Mythic Angelic Feats.


Homebrew and House Rules


I am playing an Aasimar Paladin in Wrath of the Righteous. We recently discovered that a character can only select Extra Mythic Path ability once. I had planned to take this a number of times as the majority of my feats are tied to the Angelic line (blood, flesh, wings, metallic wings), and there are no mythic versions of those. I also have Painful Anchor to go along with Anchoring aura which I love the effect of. I have spoken with my DM and if we can come to an agreement on some mythic feats that fit the flavor of those feats along with being balanced with other similar feats he will allow me to take them.

I am looking for suggestions for these feats listed below.

Angelic Blood (Aasimar):

Your blood is infused with holy power.

Prerequisites: Con 13, aasimar.

Benefit: You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage.

Suggestion: Honestly nothing coming to mind at the moment.

Angelic Flesh (Aasimar):

Your skin shines like burnished metal.

Prerequisites: Angelic Blood, aasimar.

Benefit: You take a –2 penalty on Disguise and Stealth checks but gain one of the following benefits, depending on the metallic affinity of your flesh (choose one).

Steel: You gain a +1 natural armor bonus to AC, and your unarmed strikes or natural weapons count as cold iron for the purpose of overcoming damage reduction.

Suggestion: Maybe extra natural armor or DR? I dont know, that is sort of boring.

Angel Wings (Aasimar):

Feathered wings sprout from your back.

Prerequisites: Angelic Blood, aasimar, character level 10th.

Benefit: You gain a pair of gleaming feathered wings that grant a fly speed of 30 feet (average maneuverability) if wearing light armor or unencumbered, or 20 feet (poor maneuverability) with a medium or heavy load or medium or heavy armor. Fly is a class skill for you.

Suggestion: Increased fly speed and maneuverability and possibly spend 1 mythic point as an immediate action to take minimum possible damage on a fall.

Painful Anchor:

Evil outsiders take damage when they attempt to connect to other planes.

Prerequisites: Anchoring aura class feature.

Benefit: When an evil outsider uses a calling, summoning, or teleportation effect, or any ability that physically transports a creature to or from another plane (such as blink or etherealness) within your anchoring aura, it takes damage equal to 4d8 + your Charisma modifier. This damage comes from holy power and is not subject to damage reduction, energy immunities, or energy resistances.

Suggestion: Increased radius or effect or some additional add on.

Halo:
Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision standard racial trait.

Suggestion: Anything that helps me defeat darkness spells. Those have been a true thorn in my side!

I am working on some possible ideas but I don't have anything concrete yet. When I do finally propose something to my DM I would like to have something that is fair and balanced. I don't want to take mythic power attack or extra mythic power because those are boring. I would appreciate any suggestion and as soon as I have something to add that can be critiqued I will add it. Thank you.


Mythic Racial Traits are not a thing, so Halo's out. That said, get this, it has what you're looking for.


That's awesome, thank you. I didn't even know those existed.


Yeah, they are pretty useful. ^^

A note: The Mini's line is mostly stuff from the three big books - the Mythic Hero's Handbook, the Mythic Spell Compendium, and the Mythic Monster Manual. Collectively, those three books are the Mythic Mania trilogy, and GREATLY expand on the options in the original Mythic Adventures book. If you're playing mythic at all, it's best to have them in full, but you can use Mythic Minis to get mythic stuff on specific topics if you don't want to make the full investment. Either way works, really.

(If you get literally nothing else from the series, though, then get Mythic Solutions for your GM. It's also in the Hero's Handbook, but it considers a lot of the problems that are known to appear in mythic games and offers a variety of solutions for them. It will almost certainly make any mythic game more fun for your group.)


Really appreciate it thank you. I will look into it and discuss it with my group.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Mythic Angelic Feats. All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules