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Martial Traditions

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Main > > Martial Spheres Rules > Martial Traditions

Martial traditions are not simply collections of talents, but are designed to enable character concepts. The martial traditions listed below cover a great many concepts, but there are many more possibilities then are presented below. If a game master (or a player with game master permission) wishes to create a unique martial tradition, they should use the following guidelines.

  1. Each martial tradition should include two Equipment talents, typically with at least one discipline, Armor Training, or Shield Training. These determine the weapons, armor, and other equipment a character has available to them (if any).
  2. Each martial tradition should include either an appropriate base sphere, or the option to choose between 2 base spheres. The exact appropriateness of any given base sphere depends on the concept.
  3. Each tradition should also include one additional thematic talent. This could be a bonus talent in the sphere you gained as part of step 2, an additional base sphere, or perhaps an Equipment talent that is not a discipline but works with the character concept in some way.

In addition, there are a few things that, unless the game master rules otherwise, should be avoided when creating a new martial tradition.

  1. Over-specializing in a single sphere other than Equipment. A martial tradition determines a character’s starting tools and characteristics; not only does over-specializing produce a one-dimensional character that is often boring to play, but it can also produce characters with large weaknesses that are unable to contribute to the game outside of their single specialty.
  2. Over-specializing in either offensive or defensive talents. This is similar to issue 1; over-specializing in any one direction produces unbalanced characters with glaring weaknesses that make them difficult to play and often leaves them unable to contribute.

As always, the above guidelines may be broken with GM permission, and even some of the traditions listed below break one or more of these rules. As always, martial traditions are a tool for enhancing the game, and are subservient to that goal.

Animal Trainer

Animal trainers fight alongside tamed beasts, wielding the tools used for capturing and training their pets in battle.

Bonus Talents:

Equipment: Bounty Hunter’s Tools

Beastmastery Sphere (handle animal) package

Variable: Animal trainers may select two additional talents, each chosen from either the Beastmastery Sphere or the Equipment Sphere.

Armored Dreadnought

Armored Dreadnoughts specialize in wielding massive shields and titanic suits of armor that would crush lesser men under their enormous weight.

Bonus Talents:

Equipment: Armor Training, Shield Training

Variable: Armored dreadnoughts gains two talents of their choice from the Equipment Sphere.

Barbarian

Barbarians are tribal warriors who cultivate their rage for use in combat. Skilled at both hunting and warfare, Barbarians are deadly, versatile fighters. Depending on the traditions of their tribe, a barbarian might fight alongside war animals or focus on their rage, breaking their weapons as often as their enemies.

Bonus Talents:

Equipment: Tribal training

Berserker Sphere

Scout Sphere

Variable: Barbarians gain either the Barroom Sphere or the Beastmastery Sphere.

Bolt Juggler

Bolt jugglers are a sight to behold, awe-inspiring on the training ground and dread-inspiring on the battleground. While some use their crossbows to compliment a melee weapon, others wield two crossbows at once in a dizzying display of coordination.

Bonus Talents:

Equipment: Mechanical Training

Dual Wielding Sphere

Variable: Bolt jugglers gain either Expert Reloading or Mechanical Savant from the Equipment sphere.

Variable: Bolt jugglers gain either Impossible Reload or Mixed Assault from the Dual Wielding sphere.

Bushido Warrior

Training in the bushido way includes learning how to wear the ceremonial armor of your station, as well as wield weapons like the katana and longbow. Some bushido warriors also train in horsemanship, while others perfect the art of single combat.

Bonus Talents:

Equipment: Armor Training, Bushido Training

Duelist Sphere

Variable: Followers of the bushido way gain either the Beastmastery Sphere (Ride package), or Draw Cut from the Duelist sphere.

Canny Hunter

Canny hunters are skilled marksmen and trackers, capable of spotting a creature’s weaknesses and felling them with a single well placed shot.

Bonus Talents:

Equipment: Huntsman Training

Scout Sphere

Sniper Sphere

Variable: Canny hunters gain one additional talent of their choice from either the Equipment Sphere or Scout Sphere.

