domenica 30 maggio 2021

Psychic Blood Rage Powers

 Every Bloodrager bloodline ought to have matching blood rage powers, so here they are.

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Blood Rage Powers

Psychic Blood, Lesser (Su): While raging,  each time the barbarian confirms a critical hit, the target suffers 1d4 additional points of force damage and must succeed at a Will saving throw (DC = 10 + ½ the barbarian’s level + her Constitution modifier) or be shaken for 1 round. This is a mind-affecting compulsion effect.

Psychic Blood (Ex): While raging, the barbarian gains a +2 bonus on saving throws against mind-affecting effects.

Psychic Blood, Greater (Sp): Even while not raging, the barbarian can detect the thoughts of others around her, as a constant thoughtsense effect with a range of 30 feet.

sabato 29 maggio 2021

Patron Request: Blood Elves from Warcraft RPG

 As requested by Ronald J Paris!

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Blood Elves

Survivors of ancient battles among powerful magic users, these rare elves carry magic in their blood more than all others of their kin. Blood elves have the arcane training, magic affinity, magic training, and magic addiction racial traits.

Arcane Training (2 RP): Elves with this racial trait can use spell trigger and spell completion items for one arcane spellcasting class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces keen senses.

Magic Affinity (1 RP): Blood elf sorcerers with the arcane bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Furthermore, a blood elf able to cast spells from the Magic domain casts its domain powers and spells at +1 caster level. This trait does not give a blood elf early access to level-based powers; it only affects powers that they could already use without this trait.

Magic Training (1 RP): Blood elves select 4 arcane cantrips from the sorcerer/wizard list. They may cast each of them 1/day as a spell-like ability (caster level equal to the blood elf’s level).

Magic Addiction (-2 RP): Blood elves cannot abide to be separated from magic. For every day the elf does not cast at least one spell, she has to attempt a Fort saving throw with DC 20 or suffer a -2 penalty on all saving throws against spells and spell-like effects on that day. For every consecutive day without casting spells, the saving throw DC increases by 2.

mercoledì 26 maggio 2021

Psychic Bloodrager Bloodline

 Every sorcerer bloodline needs a matching bloodrager one!

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Psychic (Bloodrager Bloodline)

Psychic power runs through your blood, whether it be from a familial predisposition to psychic power or exposure to a powerful psychic phenomenon. Mind energy overflows from your whole body when you bloodrage.

Bonus Feats: Alertness, Improved Initiative, Iron Will, Persuasive, Steadfast Personality, Weapon Focus.

Bonus Spells: mindlink (7th), detect thoughts (10th), synaptic scramble (13th), thought shield III (16th),

Bloodline Powers: Psychic energy strengthens your physical and magic attacks.

Psychic Strike (Su): At 1st level, you can imbue your melee attacks with psychic power. Each time you confirm a critical hit, the target suffers 1d4 additional points of force damage and must succeed at a Will saving throw or be shaken for 1 round. The DC of this save is equal to 10 + ½ your bloodrager level + your Constitution modifier. This is a mind-affecting compulsion effect.

Mental Resistance (Ex): At 4th level, you gain a +2 bonus on saving throws against mind-affecting effects. At 12th level, this bonus increases to +4. In addition, your spells are treated as psychic magic. Bloodraging does not prevent you from casting spells with emotional components, and you are considered to be a psychic spellcaster for the purposes of prerequisites (such as for the prerequisites of psychic duels and occult skill unlocks).

Thoughtsense (Sp): At 8th level, you can detect the thoughts of others around you, as a constant thoughtsense effect with a range of 30 feet. At 16th level, the range increases to 60 feet.

Psychic Bloodrage (Sp): At 12th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: anti-incorporeal shell, greater synaptic pulse, or telepathic bond. These effects last for as long as you continue bloodraging, regardless of the spell’s normal duration.

Greater Psychic Bloodrage (Sp): At 16th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: battlemind link, subjective reality, or thought shield V. This is in addition to psychic bloodrage, and otherwise works as that ability.

True Thought-Form (Sp): At 20th level, you can shed the restrictions of the flesh and become a thoughtform—a being that exists independently of its substance. Whenever a creature would kill you, you can attempt to use mind swap against that creature as an immediate action just before dying. You can use this ability always, not only when bloodraging.

domenica 23 maggio 2021

Mythic Feat: Divine Expression

 For the bard who is a true devout.

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Divine Expression (Mythic)

Divine power and artistic expression complement each other.

Prerequisites: Divine Expression, 3rd mythic tier

Benefit: Your bard level stacks with your cleric or oracle class for the purpose of gaining new types of bardic performance.

sabato 22 maggio 2021

Norse Deities: Thor

 Do you like the Avengers? I do, and even if the God of Thunder himself won’t be a PC in your campaign, maybe a cleric of his faith can!

