TEXT: Spheres Apocrypha: 
  Sidhe Outcast 
  Archetypes
  
  2
  The following archetypes are for those who deal directly with 
  the darker aspects of the fey. Designed for use with the Sidhe 
  race from the Skybourne campaign setting, these archetypes 
  are nonetheless available to all.
  Grinning Brigand (Unchained 
  Rogue Archetype)
  Pookas are flighty, mischievous fey who are attracted to mortals with 
  similar approaches to life. Grinning brigands—unchained rogues who 
  taunt and steal and backstab with flair and aplomb—are exactly the 
  sort they like to befriend and assist in their shenanigans.
  Proficiencies: Grinning brigands are proficient with simple 
  weapons, as well as bucklers. In addition, if this is the charac-
  ter’s first level in any class, they may select a martial tradition 
  of their choice.
  This alters the unchained rogue’s weapon and armor 
  proficiencies.
  Laughing Companion: At 1st level, a grinning brigand gains 
  a familiar as a wizard of equal level. Levels in a class that grants 
  a familiar stack with grinning brigand levels for determining 
  the familiar‘s abilities. The familiar is a fey instead of a mag-
  ical beast and has a Charisma score equal to 5 + the grinning 
  brigand’s level, but otherwise has the same abilities as a nor-
  mal familiar. It may replace the feat it starts with (not a bo-
  nus feat) with Extra Combat Talent, choosing talents from the 
  Alchemy, Athletics, Barroom, Equipment, Fencer, Gladiator, 
  or Scoundrel spheres.
  This replaces danger sense.
  Flamboyant Swordplay: At 1st level the grinning brigand 
  gains the Fencing sphere and and her choice of the Gladiator 
  or Scoundrel spheres as bonus spheres, as well as Finesse 
  Fighting from the Equipment sphere. At 3rd level, she gains 
  Finesse Fighting a second time. At 4th level, and again at 9th 
  and 17th level, she gains a talent from the Fencing sphere as a 
  bonus talent.
  She uses her class level as her base attack bonus to determine 
  the effects of the Fencing sphere and the Finesse Fighting tal-
  ent (not for attack rolls). This stacks normally with the base 
  attack bonus from other sources.
  This replaces trapfinding, finesse training, and uncanny dodge. 
  This does not prevent the grinning brigand from also taking 
  the canny scoundrel archetype (see chapter 4 of Spheres of 
  Might), in which case she keeps flamboyant swordplay but not 
  keen blades, keen eyes, and keen wits.
  Sneak Attack (Ex): A grinning brigand gains this ability 
  starting at 2nd level. The sneak attack damage dealt is 1d6 
  points at 2nd level, and increases by 1d6 points every 4 grinning 
  brigand levels thereafter. A grinning brigand’s familiar can also 
  deal sneak attack damage as appropriate to foes as long as it is 
  within 30 feet of her (though only Small and larger creatures 
  may flank enemies, as usual).
  This alters sneak attack.
  Tricksy Pet (Ex): At 5th, 10th, 15th, and 20th level, the 
  grinning brigand may choose to have her familiar gain Extra 
  Combat Talent (choosing from the same spheres available to it 
  at 1st level) instead of gaining new skill unlock powers.
  This alters rogue’s edge, but does not prevent the grinning 
  brigand from taking an archetype that replaces it.
  Pooka Prankster: At 8th level the grinning brigand’s fa-
  miliar reveals its true form. She gains the Improved Familiar 
  feat and must select a pooka (see Pathfinder Roleplaying Game 
  Bestiary 4), regardless of her alignment. Its Charisma score re-
  mains equal to 5 + the grinning brigand’s level. It may replace 
  either or both of the feats it gains from its Hit Dice with Extra 
  Combat Talent, choosing talents from the Alchemy, Athletics, 
  Barroom, Equipment, Fencer, Gladiator, or Scoundrel spheres. 
  As a full-round action the pooka may transform into the form 
  it originally had, granting the grinning brigand the normal bo-
  nus for having a familiar of that type, and may return to pooka 
  form as a move action. This completely replaces the familiar’s 
  stats and abilities except for its mental ability scores and feats.
  This replaces improved uncanny dodge.
  Sidhe Outcast Archetypes
  