Chemist

Chemists who go adventuring often find the bottle makes as good of a weapon as what might be inside it.

Bonus Talents:

Equipment: Fast Draw

Alchemy Sphere (formulae package)

Barroom Sphere

Variable: Chemists gain one additional talent of their choice from either the Barroom Sphere or Alchemy Sphere.

Combat Gunner

Guns aren’t the most friendly of weapons, making the efforts of combat gunners all the more impressive. Willing to duck and weave into melee combat as well as fire from a distance, these masters of close and long range combat lack any fear.

Bonus Talents:

Equipment: Firearm Proficiency, Gun Kata

Open Hand Sphere

Variable: Combat gunners gain either Barrage Sphere or Sniper Sphere.

Commando

Specialists that lead small groups in stealthy raids and sabotage.

Bonus Talents:

Equipment: Rogue Weapon Training

Leadership Sphere (cohort package)

Scout Sphere

Variable: Commandos gain a bonus talent from either the Equipment Sphere or Scout Sphere.

Courtesan

Courtesans are students of courtly manners and artistic pursuits, and are often experts at painting, dancing, music, and engaging conversation. In a world of magic and court intrigue, courtesans are often also trained as bodyguards and assassins.

Bonus Talents:

Equipment: Dancer Training, Unarmored Training

Fencing Sphere

Variable: Courtesans gain either the Dual Wielding Sphere or a talent from the Fencing Sphere.

Cunning Leader

The battlefield is an ever shifting place, causing chaos and anarchy to reign supreme. Only a cunning leader is able to properly navigate the terrain, commanding their troops while controlling the flow of combat in a way unique to them.

Bonus Talents:

Equipment: One (discipline) talent of their choice

Fencing Sphere, Expert Feint

Warleader Sphere

Crushing Juggernaut

Crushing juggernauts specialize in using their bulk and the mass of their heavy armor to grind their opponents into dust.

Bonus Talents:

Equipment: Armor Training

Brute Sphere

Variable: Crushing juggernauts gain a bonus talent of their choice from both the Brute Sphere and the Equipment Sphere.

Daring Scholar

While many adventurers train with weapons and armor to protect them from the dangers of their chosen lifestyle, others trust in their wits and ingenuity to keep them safe. Daring scholars use a combination of explosive chemical compounds and careful observation to overcome any challenge, considering a spyglass and an alchemist’s lab to be a preferable burden to a knight’s heavy plate.

Bonus Talents:

Equipment: Staff Mastery

Alchemy Sphere

Scout Sphere

Variable: Daring scholars gain a talent from either the Alchemy Sphere or Scout Sphere.

Decisive Fist

Disciples of the decisive fist prefer to end fights with one powerful punch. These inspired combatants coil up like a spring, choosing the perfect moment to disrupt their foes with a brutal blow.

Bonus Talents:

Equipment: Critical Genius

Boxing Sphere

Open Hand Sphere

Variable: Decisive fists gain either Finesse Fighting, Unarmed Training, or Unarmored Training from the Equipment sphere, or Bestial Training from the Open Hand sphere.

Dedicated Duelist

Dedicated duelists are individuals devoted to the art of the duel. Whether they simply revel in the art of single combat, or if they believe that they can prevent larger battles by risking their life alone, these deadly men and women are focused and skilled in the tools of their chosen trade.

Bonus Talents:

Equipment: Duelist Training, Finesse Fighting

Variable: Dedicated duelists gain either the Duelist Sphere or Fencing Sphere Variable: Dedicated duelists gain either Gauntlet Shield or Unarmored Training from the Equipment sphere.

Drunken Brawler

Only a “tradition” in the vaguest sense of the word, drunken brawlers tend to learn their arts at the hands of other drunken brawlers, usually through an alcohol induced fog while their “teacher” attempts to put them through a bar. Or a wall. Or a ceiling. Occasionally a door.

