Visualizzazione post con etichetta Misfit Studios. Mostra tutti i post
Visualizzazione post con etichetta Misfit Studios. Mostra tutti i post

sabato 8 agosto 2026

Passionate Intrigues For Misfit Studios Is Out!

I didn’t notice that a while ago, this book I worked on with my dearest friend Will Wells has at last seen the light. It is the latest installment in the Book of Passion series. Please read it and enjoy it!

Tomorrow, there will be another piece of exclusive content on my Patreon page. Don’t miss it!

sabato 21 giugno 2025

The Bestiary of Passion Is Out!

 The long-waited companion book for The Book of Passion, written by Will Wells and me (and some guest authors), is out now for Misfit Studios! Hopefully, Will and I will do more collaborations in the future!

Peruse The Bestiary of Passion on Drivethru!

And tomorrow, a new snippet for patrons only on my Patreon page. Enjoy it!

sabato 3 dicembre 2022

Witch Patron: Metal

 Some options for worshipers of Achthael have already been published (the Generosity subdomain is from the Book of Passion, the matching blessing was posted elsewhere on this blog); this patron is for witches who follow him.

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!

Witch Metal Patron

2nd- fool’s gold, 4th- molten orb, 6th- pellet blast, 8th- warp metal, 10th- major creation, 12th- transfiguring touch (iron only), 14th- magnetic field, 16th- repel metal or stone, 18th- mass last Azlanti’s defending sword

sabato 9 luglio 2022

Mythic Spell: Power Word, Smile

 I could as well take a little time to mythicize my own material, couldn’t I? This is the mythic version of a spell that was published in Misfit Studios’ The Book of Passion.

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Mythic Power Word, Smile

The spell also negates the confused, exhausted, frightened, and nauseated conditions. The target can roll twice for its save against mind-affecting effects that rely on negative emotions, and choose the best result.

mercoledì 3 giugno 2020

Passionate Focused Blessings

These warpriest’s blessings are for the new subdomains that I and Will Wells wrote for Misfit Studios’ Book of Passion. One of these is used by Lady Fiona Wylde.
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!

Warpriest Focused Blessings

Ascetics
Associated Blessing: Any

Replacement Blessing: The following major blessing replaces the 10th level ability of the chosen blessing.

Qinggong Novice (major): At 10th level, choose one qinggong monk ki power with a cost of 0 or 1 ki point. Once made, the choice is set. You can use this power once with each use of your blessing ability.

Birth
Associated Blessing: Healing

Replacement Blessing: The following major blessing replaces the fast healing ability of the Healing blessing.

Inured to Suffering (major): At 10th level, you can become immune to pain effects for 1 minute.

Confidence
Associated Blessing: Glory

Replacement Blessing: The following minor blessing replaces the glorious presence ability of the Glory blessing.

Believe in Yourself (minor): At 1st level, you can speak a few words to a creature within 30 feet, granting that creature a +2 morale bonus on Armor Class, attack rolls, ability checks, skill checks, or saving throws (your choice). This effect lasts for 1 minute.

Courage
Associated Blessing: Strength

Replacement Blessing: The following minor blessing replaces the strength surge ability of the Strength blessing.

Against All Odds (Su): When reduced to below 0 hit points, you can stabilize and continue to act for a number of rounds equal to ½ your warpriest level, although you’re staggered. When the power expires, you fall unconscious and begin dying.

Daring
Associated Blessing: Luck

Replacement Blessing: The following major blessing replaces the unlucky enemy ability of the Luck blessing.

Reverse Unluck (major): At 10th level, as an immediate action when you are under the effect of a penalty on dice rolls you can transform it in an equivalent luck bonus for 1 minute.

Endurance
Associated Blessing: Protection

Replacement Blessing: The following minor blessing replaces the increased defense ability of the Protection blessing.

Lend Resistance (minor): At 1st level, you can transfer part of your armor bonus to another creature you touch for 1 minute. You can transfer 1 point of bonus (both magical and non magical) plus 1 for every 5 warpriest levels you possess.

Fey
Associated Blessing: Charm

Replacement Blessing: The following major blessing replaces the dominance aura ability of the Charm blessing.

