mercoledì 30 marzo 2022

Mythic Item Mastery Feat: Curative Mastery

 For characters who always have an use for more healing powers…

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Curative Mastery (Item Mastery, Mythic)

You can convert magical energy to cure multiple characters and even to revive the dead.

Prerequisite: Curative Mastery.

Benefit: You gain an additional daily use of Curative Mastery for every odd mythic tier you possess. You can cause an item used with Curative Mastery to cast a conjuration (healing) spells of any level, spending a number of daily uses of Curative Mastery equal to the level of the desided spell. By spending one use of mythic power, you can instead cause the item to cast the mythic version of the spell.

domenica 27 marzo 2022

Mythic Item Mastery Feat: Concealment Mastery

 They say three’s a charm.

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Concealment Mastery (Item Mastery, Mythic)

You can force your illusion magic item to hide you in multiple ways.

Prerequisite: Concealment Mastery

You gain an additional daily use of Concealment Mastery at 1st mythic tier, plus one additional use At 4th, 7th, and 10th tier. By expending mythic power, you can force the item to cast a higher-level enchantment (compulsion) spell. This spell may have a level equal to 3 + 1 for every use of mythic power spent.

sabato 26 marzo 2022

Mythic Item Mastery Feat: Compulsion Mastery

 Here’s another missing mythic item mastery feat.

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Compulsion Mastery (Item Mastery, Mythic)

You can manipulate an enchantment magic item to manipulate other creatures.

Prerequisite: Compulsion Mastery.

You gain an additional daily use of Compulsion Mastery at 1st mythic tier, plus one additional use At 4th, 7th, and 10th tier. By expending mythic power, you can force the item to cast a higher-level enchantment (compulsion) spell. This spell may have a level equal to 4 + 1 for every use of mythic power spent.

mercoledì 23 marzo 2022

Mythic Item Mastery Feat: Ability Mastery

 First installment of a new series. I will mythicize all of these feats (some of them I already did) for a “project”.

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Ability Mastery (Item Mastery, Mythic)

Your worn item provides benefit even when it’s not in use.

Prerequisite: Ability Mastery.

Benefit: You gain the benefit of Ability Mastery with an item when you have that item on your person, even if it does not occupy a slot at the moment. If the item does occupy a slot, the ability bonus gained is instead doubled.

domenica 20 marzo 2022

Packages for the Well-Provisioned Adventurer: Warrior Poet

 There are too few packages to choose from for a character with the Well-Provisioned Adventurer trait. Let’s fix that. This one is for the beautiful Warrior Poet archetype for the samurai class.

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Warrior Poet Package

Weapons masterwork katana

Combat Gear alchemist’s fire, lady’s mercy, oil of magic weapon, potion of cure light wounds (2), potion of eagle’s splendor, sunrods (3)

Other Gear candles (5), flask, ink, paper (7 sheets), sack, scrivener’s kit, shovel, swashbuckler’s kit, whetstone

sabato 19 marzo 2022

Patron Request: Venom Draconians from Dragonlance

 As requested by Ronald J Paris!

This is the last conversion of a draconian subrace from Dragonlance (the other ones, as well as the base draconian race, can be found in previous posts both here and on my Patreon page). Next time, a new kind of request will be fulfilled!

Venom Draconians

Descended from black dragons, venom draconians are often accomplished rogues or alchemists, experts in poison use.

Ability Score Modifiers: Standard (0 RP) +2 Dex, +2 Cha, -2 Wis

Breath Weapon: 20-foot line, acid

Gliding Wings (3 RP): Venom draconians take no damage from falling (as if subject to a constant non-magical feather fall spell). While in midair, they can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A venom draconian with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.

Poison Use (1 RP): Venom draconians are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.

mercoledì 16 marzo 2022

Unique Witch Patron: Guardians of Graves

 For witches patronized by psychopomps…

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Guardians of Graves (Unique Witch Patron)

Psychopomps and death gods chose you to share their burden and pacify unresting spirits. You gain the slumber hex at 1st level, but dead and lost spirits search your help to pass to the afterlife. Undead and incorporeal creatures have a +1 bonus on Perception and Sense Motive checks against you, and you take a -1 penalty on Bluff and Stealth checks against them.

Available Patron Themes: Death, Occult, Portents, Spirits

Spell Changes: 2nd—calm spirit, 8th—hasten judgment, 10th—spirit call.

domenica 13 marzo 2022

Arcanist Archetype: Divinist

 While I was writing Legendary Oracles, this one was left out. It wasn’t fully developed. It could not yet be. I could go back to add some things -or many things- to it in the future. Please note that it’s stackable with the White Mage, too.

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Divinist (Arcanist Archetype)

A divinist is a strange sort of spellcaster; as a philosopher, she gained divine power by her own studies on how the rapport between mortals and gods work, rather than being selected by one god in particular.

