the fortress, and sometimes they even leave.

Tuesday, 28 July 2020

Adaptation – Alter Flow

Scripts are the spells equivalent used by archivists, most of them are adaptations of existing spells, though scripts are often more versatile due to the runic charge system:
Whenever a script is cast the caster retains a runic charge of the same type as the design (school) of the script. When casting a script the caster can choose to overload it up using all the charges they have. Depending on the amount of charges used and their design, the script is then improved in various ways.
I will note for every script how runic charges are used, as that is the most notable difference to common spells.

Adaptation

The adaptation script is used to allow the caster and their allies to adapt to virtually any hostile environment. The script adapts the caster to their current environment, allowing them to breath and preventing damage taken simply from being in the environment.

Overloading the script allows targeting additional targets. Additionally creation charges protect against dangerous features of the environment. Invocation allows the targets to move through non-magical undergrowth and revelation charges add low-light vision and darkvision 60 feet.

Design alteration; Level 6
Casting Time 1 standard action
Range personal
Target you
Duration 1 hour/level
Saving Throw none;

Path of Iron, 117

Aegis

This script is a combination of mage armor and shield, giving a +2 bonus to AC and blocking magic missile spells. Overloading adds +1 AC per runic charge.

Design creation [force]; Level 1
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 hour/level
Saving Throw Will negates (harmless);

Path of Iron, 117

Alter Flow

This script allows the caster to alter the flow of time around a target, either speeding it up, or slowing it down. Functions as either haste or slow except the target does not take either a bonus nor penalty to attack rolls.
Overloading the script both allows the targeting additional of creatures and increases the bonus/penalty

Design manipulation [time]; Level 4
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target up to three creatures, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates (harmless);

Path of Iron, 117


Banners of the Guarded Phalanx Are powerful magical items that can shield an entire army in magical armor. Some canny dungeon builders have taken to placing one of these items into their dungeons as a way to armor even the most unusual defenders.

Routes of the Warded Traveler are the collective name for roads enchanted to allow safe passage through dangerous terrain. The form these roads take are a varied as the terrain they cross, from stone paths through deserts so hot wooden carts spontaneously ignite to canopy bridges that ward away poisonous briar. Routes are often vital trade routes, and attract both trades and bandits alike.

CrackleTocks are the smallest examples of a kind of constructs called Timeburners, that use time as fuel. In battle they latch onto larger creatures and slow them down, often allowing allies an opportunity to strike. The crafting of these constructs is often forbidden, for when massed Timeburner constructs have strange and unpredictable effects on local time.

Saturday, 25 July 2020

Ability Augmentation – Armor Empowerment

The vanguard’s companion has the unique ability to share the power of it’s augmentations with nearby allies. Most of these are straightforward buffs, adding additional defenses.

Ability Augmentation

This basic augmentation improves a single ability score (except Constitution) of the construct companion by +2, becoming +4 at level 15. The resonance effect provides this same bonus to allies as an enchantment bonus.
While definitely useful for the companion, the resonance is rather less useful, as any character who benefits most from it more than likely already has an equal or greater enhancement bonus to that ability score. 

Path of Iron, 28

Ablative Shielding

A magical barrier of force surrounds the companion with this augmentation. This provides the construct with temporary hit points equal to 3 times its HD. The barrier restores 5 temporary hot points per round when below the maximum. When the resonance is activated the barrier is supercharged, increasing the temporary hit point to twice its usual maximum. In addition it extends around nearby allies, redirecting half of the hit point damage they take to the barrier instead.
The ablative shielding is pretty cool, it effectively provides regenerating health to the construct companion, as well as providing a useful ace in the hole for when the party is heavily pressured. 

Path of Iron, 28

Armor Empowerment

Whether armored with thick plates, hardening magics or predictive algorithms, this augmentation increases the AC of the construct companion. When the augmentation’s resonance is activated it further shares a part of the defense with nearby allies.
Armor empowerment is probably the most straightforward augmentation in the list. The increase in AC is typeless, so it is useful for anyone who is near the companion. 

Path of Iron, 29


The adamantine walls of Acanopolis, the City in the center of all roads, are known not just for their great size. They share their unbreakable strength with the soldiers who man them. During the Volcano Siege the besieging fire giants threw thousands of stones without ever striking a single defender from the walls.

Intruders into the Unseen Tomb of the Bursar should be careful about striking the walls. For while they are made of ablative force, many serve more functions than to delay interlopers. Breaching though the wrong walls may set off all manner of traps, monsters or worse.

The diplomat corps of the ancient Minrean thalassocracy were famously skilled in opening up ports and striking advantageous trade deals. While much of their success comes from the Minrean inclusive culture and extensive training, the advantage afforded by their magical pendants can not be underestimated. To this day any such pendants found by adventurers find eager buyers among the world’s aristocrats, merchants and even today, diplomats.