Fey Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a fey, an animal with the plane of faerie creature simple template, or a creature with the fey animal or fey creature template. This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20th level).

Generation
Associated Blessing: Fertility

Replacement Blessing: The following major blessing replaces the fast healing ability of the Fertility blessing.

Energy Boost (major): At 10th level, you can infuse yourself with pure life energy. Your attacks deal damage as if you were a size larger for 1 minute.

Generosity
Associated Blessing: Nobility

Replacement Blessing: The following major blessing replaces the lead by example ability of the Nobility blessing.

Boon of Magnanimity (major): At 10th level, you can temporarily transfer a weapon or armor bonus from an item you possess to another in possession of an ally within 30 feet. You have not to touch either item to make the transfer. You can divert a value equal or lesser than +2 of your weapon or armor bonus to your ally’s weapon or armor. You can also transfer weapon or armor special abilities of the same value, provided that your ally’s weapon or armor could normally be enchanted with these abilities. The transfer lasts for 1 minute, after which the transferred bonus automatically returns to your weapon or armor. You can use this ability multiple times on the same weapon or armor.

Joy
Associated Blessing: Chaos

Replacement Blessing: The following minor blessing replaces the anarchic strike ability of the Chaos blessing.

Touch of Joy (minor): At 1st level, you can make a touch attack against a foe, afflicting the foe with hideous laughter for 1 round.

Kindness
Associated Blessing: Charm

Replacement Blessing: The following major blessing replaces the dominance aura ability of the Charm blessing.

Relieve the Burden (major): At 10th level, as a swift or immediate action, you can touch a creature to temporarily relieve it from any curse effect or corruption taint it may be suffering of at the moment.  The relief lasts lasts for 1 hour. A creature can be relieved of only one curse or taint at a time.

Nourishment
Associated Blessing: Fertility

Replacement Blessing: The following minor blessing replaces the blessed growth ability of the Fertility blessing.

Excess of Vitality (minor): At 1st level, you can touch one ally and grant it temporary hit points equal to 1d6 + ½ your warpriest level.

Peace
Associated Blessing: Good

Replacement Blessing: The following minor blessing replaces the holy strike ability of the Good blessing.

Weapon of Compassion (minor): At 1st level, you can touch one weapon and bless it with the power of peace. For 1 minute, this weapon glows rosy-gold or white and acquires the compassionate special ability. During this time, it’s treated as good for the purposes of overcoming damage reduction.

Sorrow
Associated Blessing: Good

Replacement Blessing: The following minor blessing replaces the holy strike ability of the Good blessing.

Suffering Doesn’t Kill (minor): At 1st level, you can touch one ally and convert some of the lethal damage he suffered into nonlethal damage. You can convert this way a number of damage points equal to 1d6 + your warpriest level.

Tantra
Associated Blessing: Healing

Replacement Blessing: The following minor blessing replaces the powerful healer ability of the Healing blessing.

Charming Healer (minor): At 1st level, you can add a healing effect to a spell with the emotion descriptor you cast. The spell’s target creature is also healed for 1d6 hp.

sabato 23 maggio 2020

Lord Byron Wylde, Redeemed Knight

Here’s the vanilla P1 version of a character from my novel that I already stated as a Sentinel for the Spheres of Power system on this blog- a dark knight redeemed by the power of love. He also was quoted as “Sir Bryant” in Misfit Studios’ Book of Passion. The magic item Ring of Heartbeat comes from there as well, while some mythic qualities are taken from the Mythic Hero’s Handbook.
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!