Divine Spellcasting: A divinist is a divine spellcaster and uses the cleric/oracle spell list instead of the wizard/sorcerer spell list. The divinist uses her Wisdom score, rather than her Intelligence score, to determine which levels of spells she can cast, her spells’ save DC, and how many spells she can cast per day. However, she has not automatically access to every spell in her list, as a cleric. Rather, she must learn spells and transcribe them Into a prayer book. She can’t prepare any spell not recorded in her prayer book, except for read magic (which all arcanists can prepare from memory).

An arcanist begins play with a prayer book containing all 0-level cleric/oracle spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Wisdom modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her prayer book. At any time, a divinist can also add spells found in scrolls, divine spellbooks, or other divinists’ prayer books to her own (see Divine Magic Writings).This ability alters the spells and spellbooks class features.

Orisons: A divinist can prepare a number of orisons, or 0-level divine spells, each day as per the arcanist’s spells prepared table. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.

Exploits: A divinist gains access to the following arcanist exploits:

Domain Meditation: The arcanist can select one deity with an alignment within one step of her own, and one cleric domain that deity grants. The arcanist gains one domain power as though she were a 1st-level cleric, using her Charisma modifier in place of her Wisdom modifier for this power. The power must be one gained at 1st level and is limited in its use per day to 3 + the arcanist’s Charisma modifier. As a swift action, the arcanist can expend 1 point from her arcane reservoir to bolster her meditation, allowing her to treat her arcanist level as her cleric level for the purpose of using this power for a number of rounds equal to her Charisma modifier (minimum 1). During this time, she also gains use of any other abilities gained at 1st level for her selected domain (except for domain-granted familiars). She does not gain any other abilities when using this exploit in this way, such as those gained at 8th level. If the arcanist already has access to domains (or gains it later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted them when determining the powers and abilities of her domains.

Mysteric Initiation: The divinist selects one oracle mystery upon taking this exploit. The divinist gains one revelation from that mystery as though she were a 1st-level oracle. As a swift action, the arcanist can expend 1 point from her arcane reservoir to bolster her latent connection to spirits, allowing her to treat her arcanist level as her oracle level for the purpose of using this ability, which lasts for a number of rounds equal to her Charisma modifier (minimum 1). She does not gain any other abilities when using this exploit in this way, such as an oracle’s curse. If the arcanist already has access to revelations (or gains it later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted her access to the revelations when determining the powers and abilities of her revelations.

sabato 12 marzo 2022

Familiar Talent Fixed For Arcane Casting Rogues

 Why should an Eldritch Scoundrel wait until 12th level and expend 3 of her 5 rogue talents in order to get a familiar, while a magus can get one at 3rd level spending one magus arcana only? That is the question. And this is my answer.

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Familiar (Ex): A rogue with this talent gains a familiar as the familiar option of the wizard’s arcane bond class feature. This ability functions exactly like that part of the class feature, but the rogue’s effective wizard level is her rogue level –4. The rogue must be able to cast 1st-level arcane spells to choose this talent. If the rogue already has a familiar from another source, she can instead add her rogue levels to her equivalent wizard level to calculate her familiar’s abilities. This is a normal rogue talent, not an advanced talent. This talent is also available to investigators and slayers to select.

mercoledì 9 marzo 2022

New Mythic Feat: Companion Figurine

 With this, every mythic character can have a familiar -and a better one, too- for a minimum feat price.

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Companion Figurine (Mythic)

Your figurine takes life permanently .

Prerequisite: Companion Figurine, 7th level character.

Benefit: Your figurine is permanently transformed Into a companion creature, except If it’s killed it still reverts into its statue form and can be summoned again after one week. The companion figurine is considered an improved familiar/monstrous companion if it possesses extra special abilities (like an ivory goat or a silver raven) or a normal familiar/animal companion if it does not (like a marble elephant or a serpentine owl), and it is treated as such for all class abilities and feats prerequisites.

domenica 6 marzo 2022

New Feat: Warden’s Versatility

 I asked many times on the Paizo boards also about the Soul Warden prestige class: is he able to command undead, or not? Some said yes, many said no, a few said that every one should rule as he wishes. So I thought to solve the thing this way.

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Warden’s Versatility

Undead must be contained, but this can be done either by destroying or controlling them.

Prerequisites: channel damage ability, neutral alignment on the good/evil axis

Benefit: Your channel damage ability counts as both channel positive energy and channel negative energy for the purpose of feat prerequisites. When you take this feat, you immediately gain a feat that requires the ability to channel positive or negative energy as a bonus feat. If you worship a deity, it must be a deity who is neutral with respect to good and evil, and the selected bonus feat must be one that your deity would normally grant.

sabato 5 marzo 2022

The Outer Channeler (Fixed)

 Some time ago, I played with the idea of a Medium character, in order to create a versatile type that could fill many different roles. I liked the Outer Channeler archetype for the chance to get an aligned familiar- but as I tried it, I noticed something was off.

