Allowed 3rd Party Material

Spheres System
Spheres of Power, Might, and Champions of the Spheres - http://spheresofpower.wikidot.com/start We do not allow Player Made Custom Traditions (The sample ones are alright), though we do allow players to submit traditions for everyone's use.

We also do not allow The Pilot Sphere, the Sage class, the Tech Sphere, the Technician Class or Technomancy.

Going further Advanced and Legendary Talents are approved on a Case-By-Case basis (Not character), bring them forward and we'll add them to the list of allowed Advanced and Legendary Talents.

We do not use the Spheres Races, but if you have one that you think should be added to the server just post it into suggestions.

Sub-Category
Armiger Customized Weapon Drawbacks optional rule is something we have in play.

Corsair
https://www.d20pfsrd.com/classes/3rd-party-classes/tripod-machine/corsair

Corsair Sneak attack is changed to 1st and every 3 levels thereafter.

Craven
http://spheresofpower.wikidot.com/the-craven

Legendary Barbarian
Link to the Legendary Barbarian

Legendary Cleric
Link to the Legendary Cleric

Legendary Drake
For effects that would be related to a Drake Companion (Drake Druid, Paladin, ETC) Please refer to the the following page's Drake Companion, though the classes that are not the Dragoon are limited to the base drake and may not take any of the variants or the Extra Drake Power feat. http://spheresofpower.wikidot.com/dragoon-class

Legendary Fighter
Link to the Legendary Fighter

Legendary Gunslinger
Link to the Legendary Gunslinger

Legendary Kineticist
http://spheresofpower.wikidot.com/legendary-kineticist. With all of options listed on this page as allowed options as well http://spheresofpower.wikidot.com/other-options, please see the banned and altered content listing to see the changes that have been made.

Legendary Magus
Link to the Legendary Magus

Legendary Rogue
Link to the Legendary Rogue

Legendary Shifter
https://thetrove.is/reader.html?file=https%3A%2F%2Fthetrove.is%2FBooks%2FPathfinder%2520%5Bmulti%5D%2F1st%2520Edition%2F3rd%2520Party%2FLegendary%2520Games%2FLegendary%2520Classes%2FLegendary%2520Shifters.pdf

Natural Explorer
Link to the Natural Explorer

Ungermaw
http://spheresofpower.wikidot.com/ungermaw

Voyageur
https://www.d20pfsrd.com/classes/3rd-party-classes/4-winds-fantasy-gaming/voyageur/

Armorist
Siege Armorist (Armorist Archetype)

Gold Robed Wizard
https://www.d20pfsrd.com/classes/core-classes/wizard/archetypes/flaming-crab-games-wizard-archetypes/gold-robed-wizard/

Arcane Smite will follow the Paizo Smite FAQ on spells "The bonus damage only applies once per spell, so like only one ray of the scorching ray spell, or only the first round and first target of the Flaming Sphere spell".

Striker
Snagger (Striker Archetype)

Shifter
Revised Oozemorph (Shifter Archetype)

Witch
Scarred Witch Doctor (Pre-Errata)

Umbral Kobold
https://www.d20pfsrd.com/races/3rd-party-races/jon-brazer-enterprises/umbral-kobolds/

Firearm Modifications
Link to Firearm Modifications

Ceryn's Awareness
Prerequisites: Must have defeated a hippopotamus in single combat, Patron Deity Ceryn

Benefit: Hippopotami cannot attack you unless they are magically compelled. In addition, if you posses the channel energy class feature you gain the ability to turn Hippopotami as though using the Turn Undead feat with hippopotami being the target of choice. You gain a +2 sacred bonus to your Armor Class against evil-aligned creatures with the fire subtype.

Improved Toughness (General)
Prerequisites: Toughness

Benefit: Gain 2 hit points for each Hit Dice you possess. You also gain 2 hit points whenever you gain a Hit Dice.

Special: You can be take this once at 1st level, and again at 5th, 10th, 15th, and 20th.

Mystical Healer (General)
Benefit: When you would roll dice to heal targets from any healing effects you generate yourself (Extraordinary abilities, spells, spell-like abilities, and supernatural abilities).

You heal an additional amount based on your caster level or effective caster level

1st to 3rd (Caster Level) heal an additional 1d4

4th to 6th (Caster Level) heal an additional 1d6

7th to 9th (Caster Level) heal an additional 2d6

10th to 12th (Caster Level) heal an additional 3d6

13th+ (Caster Level) heal an additional 4d6

These additional dice are not considered to be part of the spell and are not effected by any affect that would increase the amount healed otherwise such as Empowered Spell or Maximized Spell. Special: If you do not possess a caster level, use half your character level, rounded down to determine additional healing dice for supernatural or extraordinary abilities.

