domenica 28 aprile 2024

Mythic Elemental Arcane Schools

Elementalist wizards should be able to mythicize their school too.

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Mythic Elemental Arcane Schools


Aether


Aether Supremacy: The mage hand spell-like ability functions now as mythic mage hand.


Telekinetic Protection: The wizard adds ½ his mythic tier (minimum 1) to the damage resistance he gains through this power.


Receptive Vibrations: The wizard gains an additional number of opportunity attacks in a round equal to ½ his mythic tier (minimum 1).


Air


Air Supremacy: The wizard can use the mythic versions of the listed spells.


Earth


Earth Supremacy: The wizard adds ½ his mythic tier (minimum 1) to his insight bonus on melee attack and damage rolls whenever both he and his foe are touching the ground.


Earth Glide: The wizard can glide through worked earth or stone. If the power’s total duration expires before the wizard exits the earth, he can expend one use of mythic power to avoid taking damage.


Fire


Fire Supremacy: The wizard can keep the fire wrapped around himself for a number of rounds equal to his mythic tier.


Dancing Flame: The wizard can alter and reposition a fire spell cast by an ally. By expending one use of mythic power, the wizard can alter and reposition a fire spell cast by an enemy if he succeeded at the saving throw against that spell.


Metal


Metal Rending: The bonus damage is increased by Empower Spell, and can be split between multiple missiles or rays.


Iron Skin: At 6th level the wizard gains DR 1/adamantine. This increases to DR 2/adamantine at 12th level, and DR 3/adamantine at 20th level.


Void


Void Awareness: At 6th level, the wizard gains blindsense in a 60 ft. radius.


Water


Water Supremacy: The wizard adds his mythic tier to the number of rounds per day he can hold his breath. At 10th level, the wizard adds his mythic tier to his swim speed too.


Wood


Flexible Enchantment: The wizard can expend one use of mythic power to change the his bonus to a new ability score as a standard action.


Splintered Spear: The wizard adds his mythic tier to the spear’s damage.


Cooperative Defense: The wizard adds his mythic tier to his saving throw.

sabato 27 aprile 2024

Mythic Arcane Schools

In the wizard’s mythic arcane options, Mythic Arcane School (power) was missing. Here it is.

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Mythic Arcane School (Power): The wizard infuses his chosen path of arcane magic with his mythic energies. He adds his mythic tier to his wizard level when determining the effectiveness and duration of any school powers (though this does not impact what school powers he has access to at each class level).

Additionally, if a school grants a power that deals 1d6 points of damage + 1 point for every two class levels the wizard possesses, it deals an additional 1d6 of damage at mythic tier 1, and again at mythic tiers 4, 7, and 10.

If a school grants a power that can be used 3 or more times per day, and the number of times per day does not add his class level or half his class level, the wizard adds his tier to the number of times per day it can be used. If it grants an ability that can be used once or twice per day, the wizard gains one additional use per day of the ability at mythic tier 5, and again at mythic tier 10.

Some schools gain other specific benefits when selected with mythic arcane school (power), as noted below.


Abjuration


Resistance: The wizard can expend one use of mythic power to change the energy type he is resistant to as a standard action.


Conjuration


Summoner’s Charm: At 20th level, the wizard can have two permanent summoning spells active at a time.


Divination


Scrying Adept: This power functions now as mythic detect scrying. In addition, a subject of your scrying attempts is treated as two steps more familiar to you; firsthand and very familiar subjects get a -20 penalty on their save to avoid being scried.


Enchantment


Enchanting Smile: At 20th level, the spell turning effect of this power functions as mythic spell turning.


Evocation


Force Missile: The missile deals an additional 1d4 of damage at mythic tier 1, and again at mythic tiers 4, 7, and 10.


Illusion


Extended Illusions: At 20th level, the wizard can have two permanent illusion spells active at a time.


Invisibility Field: This functions now as mythic greater invisibility.


Necromancy


Power Over Undead: The wizard can take feats that alter this ability as if it was the standard channel energy ability.


Transmutation


Physical Enhancement: The wizard can expend one use of mythic power to change his bonus to a new ability score as a standard action.


