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So I reworked the angel path a bit using the input you given me and fixed a few typos. I also added one new mythic path, the velstrac. A path that wasn't in wrath of the righteous, but I found it to be a cool idea.

Angelic Dedication Feat 2
Prerequisites: Trained in Religion, the character has been exposed to both a Nalhyndrian crystal and energies from the upper planes.
You gain angelkin, celestial eyes and halo aasimar ancestry feats. You cast spells like an oracle and gain the Cast a Spell activity. You gain a spell repertoire with two cantrips, either common divine cantrips or other divine cantrips you learn or discover. You're trained in divine spell attack rolls and divine spell DCs. Your key spellcasting ability for mythic angel archetype spells is Wisdom or Charisma (your choice), and they are divine angel spells.

Sword of Heaven Feat 4
You gain the sword of heaven ability.

Sword of Heaven (1 action)
You grant a weapon you touch the bane(fiends), disrupting or pacifying property rune for 1 minute. Only one of them may be active at a time.

Angelic Spellcasting Feat 4
Prerequisites: expert in Religion
You gain the basic spellcasting benefits. When you gain a spell slot of a new level from the mythic angel archetype, add a common divine spell or another divine spell you have learned or discovered to your repertoire, of that spell level.

Holy Aura Feat 4
You gain the holy aura ability.

Holy Aura (abjuration, aura, divine) 20 feet
Allies in your aura gain a 1+ status bonus to AC against evil creatures and a 2+ status bonus to saves against effects from evil creatures.

Sword of Heaven Feat 6
You gain the sword of heaven ability.

Sword of Heaven (1 action)
You grant a weapon you touch the bane(fiends), disrupting or pacifying property rune for 1 minute. Only one of them may be active at a time.

Lesser Angelic Blood Feat 6
You gain a single ancestry feat available to angelkin aasimar with a maximum required level of 5.

Elemental Sword Feat 8
Prerequisite: Sword of Heaven
When using the sword of heaven ability, you may also apply the, flaming, frost, shock or thundering weapon property rune. You can only have one elemental weapon property at the same time.

Burning Bright Feat 8
Prerequisite: Holy Aura
any undead or fiend that starts its turn within the Angel’s holy aura suffer 2d6 points of holy damage each round.

Blinding Light Feat 10
Prerequisite: Holy Aura
an enemy that attacks the Angel first time in a round must pass a Fortitude saving throw (DC = 10 + Angel's Spellcasting proficiency) or be blinded for 1d4+1 rounds. On a successful saving throw, the enemy becomes dazzled for 1 minute.

Angelic Blood Feat 10
You gain a single ancestry feat available to angelkin aasimar with a maximum required level of 9. You may take this feat any number of times

Sword of Light Feat 12
Prerequisite: Sword of Heaven
When using the sword of heaven ability, you may also apply the holy or brilliant weapon property rune. You can only have one light weapon property at the same time.

Expert Angelic Spellcasting Feat 12
Prerequisites:Angelic Spellcasting, master in Religion
You gain the expert spellcasting benefits.

Greater Angelic Blood Feat 14
You gain a single ancestry feat available to angelkin aasimar with a maximum required level of 13. You may take this feat any number of times

Aura of Righteousness Feat 14
Prerequisite: Holy Aura
Any ally within your holy aura gains a +2 status bonus to damage rolls against evil creatures. The area in the aura is difficult terrain for evil creatures.

Greater Elemental Sword Feat 16
Prerequisite: Elemental Sword
When using elemental sword, you can apply the greater motion of the flaming, frost, shock or thundering weapon property runes

Aura of Protection Feat 16
Prerequisite: Blinding Light
blinding light triggers when an enemy takes any ally within the angel’s holy aura. The AC and saving throw bonus from the holy aura increases to +2. This increases to 4+ against control by evil creatures and attacks from summoned evil creatures

Superior Angelic Blood Feat 18
You gain a single ancestry feat available to angelkin aasimar with a maximum required level of 17. You may take this feat any number of times

Master Angelic Spellcasting Feat 18
Prerequisites: Expert Angelic Spellcasting, legendary in Religion
You gain the master spellcasting benefits.

Supreme Holy Aura Feat 20
Prerequisites: Holy Aura
the radius of the angel’s holy aura increases to 50 feet

Superior Sword of Heaven Feat 20
Prerequisites: Sword of Heaven, Holy Aura
when you use sword of heaven, any ally within your holy aura benefits from the weapon property runes from sword of heaven

Velstrac

Velstrac Dedication Feat 2
You gain shackleborn and fiendish eyes tiefling ancestry feats, in addition, they are trained on the spiked chain if they are not already. You cast spells like an oracle and gain the Cast a Spell activity. You gain a spell repertoire with two cantrips, either common divine cantrips or other divine cantrips you learn or discover. You're trained in divine spell attack rolls and divine spell DCs. Your key spellcasting ability for mythic velstrac archetype spells is Charisma, and they are divine velstrac spells.

Painsight Feat 4
You gain the painsight ability.

Painsight (divination, divine) A velstrac automatically knows whether a creature it sees has any of the doomed, dying, and wounded conditions, as well as the value of those conditions.

Velstrac Spellcasting Feat 4
You gain the basic spellcasting benefits. When you gain a spell slot of a new level from the mythic velstrac archetype, add a common divine spell or another divine spell you have learned or discovered to your repertoire, of that spell level.