Lord Byron Wylde (CR 22)
Male middle–aged human cavalier 10 (Gendarme)/fighter 9 (Dragoon)/champion 7
LG Medium humanoid (human)
Init +11; Senses Perception +12
Defense
AC 35, touch 12, flat–footed 33 (+11 armor, +2 Dexterity, +5 natural, +7 shield), +4 dodge while charging vs. set against attacks (mounted mastery); +3 dodge when challenged (knight errant’s challenge)
hp 210 (19d10 + 57 + 35 + 4)
Fort +21, Ref +13, Will +16; +2 morale on Will while LG (by my honor); +2 vs. fear (bravery);  +2 vs. divine spells and spell–like abilities (Divine Defiance); +2 vs. spells and abilities of evil outsiders (redeemed lance); +4 morale vs. fear during a charge (banner); +4 on Fort saves vs. hot or cold environments and damage from suffocation (Endurance).
Defensive Abilities bravery +2, force of will, hard to kill, mythic saves; DR 5/magic (with magic armor); SR 30 vs. divine spells and spell–like abilities.
Offense
Speed 30 ft.
Melee stormcaller +31/+26/+21/+16 (1d8+14, x3), +2 redeemed thundering lance +32/+27/+22/+17 (1d8+15, x3, +2d6 damage vs. evil creatures), rod of thunder and lightning +28/+23/+18/+13 (1d6+9, x2); + 2d6+14/2d8+29/1d8+9 in a charge while mounted (cavalier’s charge, mounted mastery, ramming shield, magic belt)
Ranged stormcaller +26/+21/+16/+11 (1d8+14, x3)
Special Attacks banner +5/+4, cavalier’s charge, challenge 4/day (+10 damage and +3 to hit while riding mount, +3 morale bonus on attack), mythic power 17/day, spear training +2, spinning lance, surge +1d10
Spell–like Abilities (CL 19, concentration +24)
At will (spending mythic power)– obscuring mist, fog cloud, call lightning (DC 19), sleet storm, call lightning storm (DC 21), sirocco (DC 22), control weather
1/day– commune
Statistics
Str 25, Dex 15, Con 16, Int 14, Wis 16, Cha 20
Base Atk +19; CMB +26 (+28 with bull rush and overrun); CMD 38 (42 vs. disarm and sunder when wielding a weapon of the spear group)
Traits Adopted, Bound by Honor, Warrior of Old
Feats Antagonize, Combat Expertise (+5/–5), Death from Above*, Death or Glory (+6), DiehardM, Divine Defiance, Endurance, Focused Disbelief, Greater Weapon Focus (spear group), Heroic Will, Horse Master, Improved Iron Will, Iron WillM, Mounted Combat*, Mythic MountM, Mythic Weapon TrainingM, Skill Focus (Ride)*, Power Attack* (–5/+10), Ride–By Attack*, Spirited Charge*, Trample*, Weapon Focus* (spears group), Weapon Specialization* (spears group)
Skills Acrobatics +12, Diplomacy +18, Fly +12, Handle Animal +18/+23, Intimidate +18, Knowledge (nobility) +15, Knowledge (planes) +12/+17, Knowledge (religion) +14, Perception +12, Ride +25, Sense Motive +15/+20, Survival +15
Languages Common, Elven, Infernal
SQ amazing initiative +7, armor training +1, champion’s strike (fleet charge), expert trainer, mythic mount (sky panther named Bragh), order of the knight errant (self reliant, without master), order of the sword (by my honor [Will], mounted mastery), path abilities (defy death, elemental fury, mortal herald [Weather/Storms], mounted maniac, mythic weapon training [spears], mythic order [Knight–Captain], pure destiny), skilled rider.
Gear stormcaller (98,302 gp), +2 redeemed thundering lance (72,310 gp), rod of thunder and lightning (33,000 gp), +5 invulnerability jousting agile breastplate (68,300 gp), +5 clangorous ramming moderate fortification heavy steel shield (100,170 gp), amulet of natural armor +5 (50,000 gp), belt of thunderous charging (10,000 gp), cape of free will +5/+6 (37,500 gp), lord’s banner of terror (56,000 gp), ring of heartbeat (6,000 gp), ring of inner fortitude, minor (18,000 gp), staff of electricity (31,900 gp), stormcrusher gauntlets (45,000 gp), thunder strap (60,000 gp)

Bragh, Sky Panther Mount, Fighter 11 (Unbreakable) (CR 15)
Effective Druid Level 19
N male Large magical beast
Init +9; Senses darkvision 60 ft., low–light vision, scent; Perception +22

Defense
AC 30, touch 14, flat-footed 25 (+5 Dex, +16 natural, –1 size)
hp 179 (16d10 + 80 +11)
Fort +16, Ref +13, Will +9; +4 on Fort vs. starvation, thirst, hot or cold environments, and suffocation (endurance); +4 on Will vs. enchantment spells and effects (devotion), +3 on Will vs. mind–affecting effects (unflinching)
Defensive Abilities evasion, improved evasion

