domenica 28 settembre 2025

New Spell: Symbol of Peace

This spell was named in Paizo books but never described. Well, now it is.

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Symbol of Peace

School abjuration (peace); Level arcanist/sorcerer/wizard 3, cleric/oracle 3, inquisitor 3, paladin 2, witch 3

Casting Time 10 minutes
Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp)

Range 0 ft.; see text
Effect one symbol
Duration see text
Saving Throw Will negates; Spell Resistance yes

This spell functions as symbol of death, except that all creatures within 60 feet must attempt a Will save if they try to attack another creature, as per the sanctuary spell, for 1 round per caster level, even after leaving the symbol’s area of effect. Unlike symbol of death, symbol of peace has no hit point limit; once triggered, it remains active for 1 minute per caster level.

Symbol of peace can be made permanent with a permanency spell by a caster of 10th level or higher at a cost of 5,000 gp.

sabato 27 settembre 2025

More Dhampir Sphere Favored Class Bonuses

Here are the favored class bonuses for dhampirs choosing classes from Spheres of Guile, Legends of the Spheres, or The Warden.

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More Dhampir Sphere Favored Class Bonuses


Agent: Add +½ to discerning strike damage with natural bite attacks.

BravoLotS: Add +⅓ round of a skill-based emotion effect’s duration that is consumed during one round of that effect thanks to the bravo’s moxie ability. No more than three rounds of duration can be consumed in one real time round.

Courser: Add +½ to the harrying assault ability’s save DC.

DissidentLotS: Add +½ to the dissident’s level when determining his light and darkness strife abilities and nuances. This doesn’t grant abilities at earlier levels, it only enhances existing abilities.

Envoy: Add +½ to the dispiriting words ability’s save DC.

Mastermind: Gain ⅙ of a skill talent from the mastermind’s conspiracy sphere.

Professional: The professional adds +½ to her level when determining her first method abilities if her first method is ambush, assassination, bluster, body control, cleverness, infiltration, sciencesDSI&I, subterfuge, or surveillance. This doesn’t grant abilities at earlier levels, it only enhances existing abilities.

Theorist: Gain ⅕ of a Blood or Subterfuge sphere talent.

WardenWa: The warden’s guarded allies gain +⅓ on saving throws against blood and death effects. 

mercoledì 24 settembre 2025

New Feat: Ancestral Finesse

Elves should use Dex with elf weapons.

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Ancestral Finesse (Combat)

You attack with your racial weapons as if they were lighter and easier to handle.

Prerequisites: Dexterity 13, Weapon Finesse, Weapon Focus with the selected weapon.

Benefit: When wielding one of your racial weapons, you can use your Dexterity modifier instead of your Strength modifier on melee attack rolls. You treat the selected weapon as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The selected weapon must be suited for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand. 

domenica 21 settembre 2025

Santa’s Reindeer

This concludes the pre-Christmas overview for now.

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Santa’s Reindeer CR 11 MR 1

XP 12,800

AgileMA awakened reindeer ranger 7 (SkirmisherAPG)

N Medium magical beast (augmented animal, mythic)
Init +24, dual initiative; Senses low-light vision, scent; Perception +14

Defense

AC 25, touch 17, flat-footed 18 (+5 armor, +4 Dex, +3 dodge, +3 natural)
hp 120 (4d8+7d10+51+8)
Fort +11; Ref +13; Will +6
Defensive Abilities evasion

Offense

Speed 80 ft.

