Pagine

mercoledì 8 maggio 2024

Mythic Subdomains for Clerics

The Mythic Domain (Power) class feature allows to empower a divine character’s domains, but subdomains were not mentioned until now. Most subdomains grant powers already covered in the general ability description, but some are more unique.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


Mythic Subdomains


Mythic Aristocracy Subdomain

The cleric’s Charisma bonus from noble visage also applies against creatures that don’t share her creature type/subtype.


Mythic Feather Subdomain

When the cleric casts a spell that grants her a fly speed, her maneuverability increases by two steps rather than one.


Mythic Language Subdomain

At 6th level, the cleric adds 10 feet for every 2 mythic tiers she possesses (minimum 10 feet) to the distance of the rune to move with the rune shift power. The rune can be moved up to a distance equal to 10 feet for every 2 tiers the cleric possesses (minimum 10 feet).


Mythic Leshy Subdomain

The leshys that the cleric summons are considered mythic creatures as per the wizard’s mythic arcane bond ability.


Mythic Portal Subdomain

When the cleric uses the travel as one power, she adds her mythic tier to her castel level for all purposes when casting a teleportation spell, in addition to the +3 provided by that power. The temporary hit points gained by the cleric and her allies also last for a number of rounds equal to her mythic tier after teleporting.


Mythic Rage Subdomain

The cleric gains an additional rage power (or the mythic version of a rage power she already possesses) at 5th and 10th tier. Her equivalent barbarian level is now equal to her cleric level for the purpose of using and selecting rage powers.


Mythic Revelation Subdomain

The cleric adds her mythic tier to Perception skill checks to see through a disguise of find something that is hidden or concealed.


Mythic Revelry Subdomain

At 8th level, spells the cleric cast that confer a morale effect upon her or her allies last three times their normal duration.


Mythic Saurian Subdomain

At 4th level, the cleric adds her mythic tier to her effective druid level when determining the abilities of her dinosaur companion. This cannot exceed her total cleric level.


Mythic Self-Realization Subdomain

The cleric gains a save bonus against illusion spells and effects equal to her bonus against polymorph, petrification, and transmutation effects. At 5th tier, the same bonus also applies against death spells and effects.


Mythic Stars Subdomain

While the stars are visible, the cleric can cast any one spell from the Stars subdomain without swapping prepared spells, for a number of times per day equal to her mythic tier. By expending one use of mythic power, she can cast the mythic version of one such spell, even if she doesn’t know it.

domenica 5 maggio 2024

New Mythic Domains

These domains were missing in the Mythic Domain (Power) ability in the Mythic Character Codex, because they were not in the Core Rulebook. Let’s add the rules for them.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


Mythic Scalykind Domain

At 4th level, the cleric adds her mythic tier to her effective druid level when determining the abilities of her serpent companion. This cannot exceed her total cleric level.

Mythic Void Domain

At 12th level, the cleric no more needs to eat, drink, or breathe.

sabato 4 maggio 2024

Legendary Classes: Bloodline Disciple Is Out!

My latest work for Legendary Games, Legendary Classes: Bloodline Disciple expands the concept introduced in Legendary Prestige, presenting fifteen variants of the Dragon Disciple prestige class for sorcerers and bloodragers with different bloodlines.

Tomorrow I will post a bit of exclusive content for this book on my Patreon page. If you wish, go grab it!

mercoledì 1 maggio 2024

Thank you to my patrons!

As May comes and Spring is in bloom, thank you once more to my most generous patrons:

-Zabor

-Cecil Maye

-Christen Sowards

-S L Hall

Tomorrow there will be a new piece of exclusive content on my Patreon page. Be sure to look at it! 

domenica 28 aprile 2024

Mythic Elemental Arcane Schools

Elementalist wizards should be able to mythicize their school too.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


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.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


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.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

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).

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


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).