Bonus Talents:

Equipment: Unarmed Training

Barroom Sphere

Wrestling Sphere

Variable: Drunken brawlers gain a talent of their choice from either the Barroom Sphere or Wrestling Sphere.

Fearless Thrower

From small blades to large spears, fearless throwers are adept at launching any such items into the air. Able to push the limits of thrown weapons far beyond what others can, they fill the air with a hail of knives, hammers, and spears.

Bonus Talents:

Equipment: Huntsman Training, Throwing Mastery

Variable: Fearless throwers either gain Crushing Thrower or Thrower’s Reflexes from the Equipment sphere. Variable: Fearless throwers gain either the Barrage Sphere or the Berserker Sphere.

Free Runner

Free runners treat the world as their gymnasium, practicing wild acrobatics, running on and leaping from surfaces most wouldn’t consider even climbing.

Bonus Talents:

Equipment: none

Athletics Sphere (run) package, Expanded Training (leap) and one other package, Wall Stunt

Variable: Free runners gain a talent of their choice from the Athletics Sphere.

Giant

Creatures who are larger than their peers often learn to fight in fashions leveraging their enormous size, shoving their enemies around the battlefield and hurling objects far too large for their enemies to handle.

Bonus Talents:

Equipment: Rock Toss

Brute Sphere

Variable: Giants gain a talent of their choice from both the Brute Sphere and the Equipment Sphere.

Gladiator

Trained in the tradition of pure physical prowess, gladiators are known for their ability to overpower lesser combatants, imposing their will upon lesser warriors. There are many different varieties of gladiator, but all of them specialize in putting on shows worthy of an emperor.

Bonus Talents:

Equipment: Gladiator Training

Gladiator Sphere

Variable: Gladiators gain either Armor Training, Shield Training, or Gladiator Training a second time from the Equipment sphere.

Variable: Gladiators gain a talent of their choice from the Gladiator Sphere.

Guild Training

While many combatants learn their arts in courtyards, dojos, or monasteries, those who learn through criminal guilds tend to have many masters, none more cruel and informative than experience. Whether their skills are assembled through observing more experienced thieves and thugs, or beaten into them by uncaring assassins who care more for their guild’s reputation than the well-being of its members, the guild trained who survive their training are invariably deadly, fast, and cunning.

Bonus Talents:

Equipment: Finesse Fighting, Rogue Weapon Training

Alchemy Sphere (poison) package

Variable: Individuals trained in the Guild Training tradition gain either the Fencing sphere or the Duelist Sphere.

Heavy Armsman

A heavy armsman specializes in using hammers, axes, and other large weapons to bring down even larger foes.

Bonus Talents:

Equipment: Dwarven Heritage, Armor Training

Berserker Sphere

Variable: Individuals trained in the Heavy Armsman tradition gain one talent from the Equipment Sphere or Berserker Sphere.

Knightly Arts

Training in the knightly arts includes learning how to wear and maneuver in chainmail, full plate, and other armor designed for warriors who fight in the vanguard, as well as learning how to wield weapons suitable for such combat. In addition, most knights are trained in horsemanship and the art of leadership.

Bonus Talents:

Equipment: Armor Training, Knightly Training, Shield Training

Variable: Individuals trained in the Knightly Arts tradition gain either the Beastmastery Sphere (ride) package, the Warleader Sphere, or the Shield Sphere as a bonus sphere.

Mechanic

A mechanic is an engineer or craftsman adept at the working of machines and other complex systems. While not all engineers will go adventuring, those who do find their knowledge can be remarkably valuable to their allies.

Bonus Talents:

Equipment: Expert Reloading

Trap Sphere

Variable: Mechanics gain either Firearm Training or Mechanical Training from the Equipment sphere.

Variable: Mechanics gain either the Barrage Sphere or the Sniper Sphere.

Militia

Militias often rise in communities without the benefit of a formal military, where peasants of all stripes might one day have to take up arms in defence of their homes. While few militiamen have the benefits of formal war training, many are skilled at hunting, tracking, and handling animals, which can be quite handy in times of war.