Telekinetic Fist: The fist deals an additional 1d4 of damage at mythic tier 1, and again at mythic tiers 4, 7, and 10.


Change Shape: At 20th level, the wizard can make one transmutation spell of the polymorph subschool become permanent. He can have no more than one polymorph made permanent in this way at one time. If he designates another polymorph as permanent, the previous permanent polymorph ends.


Universal


Hand of the Apprentice: The wizard adds 10 feet per mythic tier he possesses to his attack range.


Metamagic Mastery: The wizard can expend one use of mythic power to apply the effect of a metamagic feat he doesn’t know to a spell.


mercoledì 24 aprile 2024

New Feat: Magical Beast Wild Shape

There are options for druids to become nearly everything but not this. I think it’s not fair.

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Magical Beast Wild Shape

You can take the form of creatures from myth and legends.

Prerequisites: Knowledge (nature) 7 ranks, wild shape class feature.

Benefit: You can use your wild shape ability to take the form of a magical beast. At 8th level, this functions as beast shape III; at 10th level, as beast shape IV; and at 12th level, as magical beast shape.

domenica 21 aprile 2024

Mythic Antipaladin Class Options

While I was writing the mythic options for the minor classes, I realized this was missing, too. So, for the sale of completeness, here it is (it was not enough to simply reverse the paladin’s mythic class features).

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Mythic Antipaladin

Mythic antipaladins are the ultimate villains, the epitome of evil.

Mythic Aura of Evil: The antipaladin can expend one use of mythic power to grant himself an enhancement bonus equal to ½ his level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks for 1 minute. While this power is in effect, the antipaladin takes a -2 penalty to AC.

Mythic Detect Good: The antipaladin may use his detect good ability as a swift action.

Mythic Smite Good: The antipaladin’s smite good ability also functions on targets who are neutral on the good/evil axis.

Mythic Unholy Resilience: As a standard action, the antipaladin may expend one use of mythic power to grant an adjacent enemy a penalty to saving throws equal to his Charisma bonus (as the unholy resilience class feature), for a number of rounds equal to his mythic tier.

Mythic Touch of Corruption: The antipaladin may expend one use of mythic power to use touch of corruption on an adjacent creature as a swift action.

Mythic Aura of Cowardice: The range of the antipaladin’s aura of cowardice extends an additional five feet per mythic tier, and functions even if the antipaladin is unconscious (and for 24 hours after his death).

Mythic Plague Bringer: The antipaladin may expend one use of mythic power to transfer a disease he is currently affected with to an adjacent enemy as a touch attack, for a number of hours equal to her mythic tier.

Mythic Cruelty: When the antipaladin uses her touch of corruption, as a swift action, he may expend one use of mythic power to change his current cruelties. He may switch any cruelty he has for another cruelty available to him at the same or lower level. The new selection of cruelties last until he changes them again, or he next regains daily uses of touch of corruption.

Mythic Channel Negative Energy: The antipaladin adds his tier to all damage dealt or healed with her channel energy ability.

Mythic Spell List: The antipaladin can add one cleric spell of a spell level he can cast to his antipaladin class spell list. If he is mythic tier 5 he can add one inquisitor or witch spell of a spell level he can cast to his antipaladin class spell list.

This mythic class feature may be selected more than once. Each time it is selected, it adds another appropriate spell to the antipaladin’s class spell list.

Mythic Fiendish Boon: The antipaladin’s evil god can be so pleased with him as to grant multiple boons. If the antipaladin has already selected the fiendish servant boon, he can also select the weapon fiendish boon. If he selects the weapon fiendish boon, she can also select the fiendish servant boon.

Alternatively, an antipaladin with a fiendish servant boon may choose to receive a mythic fiendish servant (see below), while an antipaladin with the weapon fiendish boon may select the mythic weapon fiendish boon (see below).

Mythic Fiendish Servant Boon: The antipaladin’s fiendish servant gains a portion of his mythic power. The fiendish servant gains the hard to kill base mythic ability. If the antipaladin is mythic tier 3, the fiendish servant also gains the amazing initiative base mythic ability. If the antipaladin is mythic tier 5, the fiendish servant also gains the recuperation base mythic ability. If the antipaladin is mythic tier 7, the fiendish servant also gains the mythic saves base mythic ability. If the antipaladin is mythic tier 9, the fiendish servant also gains the immortal base mythic ability.

