Tuesday, July 31, 2018

Lost Runes of the Northlands: Spheres of Midgard



Note: this blog post references material from Drop Dead Studios' Sphere series of products. A compilation of their OGL mechanics can be found here.

Although the Northlands Saga does a fine job of using the Pathfinder rules to emulate an epic adventure, there are times when the mechanics do not always line up. For one, the setting wishes to emulate a low-magic feel even though there are several things in the adventure path that run contrary to this (like the preponderance of +1 weapons and armor wielded by mooks in the later sagas). Some of the new archetypes, as well as the soft ban of certain classes and archetypes in the form of cultural foreignness and mistrust, are underpowered in that they lose more from their original class than what they gain in new features.

I considered adopting the mechanics of Spheres of Power and Spheres of Might to the Northlands Saga as a thought experiment, seeing how close I can emulate the intended themes while allowing for balanced, versatile options.

Classes & Traditions

Spheres of Power: Given the amount of different magical traditions and archetypes present already in Pathfinder and the Spheres system, it would be easier to focus on what is not appropriate and what is suitably iconic for the Northlands Saga.

Generally speaking, magic which the godi and the cunning women can reliably emulate are the only forms of magic trusted to an extent among the Northlanders; the Nûklanders look down on any magic that is not associated with druidism, while the Seagestrelanders are the most open-minded in viewing all magic as connected to the gods. Depending upon how a specific spherecaster's talents manifest and their casting traditions, they may be either wholly accepted at best, merely tolerated, or exiled and banished at worst.

Among the Northlanders, the Hedgewitch, Mageknights, and Shifters are the most common spherecasters. Hedgewitches come from the ranks of the cunning women, using folk charms and herbs to ply their trade. Mageknights are typically shieldmaidens and godi of a more martial bent. Armorists are devout casters, usually worshiping Thor, who draw their arsenal from the halls of Valhalla. Shifters tend to belong to bearsarker and ulfhander cults, calling upon Odin's favor to emulate the great beasts of Midgard.

Eliciters and fey adepts are shunned in most communities, the former for their ability to entrance and manipulate minds, the latter for being associated with the sceadugenga and the unknown beasts of the dark woods. Thaumaturges are power-hungry mages willing to bargain with the vilest and most dangerous of the Ginnvaettir. Soul Weavers come from a variety of traditions: some are pious godi calling upon the souls of the honored dead to join them in righteous battle, while others are necromancers who lair in Andøvan barrows to learn of their secrets.

The arts of the elementalists typically come from Southlander stock, while symbiats are virtually unheard of. Incanters come from all traditions and walks of life. and so cannot be easily put into any all-purpose category.

Advanced Magic is not available by default. Such talents are ever only possessed by the greatest of heroes from myth and legend, or are the purview of the gods and their mightiest minions. In an authentic Northlands game, only the Player Characters and a few major movers and shakers would possess advanced magic.

Spheres of Might: The people of the Northlands are no stranger to war. Even though the lives of most are sedentary much of the year, it is not unusual for a farmer to have a shield and spear at home, and many young men and women go a-viking to engage in raid and plunder. The frontiers of Estenfird crawl with monsters, while the mercenary Jomsvikings never hurt for business as long as the Gats, Hrolfs, and other clans find excuses to continue blood feuds.

Just about every martial practitioner class can be found in respectable numbers in the Northlands save the Scholar and Technician. Armigers are well-rounded warriors who come to rely on a few signature weapons whose titles are often as renowned as their wielder. Blacksmiths are valued members of society for their craftsmanship, and dvergar-forged arms are the stuff of legend. Commanders come from the stock of skalds, hirdmen, and jarls who proved their worth and gained the trust of their comrades. Conscripts come from the ranks of hirthmen, career vikings, and wandering sellswords. Sentinels are hirthmen, huscarls, and shieldmaidens who swore oaths to defend their charges, be it a specific family or even an entire community. Strikers usually come from the ranks of berserker cults who forsook weapons and armor in favor of honing their bodies into literal weapons.