Melee gore +16 (1d8+7/19-20)
Special Attacks favored enemy** (monstrous humanoids +4, evil outsiders +2)

Statistics

Str 20, Dex 18, Con 19, Int 10, Wis 10, Cha 9
Base Atk +10; CMB +15; CMD 29 (33 vs. trip)
Feats Dodge, Endurance*, Improved Critical (gore), Improved Natural Armor, Improved Natural Attack* (gore), Iron Will, Lightning Reflexes, Mobility, Run*, Weapon Focus* (gore)
Skills Climb +15, Fly +14, Knowledge (geography) +10, Perception +14, Stealth +14, Survival +14

Languages Common

SQ favored terrain (arctic +2), hunter’s bond (allies), hunter’s tricks 3/day (aiding attack, stag’s leap), snow adaptation, track +3, wild empathy +6, woodland stride

Gear horseshoes of scampering (as the slippers, 1,200 gp), protean caparison +1 (as the cloak, Will, 500 gp), +2 studded leather barding (4,250 gp), 


** Each one of Santa’s reindeer has different favored enemies, so they can grant each other their bonuses through hunter’s bond.

sabato 20 settembre 2025

Santa’s Cohort/Familiar

Only because its nose glows, that doesn’t mean you can make fun of it… without consequences.

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Santa’s Familiar/Cohort (Wizard Level 20) CR 16 MR 5

XP 76,800

Hoary muntjacFotRR barbarian 11/championMA 5

N Large magical beast (mythic)

Init +12, amazing initiative; Senses darkvision 60 ft., low-light vision, scent, track heat; Perception +21 (+25 in snow, +29 arctic)

Defense

AC 26, touch 14, flat-footed 21 (+6 armor, +5 Dex, +6 natural, -1 size); +3 vs. attacks made by traps (trap sense)

hp 225 (4d10+11d12+101+25)

Fort +23, Ref +15, Will +15; +3 Reflex to avoid traps (trap sense)

Defensive Abilities improved evasion, hard to kill, improved uncanny dodge, mythic saves, recuperation, uncanny dodge; DR 2/—; Immune cold; SR 25

Offense

Speed 90 ft. (fast movement, impossible speed)

Melee bite +23 (1d8+7) and 2 hooves +21 (1d6+3)

Space 10 ft., Reach 5 ft.

Special Attacks flash of rage, fleet charge, fleet warrior, greater rage, hibernal breath (DC 17), mythic power 13/day, mythic rage, rage 29 rounds/day, rage powers (contagious rage, lesser unicorn bloodEB2, renewed vigor, unicorn bloodEB2, winter rage), surge +1d8

Spell-Like Abilities (CL 15th, concentration +12)

At will (expending mythic power)- endure elements, continual flame, daylight, fire shield, flame strike (DC 12)

Statistics

Str 25, Dex 17, Con 20, Int 15, Wis 16, Cha 4

Base Atk +15, CMB +23, CMD 36 (40 vs. trip)

Feats Improved Initiative, Improved Natural ArmorM, Iron Will, Multiattack, Skill Focus (Survival), Toughness, Weapon FocusM (bite), Weapon FocusM (hooves)

Skills Acrobatics +17, Climb +25, Fly +17, Perception +21 (+25 in snow, +29 arctic), Stealth +21 (+25 in snow, +29 arctic), Survival +27 (+31 in snow, +35 arctic); Racial Bonuses +4 Perception, Stealth, and Survival in snowy terrain; +8 Perception and Survival in arctic environments

Languages Common, Elven, Gnome

SQ deliver touch spells, mortal herald (Sun/Day), scry on familiar, share spells, shoveler, speak with animals of its kind, speak with master

Gear caparison of free will +2/+3 (as the cape, 6,000 gp), horseshoes of scampering (as the slippers, 1,200 gp), +3 studded leather barding (9,250 gp)

Special Abilities


Hibernal Breath (Su) Once per day, Santa’s cohort/familiar can exhale a 15-foot cone of icy mist as a standard action. Characters caught in the cloud take 2d4 points of cold damage and are fatigued. A DC 17 Fortitude save halves the damage and negates the fatigue. Creatures that don’t breathe and creatures that don’t sleep (including elves) are immune to this ability, as are other hoary muntjac. The save DC is Constitution-based.


Shoveler (Ex) Santa’s cohort/familiar can move over snow or ice without penalties;  heavy snow costs it only 2 squares of movement instead of 4.