White Necromancy (General)
Prerequisite: Non-Evil Alignment, Character Level 1st

Benefit: Any necromancy spell or effect that creates undead loses the evil descriptor when making undead. In addition this does not rip a portion of the soul instead gently taking it into your hands and making a clone of it as you send the real soul into the 'Boneyard.' Mindless undead resulting from white necromancy are of neutral alignment. The alignment of intelligent undead exactly matches the white necromancer’s alignment. A white necromancer must treat any undead created through white necromancy with honor and respect at all times. In most cases, a white necromancer should agree to release the undead once the requested service or task has been completed. Intelligent undead created through white necromancy might agree to follow the white necromancer for a prolonged period of time. In such cases, the undead would certainly expect to be treated as an honored and respected companion, and might even occasionally make requests of its own.

Strong Swimmer (General)
Prerequisite(s): Swim 5 ranks or a Swim Speed.

Benefit: You gain a 5 ft. Swim Speed. Your racial bonus on Swim checks for having a swim speed is +2, instead of +8. If you already possessed a swim speed it is instead increased by 5 ft.

Special: If you posses Strong Swimmer and Master Swimmer, the racial bonus to swim increases to +8.

Special: You may take this feat twice, it's effects stack.

Attuned Blast
Prerequisites; Kinetic Blast class feature

Benefit: You may now attune your ABP weapon enhancement bonus to your kinetic blasts

Path of War
We are not using the Path of War except from specified feats from the following page: https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/feats/. Not including Altered Life, Lurker in Darkness, The Martial Training Feat-line, and Sieze the Opportunity.

Blood Ripper
https://www.d20pfsrd.com/feats/3rd-party-feats/4-winds-fantasy-gaming/combat-feats/blood-ripper-combat/

Corkscrew Charge
https://www.d20pfsrd.com/feats/3rd-party-feats/4-winds-fantasy-gaming/combat-feats/corkscrew-charge-combat/

Momentum Shot
https://www.d20pfsrd.com/feats/3rd-party-feats/4-winds-fantasy-gaming/combat-feats/momentum-shot-combat/

Slugger
https://www.d20pfsrd.com/feats/3rd-party-feats/4-winds-fantasy-gaming/combat-feats/slugger-combat/

Sword and Shield Synergy
https://www.d20pfsrd.com/feats/3rd-party-feats/4-winds-fantasy-gaming/combat-feats/sword-and-shield-synergy-combat/

Casting Traditions
The Natural Casting Tradition works with Intelligence, Wisdom or Charisma.

Tempest Caster
Nature fuels you like an eternal engine, your emotions alert those around you of your link to natures most powerful forces.

Magic Type: Divine

Casting Ability Modifier: Charisma

Drawbacks: Emotional Casting, Verbal Casting, Magical Signs

Boon: Easy Focus

Spell Points: +1 and +1 per 6 levels.

Magical Minion
When Magical Minions cast, they exchange some of their vitality to do so. Magical Minions are usually created by a strong being who is looking to create beings to serve them.

Magic Type: Arcane

Casting Ability Modifier: Intelligence (Constitution)

Drawbacks: Draining Casting, Witchmarked

Boon: Fortified Casting

Rogue Ninjutsu Specialist
Shadowy Warriors who use deception and to disrupt fights in their favor, working with any tools they have available but also working with distracting choices of weapons in an attempt to make their opponents lose focus.

[Equipment Sphere] Ninjutsu Training (discipline) [Apoc]

[Equipment Sphere] Unorthodox Firing

Fencing Sphere

Scout Sphere

Ship Captain
''Ships are an important part of Yartar and a closely kept resource. For that reason, people are handpicked and trained to be the best ship captain possible from a young age, so once they've proven themselves to one of the important factions of Yartar, they may commandeer a ship with undeniable skill.''

[Equipment Sphere] Pirate Training (discipline)

[Equipment Sphere] Your choice of: Unarmored Training or Balanced Defense

Leadership Sphere

[Variable] Ship Captains gain either the Warleader Sphere or a talent of their choice from the Leadership Sphere.

First Mate
''Order on a ship is vital. As such, it's important to have a strict officer that will keep people in line and unable to mutiny. Thus, First Mates are trained and handpicked to be the best of the best.''

[Equipment Sphere] Rogue Weapon Training (discipline)

[Equipment Sphere] Your choice of: Unarmored Training or Whip Fiend

Gladiator Sphere

[Variable] First Mates gain either the Warleader Sphere or a talent of their choice from the Gladiator Sphere.