Thursday, 23 July 2020

Warden Class Features

The warden is a powerful warrior who is granted magical powers by nature itself. In battle they are consummate defenders who seek to protect both nature and their allies.Their primary tool to this goal is the ward.
A ward is a 10 foot radius emanation that is placed within close range (25 ft. + 5ft./2 levels) that the warden can see and has line of effect to. Once placed the ward is stationary but permanent until another ward is placed.
The warden and any of his allies within the ward are protected from extreme temperatures, as if under the effects of an endure elements spell. Allies within the ward are also shielded from harm, gaining an insight bonus to their AC equal to the warden’s verdant bonus. The verdant bonus represents the warden’s connection to the natural world and increases from +1 to +6 at level 20.

As the warden’s central class feature the ward improves in various ways as the warden levels up. At 9th level up to two wards can be active, the radius improves to 15 feet, and they can be maintained within medium range (100 ft. + 10 ft./level). At 15th level this further improves to 3 wards, 20 feet and long range (400 ft. + 40 ft./level). Wards cannot overlap.
The warden can also apply a single facet of their natural power to a ward, this adds various abilities and bonuses to the imbued ward. The warden can access all facets, with the lesser version becoming available at level 3, greater versions at level 9 and grand facets at 15. The facets do have to be prepared like a wizard’s spells, and the lesser version has to be prepared before a greater version can be. This means that at level 17 when a warden can prepare 9 facets he can only prepare 3 grand facets and their prerequisites.
The facets are varied and generally useful for different play styles and situations, so much like a wizard the warden should be careful to prepare for the day ahead.

At second level a warden gains remedy, the ability to infuse living creatures (either himself or others) with health, granting scaling fast healing for 1 minute. This ability can be used a number of times each day equal to 1/2 his warden level + his Wis modifier. If a nearby ally is within the warden’s ward they can also be healed at range.
Much like the paladin’s lay on hands, the warden’s remedy can be improved. In their case via secrets. These are the warden’s talents, granting various abilities and improvements to different class features.

The warden’s smaller class features are divided between defensive and nature powers. First is insightful defense that allows wardens to allow the warden to add his Wis mod instead of Dex mod to AC and CMD when not wearing heavy armor. At level 4 their Wis mod is added to initiative checks n top of the Dex bonus and the warden can always act in a surprise round.
At level 12 the warden gains stalwart, which is the Fortitude and Will save equivalent of evasion. The warden’s penultimate class feature, sentinel causes his initiative roll to be treated as a 20 and completely prevents the warden from being surprised by combat.

At first level the warden gets a bonus on all Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), and Survival checks equal to 1/2 his warden level. At 3rd level the warden becomes immune to diseases, with immunity to poison gained at level 7.
Wild step, gained at level 13 allows the warden to teleport up to twice his normal movement distance into one of his wards. At level 16 the warden’s connection to nature is so strong that animal or plant creatures will never attack him first unless magically compelled.

Bonus combat feats are gained at level 2 and every 4 levels thereafter.

When a warden reaches the very pinnacle of their power they become on the very spirits of nature that have empowered him all this time. He becomes an outsider and stops aging, resurrecting automatically 24 hours if he is ever killed.


Trlissilia the Scaledbranch is a guardian naga who lairs in a dark and dangerous woodland. Those intruders who are not discouraged by the giant bramble-like trees are hunted down and driven of by the naga who is driven to protect something deep in the forest.

The Flame Gorges are a truely magnificent landscape, the craggy terrain is split by countless rifts that continually leak deep red flames. While most would expect such a place to be utterly barren, in truth the area is overgrown with flowering vines and palms that have adapted to feed of the flame. A mighty phoenix living among the Gorges is said to grant supplicants the power to fly on flaming wings.

Erzerum is a druidic empire that is steadily expanding across Anadedu. Their dervishes are mystical warrior who serve as the elite of the army, but who are also responsible for the rituals that transform newly conquered land to resemble the Erzerumic homeland.

Saturday, 18 July 2020

Warden Intro

Protects the natural world from anything that would harm it. Empowered by the natural world.
The natural world exists in a delicate balance, a balance that is constantly being shifted and threatened by forces both within and without.
But as many as the dangers to nature are, there are just as many who would rise up to defend it. The greatest and most dedicated of these defenders are the wardens, and in return nature itself seeks to defend its defender.