Santa’s cohort/familiar attacks only if Santa orders it to. Differently from others of its kin, this specimen has antlers and can use them to attack while raging. It can also act as a mount for its master. Its muzzle is constantly enchanted with continual flame to allow it to lead the sleigh with darkness and fog conditions.

mercoledì 17 settembre 2025

Santa’s Artifacts

Santa couldn’t do his job without these. They are nearly as famous as him.

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Santa’s List (minor artifact)

Aura faint divination; CL 20th

Slot none; Price —; Weight

This sealed scroll is divided in three columns, titled “Nice”, “Naughty”, and “Neither” in an ornate gilded handwriting. Under each column there is space for a hundred names. If the owner speaks aloud the true name of a living creature, that name appears on the list under one of the columns, depending on the creature’s alignment with respect to good and evil. If a dead creature’s name or a false name is spoken, nothing appears on the list. Every time the scroll is rolled and unrolled again, all the names written on it disappear.

Destruction

Santa’s list is destroyed if 100 names of evil creature’s are written by hand in the “Nice” column, and 100 names of good creatures in the “Naughty” column.


Santa’s Bottomless Sack (minor artifact)

Aura strong conjuration; CL 20th
Slot none; Price —; Weight 5 lbs.

Whether it appears empty of full, this huge sack’s weight doesn’t change, allowing also a child to carry it. It functions as a giant bag of holding, only it can store 8,000 lbs. of stuff and its inner space is 1,600 cubic ft. It also allows its owner to cast major creation by reaching inside with a hand. Lastly, once per day the bottom of the sack can transform into a gate to Santa Claus’ sanctum, where he can recover other items newly crafted by his followers.

Destruction

Santa’s bottomless sack is destroyed if it is filled with toys stolen from good children.


Santa’s Sleigh (major artifact)

Aura strong conjuration and  transmutation; CL 20th

Slot none; Price —; Weight 1,009 pounds

Santa’s sleigh appears as a normal wooden snow sleigh, except for gilded finitures and a glittering golden glow around it. Only Santa Claus or someone with his permission can drive the sleigh and give orders to the reindeer.

The sleigh can travel on every terrain type and even on water without penalties, and flies at its same land speed as per air walk. Every creature yoked to Santa’s sleigh receives the effects of air walk. The sleigh’s driver, passengers, and the yoked creatures are also constantly protected by endure elements. In addition, every spell or effect affecting the driver or cast by the driver on himself or the sleigh also affects the passengers and every creature pulling it.

Santa’s sleigh can accommodate 8 Medium creatures (or 16 Small creatures) when it’s empty; when Santa’s bottomless sack is on board, it only accommodates 2 Medium creatures (or 4 Small creatures), including its driver. The sleigh’s bells can be rang three times per day to create the effect of joyful raptureUM. Lastly, the driver can choose to stop time for as much as he wishes while the sleigh is flying, enabling it to cover enormous distances in a few moments without being seen by anyone.

Destruction

Santa’s sleigh is destroyed if Santa Claus and his nine reindeer willingly trample on it all at once.

domenica 14 settembre 2025

Santa Claus, Conjurer

So I have been working on December’s issue… I have given this a lot of thought, and I think this is the best way to render the character.

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Santa Claus (CR 30, MR 10)

XP 9,830,400

Male venerable half-celestial human conjurer (creation) 20/VMC clericPU/archmageMA 10

LG Medium outsider (mythic, native)

Init +15, amazing initiative; Senses aura sightACG, darkvision 60 ft., Perception +37

Aura good, law

Defense

AC 41, touch 20, flat-footed 36 (+13 armor, +5 deflection, +5 Dex, +8 natural)

hp 302 (20d6+200+30) +20 temporary hp (greater heroism)

Fort +15, Ref +15, Will +21. +4 racial vs. poison

Defensive Abilities force of will, hard to kill, immortal, mythic saves, recuperation, unstoppable; DR 10/magic; Immune disease, fear; Resist acid, cold, and electricity 10; SR 35

Offense

Speed 30, fly 60 (good)

Melee winter’s reachP72TWQR +21/+16 (1d6+7 +1d6 cold/+1d10 cold)