Offense
Speed 50 ft, fly 100 ft. (good)
Melee bite +23/+18 (1d8+8 plus grab), 2 claws +23 (1d4+8)
Space 10 ft; Reach 5 ft.
Special Attacks pounce, rake (2 claws +23, 1d4+8)

Statistics
Str 27, Dex 20, Con 18, Int 7, Wis 16, Cha 10
Base Atk +16; CMB +24 (+26 bull rush, +28 grapple); CMD 39 (41 vs. bull rush)
Feats Awesome Blow*, Awesome Charge*, Combat Reflexes* (+5 attacks), Diehard*, Endurance*, Flyby Attack, Heroic Defiance*, Heroic Recovery* (2/day), Hover, Improved Bull Rush*, Improved Initiative, Improved Iron Will, Iron Will, Nightstalker, Power Attack* (–5/+10), Stealthy, Toughness, Wingover
Skills Acrobatics +20, Fly +14, Perception +18, Stealth +18 (+22 in the dark); Racial Modifiers +8 Acrobatics, +4 Stealth (+8 in the dark)
Languages Common (cannot speak)
SQ armor training 2, quick recovery

sabato 30 novembre 2019

New Race: Aelves

I had promised and then forgot to post this race when I posted some Aelves builds before. Here I am to amend my mistake before moving to the next build.
I created the Dwelves (dwarf-elf hybrids) for the Book of Passion. They are one classic way to see this kind of half-bloods, but not the only one neither one that everybody loves. In Norse myths, dwarves and elves were often seen as different types of the same creature, both highly magical and skilled into crafting of magical items. So here’s an alternate choice for the fruit of such a fortunate and powerful couple. Maybe this race will be published in a future installment of the Book of Passion!
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!

New Hybrid Race: Aelf
While dwelves are born from a dwarf father and an elf mother, the union of a male elf and a female dwarf produces an high, noble magical being known as an aelf. Such creatures were much more common in ancient mythic times when dwarves and elves were much closer and often mistaken the ones for the others by humans.
Aelves are higher than both elves and dwarves (even if they’re still Medium creatures), much like a liger is bigger than a lion and a tigress. They have elongated faces with thin features and pointy ears; unlike elves, male aelves can grow a beard. Their eyes have unlikely shades -purple, violet, bright pink, rosy gold- and can often be of two different colors altogether. Aelves are highly capable in everything they do, and many of them have a high reputation as creators of magic items. Though an aelf is welcome to grow both in a dwarven and elven community, both their parent races tend to dislike the sense of inferiority the hybrids strike on them, and as a consequence most aelves end to be solitary sages, making secluded homes in forest caves, hidden by magic.
Other than the following standard racial traits, aelves can choose any alternate racial trait available to dwarves or elves.

Aelf (Standard Race, 11 RP)
+2 Int, +2 Wis (2 RP): Aelves take the best from two worlds and are highly flexible creatures.
Type (0 RP): Aelves are humanoids with the dwarf and elf subtypes. They count as both dwarves and elves for any effect related to race.
Size (0 RP): Aelves are Medium creatures and have no bonuses or penalties due to their size.
Base Speed (0 RP): Alves have a base speed of 30 feet.
Languages: Aelves begin play speaking Common and either Dwarven or Elven. Aelves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Racial Traits

Defense Racial Traits
Dual-Minded (1 RP): Aelves gain a +2 bonus on all Will saving throws.
Lesser Spell Resistance (2 RP): Aelves gain magic resistance equal to 6 + their character level.

Feat and Skill Racial Traits
Master Crafter (2 RP): Aelves gain a +2 bonus on one Craft or Profession skill of their choice.

Magical Racial Traits
Magic Affinity (1 RP): Aelves are treated as 1 level higher when using powers of the Magic domain, bloodline powers of the arcane bloodline, and revelations of the oracle’s lore mystery. This trait does not give them early access to level-based powers; it only affects powers they could already use without this trait.

