mercoledì 30 luglio 2025

Nanite Blood Rage Powers

There should be no bloodrager bloodline without related blood rage powers, right?

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Nanite Blood Rage Powers


Nanite Blood, Lesser (Su): While she is raging, the nanites in the barbarian’s bloodstream flow from her body and coat the striking end of any manufactured melee weapon she wields. When the barbarian hits with a melee attack using this weapon, some of the nanites infect the blood of the victim (Poison—injury; save Fort DC 10 + ½ the barbarian’s level + her Con modifier; frequency 1/round for 6 rounds; effect 1 Str damage; cure 1 save).


Nanite Blood (Ex): The first time the barbarian is reduced to 25% of her hit points or less while raging, she can heal herself for a number of hit points equal to twice her hit dice. This ability does not require an action.


Nanite Blood, Greater (Ex): Once per day while raging, as an immediate action, the barbarian can cause her nanites to surge, granting her a bonus equal to 3 + her level on any one d20 roll; this ability must be activated before the roll is made.

domenica 27 luglio 2025

New Bloodrager Bloodline: Nanite

Another conversion of an existing sorcerer bloodline for bloodragers.

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Nanite

You are either an artificial life form, or were otherwise infected by nanites which now course through your blood.


Bonus Feats: Blind-Fight, Combat Expertise, Dodge, Exotic Weapon Proficiency, Improved Disarm, Lightning Reflexes.


Bonus Spells: long arm (7th), defensive shock (10th), haste (13th), stoneskin (16th).


Bloodline Powers: The nanites in your blood allow you to increase your physical abilities and resistance.


Nanite Strike (Su): At 1st level, when you bloodrage, the nanites in your bloodstream flow from your body and coat the striking end of any manufactured melee weapon you wield. When you hit with a melee attack using this weapon, some of the nanites infect the blood of the victim (Poison—injury; save Fort DC 10 + ½ your bloodrager level + your Con modifier; frequency 1/round for 6 rounds; effect 1 Str damage; cure 1 save).

At 4th level, weapons you use with this ability are treated as magical for the purposes of overcoming DR, and the poison also deals 1 point of Constitution damage. At 8th level, the damage increases to 1d2 points of Constitution damage and 1d2 points of Strength damage. At 12th level, the cure becomes two successful saves.


Auto Mending (Ex): At 4th level, once per bloodrage when you are reduced to 25% of your hit points or less, you can heal yourself for a number of hit points equal to twice your hit dice. This ability does not require an action.


Nanite Surge (Ex): At 8th level, once per day as an immediate action, you can cause your nanites to surge, granting you a bonus equal to 3 + your bloodrager level on any one d20 roll; this ability must be activated before the roll is made. If you already possess the nanite surge ability from another source (such as from being an android), you can use your nanite surge an additional time per day.

At 12th level, you can use this ability an additional time per day.


Nanite Transformation (Su): At 12th level, once per bloodrage, you can cast either legendary proportions  or swarm skin on yourself as a spell-like ability with a caster level equal to your class level. If you cast swarm skin, you cannot split into more than one contiguous swarm, and you don’t leave your gear behind when using this ability.


Distributed Body (Ex): At 16th level, anytime you are struck by a critical hit or a sneak attack, there is a 25% chance that your nanites scatter and reincorporate around the attack, negating the extra damage and causing the attack to deal damage as normal instead.


Living Swarm (Su): At 20th level, you and the machines within you become one. Your nanites consume and replicate your body, allowing swift and radical physical alterations with little more than a thought. You become immune to bleed effects, diseases, and poisons, and gain DR 5/—. You also can assume the swarm shape from the nanite transformation power at will. You have these benefits constantly, not only when bloodraging.

sabato 26 luglio 2025

New Implantation Feats

For characters who want to go beyond the limits set in the Technology Guide.

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Extra Implantation

You can inplant more cybertech in your body.

Prerequisite: Con 16 or Wis 16.

Benefit: One of your implantation slots (your choice) can accommodate one more piece of cybertech than normal.

Special: You can select Extra Implantation multiple times (but not more than once for each slot you possess).


Extra Implantation Points

You can go beyond your implantation limits.

Benefit: You gain two additional implantation points. You can allocate these points between your Intelligence and Constitution scores as you choose.

 Special: You can select Extra Implantation Points multiple times. Its effects stack.

mercoledì 23 luglio 2025

domenica 20 luglio 2025

New Weapon Mastery Feat: Heavy Weaponry Implantation

And this one is for gunslingers with the Techslinger archetype who want to stay very close to their machineguns.

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Heavy Weaponry Implantation (Weapon Mastery)

Your body can host the most powerful implanted firearms.

Prerequisites: Base attack +11, heavy weaponry deeds class feature.