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Thor (CG)

Favored Weapon: Warhammer

Sacred Animal: Goat

Domains: Chaos, Destruction, Good, Strength, Weather

Subdomains: Azata, Catastrophe, Ferocity, Rage, Revelry, Storms

Inquisitions: Anger, Conversion, Execution, Persistence, Valor

Mysteries/Spirits: Battle, Wind

Variant Channeling: Battle/Wrath, Bravery/Valor, Strength, Weather

Clergy: Barbarians, bloodragers, clerics, fighters, inquisitors, oracles, shamans, valkyries, warpriests

Spells call lightning (clerics/oracles/warpriests 3, shamans 2), litany of thunder (clerics/oracles/shamans/warpriests 5), winged sword (clerics/oracles/warpriests 2)

mercoledì 19 maggio 2021

Patron Request: Magian Elves (High Elves from Warcraft RPG)

 As requested by Ronald J Paris!

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Magian Elves

Some elves are recluse beings that delved too deeply into their studies of magic and developed an addiction to dweomer as to a drug. Magian elves have the deep arcana and magic addiction racial traits.

Deep Arcana (2 RP): Magian elves gain a +2 racial bonus on Knowledge (arcana) skill checks.

Magic Addiction (-2 RP): Magian elves cannot abide to be separated from magic. For every day the elf does not cast at least one spell, she has to attempt a Fort saving throw with DC 20 or suffer a -2 penalty on all saving throws against spells and spell-like effects on that day. For every consecutive day without casting spells, the saving throw DC increases by 2.


domenica 16 maggio 2021

Variant Channeling: Cold/Ice/Winter

 Some important deities in Worldcenter have ice and winter in their portfolio too, and needed this.

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Variant Channeling- Cold/Ice/Winter

Heal—The healing effect is enhanced for creatures with the cold subtype. Harm—The damage effect is enhanced for creatures with the fire subtype. Affected creatures who fail their saves are slowed (as the spell).

sabato 15 maggio 2021

Variant Channeling: Plants/Forests/Wood

 Dionysus is also a god of plants, so this can be useful to him as well as to worshipers of plant-based deities in Worldcenter.

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Variant Channeling- Plants/Forests/Wood

Heal—The healing effect is enhanced for plants. Creatures gain a channel bonus on Knowledge (nature) and green empathy checks for 1 minute. Harm—The harmful effect is enhanced for plants.

mercoledì 12 maggio 2021

Greek/Roman Deities: Dionysus/Bacchus

Greek deities can be worshiped in Worldcenter as well... and there’s not a great difference between Dionysus and his Roman counterpart, Bacchus.

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Dionysus/Bacchus (CN)

Favored Weapon: quarterstaff
Domains:
Chaos, Destruction, Liberation, Madness, Plant

Subdomains: Alchemy* (Magic), Freedom, Growth, Insanity, Rage, Revelry, Truth, Whimsy

Druidic Domains: Serpent
Inquisitions: Anger, Conversion, Persistence, Restoration, Sedition, Seduction, Zeal

Mysteries/Spirits: Life, Nature
Witch Patron:
Agility, Animals, Devotion, Enchantment, Endurance, Healing. Insanity, Portents, Plants, Recovery
Alternate Channeling: Ale/Wine, Art/Music, Freedom, Madness, Nature, Sexuality

Clergy: alchemists, barbarians, bloodragers, brawlers, clerics, druids, hunters, inquisitors, oracles, rangers, shamans, shifters, skalds, warpriests, witches, zealots

Spells: enhance water, harvest season, polypurpose panacea, rage

domenica 9 maggio 2021

Antipaladin Codes: Ares

 Of course, Ares should have antipaladins if Athena has paladins. The Roman Mars had not.

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Ares’ Antipaladin Code

  • Wealth, hatred, jealousy, it isn’t important. Any reason is good to fight. I care less for rewards or trophies than for the fight in itself.

  • I take what I want. If they try to keep it from me, or take it from me, all the better.

  • I don’t accept defeat. I don’t retreat. I agree to be healed only if I can’t continue fighting otherwise.

  • Diplomacy is for the weak. Courtship is for the weak. Love is not forbidden, but what I call mine must be taken by force, be it a kingdom or a partner.

  • I hit first and talk after. If there is an after.

  • I fight honorably. I don’t hit from behind and I don’t use subterfuge. These are a coward’s weapons.

  • I don’t grant mercy, and I don’t ask for it. A worthy death is the only conclusion for a worthy battle, and will grant the loser a honored place in the afterlife.

sabato 8 maggio 2021

Paladin Codes: Athena

 Some ancient gods could have paladins as well as medievalish ones (of course, maybe they wouldn’t call them that way). As a protector of heroes, Athena (whom I already stated in this blog) is the most likely Greek deity to have sacred champions. Sorry, but when I think of them the first thing coming to mind is Saint Seiya...

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Athena’s Paladin Code

  • I am a servant of justice. I will fight every wrongdoer on my path, even if they are deities in their own right.
  • My life will be spent to ensure peace and prosperity. I will not begin a fight, but if my community or my friends are attacked, I will protect them at any cost.
  • In times of peace I work and create objects both beautiful and useful to earn a living.
  • I cultivate my mind. I learn as much as I can and fight with my mind even more than with my strength. I strive to reach true enlightenment.
  • I am loyal to my friends and comrades. I give my blood for them if needed.
  • I don’t surrender or retreat even against impossible odds, unless it is to better protect my wards.
  • I will gladly sacrifice myself if this is the only way to defeat a great evil.

mercoledì 5 maggio 2021

Astral Bloodrager Bloodline

 The Time Mage could use this (and hey, also bloodragers would, why not?)

