domenica 12 maggio 2024

New Mythic Sorcerer Bloodlines, Part 2

Part 2: Div to Ghoul

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Mythic Div Bloodline

At 1st level, the save DC bonus gained through the bloodline arcana increases by 1, +1 for every 3 mythic tiers the sorcerer possesses beyond 1st.

At 3rd level, the sorcerer gains resist acid and electricity equal to ½ her mythic tier (minimum resist 1).

Mythic Djinni Bloodline

At 1st level, whenever the sorcerer casts a spell with the electricity descriptor, that spell deals +1 point of damage per die rolled.

At 3rd level, whenever the sorcerer is affected by a spell that deals electricity damage, and the spell has a caster level no lower than the sorcerer’s character level -2, if the spell does not successfully harm the sorcerer, she gains a +1 bonus to caster level for a number of rounds equal to half the spell’s level.

At mythic tier 6, if the spell is mythic and does not damage the sorcerer, the caster level bonus is +2.

Mythic Dreamspun Bloodline

At 1st level, the insight bonus to AC and saving throws gained from the bloodline arcana lasts for 2 rounds.

At mythic tier 5, it lasts for 3 rounds.

At mythic tier 10, it lasts for 4 rounds.

Mythic Ectoplasm Bloodline

At 1st level, the sorcerer’s damaging spells deal 100% damage to incorporeal creatures, and her non-damaging spells have a 75% chance of affecting them.

At 11th level, the sorcerer’s actual reach increases by 5 feet, extending her threatened area.

Mythic Efreeti Bloodline

At 1st level, whenever the sorcerer casts a spell with the fire descriptor, that spell deals +1 point of damage per die rolled.

At 3rd level, whenever the sorcerer is affected by a spell that deals fire damage, and the spell has a caster level no lower than the sorcerer’s character level -2, if the spell does not successfully harm the sorcerer, she gains a +1 bonus to caster level for a number of rounds equal to half the spell’s level.

At mythic tier 6, if the spell is mythic and does not damage the sorcerer, the caster level bonus is +2.

Mythic Ghoul Bloodline

At 1st level, the sorcerer adds her mythic tier to the hit points healed when casting necromancy spells through her bloodline arcana.

At 3rd level, the sorcerer gains a +2 bonus to saves against paralysis. This increases to +4 at 9th level.

At 15th level, the sorcerer adds 30 ft. to her burrow speed.

sabato 11 maggio 2024

New Mythic Sorcerer Bloodlines, Part 1

Only the bloodlines in the Pathfinder Core Rulebook were covered for the Mythic Bloodline (power) in the Mythic Character Codex. I tried to cover all the others, but there are too many to present at once.

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 Mythic Sorcerer Bloodlines


Mythic Accursed Bloodline

At 1st level, the sorcerer counts as a witch and as having the hex class feature for the purpose of qualifying for feats. She still has to meet a feat’s other prerequisites to select it.


At 3rd level, the sorcerer gains a +2 bonus to saves against poison. This increases to +4 at 9th level.


Mythic Aquatic Bloodline

At 1st level, the sorcerer adds ½ her mythic tier (minimum 1) to her caster level bonus for spells with the water descriptor, and to attack and damage rolls of summoned creatures with a swim speed or the aquatic or water subtypes.


At 3rd level, the sorcerer doubles her swim speed.

At 9th level, she also doubles her armor bonus and resistance to cold, and gains blindsight 30 feet when immersed in water. At 15th level, she doubles her swim speed and gains tremorsense in a 60 ft. radius.


Mythic Astral Bloodline

At 1st level, the increased save DC gained from the bloodline arcana applies to the next spell cast within 2 rounds.

At mythic tier 5, it applies to the next 2 spells cast within 3 rounds.

At mythic tier 10, it applies to the next 3 spells cast within 4 rounds.


Mythic Boreal Bloodline

At 1st level, the sorcerer adds ½ her mythic tier (minimum 1) to her save DC bonus for spells with the cold descriptor.


At 3rd level, whenever the sorcerer is affected by a spell that deals cold damage, and the spell has a caster level no lower than the sorcerer’s character level -2, if the spell does not successfully harm the sorcerer, she gains a +1 bonus to caster level for a number of rounds equal to half the spell’s spell level.

At mythic tier 6, if the spell is mythic and does not damage the sorcerer, the caster level bonus is +2.


Mythic Daemon Bloodline

At 1st level, the bonus gained by the sorcerer through her bloodline arcana stack with other effects that increase her effective caster level, and she can gain a bonus up to her Charisma modifier.


At 3rd level, the sorcerer gains a +2 bonus to saves against disease. This increases to +4 at 9th level.


At 9th level, whenever the sorcerer uses the age out power, she gains the mental benefits she would normally receive from an older age.


Mythic Deep Earth Bloodline

At 1st level, the sorcerer adds ½ her mythic tier (minimum 1) to the bonus gained through her bloodline arcana.


At 3rd level, the sorcerer gains darkvision in a 60 ft. radius, or adds 30 ft. to her existing darkvision range. At 9th level, she gains blindsense in a 30 ft. radius when underground.


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.

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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.

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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.

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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.