The two remaining classes bear special mention: there are no grand centers of learning in the Northlands, with the Hall of the Hearthstone being the closest equivalent. Scholars are most likely found among the ranks of village herbalists, mundane godi of Odin who rely upon the mysteries of runes to gain power from knowledge, and dvergar alchemists.

The class' flashbangs attack and material impositions may be reflavored as runestones keyed to a certain world-element rather than outright alchemy. Some of the Knacks reflecting advanced technology may either be dwarven marvels or reflavored magic: for example, a lightning rod may be a facsimile of Thor's hammer.

Technicians are a bit harder to reconcile. Their gadgets and inventions are leagues ahead of Dark Ages technology, and are almost invariably Southlanders and dvergar craftsmen. Actual Northlanders among their ranks are likely specialized engineers employed by Jarl Magnus Hrolfsblood in adopting technological innovations from foreign realms.

Regarding Martial Traditions, the ones most appropriate to the cultures of the Northlands include Animal Trainer, Barbarian, Canny Hunter, Decisive Fist, Giant, Militia, Shield Master, Tattooed Warrior (berserkers/reflavored runes), Warden, and Weapon Master.




Northlands Saga: Instead of going over what already exists in a sourcebook, I will discuss how to convert several of the new setting-specific archetypes into the Sphere system.

The Bearsarker as a warrior cultist of Odin would most likely be represented by the similarly-named Berserker Barbarian archetype from Spheres of Might. The Professional Wrestler would be the best starting martial tradition, as it comes with Unarmored Training. Meanwhile, the Gladiator sphere has a surfeit of abilities designed around demoralizing opponents which can be reflavored into a frightening rage. The growing of claws may be represented by taking Basic Magical Training feat for the Alteration sphere. But the Wrestling sphere's unarmed focus, and thus its ability to increase unarmed strike damage, can also represent this. The Dragon's Tattoo feat and the accompanying Zodiac Tattoos can help add enhancement bonuses to one's unarmed strikes and body.

The Ulfhander has a tailor-made Unified Tradition called the Ulfhednar. Right off the bat it grants access to appropriate Alteration sphere talents to emulate the ability to shapeshift into a wolf. The equivalent class features to rage and have a wolf animal company can be gained via the Beastmastery and Berserker spheres. The Ulfhander can work with a variety of classes for emulation, but the Shifter spherecaster is useful for enhancing the Ulfhander's magical talents, while the Berserker Barbarian archetype and Striker practitioner classes are the most straightforward and offensive options.

The Skald is an interesting one: a bard who trades in their spells and inspire competence to instead grant a limited set of combat-related feats to allies as well as alternate weapon proficiencies and bonus feats. Interestingly, the Heavy Armsman martial tradition grants the required prerequisites for everything but swords and shields, while the bonus Equipment sphere talent from said background can cover either of those. Alternatively the Conscript's Gear Training Specialization can help cover all of those bases and then some. For martial spheres Warleader represents the skald's battle-boosting buffs best, particularly the Fortifying Phalanx and Shieldbrothers tactics. In regards to magical spheres the Courage, Inspiration, and Greater Charm talents of the Mind sphere are the closest options

Regarding classes, the most thematically appropriate would be Eliciter spherecaster for its focus on enchantment, while for martial classes the Commander is tailor-made for skalds. The Troubadour from Champions of the Spheres is highly appropriate for a skald who seeks to fully emulate legendary heroes of old.

The Huscarl practically screams for the Guardian sphere, while the Sentinel class is all about being an immovable object. The Adamant Guardian archetype takes it even a step further in the defense of allies. The Assist, Defend Other, and Iron Wall Guardian sphere talents replicate some of the huscarl's bonus feats, while the Cover Ally and Extensive Defense talents of the Shield Sphere focus on the shield specialization.

The Spear Maiden loses their supernatural powers in exchange for mastery of spears. Honestly the archetype does not really grant much to feel like a great option. The Equipment Sphere's Guarded Combatant represents the defensive features, while the Conscript's Weapon Training Specialization for the spear category represent the more offensive aspects. A holy woman of the gods can be more properly emulated by the Armorist, Paragon archetype for the Sentinel, or the Martial Mageknight or Warrior of Holy Light archetypes for the Mageknight.