  3
  Baobhan Sith (Wraith 
  Archetype)
  Baobhan sith are wraiths who seek to emulate the vampiric seducers 
  of the darker fairy courts. Like their namesakes they lure in prey with 
  honeyed words and beautiful faces before ripping out its throat and 
  drinking its life blood.
  Class Skills: The baobhan sith gains Knowledge (nature) 
  (Int) as a class skill, but loses Knowledge (religion) (Int) as a 
  class skill.
  This alters class skills.
  Blood Lover (Su): At 1st level, the baobhan sith gains either 
  the Blood sphere or the Mind sphere as a bonus talent and uses 
  his class level as his caster level with these spheres. This stacks 
  normally with caster levels gained from other sources. At 2nd 
  level he gains the sphere he did not select at 1st level.
  At 2nd level the baobhan sith gains Vampire’s Guile as a bonus 
  feat. If the baobhan sith already possesses Vampire’s Guile, he 
  may instead choose any feat he qualifies for. Creatures under 
  the effect of the baobhan sith’s non-harmless Mind sphere 
  effects also take a -2 penalty to saving throws against his 
  possession.
  At 8th level, the baobhan sith gains two primary claw attacks 
  dealing 1d4 damage each (Medium, 1d3 if Small). She may 
  use these claw attacks while actively possessing a creature, 
  in which case they deal damage appropriate to the possessed 
  creature’s size. When the baobhan sith successfully establishes 
  blood control after making an Exsanguinating Strike with one 
  of these claws, he may spend a swift action to attack with the 
  other claw. This second attack deals additional bleed damage 
  equal to twice its damage die. This stacks with other bleed 
  damage.
  The baobhan sith’s claws are difficult to discern, requiring a 
  Perception check with a DC of 15 + the baobhan sith’s level + 
  his casting ability modifier to notice.
  At 14th level, whenever the baobhan sith successfully estab-
  lishes blood control after making an Exsanguinating Strike, he 
  may spend a spell point to use a charm from the Mind sphere 
  as a free action, affecting the target of their Exsanguinating 
  Strike.
  This replaces haunt path and the talent normally gained at 2nd 
  level.
  False Seducer (Su): At 4th level, when the baobhan sith at-
  tempts a Bluff check to lie he may spend a spell point as part 
  of making the check. If he does, he gains a bonus to the check 
  equal to half his level. If a creature believes the lie and it would 
  tend to make them perceive the baobhan sith more favorably, 
  their attitude toward him improved by one step, as though 
  by the Enthrall charm. This is a mind-affecting, language-de-
  pendant effect and lasts for 1 minute per class level. Once a 
  creature has been affected by this ability they are immune to 
  further uses by the same baobhan sith for 24 hours. 
  The baobhan sith automatically knows when a creature has be-
  lieved a lie made with this ability.
  At 9th level the baobhan sith may dismiss the effect on any one 
  creature as an immediate action to make a request of them as 
  the Suggestion greater charm with a saving throw equal to 10 + 
  1/2 the baobhan sith’s level + his Charisma modifier.
  This replaces the wraith haunt gained at 9th level.
  Throat-Ripper (Ex): At 6th level the baobhan sith gains 
  Exsanguinating Strike as a bonus talent and gains a +1 insight 
  bonus to attack rolls when using this talent to attack a creature 
  affected by one of his charms. At 10th level and every 4 levels 
  thereafter, this bonus increases by +1.
  This replaces the talent normally gained at 6th level.
  Feat
  Vampire’s Guile (Dual Sphere)
  Prerequisite: Blood sphere, Mind sphere.
  Benefit: Creatures taking bleed damage suffer a -2 penalty to 
  your Mind sphere abilities. Creatures under the effects of one 
  of your non-harmless Mind sphere effects counts as bleeding 
  for the purpose of determining saving throw penalties against 
  your Blood sphere abilities.
  
  4
  Pooka
  This creature combines the features of a sprightly girl and a black rab-
  bit. A wicked, whimsical grin gleams on her face.
  Pooka  
   
   
   
   
           CR 2
  XP 600
  CN Tiny fey
  Init +7; Senses darkvision 60 ft., low-light vision; Perception 
  +8
  Defense
  AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
  hp 18 (4d6+4); fast healing 2
  Fort +2, Ref +7, Will +5
  DR 5/cold iron or silver; SR 13
  offense
  Speed 30 ft., fly 60 ft. (good)
  Melee dagger +7 (1d2/19–20)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks poison
  Spell-Like Abilities (CL 6th; concentration +7)
   
  At will—detect magic, invisibility (self only)
   
  3/day—minor image (DC 13), sleep (DC 12)
   
  1/day—suggestion (DC 13)
  statistiCs
  Str 10, Dex 16, Con 13, Int 11, Wis 12, Cha 13
  Base Atk +2; CMB +3; CMD 13
  Feats Improved Initiative, Weapon Finesse
  Skills Bluff +8, Diplomacy +8, Fly +18, Perception +8, Sense 
  Motive +6, Stealth +18, Use Magic Device +6
  Languages Common, Sylvan; telepathy (by touch only)
  SQ change shape (2 of the following forms: cat, goat , rabbit 
  [use stats for raccoon], or raven; polymorph)
  sPeCial abilities
  Poison (Su): As a standard action, a pooka can blow across 
  her palm and create a 5-foot-diameter cloud of intoxicating 
  dust. The pooka decides when she uses this ability whether the 
  dust acts as an inhaled poison or a mild intoxicant (equivalent 
  to 1–2 glasses of beer).
  Pooka Dust (Su): Type inhaled; Save Fort DC 13; 
  Frequency 1/round for 6 rounds; Effect 1d2 Wis and 1d2 Cha 
  (or intoxication); Cure 2 consecutive saves.
  Credits
  Creative Director: Adam Meyers
  Author: Jeff Collins
  Editor: Johannes Luber
  Layout: Rachel Meyers
  
  5
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  6
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