The primary use of the natural magic they are gifted is to channel prepared Aspects of nature into protective fields called Wards. The basic effects of a ward are to protect the warden and his allies from extremes of temperature and deflect physical attacks, but an aspect of nature can be channeled into the ward to add additional effects. The warden has to attune himself to an aspect of nature before he can use it, and he can only be attuned to a limited number of aspects at a time.
The warden’s natural power can also be infused into allied, gradually healing their wounds.

Even separate from their nature granted powers a warden is a skilled woodsmen and canny fighter. While most fighters defend themselves from attack the warden is so in tune with his surroundings he can defend himself with wise perception alone.

In their heart every warden is a defender, he seeks to protect nature first and foremost. How they go about it and why they want to are important aspects of your character. Other questions to ask are:
  • Why is the warden so devoted to defending nature?
  • Is there a specific part of nature he wands to defend, or are there things besides nature he seeks to protect?
  • Where does he hail from and what are his favored aspect and are these connected?
  • Would he prefer to stay in one place and is he forced go on an adventure to eliminate a growing threat, or is he enthusiastic about traveling from one threatened place to another like a kind of knight errand?
  • Is he gifted by nature as an impersonal and omnipresent force, or does he have a particular patron?

While the warden’s fluff is heavily connected to nature and defending it, your warden could easily be a magus like fighter trained in a defensive form of martial magic or a more common warrior who was blessed by a fey lover.
The warden’s ward can be placed as a swift action from the very first level, this makes it easy to multiclass or gestalt with other more active classes. Martial classes like the fighter can also be useful to enhance your offensive abilities, but martial magical classes might have less overlap in basic stats. Or go for another buffing class to truly power up your allies, though that would be a waste of your high HD and BAB.

HD: 10
BAB: full
High Saves: Fort, Will
Class Skills: Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).
Skill Points: 4 + int mod

The warden is a potent fighter with excellent defenses and hit points. The warden’s ward is a potent and versatile defensive option for both the warden and his allies, made all the better by its unlimited use and quick activation. Add in a lay on hands-like ability to bestow fast healing and the warden is clearly a great boon to any party, especially one that likes to go into the thick of things.


Stone Guards what Darkness Hides is the guardian of a great fungal forest in the underdark. The spirit is revered by the inhabitants for protecting them from the ravages of drow and mindflayer slavers.

As revered as wardens are, so despised are their fallen counterparts the despoilers. These fallen wardens have turned to exploiting nature rather than protecting it, and their stolen powers in turn are used to harm and deface rather than protect and nurture.

Thirty years ago an army of demons invaded the once lush jungles of Calorhyl. Since then the land has been reduced to a barren wasteland. Rumors of the jungle regrowing have been circulating of late however, and it appears that a mighty champion is destroying any demons seeking to end the new growth.

Thursday, 16 July 2020

My second blog

I have just launched a second Pathfinder blog. It will hold information about my homebrew setting meant to contain my own homebrew creations and adventures, as well as anything and everything that has ever been published for Pathfinder 1e and Starfinder.

I hope to see you there..

Wednesday, 15 July 2020

Amortortok

Amortortoks are large and muscular native outsiders who look like bestial blue-skinned gorilla’s with four arms. They are native to the cold and dark north, and easily capable of withstanding even the most harsh environments.

They are infused with negative energy and shadow, their claws inflict negative levels and they are concealed by even the slightest shadows. Despite this they are still often sought out, for the amorortok has divinatory power, able to cry and discern the location of any being or object they wish.

Do take note that despite their use of negative energy and shadows Amortortoks are not inherently evil, and are often seen as dangerous but wise being by those native to their lands. It is easy for these being to gather followers and use their assistance against disrespectful intruders.

CR: 7
N Large Outsider (native)
Combat Role: Ambusher, Debuffer

Amortortoks are deadly with their 4 claws, adding rend and energy drain to their damage. The darkness and snow of the northern winter are no obstacle to them either, using their spell-like abilities an Amortortok can always find those who enter his territory and meet them on the ground of his choosing.
The feat selection is focused entirely on survivability and skills: Altitude Affinity, Endurance, Rugged Northerner, Skill Focus (Perception, Stealth). Any of these can be replaced with others if you need a more combat focused monster, or you can lean into the divination with feats like Diviner's Delving.


The party has chased a kenku thief into the heights of a shadow-clouded mountain chain. When inquiring about the whereabouts of the thief they are told about ‘a pale shadow that can find all things’ said to life on the highest peaks.

A group of explorers are stuck on the ice after their ship has frozen in place. The plan is to wait until summer, but this soon proves untenable when strange shapes are seen beneath the ice and sailors start disappearing, leaving only strange runes carved in the ice.

The party is hired to defend a caravan moving parts for a large new mine being build in the Frozen Grass Plains. The reason for the high pay are soon made clear when the shadows themselves start stalking the caravan.

Monsters of Porphyra 2, 12