Monthly Archives: February 2017

Mythic Monster Feats

At LEAST one issue with the mythic rules is that they are PC-centric. That makes sense of course, and monsters can take mythic options. But they don’t have nearly as *many* mythic options tailored for them.

But you can FIX that. Just make mythic versions of monster-specific feats. Of course that can be a lot of work…

I took a run as some Mythic Monster Feats, of course.

Mythic Ability Focus (Monster)
One of this creature’s special attacks is amazingly effective.
Prerequisite: Ability Focus, special attack.
Benefit: Increase the bonus to the special attack’s DC by another +2 (+4 total including the benefit from Ability focus). Additionally, once one round the monster can expend one point of mythic power to use this special attack as a swift action.
Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat, it applies to a different special attack.

Mythic Ankle Biter (Combat, Goblin, Mythic)
You can bite creatures anywhere, any time.
Prerequisite: Ankle Biter, Goblin, Escape Artist 1 rank.
Benefit: Any time an adjacent creature attacks you and misses, you may make a free bite attack against that creature. Add your mythic tier to all bite damage you deal (including with normal bite attacks not made as part of this feat). Additionally, you may expend a point of mythic power to make a bite attack at your highest attack bonus as a swift or immediate action.
Special: You cannot make this bite attack when you are the aggressor in a grapple, including if you manage to reverse a grapple or make any other attack of opportunity.

Mythic Awesome Blow (Monster, Mythic)
You toss lesser creatures about like dolls!
Prerequisites: Str 25, Awesome Blow, Power Attack, Improved Bull Rush, size Large or larger.
Benefit: Once per round when you damage a creature smaller than yourself with a natural attack, you may make a CMB check as a free action. If your check succeeds, you send the foe 10 feet directly away from you in a direction of your choice, +5 feet for every 5 your check exceeded the foe’s CMD. The foe falls prone, and if it hits an obstacle it and the obstacle take 1d6 damage per 5 feet you sent it. (If the obstacle is also a creature, and your original CMB check exceeds its CMD, it also falls prone.)

Mythic Battle Singer (Goblin, Mythic)
Your battle songs can drive your fellow goblins to new heights of frenzy.
Prerequisite: Battle Singer, goblin, bardic performance class feature.
Benefit: When using bardic performance to sing in goblin to inspire courage in allies who speak goblin, add half your mythic tier to the bonus granted by inspire courage (minimum of an additional +1 bonus).

Mythic Blasting Boulder (Monster, Mythic)
The boulders you hurl detonate like cannon balls.
Prerequisites: Blasting Boulder, Mythic Smoking Boulder, Smoking Boulder, base attack bonus +13, heated rock special attack*.
Benefit: You can infuse rocks thrown as part of an attack action with volatile fire energies, adding one of the following effects to a thrown rock affected by your Smoking Boulder feat.
Choking Smoke: All creatures in the affected 10-foot-radius spread are nauseated for 1 round.
Concussive Blast: Creatures in a 10-foot-radius burst are deafened and staggered for 1d4 rounds (Fort negates).
    Incendiary Explosion: The creature struck by this rock takes 4d6 points of fire damage, other creatures within a 10-foot-radius burst take 2d6 points of damage, and all affected creatures catch on fire. A successful Reflex save halves the fire damage taken and negates catching on fire.
*Normally available to fire giants.

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SpaceThulhu 1889!

I kind of want to write “SpaceThulhu 1889!”
“To defend an Earth on the brink of War, man must take to the stars in ships driven by steam and ether!”
“And face horrors never before imagined.”
1. The Dagon Drive
2. The Statement of Captain Randolph Carter
3. Facts Concerning the Late Arthur Jermyn and His Crew
4. Nyarlathotep Nebula
5. Herbert West — Chairman of the Royal Reanimation Society
6. The Colour Out Here in Space
7. The Whisperer on Mars
8. The Eclipse Over Innsmouth
9. The F
all of Cthulhu

 

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Relic Files: Aigduril – The Shield Splitter

Relics are magic items that grow with the character, with extra abilities granted at every level, 1-20.  They were first introduced in The Genius Guide to Relics of the Godlings (a name I regret, btw), which also has a follow-up product. There are lots of relics in those books, and rules for making your own that are balanced and interesting. But I have designed even more relics… which I haven’t released yet.

Relics are supposed to be the magic items characters carry with them throughout their careers… without either being as overpowering as artifacts, or as underwhelming as heirlooms.

The full rule for how to balance relics are found in those products, but the short forms are you can just choose to give each player 1-3 relics and stop worrying about other magic items, or you can reduce PC wealth by level of 20%-33%, or you can require PCs with relics to take a feat for every 4-5 levels of relic they can “attune” to 9and without that, the relics are just minor magic items with their 1st and 2nd level powers).

Here’s a full example relic.

Aigduril – The Shield Splitter

Aigduril is a finely crafted battleaxe made of metal with complex patterns of alternating dark and bright steel. In addition to its two sharp crescent blades, it features a lion’s head image at the top of the shaft (from which the blades emerge). Along the haft is etched the weapon’s name (meaning “Shield Splitter” in elven, though it could also be translated as “Breacher of Wards” or “Guardian Cleaver”). No matter what form Aigduril takes these features (name, patterned steel appearance, and a lion motif) remain.

Aigduril is one of the legendary 7 Great Sept Weapons, symbols of nobility, power and rulership from the ancient elven lands of Te Thirage.