Special Attacks artificer’s touch 12/day (1d6+10 damage to objects and constructs, bypasses 20 points of DR/hardness), channel positive energy 10/day (9d6, DC 28), greater channel, improved channel, mythic power 23/day, smite evil 1/day (+9 attack, +20/+40 damage), surge +1d12

Spell-Like Abilities (CL 20th, concentration +29)

At will- mending

10/day- major creation

3/day- holy aura (DC 27), protection from evil

1/day- aid, bless, cure serious wounds, detect evil, dispel evil (DC 24), hallow, holy smite (DC 23), holy word (DC 26), mass charm monster (DC 27), neutralize poison, remove disease, resurrection, summon monster IX (celestials)

1/level/day- animate rope, forbid actionUM (DC 20), protection from chaos, protection from evil, shield of faith, true strike; aid, align weapon (good), align weapon (law), augury, wood shape; borrow fortuneAPG, magic circle against chaos, magic circle against evil, protection from energy, stone shape, tongues; freedom of movement, holy smite (DC 23), minor creation, order’s wrath (DC 23); break enchantment, dispel chaos (DC 24), dispel evil (DC 24), fabricate, greater forbid actionUM (DC 24); blade barrier (DC 25), hold monster (DC 25), major creation, mislead (DC 25), planar ally (angels); dictum (DC 26), holy word (DC 26), limited wish (DC 26), spell turning, wall of iron (DC 26); holy aura (DC 27), moment of prescience, polymorph any object (DC 27), shield of law (DC 27), statue; mass hold monster (DC 28), miracle (DC 28), prismatic sphere (DC 28), summon monster IX (good), summon monster IX (lawful)

Wizard Spells Prepared (CL 20th, concentration)

9th Level- astral projection, bilocation, gate, prismatic sphere (DC 35), summon monster IXM MHH, time stopM, wishM (DC 33)

8th Level- demand (DC 32), euphoric tranquility (DC 32), greater instant summonsUI, greater planar allyM MHH, mass charm monster (DC 32), prismatic wall (DC 32), summon monster VIII 

7th Level- banishment (DC 31), greater teleport, joyful raptureUM, mass invisibility bubbleAA, prismatic sprayM (DC 31), summon monster VII, vision

6th Level- animate objects, contingencyM, dream realityISI (DC 30), dream scanOA (DC 30), greater dispel magic, geas/quest (DC 30), getawayAPG, globe of invulnerability, summon monster VI

5th Level- army across timeLotFW, break enchantment, fabricate, hold monster (DC 29), icy prisonUM (DC 31), mage’s faithful hound, major creation, scintillating wallDR (DC 29), teleport, touch of slumberMTT (DC 29)

4th Level- brightest lightAG, charm monster (DC 28), creeping iceACG (DC 30), dimension door, greater celestial healing, greater invisibility, greater make whole, hypercognitionOA, ice storm, locate creature, phantom chariotUC, wall of ice (DC 30)

3rd Level- allied cloakAA2, arcane sight, blinkM, daylight, deep slumber (DC 27), detect desiresUI (DC 27), dispel magic, haste, hold person (DC 27), nondetection, phantom steed, sleet storm

2nd Level- apport objectOA, Aram Zey’s focusPSFG, arcane lock, continual flame,, detect thoughts (DC 26), flurry of snowballsP67TSoS (DC 28), frost fallUC (DC 28), glitterdust (DC 26), grace, hideous laughterM (DC 26), ice slickMC, knock, locate object, make whole, spider climb

1st Level- alarm, arcane pocketBM, charm person (DC 25), chastiseFG, clarion callKotIS, command (DC 25), heightened awarenessACG, hold portal, icicle daggerUM, identify, preserveIST, see alignmentUC, shieldM MHH, sleep (DC 25), snowballUW

0-Level- arcane mark, dancing lights, detect magic, mage hand, message, read magic