Bonus Talents:

Equipment: Peasant Training

Beastmastery Sphere (handle animal package)

Scout Sphere

Variable: Individuals with militia training gain a Equipment talent of their choice.

Monastic Path

Those who would seek enlightenment through contemplation hone their bodies and minds alike. Followers of the monastic path train with a wide variety of challenging weapons, learning truths in every new combat technique and finding greater mysteries as they stretch their boundaries.

Bonus Talents:

Equipment: Monk Weapon Training, Staff Mastery

Open Hand Sphere

Variable: Individuals trained in the Monastic Path tradition gain either the Athletics Sphere or the Dual Wielding Sphere.

Ninjutsu

Shadowy warriors learn underhanded combat styles, using everything at their disposal to level the playing field against superior forces. Those trained in ninjutsu combine grace with subterfuge, confident in the knowledge that disrupting their opponents shall defeat them even before blood is shed.

Bonus Talents:

Equipment: Finesse Fighting, Monk Weapon Training

Scoundrel Sphere

Variable: Individuals trained in the Ninjutsu tradition gain either the Scout Sphere or the Trap Sphere.

Noble

Born to privilege and gifted with the time to pursue the art of personal combat.

Bonus Talents:

Equipment: Duelist Training, Finesse Fighting

Leadership Sphere (follower package)

Variable: Nobles gain a bonus talent from either the Duelist Sphere or the Leadership Sphere.

Phalanx Soldier

The phalanx is a group of soldiers who combine spears and shields to create an impenetrable wall of death. Even when not flanked by their brothers-in-arms, a phalanx soldier is still a deadly force on any battlefield.

Bonus Talents:

Equipment: Shield Training, Spear Dancer

Shield Sphere

Variable: Phalanx soldiers gain either Finesse Fighting from the Equipment sphere or a talent of their choice from the Shield Sphere.

Pikeman

Pikemen are soldiers who specialize in using polearms to take down enemy cavalry and to keep enemies at a safe distance.

Bonus Talents:

Equipment: Pikeman Training, Polearm Mastery

Lancer Sphere

Variable: Pikemen gain either the Guardian Sphere or a talent of their choice from the Lancer Sphere.

Pit Fighter

Like the gladiator or professional wrestler, the pit fighter puts on shows for money. However, unlike those other prize fighters, in the pits there are few grand traditions and even fewer rules; whoever’s alive at the end of the match is the winner.

Bonus Talents:

Equipment: Unarmed Training

Boxing Sphere

Gladiator Sphere

Variable: Pit fighters gain one talent of their choice from either the Boxing Sphere or the Gladiator Sphere.

Pirate

Pirates learn to fight on the decks of ships, where one must be both fast and light in order to avoid being shot or drowned.

Bonus Talents:

Equipment: Pirate Training, Unarmored Training

Fencing Sphere

Variable: Pirates gain either the Duelist Sphere or the Athletics Sphere.

Professional Wrestler

Professional wrestlers are equal parts showman and combatant. Whether using pain-wracking joint locks or high-flying aerial maneuvers, these skilled individuals revel in their own physical might, relishing the applause that follows a particularly daring stunt.

Bonus Talents:

Equipment: Unarmored Training

Gladiator Sphere

Wrestling Sphere

Variable: Professional wrestlers gain one talent of their choice from either the Wrestling Sphere or the Gladiator Sphere.

Ruin Delver

Ruin delving requires quick wits and even quicker reflexes. With a backpack full of gear and a half-baked plan, ruin delvers live by the seat of their pants as they explore the leavings of past civilizations looking for what knowledge and artifacts they can recover.

Bonus Talents:

Equipment: Toolkit Training

Athletics Sphere (Climb) package, Rope Swing

Variable: Ruin delvers gain a talent of their choice from the Equipment Sphere.

Sergeant

Trained in leading a group of men into battle, sergeants are adept at commanding their men to act as a unit.