Benefits: You treat a two-handed firearm or a heavy weapon as a light melee weapon or one-handed firearm for the purpose of implanted weaponry. Such an implanted weapon costs 20,000 gp and consumes 4 implantation points. Its install DC is 30, the craft DC is 29, and its crafting cost is 10,000 gp. You also can select heavy weapons for your technic training class feature.

Two-handed and heavy firearms can only be implanted in a cybernetic limb; each limb can still host only one implanted weapon. Two-handed weapons are fired by swinging back the forearm and revealing the weapon’s muzzle at the elbow’s height. Such a weapon still needs to be operated with both hands. An implanted two-handed firearm or heavy weapon is much easier to notice, only requiring a DC 15 Perception check.

sabato 19 luglio 2025

New Advanced Weapon Training: Fighter’s Implantation

For fighters with the Cyber/Soldier archetype who want to be true living arsenals.

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Fighter’s Implantation: The fighter treats all weapons that belong to the associated fighter weapon group as light melee weapons or one-handed firearms for the purpose of implanted weaponry. A one-handed melee implanted weapon costs 15,000 gp and consumes 3 implantation points (install DC 28, craft DC 27, crafting cost 7,500 gp); a two-handed or heavy implanted weapon costs 20,000 gp and consumes 4 implantation points (install DC 30, craft DC 27, crafting cost 10,000 gp). 

Two-handed and heavy weapons can only be implanted in a cybernetic limb; each limb can still host only one implanted weapon. Two-handed firearms are fired by swinging back the forearm and revealing the weapon’s muzzle at the elbow’s height. Implanted two-handed weapons still need to be operated with both hands. An implanted two-handed weapon is much easier to notice, only requiring a DC 15 Perception check. The fighter must have the improved implantation class feature before choosing this option.

mercoledì 16 luglio 2025

Mythic Feat: Dislocate

This can be useful to replicate one of my favorites fictional gunslinger’s abilities.

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Dislocate (Mythic)

You don’t fear pain if this can help setting you free.

Prerequisite: DislocatePotH.

Benefit: You can apply the benefits of Dislocate both to Escape Artist checks or combat maneuver checks to escape a grapple. You add your mythic tier as a bonus on all these checks. Lastly, when you would suffer nonlethal damage by using Dislocate, you can delay this damage by a number of rounds equal to your mythic tier.

domenica 13 luglio 2025

Mythic Technomancer Class Features

 Mythic class features for another prestige class.

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Mythic Technomancer

Mythic technomancers are the ultimate fusion of science, magic, and gunpower.

Mythic Recondition: The technomancer can designate 1 person for every 2 mythic tiers he possesses (minimum 1) for which a reconditioned technological item will work normally, in addition to himself. The technomancer also subtracts 10 minutes for every mythic tier he possesses from his daily maintenance time.

Mythic Technical Expertise: The technomancer can expend one use of mythic power to automatically succeed at a skill check in a skill enhanced by technical expertise.

Mythic Efficient Construction: The technomancer adds his mythic tier to the reduction of energy expenditure granted by efficient construction.

Mythic Technic Spell Mastery: Once each day, as a full-round action, the technomancer may change one bonus spell he has gained through technic spell mastery. In essence, he loses one of his bonus spells, and gains a new bonus spell to replace it.

This mythic class feature may be selected more than once, but no more times than the total number of bonus spells the technomancer has gained through technic spell mastery. Each time it is selected, it allows him to swap out a spell one additional time per day. He may swap out the same spell multiple times, or swap out different spells. The new spell can be of a different level from the one swapped, as long as the technomancer can cast spells of that level.

Mythic Arcane Battery: The charges provided by the technomancer by sacrificing a spell last for an additional number of rounds equal to ½ his mythic tier (minimum 1).

Mythic Study Technology: The technomancer can apply his study technology bonus to a number of targets at a time equal to ½ his mythic tier (minimum 1).

Mythic Recycle Technology: The technomancer adds +5% for every mythic tier he possesses to the percentage of crafting cost he can provide by recycling a technological item.

Mythic Command Robot: The technomancer gains an additional use of this ability at mythic tier 5, and another at mythic tier 10.

Mythic Unified Energy: The technomancer can cast spells only expending one charge from a technological device in his possession per level of the spell cast.

Mythic Applied Learning: The technomancer can benefit from this ability even if he is helpless or flat-footed.

Mythic Field Improvisation: The technomancer can maintain any number of reconditioned technological items without increasing his daily maintenance time.

sabato 12 luglio 2025

New Magic Item: Staff of Asclepius

This is similar to Hermes’ Caduceus Staff, and yet different.

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Staff of Asclepius Price 53,600 gp

Slot none; CL 10th; Weight 5 lbs.