The Cunning Woman's focus on the healing arts more or less keys them into the Life sphere. The Soul Weaver and Hedgewitch with the green magic traditions are the most appropriate spherecaster classes. Beyond the Life Sphere, the Borrow Luck and Temperance talents of the Fate sphere represent their ability to turn fortune in their favor. The Evil Eye power works just fine with the base Destruction sphere, while the green magic tradition grants the woodland stride feature of the druid. The tradition's grant secrets of immunity to poison and disease align nicely with the Cunning Woman's base 20th level capstone ability.

Sample Stat Blocks

Rounding off our article are conversions of the Beast Cultists of Shibauroth, one of the "mook" enemies of Blood on the Snow, and a stat block for Ulnat Warriors from Vengeance of the Long Serpent. I may do more characters if there's further demand, but the two listed here should give a good feel for what the Spheres can do.



Beast Cultist of Shibauroth CR 3
XP 800
Male or female human Striker 4
CE Medium humanoid (human)
Init +1; Perception +5
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Defense
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AC 17, touch 17, flat-footed 16 (+4 armor, +2 con, +1 dex)
HP 40 (4d10+12)
Fort +6 Ref +5 Will +1
Defensive Abilities freedom of movement, uncanncy dodge; Immune mind-affecting effects
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Offense
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Speed 30 feet
Melee 2 claws +8 (1d6+4, x2)
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Magic
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Caster Level +1; MSB +1; MSD 12; Concentration +1
Tradition Lycanthropic; CAM WIS
Spell Points 2
Talents Alteration (Pounce)
Drawbacks Lycanthropic (Alteration), Wild Magic
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Might
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Martial Tradition Tattooed Warrior; PAM Con; DC 14
Talents Berserker (Brutal Counter), Brute (Break Defenses, Hammer, Quick Force, Throw), Equipment (Unarmed Training, Unarmored Training)
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Statistics
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Str 18 Dex 13 Con 14 Int 7 Wis 10 Cha 7
Base Atk +4; CMB +8; CMD 19
Feats Basic Magical Training (Alteration), Dragon's Tattoos (B), Extra Combat Talent x2, Improved Unarmed Strike (B), Zodiac Tattoos (B)
Skills Craft (tattoos)* 4 (+5), Intimidate 4 (+5), Perception 4 (+7), Survival 4 (+7)
*Bonus skill points from martial tradition
Languages Nørsk
SQ AC Bonus +2, Bare Knuckles (Brute), Drill Knuckle, Striker Art (Enduring Critical), Tension (Desperate Tension, Tension Boost), Uncanny Dodge
Favored Class Striker +4 HP
Gear winter furs, beast cult totem

Special Attacks:

Shapeshift: see the Alteration sphere for further details. The beast cultist typically uses Blank Form to gain darkvision 60 ft. and 2 claw attacks.

Berserking: As a free action at the start of each turn, the beast cultist may choose to take a -2 penalty to AC in exchange for 7 temporary hit points. The penalty and the temporary hit points end at the start of his next turn.

Bloody Counter: As an immediate action, when a creature targets the beast cultist with a melee attack, before the attack roll is made he may allow the attack to automatically hit (although the roll is still made to determine if the attack threatens a critical hit). After the damage is determined, the beast cultist may make a brutal strike targeting that creature as a free action that may be taken even when it isn’t his turn, if it is in range. If the creature attacking the cultist is battered, he may resolve his attack action prior to their attack being resolved.

Break Defenses: Whenever the beast cultist successfully uses a bull rush, drag, overrun, or reposition, combat maneuver against a creature, that creature provokes an attack of opportunity from his allies (but not him).

Brutal Strike: As a special attack action, the beast cultist may make a melee attack against a target. Creatures damaged by a brutal strike gain the battered condition until the end of their next turn. The cultist may expend martial focus to have the attack deal 8 additional damage.