1) If the Outer Channeler is channeling the Hierophant spirit, replacing the intermediate power makes the greater power useless, as it’s based on the character’s ability to channel energy.

2) When the Outer Channeler gains the Trance of Three ability, what good is it for him since all his outer spirits grant the same intermediate power?

I tried asking the archetype’s original author about that, but too much time had passed and he didn’t remember anymore. So I tried to do something about it myself. Here’s the fixed version. The boldfaced parts are mine.

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Outer Channeler

Rather than invite strange entities and departed souls into their bodies, outer channelers invite extraplanar entities to inhabit them, allowing the likes of angels and demons to use them as vessels in exchange for power. However, this bond always comes with a cost.


Outsider Invocation (Su): At 1st level, an outer channeler chooses one outsider subtype from among those listed under Outsider Spirits. His alignment must be within one step of the outsider’s alignment in order to choose it, and once chosen it cannot be changed. Instead of channeling spirits, an outer channeler invokes outsiders of his chosen subtype during his seance.

Each subtype lists six outsiders that, when invoked, provide the outer channeler with the same benefits as the outsider’s associated spirit. For example, an outer channeler with angel as his chosen subtype can invoke the astral deva, balisse, empyrean, movanic deva, planetar, and solar outsiders, which function like the trickster, hierophant, archmage, champion, marshal, and guardian spirits, respectively.

An outer channeler doesn’t gain the intermediate power normally granted by his invoked outsider’s associated spirit. Instead, he gains the intermediate power noted in his invoked outsider’s subtype, regardless of which spirit that invoked outsider is associated with. The medium can later choose to gain an intermediate spirit power replaced this way in place of the greater or supreme power granted by the same spirit. Furthermore, the outer channeler gains a gift at 13th level, as noted in his invoked outsider subtype.

An invoked outsider acts as a spirit for all other effects, including the astral beacon class feature.

This ability alters spirit and spirit power (intermediate).


Taboo (Ex): Whenever he invokes an outsider, an outer channeler must accept one taboo from among those listed by his chosen outsider’s subtype before the outsider will enter his body. Accepting this taboo provides the outer channeler with no benefits other than those gained from channeling a spirit; if he wishes to gain additional uses of his spirit purge ability as described by the taboo class feature, he must accept a second taboo from among those listed by the legend that his chosen outsider subtype functions as. If the outer channeler breaks this mandatory taboo, the outsider immediately leaves and the outer channeler can’t invoke a new outsider until he atones (as per atonement). This ability alters taboo.


Shared Seance (Su): An outer channeler’s ally cannot gain the seance boon from an outer channeler’s outsider spirit if that ally’s alignment is more than one step away from the outsider’s alignment.

This ability alters shared seance.


Servitor (Ex): At 3rd level, an outer channeler can summon the spirit of an outsider of his chosen subtype and house it within the body of an ordinary animal. Initially, the outsider takes the form of this animal and acts in all ways as an ordinary familiar of that type. At 7th level, the animal transforms into an outsider, taking the form of an improved familiar with the outer channeler’s chosen outsider subtype (such as a cassisian for an angel-invoking medium). The outer channeler doesn’t need to meet the prerequisites to gain this improved familiar, and the improved familiar gains the ability to change shape between its outsider form and its animal form at will (as per beast shape II).

This ability replaces a medium’s haunt channeler and connection channel.


Site Channeling (Su): At 5th level, an outer channeler can invoke outsiders from any site tied to any of the following: creatures of his chosen subtype, deities that grant his chosen subtype as a cleric subdomain, or planes that creatures of his chosen subtype are native to. This is in addition to the usual list of sites from which he can channel his outsiders.

This ability replaces location channel.


Ask the Planes (Sp): At 14th level, an outer channeler gains the ask the spirits ability of the standard medium, except he sends his consciousness to a native plane of his chosen outsider subtype (Heaven for archons, Hell for devils, any good-aligned plane for angels, and so on).

This ability alters ask the spirits and replaces astral journey.


Trance of Three Worlds (Su): At 15th level, the medium learned to host the spirits of the natural world and the deceased within his body, in addition to outsiders. This works as trance of three, except the medium gains the base intermediate power of his secondary spirit. This alters trance of three.

mercoledì 2 marzo 2022

Thank you so much my patrons!

Another month has begun and once more I thank Zabor and Ronald J Paris for their continued support to my Patreon page. A new exclusive patron request will be published there tomorrow. Look forward to it.