Aura moderate conjuration

This is a long, rough cudgel with a carved wooden snake wrapped through all its length. It strikes as a +1/+1 merciful quarterstaff and has the following abilities:

-cure serious wounds (1 charge)

-remove disease (3 charges)

-neutralize poison (4 charges)

The staff can also be used to cast true resurrection once; doing so destroys it.

Construction Requirements Craft Staff, cure serious wounds, neutralize poison, remove disease, true resurrection; Cost 26,800 gp

mercoledì 9 luglio 2025

New Magic Item: Arrow of Hate

Eros uses this as well as the Arrow of Charming!

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Arrow of Hate Price 1,626 gp

Slot none CL 6th Weight 1/20 lb.

Aura moderate enchantment

This is a variant of an arrow of charming. It is a +3 arrow that, when striking a creature, explodes in a small cloud of grey dust and deals nonlethal damage. The creature struck must succeed at a DC 14 Will save or be repulsed by a creature chosen by the wielder, as unadulterated loathing. The user chooses the subject of the loathing at the moment of shooting the arrow.

Construction Requirements Craft Magic Arms and Armor, unadulterated loathing; Cost 813 gp

domenica 6 luglio 2025

Greek/Roman Deities: Eros/Cupid

The canon Greek mythology tells two different origins for Eros. In the most known, he is the whimsy son of Aphrodite (and probably of her many-times lover, Ares). Depicted as a winged youth or child with bow and arrows, he spreaded love and desire (and hate) among mortals apparently randomly, and caused many prohibited passions. He is sometimes represented as blindfolded, since “Love is blind”; that is, it has nothing to do with reason and you can’t choose who to love based on convenience or class. In a society where love and marriage were distinct businesses, Eros was a force to respect but be wary of.

In Hesiod’s Theogonia Eros is instead seen as a primary cosmic force, born as the same time as the Mother Earth Gaea and necessary for the order of the universe. This double tale later lead the philosopher Plato to say that there were actually two different gods called Eros: one representing “sacred” love and one representing “mundane” love.

The Romans called the god “Amor” (“Love”) or “Cupido” (“Desire”; in English, the same word became “cupidity”), and almost always represented him as a child, except when the novelist Apuleius told the story of Cupid’s love for Psyche.


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Eros/Cupid (CG)

Favored Weapon: shortbow

Sacred Animal: hare

Symbol: bow and arrow

Sacred Color: pink

Domains: Chaos, Charm, Community, [Fertility] Good, Trickery

Subdomains: Azata, Family, Friendship, [Generation], Love, Lust, Revelry

Druidic Domains: Swan

Inquisitions: Conversion, [Emotion], Fervor, Reformation, Zeal

Mysteries/Spirits: Ancestor, Heavens, [Passion], Nature, [Sacred Body]

Witch Patron: Enchantment, [Fertility]

Variant Channeling: Art/Music, Beauty/Love/Lust, Contracts/Oaths, Freedom, Sexuality, Weapons

Clergy: bards, clerics, inquisitors, oracles, shamans, skalds, warpriests, witches

Spells: charm animal (all clergy members can prepare/learn it as a 1st-level spell); charm person (all clergy members can prepare/learn it as a 1st-level spell); matchmaker (witches can prepare it as a 2nd-level spell; clerics, inquisitors, oracles, and warpriests can prepare/learn it as a 3rd-level spell); reckless infatuation (bards and skalds can learn it as a 1st-level spell; witches can prepare it as a 2nd-level spell; clerics, inquisitors, oracles, shamans, and warpriests can prepare/learn it as a 3rd-level spell).

Unique Summon Rules: erotes (summon nature’s ally IV)

sabato 5 luglio 2025

Thank You To My Patrons!

July is here and many are grieving when they would have celebrated. Dark times are on us and the ice won’t melt. But spring must come again.

Thanks to my Supporter patrons, as always:

-DragoDorn

-Christen Sowards

-Ecaeka Ecaicio

-Zabor

-S L Hall

Today there already is another piece of exclusive content on my Patreon page for you. Please enjoy it!

mercoledì 2 luglio 2025

Bestiary: Thyad (Baccae Queen)

An empowered version of a nymph from Mediterranean Monsters.

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Thyad (Baccae Queen)

A wild gaze glows in this beautiful woman’s eyes while she dances on the grass, wine smeared on the animal hides she wears and blood on her hands.


Thyad CR 12

XP 19,200

CN Medium fey

Init +4; Senses low-light vision, Perception +26


Defense

AC 27, touch 14, flat-footed 23 (+6 armor, +4 Dex, +7 natural)

hp 150 (20d6+80)

Fort +9, Ref +16, Will +15; +4 Fort vs. nonlethal damage from hot or cold environments or to resist damage from suffocation (Endurance)

DR 10/cold iron; Immune calm emotions; SR 18


Offense

Speed 30 ft.