Alternatively, if the campaign allows the Leadership feat and cohorts, the antipaladin’s fiendish servant can gain class levels as the antipaladin increases in level instead of being replaced with a more powerful chaotic evil creature. The fiendish servant is considered a monster cohort and usually gains levels in a key class using the Leadership table and the rules for monsters with class levels.

Mythic Weapon Fiendish Boon: The antipaladin infuses his connection to fiendish power with his mythic energies. He adds hid mythic tier to his antipaladin level when determining the effectiveness and duration of his fiendish weapon boon. Additionally, he may expend one use of mythic power to grant the bane weapon property to his bonded weapon (consuming an amount of bonus equal to the property’s cost, as normal with a fiendish weapon bond).

Mythic Aura of Despair: The range of the antipaladin’s aura of despair extends an additional five feet per mythic tier, and functions even if the antipaladin is unconscious (and for 24 hours after his death).

Mythic Aura of Vengeance: The range of the antipaladin’s aura of vengeance extends an additional five feet per mythic tier, and he may choose to active it by expending one use of mythic power.

Mythic Aura of Sin: The range of the antipaladin’s aura of sin extends an additional five feet per mythic tier, and causes weapons affected to strike as evil and cold iron (as well as whatever material they are actually made of).

Mythic Aura of Depravity: The range of the antipaladin’s aura of depravity extends an additional five feet per mythic tier, and functions even if the antipaladin is unconscious (and for 24 hours after her death).

Mythic Unholy Champion: The antipaladin’s DR becomes DR 10/—, and the banishment function of his smite good does not end the smite good ability (though it gains only one banishment effect per foe).

sabato 20 aprile 2024

Mythic Vampire Hunter Class Options

Here’s a mythic version for another minor class.

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Mythic Vampire Hunter

Mythic vampire hunters are the scourge of undead everywhere.


Mythic Detect Undead: The vampire hunter may use his detect undead ability as a swift action.


Mythic Technique Feat: Once each day, as a full-round action, the vampire hunter may change one technique feat he has selected. In essence, he loses one bonus feat, and gains a new bonus feat to replace it, as if he had retrained the feat. He may not swap out any feat he is using as a prerequisite.

This mythic class feature may be selected more than once, but no more times than the total number of technique feats the vampire hunter has. Each time it is selected, it allows him to swap out a technique feat one additional time per day. He may swap out the same feat multiple times, or swap out different technique feats.


Mythic Track: Whenever the vampire hunter takes 10 on a Survival skill check to follow tracks, he gains a +10 bonus to the total.


Mythic Vampiric Focus (selection): Once each day, as a full-round action, the vampire hunter may change one vampiric focus he has selected. In essence, he loses one vampiric focus, and gains a new vampiric focus to replace it, as if he had retrained the ability.


Mythic Vampiric Focus (Activation): The vampire hunter may expend one use of mythic power to add one to the number of vampiric foci he can have active at the same time.


Mythic Vampiric Focus (power): The vampire hunter may make one vampiric focus he has selected mythically powerful. A mythic vampiric focus can be activated as a free action and the vampire hunter adds his mythic tier to the number of rounds per day that vampiric focus can be used. In addition, each mythic vampiric focus has its own specific benefits, detailed below.


Mythic Vampiric Agility: All speed increases double. At 8th level, the vampire hunter gains mythic evasion, and at 16th level, mythic improved evasion, as the mythic rogue class abilities.


Mythic Vampiric Call: The vampire hunter adds his mythic tier to the number of temporary hit points he gains. At 8th and 16th level, his deflection bonus to AC increases by +2 (+4 at 8th level and +6 at 16th level).


Mythic Vampiric Cunning: The vampire hunter adds half his mythic tier (minimum 1) to his bonus on Perception and Stealth. At 8th level, he gains the shadowdancer’s hide in plain sight ability. At 16th level, he can expend one use of mythic power to automatically succeed at a Stealth check when charging.