Though Te Thirage was lost centuries ago, at its height it was ruled by seven Septs, each a powerful noble house with its own icons and rules. Aigduril was the Sept Weapon of the Calrilwyn, the Lords of Heroes. The Calrilwyn served on the armies of many other elven Septs, and were nemesis of the Dr’augh, later known as drow, the Sept of Spiders that destroyed Te Thirage. As the Dr’augh were spellcasters and often used shield guardian constructs and dancing shields to protect themselves in battle, Aigduril was specifically created to slice through such enchanted protections, both as a practical matter, and as a direct warning to the Dr’augh.

Whomsoever wields Aigduril is a noble of Calrilwyn, and earns the elven title of Lord or Lady.

Powers By Character Level

Level 1: Aigduril is a masterwork battleaxe. Though not considered magic for purposes of penetrating DR, it does give a +1 magic enhancement bonus to damage rolls on critical hits (multiplied normally by the weapon’s critical multiplier). This is in addition to the normal +1 nonmagic enhancement bonus to attack rolls as a masterwork weapon.

Level 2: Adds a +1 competence bonus to Strength checks made to break or open something. The weapon need not be drawn to grant this benefit, but must at least be on the character’s body.

Level 3: As a swift action, Aigduril can turn into any simple or martial slashing melee weapon sized as appropriate for the wielder. It retains this form until this ability is used again. It can do this twice per day.

Level 4: Aigduril becomes a +1 battleaxe.

Level 5: Aigduril counts as a silver weapon for purposes of penetrating DR (but does not suffer the -1 to damage of normal silver weapons).

Level 6: Competence bonus to Strength checks made to break or open something increases to +2. Aigduril can now change forms three times per day.

Level 7: Aigduril counts as a cold iron weapon for purposes of penetrating DR, in addition to silver.

Level 8: Aigduril becomes a +1 impervious* battleaxe. Also, the competence bonus to Strength checks made to break or open something increases to +3.

Level 9: The wielder gains a bonus feat from Aigduril’s bonus feat list (see below). The weapon need not be drawn to grant this benefit, but must at least be on the character’s body.

Level 10: Aigduril counts as an adamantine weapon for purposes of penetrating DR and hardness (in addition to cold iron and silver). Also, the competence bonus to Strength checks made to break or open something increases to +3.

Level 11: Aigduril becomes a +1 impact** impervious battleaxe.

Level 12: Competence bonus to Strength checks made to break or open something increases to +5, and Aigduril now acts as a golembane scarab.

Level 13: The wielder gains a second bonus feat from Aigduril’s bonus feat list (see below). Additionally, the wielder deals +1 damage with all weapon attacks.

The weapon need not be drawn to grant these benefits, but must at least be on the character’s body. Aigduirl can also now change form an unlimited number of times per day.

Level 14: Aigduril becomes a +1 countering*** impact impervious battleaxe. Competence bonus to Strength checks made to break or open something increases to +6.

Level 15: Aigduril becomes a +2 countering impact impervious battleaxe, and the bonus damage dealt with all weapons increases to +2

Level 16: Competence bonus to Strength checks made to break or open something increases to +7, and the bonus damage dealt with all weapons increases to +3.

Level 17: Aigduril becomes a +3 countering impact impervious battleaxe, and the competence bonus to Strength checks made to break or open something increases to +8.

Level 18: Competence bonus to Strength checks made to break or open something increases to +9, and the bonus damage dealt with all weapons increases to +4.

Level 19: Aigduril becomes a +4 countering impact impervious battleaxe. Also, the competence bonus to Strength checks made to break or open something increases to +10.

Level 20: Aigduril becomes a +5 countering impact impervious battleaxe.

 

* A countering weapon gives its wielder a +2 bonus to his combat maneuver defense against combat maneuvers made to disarm or sunder this weapon. If the attempt fails, the wielder can immediately attempt the same maneuver against the opponent without provoking attacks of opportunity. The wielder never risks dropping his weapon with a failed disarm combat maneuver when counterattacking in this manner. This ability can be used even if the attacker is not within the wielder’s reach. Countering can only be placed on melee weapons. (UE)

** An impervious weapon is warded from damage and decay. A metallic weapon cannot rust and a wooden weapon cannot rot or warp, even by magical or supernatural means. An impervious weapon gains double the normal bonus to its hardness and hit points for each point of its enhancement bonus. The break DC for an impervious weapon and the wielder’s combat maneuver defense against sunder maneuvers against the impervious weapon each gain a bonus equal to twice the weapon’s enhancement bonus. (UE)

*** An impact weapon delivers a potent kinetic jolt when it strikes, dealing damage as if the weapon were one size category larger. In addition, any bull rush combat maneuver the wielder attempts while wielding the weapon gains a bonus equal to the weapon’s enhancement bonus; this includes all bull rush attempts, not only those in which a weapon is used, such as Bull Rush Strike, Shield Slam, or Unseat. This special ability can only be placed on melee weapons that are not light weapons. (UE)

Aigduril’s Bonus Feats

When you gain a bonus feat, take the first feat from the list below you do not yet have. You do not have to meet the bonus feat’s prerequisites. If you later gain the selected feat, the next feat in the list you do not have becomes your bonus feat.

*Power Attack
*Improved Sunder
*Greater Sunder
*Sundering Strike
*Shatterspell

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