Melee treekeeper’s staff +15/+13/+12/+10 (1d6+8) or 2 claws +15 (1d4+5), bite +16 (1d6+5)

Special Attacks beast form, confusing gaze, rage, rend (2 claws, 1d4+7)

Spell-Like Abilities (CL 20th, concentration +24)

At will- create water (can also create honey, milk, or wine), endure elements, pick your poison, polypurpose panacea

3/day- summon nature’s ally III, unnatural lust (DC 16)

Skald Spells Known (CL 12, concentration +16)

4th (4/day)- bountiful banquet, complex hallucination (DC 19), mass daze (DC 19), summon monster IV

3rd (5/day)- confusion (DC 18), free spirit, inveigle person (DC 18), speak with animals

2nd (6/day)- allegro, blood rage, cure moderate wounds, detect desires (DC 17), mad hallucination (DC 17)

1st (7/day)- alarm, animate rope, hideous laughter (DC 16), lesser confusion (DC 16), intensify psyche (DC 16), tears to wine

0 (at will)- daze (DC 15), detect magic, ghost sound (DC 15), haunted fey aspect, lullaby (DC 15), message


Statistics

Str 21, Dex 18, Con 16, Int 19, Wis 17, Cha 20

Base Atk +10; CMB +15; CMD 19

Feats Die Hard, Double Slice, Endurance, Improved Two-Weapon Fighting, Quarterstaff Master, Toughness, Weapon Focus (bite), Two-Weapon Fighting, Weapon Focus (quarterstaff), Weapon Specialization (quarterstaff)

Skills Bluff +28, Diplomacy +28, Escape Artist +27, Intimidate +28, Knowledge (planes, religion) +27,  Perform (act, sing) +28, Perception +26, Stealth +27

Languages Common, Sylvan


Ecology

Environment any forest and hills
Organization solitary, gang (1 plus 2–10 baccae), or thyasus (1 plus 21-30 baccae, 10-15 satyrs, 2-8 centaurs, 2-5 skalds of 3rd–6th level, and 1 cleric of 5th-8th level)
Treasure triple (treekeeper’s staff, +2 hide armor, cup of endless wine (as flask of endless sake)


Special Abilities


Beast Form (Su) When angered or intoxicated, a thyad takes on a beast-like visage, growing sharpened fangs and claws. This transformation cannot be ended voluntarily and lasts for up to 1 hour.


Confusing Gaze (Su) In human form, a thyad’s gaze can cause confusion in any creature meeting her gaze and within 30 feet. An affected creature can attempt a DC 25 Will save to resist the effects.

If the save fails, the opponent acts as if affected by a confusion spell (caster level equals the thyad’s HD). A thyad can suppress this ability as a free action. The save DC is Charisma-based.


Rage (Su) Once per day, a thyad either in human or beast form can fly into a berserk frenzy. This frenzy lasts for 1 minute (10 rounds). In this rage, she gains temporary bonuses to her ability scores: +4 Strength, +4 Constitution. She likewise gains a +2 morale bonus on Will saves, but takes a –2 penalty to Armor Class. The thyad can cast skald spells and use her spell-like abilities while in a rage. A thyad cannot voluntarily end her rage.


Spells A thyad casts spells as a 12th-level skald.


Thyads (“The Furious Ones”) are the leaders of a thyasus or bacchanal, leading baccae, satyrs, and other fey in the rituals of Dionysus. Often they were high priestesses or princesses who were granted immortality and transformed into fey after a life of service or as a reward for some great deed in favour of the faith.

Thyads lead the mysteric sacrifices where the animal to be offered is often rent to pieces by the intoxicated priestesses with their bare hands and then eaten raw (and the same death may be reserved to unwary outsiders who dare spying on the rite). Part of these ceremonies are recitals of the many stories about the god’s voyages through Asia. Thyads are expert in many areas of knowledge and can teach valuable notions and abilities to visitors who treat them with due respect.

It is a thyad’s duty also to extend the cult of Dionysus to new cities and villages, and to exact vengeance against those who use violence or insults against followers and priests of their god.

An elder thyad can be the consort of a seilenos. Together they rule on all the satyrs and baccae of a region.


Baccae, Thyads, and Maenads

Maenads are monstrous humanoids that share some traits of baccae and thyads, but are much more prone to evil and cruelty. Differently from baccae, maenads don’t worship Dionysus or any other deity, and mostly keep to themselves. They are thought to be descended from baccae and thyads who mated with monstrous humanoids like orcs or hobgoblins, or with evil humans. Maenads mostly lost their fey traits and now are believed to renew their numbers by mating with the humanoid victims of their magic charms, and then killing any male newborns. They are nonetheless still compelled to answer when Dionysus or one of his priests call.