Statistics

Str 18, Dex 21, Con 25, Int 38, Wis 29, Cha 28

Base Atk +10; CMB +14; CMD 29

Feats Alertness*, Blissful Spell* PA, Elemental FocusM (cold), Eschew MaterialsM, Extend Spell*, Extra Path AbilityM, LeadershipM, Rime Spell* UM, Scribe Scroll*, ToughnessM, Versatile Summon Monster * MSH

Skills Appraise +41, Craft +41, Diplomacy +38, Escape Artist +31, Fly +38, Handle Animal +33, Knowledge (religion) +46, Knowledge (arcana, dungeoneering, geography, history, local, nature, planes) +41, Perception +37, Sense Motive +37, Spellcraft +41

Languages Celestial, Common, Deutsch, Draconic, Dutch, Dwarven, Elven, English, Finnish, French, Giant, Gnome, Halfling,  Italian, Russian; truespeak

SQ animate servant 4/day (20 rounds), arcane bond (familiar), arcane discovery (immortality), archmage arcana (wild arcana), crafting mastery, create gear 27/day (20 pounds), creator’s will 10/day, divine source x3 (Artifice/Construct, Good/AngelBL1, Law/LegislationHotS, Luck/Fate), domain (Artifice/Construct), enduring armor, exceptional stats, harmonious mage, improved domain, legendary hero, mythic arcane school (power)BL6, mythic contingency, mythic spellcasting, omniscient bishop, sanctum, speedy summons, spontaneous casting, star walkerMO, summoner’s charm (10 rounds), true archmage, well-prepared

Gear belt of physical perfection +6 (144,000 gp), boots of spider climbing (4,800 gp), mitre of the hierophant (18,000 gp), ring of splendid security (180,000 gp), Santa’s cap (as a headband of mental superiority +6, 144,000 gp), ring of regeneration (90,000 gp), rod of giant summoningMSH (11,000 gp), Santa’s list, Santa’s bottomless sack, Santa’s sleigh, winter’s reachP72TWQR (228,000 gp). In addition to these, Santa Claus can have access to many other magic items at the GM’s discretion.

Special Abilities


Exceptional Stats (Ex): Santa Claus’s stats were generated using a 25-point buy. Additionally, he has the equipment of a PC of the same level, plus his unique magic sack, list scroll, and sleigh. These modifications increase his CR by 2.


Familiar Cohort: Santa Claus’ cohort is a hoary muntjacFotRR barbarian 11/championMA 5. The monster cohort also serves as Santa Claus’ familiar, and possesses all the abilities of a 20th-level familiar.


Followers: Santa Claus’ followers (per Mythic LeadershipMHH) are gnomes, dwarves, and elves with levels in alchemist, arcanist, bard, wizard, and chronicler and ranks in Craft, and are daily employed in his sanctum-workshop manufacturing toys and other gifts. The 10 higher-level followers are also 1st-tier archmages with Mythic Craft.


Mythic Contingency: Whenever Santa Claus is attacked, he is affected by cat’s grace, frosty auraP91BoBH, globe of invulnerability, greater celestial healingAA, sanctuary, and shield.


Omniscient Bishop: Santa Claus is under the permanent effect of mythic deathlessMA, aura sightACG, greater heroism, ironskinMC, and truespeakARG. Any temporary effects of these spells renew every day. Santa Claus also knows all wizard and cleric spells, and has researched many druid spells. These increase his CR by 1.


Permanent Summons: Santa Claus has two permanent mythic summon monster IX spells in place thanks to Mythic Arcane SchoolBL8 (power) and used them to summon the 8 awakened agileMA reindeer that pull his sleigh. Each one of them has the abilities of a 7th-level ranger (SkirmisherAPG) and the gear of a summoned creature of equivalent level.


An eminent ecclesiastic and saint on his world in the Material Plane, Nicholas of Myra was famous in life for his generosity towards the poor and especially towards children. He achieved communion with the divine and immortality after a very long life and his wish to continue his earthly work of rewarding good children was granted. Now he is worshiped under diverse forms and names on many worlds and planes and invoked by parents as an incitement for children to be well-behaved, in order to receive his gifts.