Mythic Vampiric Heart: The vampire hunter adds half his mythic tier (minimum 1) to his resistance against cold and electricity. At 16th level, he adds half his mythic tier (minimum 1) to the number of rounds he can stay in gaseous form, and doesn’t lose the temporary hit points he gained in gaseous form when this focus is no longer active.


Mythic Vampiric Might: The vampire hunter’s Strength bonus increases by +2 (+4 at 1st level, +6 at 8th level, and +8 at 16th level). At 8th level, his weapons are always treated as cold iron/silver for the purpose of overcoming damage reduction.


Mythic Vampiric Momentum: The vampire hunter uses the effects of each listed spell’s mythic version when he gains the ability to use it.


Mythic Vampiric Presence: The vampire hunter’s Charisma bonus increases by +2 (+4 at 1st level, +6 at 8th level, and +8 at 16th level). He also uses the effects of each listed spell’s mythic version when he gains the ability to use it.


Mythic Vampiric Resilience: The number of times the vampire hunter does not gain a negative level when he would increases by 2 (4 at 1st level, 6 at 8th level, and 8 at 16th level).


Mythic Vampiric Resolve: The vampire hunter’s bonus on saves against mind-affecting effects increases to +4. At 16th level, he is also immune to illusion effects.


Mythic Vampiric Sight: The vampire hunter’s darkvision and blindsense ranges double. At 16th level, he also gains blindsight in a 30 ft. range. 


Mythic Relentless: The vampire hunter gains a bonus equal to ½ his mythic tier (minimum 1) on his saving throw against being fatigued after a day of pursuit.


Mythic Stake: The vampire hunter’s weapon is treated as a +1 undead bane wooden stake (if it is already a magical weapon, it adds these bonuses to any ones it already possesses). By expending mythic power, the vampire hunter can increase the weapon’s enhancement bonus by +1 for every 2 mythic power uses spent, up to a maximum of +5.


Mythic Spell List: The vampire hunter can add one cleric spell of a spell level he can cast to his vampire hunter class spell list. If he is mythic tier 3, he can add one spell from the ranger class spell list of a spell level he can cast to his vampire hunter class spell list. If he is mythic tier 6, he can add one druid spell of a spell level he can cast to his inquisitor class spell list.

This mythic class feature may be selected more than once. Each time it is selected, it adds another appropriate spell to the vampire hunter’s class spell list.


Mythic Relentless Band: The vampire hunter adds half his mythic tier to the number of allies that can benefit from his relentless ability.


Mythic Vampire Tracker: The vampire hunter is able to track incorporeal and ethereal creatures too.


Mythic Swift Tracker: The vampire hunter never takes penalties to tracking based on movement, even if mounted or flying.


Mythic Vampire Bane: The vampire hunter adds half his mythic tier (minimum 1) to his vampire bane ability save DC. If the vampire hunter expends one use of mythic power, a vampire continues to be repulsed by this ability after he ceases presenting a holy symbol for a number of rounds equal to the vampire hunter’s mythic tier.


Mythic Remove Vampirism: The vampire hunter needs only 1 minute to remove vampirism from a recently slain corpse. Additionally, the vampire hunter can expend one use of mythic power to cast breath of life on the corpse. If he does so, the revived creature is immune to further vampiric infection for 24 hours.


Mythic Quarry: The vampire hunter adds half his mythic tier (minimum +1) to the number of creatures he may have designated as a quarry at a time. If the vampire hunter has a current quarry, he still must wait an hour to designate a new quarry.


Mythic Critical Reflexes: The vampire hunter gains a bonus equal to his mythic tier on the special combat maneuver check granted by this ability.


Mythic Improved Quarry: The vampire hunter adds half his mythic tier (minimum +1) to Survival checks and attack rolls made against his quarry. If he also has mythic quarry (see above), he can add a new quarry after 10 minutes, up to his maximum number of designated quarries.


Mythic Master Vampire Hunter: The vampire hunter adds half his mythic tier (minimum +1) to the save DC of attacks made using the master vampire hunter ability.