Hammer: As long as the beast cultist has martial focus, whenever he would bull rush, drag, or reposition a creature into a space occupied by a wall, creature, or object no more than one size smaller than the creature, the target of the maneuver stops its movement in the adjacent space and both the creature and the wall, other creature, or object suffer bludgeoning damage. The amount of damage dealt is determined by the size of the creature being bull rushed, dragged, or repositioned, as indicated on the list below: Fine 1d2, Diminutive 1d3, Tiny 1d4, Small 1d6, Medium 1d8, Large 1d10, Huge 2d6, Gargantuan 2d8, Colossal 3d6. This damage is increased by the listed amount again for every 5-ft. square the creature would have traveled beyond the wall, other creature, or object.

Quick Force: the beast cultist may perform a bull rush, drag, or reposition combat maneuver as a move action instead of a standard action. He must still have movement remaining in a round in order to move with his target, such as a 5-foot step. He may expend his martial focus to perform a bull rush, pull, or reposition as a swift action.

Shove: as a move action, the beast cultist may move up to half his speed and make a melee touch attack against a creature. If successful, the target takes 4 bludgeoning damage and gains the battered condition until the end of his next turn.

The beast cultist may perform a shove in place of the attack granted by a charge, although this does not grant the extra movement. When he successfully performs a bull rush, drag, reposition, or overrun combat maneuver (assuming the target decided to block him and did not simply move out of the way), the cultist may apply the effect of one (manhandle) talent he knows to that creature. (Manhandle) talents cannot be applied to maneuvers performed as a free action.

Throw (manhandle): Whenever the beast cultist succeeds on a bull rush, drag, or reposition maneuver, he may expend his martial focus to throw the creature. The creature travels an additional 5 ft. in any direction and must pass a Reflex save or fall prone.

Tension: see the Striker class for additional details.



Unlat Warrior CR 1
XP 400
Male or female Ulnat human Conscript 2
N Medium humanoid (human)
Init +1; Perception +6
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Defense
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AC 15 (+4 armor, +1 dex)
HP 22
Fort +6 Ref +5 Will +1
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Offense
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Speed 30 feet
Melee spear +5 (1d8+2/x3)
Masterwork shortspear +4 (1d6+2, x2) and handaxe +4 (1d6+2, x3)
Ranged javelin +3 (1d6+2, x2) or shortspear +3 (1d6+2, x2) or spear +3 (1d8+2, x3)
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Might
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Martial Tradition Canny Hunter; PAM Wis; DC 12
Talents Dual Wielding (Balanced Blows), Equipment (Huntsman Training, Throwing Mastery), Scout (Wind Reader), Sniper (Tangling Shot)
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Statistics
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Str 15 Dex 13 Con 16 Int 10 Wis 12 Cha 8
Base Atk +2; CMB +4; CMD 15
Feats Extra Combat Talent x4 (B)
Skills Climb 2 (+7), Handle Animal 2 (+4), Perception 2 (+6), Profession (Fisherman) 2 (+6), Stealth* 2 (+6), Survival 2 (+6), Swim 2 (+7)
*bonus skill points from spheres
Languages Ulnat
SQ Combat Specializations (Favored Enemy-Animals +2)
Favored Class Conscript +2 skill points
Gear hide armor, spear, masterwork shortspear, handaxe, 2 javelins

Special Attacks:

Deadly Shot: As a special attack action, an Ulnat warrior may make an attack with a ranged weapon. He may add any one (snipe) talent he knows to this attack.

In addition, he may expend his martial focus to increase the damage dealt by the attack by 1d10, or 1d6 if the attack targets touch AC or is made with a scatter weapon. He must choose whether or not to use this ability before making his attack roll. These extra damage dice are not multiplied on a critical hit, but are added to the total.

Some talents are marked (snipe). These talents add additional effects when the Ulnat warrior performs a deadly shot. He may only apply the effects of one (snipe) talent to each deadly shot.


Scout: as a swift action, an Ulnat warrior may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once he has succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require the Ulnat warrior to scout a target may be used against the target for the next 24 hours; after this period the Ulnat warrior must successfully use the scout ability against the target again to continue benefiting from related effects.

Tangling Shot (snipe): on a successful deadly shot, the Ulnat warrior gives the target the entangled condition. The target may spend a standard action to end this effect.

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