Bonus Talents:

Leadership Sphere (squad leader drawback, cohort package), Squad talent

Warleader Sphere

Variable: Sergeants gain two talents from the Equipment Sphere.

Shield Master

Shield masters are expert defenders, relying on their shields to defend both themselves and their allies. While some shield masters couple their shields with traditional weapons, others focus so exclusively on their shields that they become as much a weapon as a tool of defence, instead relying on brute force to knock their enemies around the battlefield and keep their allies out of danger.

Bonus Talents:

Equipment: Shield Training

Shield Sphere

Variable: Shield masters gain either the Brute Sphere or a talent of their choice from the Equipment Sphere.

Variable: Shield masters gain a talent of their choice from the Shield Sphere.

Staff Master

Whether they are magicians using magic staves as bludgeons or spearmen of exquisite skill, for some all that’s needed is speed and a stick to overcome most foes.

Bonus Talents:

Steppe Rider

Training on the harsh steppes breeds talented warriors. Whether fierce raiders or guarded nomads, steppe riders are trained in horseback archery, relying on precision and mobility in place of bulky armor or heavy melee weapons.

Bonus Talents:

Equipment: Outrider Training, Shortbow Mastery

Beastmastery Sphere (ride) package

Variable: Steppe riders gain either the Barrage Sphere or the Sniper Sphere.

Stone Thrower

Masters of the humble sling learn that versatility is key to survival, and a skilled stone thrower quickly learns to use their slings in almost any situation, making them deadly at any range.

Bonus Talents:

Equipment: Halfling Heritage, Sling Combatant

Barrage Sphere

Variable: Stone throwers gain a talent of their choice from the Barrage Sphere.

Street Fighter

Street fighters learn combat in fights with no rules; where fakeouts and a handful of sand are all that stand between winning and losing.

Bonus Talents:

Equipment: Unarmed Training

Brute Sphere

Scoundrel Sphere

Variable: Street fighters gain a talent of their choice from either the Brute Sphere or the Scoundrel Sphere.

Tattooed Warrior

Tattooed warriors turn their bodies into weapons through the use of magic symbols engraved onto their very flesh.

Bonus Talents:

Equipment: Unarmed Training, Unarmored Training

Bonus Feats: Dragon’s Tattoos, Zodiac Tattoos

Special: Tattooed warriors gain 1 bonus skill point that must be spent on Craft (tattoos) each time they gain a level in any class.

Thief

Thieves avoid fair fights whenever possible. Their favorite tactic is to take their opponents unaware, but barring that, a dirty trick or a well-placed feint will let them end the fight quickly.

Bonus Talents:

Equipment: Rogue Weapon Training

Scoundrel Sphere

Fencing Sphere

Variable: Thieves gain either an Equipment talent of their choice, or a talent from the Scoundrel Sphere or Fencing Sphere.

Tempest Dancer

Wielding double-bladed weapons that others find impossible to master, tempest dancers are known for their ability to carve through through enemy ranks, their fluid movements beguiling even the most observant opponents.

Bonus Talents:

Equipment: Double Weapon Training

Dual Wielding Sphere

Variable: Tempest dancers gain either the Armor Training, Unarmored Training, or Finesse Fighting from the Equipment sphere.

Variable: Tempest Dancers gain a talent of their choice from the Dual Wielding Sphere.

Warden

The path of the warden is one of a stalwart protector, often employed as bodyguards or garrisoned soldiers. These warriors know that defense is the best offense, especially when you have friends to outflank your foes.

Bonus Talents:

Weapon Master

Most warriors learn the art of combat in pursuit of a goal, such as serving in the army or to protect themselves while traveling. For the weapon master, mastery of combat is its own reward, and many will seek out exotic weapons and obscure disciplines simply for the joy of having learned them.

Bonus Talents:

Equipment: Weapon masters gain two discipline talents of their choice as bonus talents.

Dual Wielding Sphere

Variable: Weapon masters gain a talent of their choice from the Dual Wielding Sphere.


COPYRIGHT NOTICE

Open Gaming License Version 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.

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