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Astral Bloodline

Whether you were raised on the Astral Plane, had an ancestor with a strong connection to the Astral, or simply had a freak brush with an astral conduit in your youth, you have an unusual connection to both time and space.

Bonus Feats: Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Vital Strike, Weapon Finesse, Weapon Focus.

Bonus Spells: true strike (7th), false life(10th), sands of time (13th), wandering star motes (16th)

Bloodline Powers: Your affinity with the fabric of time and space grants you unusual speed and coordination when you bloodrage.

Out of Phase (Su): You are slightly out of synchro with the present time, so that your attacks seem to hit a split second before or after they really do. Three times per day while bloodraging, you may choose to treat your initiative roll as if it was 3 points higher or lower than the actual result.

Resistance of Ages (Su): At 4th level, you gain a +2 resistance bonus on saving throws against force attacks, aging effects, and teleportation effects. At 8th level, these bonuses increase by 2.

Dance Between Istants (Sp): At 8th level, when entering a bloodrage you can apply the effect of blink to yourself. This lasts for as long as you continue bloodraging, regardless of the spell’s normal duration.

Astral Voyager (Sp): At 12th level, you can send your consciousness to the Astral Plane once per day. This functions as lesser astral projection, except only on yourself. At 16th level, you can cast plane shift once per day, but only on yourself and only from the Material Plane to the Astral Plane and vice versa. At 20th level, the lesser astral projection ability instead functions as astral projection. You have these abilities even when not bloodraging.

Arrest the Flow (Su): At 16th level, once per day, you can enter a bloodrage as an immediate action to halt the effects of one condition or affliction (such as paralyzed, stunned, a poison, or a curse, including permanent and instantaneous conditions), until the end of your bloodrage. You can use this ability even when a condition or affliction would normally prevent you from bloodraging, regardless of whether it’s the same condition you wish to halt. At the end of your bloodrage the condition or affliction resumes its normal effect; the rounds delayed by this ability does not count toward the condition or affliction’s duration, but count towards your maximum rounds of bloodrage per day. This ability has no effect on hit point damage, ability damage, or the dead condition. Alternatively, you can use this ability to extend the duration of any one effect affecting you until the end of your bloodrage; this does not extend the duration for any other creatures under the effect. At 20th level, you can use this ability twice per day.

Timeless Soul (Ex): At 20th level, the silver skies and conduits of the Astral Plane are permanently connected to you. You become immune to the retroactive aging side effects incurred when leaving a plane with the timeless planar trait. You do not gain negative levels when slain on the Astral Plane, and any effect that would sever your silver cord instead returns you to your physical body if you succeed at a Will save (DC = 10 + the CR of the creature or caster level of the effect that severed the cord). You have these benefits always, even when not bloodraging. In addition, once per day while bloodraging, you may cast bilocation on yourself.

domenica 2 maggio 2021

Thank you to my patrons!

This is NOT the first post of the month but... thank you Zabor and thank you Ronald J Paris who always support me! Tomorrow, I will post the only race that Ronald has asked me for this month on my Patreon page. Be sure to see it!

sabato 1 maggio 2021

The Time Mage (Eldritch Scion Magus)

 My son asked me to create a Chronomancer, as in the TABS game. It is a celestial with powers of time manipulation and a clock-shaped halo on the back. I made this after some thought, meaning to give him the Eldritch Heritage (Astral) feat chain. How did I not think before of the two-pointed spear as the ideal weapon for a worshiper of Janus?

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Time Mage

Human magus 1 (Eldritch Scion)/champion 1

N Medium humanoid (human)

Init +2; Senses Perception +1


Defense

AC 12, touch 12, flat-footed 10 (+3 armor, +2 Dex)

hp 15 (1d8+2+5)

Fort +4, Ref +2, Will +3

Defensive Abilities hard to kill


Offense

Speed 30 ft.  

Melee double spear +2 (1d8, x3)

Special Attacks angelic attacks, mythic power 5/day, spell combat, sudden attack, surge +1d6

Eldritch Scion Spells Known (CL 1st; concentration +4)

1st Level (2/day)- feather fall, magic missile

0-Level (at will)- dancing lights, detect magic, mage hand, read magic

Bloodline Celestial


Statistics

Str 10, Dex 14, Con 14, Int 12, Wis 13, Cha 16

Base Atk +0, CMB +0, CMD 12

Traits Adopted (aasimar), Arcane Revitalization, Celestial Contact

Feats Skill Focus* (Knowledge- planes), Weapon FocusM (double spear)

Skills Intimidate +7, Knowledge (arcana) +5, Knowledge (planes) +5, Spellcraft +5

Languages Celestial, Common

SQ eldritch pool (4 points), mythic weapon training (spears)

Gear double spear (25 gp), magus’ kit (22 gp), potion of cure light wounds (50 gp), studded leather armor (25 gp), 18 gp