Senses Racial Traits
Darkvision (2 RP): Aelves can see perfectly in the dark up to 60 feet.
Low-Light Vision (1 RP): Aelves can see twice as far as humans in conditions of dim light.

Alternate Racial Traits

Diverse Talent (1 RP): An aelf with this trait can select two favored classes and gain the favored class benefit from both, as long as one is a full-BAB class and the other is an arcane casting class. This replaces magic affinity.

Faerie Born (2 RP): True children of Faerie, not the exiles born in another world and corrupted by its influence. Faerie born change their type from humanoid to fey, though does not change any subtypes. For aelves, this modifies type and replaces master crafter.

Fey Heart (3 RP): The power of the fey runs stronger in some faebloods, whether by practice of their innate skill, stronger traces of the blood of the upper echelons of the courts, or some other cause. They gain the Basic Magical Training feat for the Fallen Fey sphere as a bonus feat. For aelves, this replaces magic affinity and lesser spell resistance.

Fey Magic (2 RP): The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. For aelves, this trait replaces master crafter.

Fey Thoughts (1 RP): Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. For aelves, this trait replaces magic affinity.

Weapon Familiarity (2 RP): An aelf with this trait is expert with her ancestral weapons and may select the dwarf or elf weapon familiarity trait. This replaces master crafter.

Favored Class Alternatives
Alchemist: Add +¼ to the caster level of potions brewed by the aelf.
Arcanist: Gain ⅙ of a new arcanist exploit.
Barbarian: Gain ⅙ of a blood rage power.
Bloodrager: Increase by ⅕ the bloodrager’s bonus on Will saves while bloodraging.
Cleric: Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +½ to the number of uses per day of that domain power.
Magus: The magus gains ⅙ of a new magus arcana.
Paladin: Add a +½ circumstance bonus on critical hit confirmation rolls with a racial weapon of the paladin’s choice (maximum bonus +4). This bonus does not stack with Critical Focus.
Summoner: Add +¼ to the eidolon’s evolution pool.
Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Swashbuckler: Add ¼ to the swashbuckler’s effective class level to determine the extra damage she deals because of the precise strike deed when wielding a light pick, heavy pick, or rapier. If the swashbuckler has the Slashing Grace feat or another similar effect, she can treat the battleaxe, handaxe, or longsword as a one-handed piercing melee weapon, and she gains this benefit when wielding the appropriate weapon for the feat as well.
Wizard: Select one item creation feat known by the wizard. Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gp (50 gp if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.

Spheres Aelf FCB
Armiger: Gain +⅙ of a granted talent for 1 customized weapon. This weapon must be from those listed in the Dwarven Heritage or Elven Heritage from the Equipment sphere.
Armorist: +⅙ point of bonus to summoned equipment.
Blacksmith: Add +½ bonus to all Craft skill checks.
Commander: Add +⅙ of a new specialized terrain.
Conscript: Add +1 to your CMD when resisting a dirty trick, overrun, or steal combat maneuvers.
Elementalist: +1 energy resistance to acid, cold, electricity, fire, or sonic (maximum 10 per energy type). This stacks with the energy resistance normally gained through this class or any other source.
Eliciter: +¼ of an additional hypnotism use per day.
Fey Adept: Gain ⅕ of a new magic talent from the Fallen Fey sphere.
Hedgewitch: Gain +⅙th of a new hedgewitch secret.
Incanter: +⅙th of a item crafting or metamagic feat.
Mageknight: Gain +1/6th of a mystic combat.
Prodigy: Add ⅙ of a magic or combat talent.
Sage: Add ⅙ of a new esotery.
Scholar: Gain +⅛ of a scholar’s knack.
Sentinel: Gain +¼ bonus to Will saves.
Shifter: Add ⅙ of a Favored Form feat.
Soul Weaver: +¼ of an additional use of channel energy per day.
Striker: Gain ⅙ of a new striker art.
Symbiat: Add 1 to the total number of rounds the symbiat may use psionics in a day.
Technician: Gain +⅛th of a new invention.
Thaumaturge: Reduce the thaumaturge’s Forbidden Lore backlash percent chance by ¼th of a percent.
Troubadour: Add ⅙ of a new actor training.
Wraith: Increase the failure chance of magic effects originating from a corporeal source while in wraith form by 1%.