If you want magic as prestige only, you could adjust caster tables so that when you take your first level of spellcaster (presumably at level 6), you get the equivalent of 1-6 levels of casting right away and then scale normally after that.
This would mean spellcasters could strive after their 'awakening' for a while, and then get a sudden burst of magical ability when they finally break through.
I don't want to spoil the ending for anyone so I'll sum up the premise.
The Batter is the foe of corrupt spirits, directed by the player to fulfil his sacred quest of purifying the world. He does this by hitting them with a baseball bat. His enemies are mostly ghosts, undead monstrosities and bizarre, twisted humanoids. The world itself is utterly surreal. Its four primary elements are smoke, metal, meat and plastic (the magic system involves strengths and vulnerabilities to these elements).
He eventually picks up powers that heal himself and allies, as well as hitting enemies with more powerful strikes.
Later in the game, he is joined by the 'Add Ons', hovering circles that act like extra party members to supplement this party of one. They have various supporting powers and have their own combat actions independent from the Batter.
Oath against undead paladin gets to be pretty spectacular against incorporeal undead. Maybe that would fit.
AMAZON bloodline. Your mother was a WOMAN. So was your father. Pure, rugged WOMANLINESS runs through your veins. There hasn't been a man in your ancestry for over a thousand years! Wait, how do two women conceive? LESS QUESTIONS MORE FIGHTING
(this bloodline is exactly the same as the MANLY bloodline but for female characters)
Let's come up with bloodline origins that could lead into mythic! I'll start with the first on the list. If we go alphabetically, we'll cover all of them.
Aberrant: You are a living shell crafted by an Outer God seeking to know life as mortals do. As time passes, the shell weakens, allowing more of the true horror of your existence to breach the boundaries of time and space. Because the abomination had to seal off the vastness of its unfathomable mind to keep from sundering you at birth, you may grow to gain independence from your progenitor as a fully realised individual. This may, however, draw the Outer God's hideous wrath. Will you accept your origin and allow yourself to be subsumed, passing your experience on to the greater mind beyond the darkness? Or will you fight it and strive to retain your humanity, artificial though it may be?
Your mythic potential may be realised in a few different ways. Knowing your consciousness is destined to be reclaimed by the mind that spawned it, you perfect yourself to such wondrous levels that when you return to your origin, the merging leaves your godlike personality dominant.
Or, in defying your creator, you face the beast and manage to sever the connection for good. This breach in the void leaves you free to claim your own place in the Dark Tapestry. You are a sovereign Outer God, yet one with the soul of a mortal. You have become the bridge between the mundane and the unknowable.
Next up is Abyssal.
100. The Last Book You Will Ever Read - This threatening-looking book contains a poorly written story about a vampire romance. That's bad, but it's not the real problem. The book is cursed. If someone reads any text in the book, the reader is cursed such that any written text is replaced with passages from this book before his or her eyes.
I was going to write a book about5 them but I'm too tired and depressed so I'll suggest them here:
Monstrous versions of the Cambrian biota! There are plenty of bizarre creatures there, and if you giant-size them they can be great monsters. I was writing them as aberrations, but some could be vermin or animals if you want to keep real-life creatures to those categories.
Also, another step above 'dire' for animals! Paragon animals as statted creatures rather than a template (or in addition to), maybe? I dunno. Something powerful that's still in the animal category so that druids don't have to resort to dinosaurs as their favourite animals once they become high level. And so rangers with favoured enemy animal don't feel like sad pandas when animals are no longer found as adversaries.
It makes me uncomfortable when people use 'rape' lightly. I'm also afraid to point out how it makes me uncomfortable because today's culture has drilled in how aceptable it is to make light of.
The one time I commented on being offended by an offhand sexist joke, the mood in the room quickly darkened. For a while, general attitude toward me was less pleasant.
And this is in a group that's probably the best gaming group I've ever had. They're great most of the time.
In one of my games, I had a pair of gay oracles living on a hill. They'd met due to each of them receiving one half of a vision and seeking the other. They had their share of quests, then in old age settled down in the countryside to give advice to young adventurers that stopped by on their way to the monster-filled mountains.
I never once said they were gay, but from the portrayal of their interaction with each other and the party, one of the players commented, "Huh, those dudes were probably married."
After a shrug all round, the game went on.
27, and ridiculously fond of adventures where nobody is explicitly good or evil (including gods and outsiders) and players must weigh the morality of their actions and their allegiances without the help of handy alignment labels. I loathe random character death and prefer that death only occurs when plot-relevant. A satisfying death (from any number of classic death tropes; redemption equals death, hoisted by his own petard, heroic sacrifice, villainous sacrifice, etc.) is far more important than any whining people might make about the game not being 'dangerous'. Your life may not be in danger, but I will threaten your friends, family, and very sense of right and wrong in the world. Death prevention/raising are easier than ever, but detect evil does not exist here. Those gleaming, golden-winged angels may not be the automatic good guys you expect them to be, and those horned, firey abominations from the pits might be rather amiable.
In the last fantasy game I ran, two nations were going to war. One was stealing ancestral land from the other and refusing all prior claims. The other was enslaving or exiling all nonhuman races found within their borders. Both sides thought they were right for various reasons, with sympathetic and antagonistic NPCs on both sides. I enjoy playing in such games, but other local GMs seem to prefer straight up bash-evil-in-the-face plots.
I suppose if the combinations are split half and half between harmonius and discordant, that might work.
Example discordant fusion:
Fire+Ice: Thermal Shock Whenever an axiom spell you cast deals cold damage to a creature or object that was dealt fire damage this round or vice versa, it must make a Fortitude save or take extra damage (based on class level or prior damage?) and be staggered for 1 round.
Example harmonius fusion:
Air+Body: Lightness of Form You can move as if air-walking.
Fire+Lightning: Plasma Aura Whenever a creature hits you with a melee attack, it takes <blah> damage. Half the damage is fire and the other half is electricity.
This is what I get for writing a class while asleep.
And no, that's just fluff. The class can multiclass like any other.
Anyway, yeah, both hands are supposed to be occupied with casting and I was envisioning a kind of warlock-esque class at the time, hence the BAB. Also, BAB does apply to touch/ranged touch spells. Some elemental combinations might provide magical ranged or melee weapons.
I am going to ditch harmonius/discordant and just have combinations. Far less to deal with, too.
I have no idea how Naruto works except that he turns into a log sometimes?