Aura of Torment Feat 6
Prerequisite: painsight
You gain the aura of torment ability.

Aura of Torment (aura, divine, enchantment, fear, mental, visual) 30 feet
When a creature ends its turn in the aura, it feels an overwhelming sense of physical and mental pain. The creature must succeed a Will save (DC = 10 + Velstrac's Spellcasting proficiency) or become frightened 1 (frightened 2 on a critical failure).

Lesser Velstrac Blood Feat 6
You gain a single ancestry feat available to shackleborn tieflings with a maximum required level of 5.

Impaling Chain Feat 8
Any spiked chain you are wielding are magical and gain the wounding weapon property rune. In addition, when the velstrac critically hits with a chain Strike, the target is impaled and anchored in place, becoming grabbed by the chain. The creature is unable to recover from persistent bleed damage until it gets free (Escape DC=10+velstrac Spellcasting modifier).

Unnerving Gaze Feat 8
Prerequisite: Aura of Torment
You gain the focus gaze action

Focus Gaze (1Action) (concentrate, divine, enchantment, fear, mental, visual) The velstrac stares at a creature they can see within 30 feet. The target must immediately attempt a Will save against aura of torment. After attempting this save, the creature is then temporarily immune until the start of the evangelist's next turn. In addition, if the saving throw fails, the creature is frightened 2 instead of 1 (frightened 2 on a critical failure)

Velstrac Blood Feat 10
You gain a single ancestry feat available to shackleborn tiefling feat with a maximum required level of 9. You may take this feat any number of times

Shadow Scream Feat 10
Prerequisites: Aura of Torment
You gain the shadow scream action

Shadow Scream (3 Actions)(aura, concentrate, darkness, divine, evocation, mental, sonic) Frequency once per hour;
Effect: The velstrac opens their mouth to unloose the wailing howls and mind-twisting darkness of the Shadow Plane. This creates a 30-foot emanation of darkness and wailing sounds around the sacristan. Creatures with darkvision can't see through this darkness. The sacristan can Sustain Shadow Scream for up to 1 minute. Non-velstrac creatures in the area when the ability is used, as well as those who enter or start their turn in the area, must attempt a Will save (DC = 10 + Velstrac's Spellcasting proficiency).

Critical Success: The creature is unaffected and is then temporarily immune for 24 hours

Success: The creature is deafened for 1 round.

Failure :The creature is confused and deafened for 1 round.

Critical Failure: The creature takes 20 mental damage, and is confused and deafened for 1 round.

Animate Chains Feat 12
Prerequisite: impaling chain
You have expert proficiency in spiked chains, in addition, any spiked chain you are wielding gain the dancing weapon property rune. You can only have one chain dancing at a time. All dancing spiked chains benefit from impaling chain.

Expert Velstrac Spellcasting Feat 12
You gain the expert spellcasting benefits. When you gain a spell slot of a new level from the mythic velstrac archetype, add a common divine spell or another divine spell you have learned or discovered to your repertoire, of that spell level.

Greater Velstrac Blood Feat 14
You gain a single ancestry feat available to shackleborn tiefling feat with a maximum required level of 13. You may take this feat any number of times

Greater Unnerving Gaze Feat 14
Prerequisite: unnerving gaze
You may have your focus gaze action inflicts the stun 1 condition on a creature if they fail their saving throw. (Stun 2 on a critical failure)

Greater Animate Chains Feat 16
Prerequisite: Animate Chains
Any dancing spiked chain remain dancing for 1 minute instead of 4 rounds. In addition, any spiked chain you are wielding gain the extending weapon property rune

Shadow Traveller Feat 16
You can cast shadow walk once per day. You always arrive exactly at intended destination.

Superior Velstrac Blood Feat 18
You gain a single ancestry feat available to shackleborn tiefling feat with a maximum required level of 17. You may take this feat any number of times

Master Velstrac Spellcasting Feat 18
You gain the master spellcasting benefits. When you gain a spell slot of a new level from the mythic velstrac archetype, add a common divine spell or another divine spell you have learned or discovered to your repertoire, of that spell level.

Paralytic Perfection Feat 20
Prerequisite: greater unnerving gaze
You may have your focus gaze action inflicts the paralyzed condition for one round on a creature if they fail their saving throw.

Ignore Pain Feat 20
Prerequisite: aura of torment
Your actions cannot be disrupted due to damage or strikes (such as attack of opportunity)


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Loreguard wrote:

I'm going to point you to some work that was done by someone else already.

https://paizo.com/threads/rzs4373v?Mythic-Advancement-Everything-you-need-t o#1

The gotcha on it is they focused on play at levels from 21-25 as Mythic. That was a big concern for me, since I liked the idea and flavor of someone destined for greatness growing into their power. However, the work put into that document seems like a great starting place, and deserves attention in my mind. As part of Second edition, the level of creatures actually intended to be relevant and make sense. In 3.5 based CR situations, it was relatively well know that the CR were highly subjective and their actual relationship to PC levels was very loose.

Second edition, being 1st level should make you a certain match against a level 1 opponent. While factors can still make it more or less dangerous, the lines are far more defined.

So really, you should avoid having a Mythic 1st level character be so much more powerful that they are clearly no longer a 1st level character. (because then they should be adding Level = 2 to their proficiencies, etc.)

Your example gives them, for a class feat, a heritage and a couple ancestry feats, and gives them what looks much like an Oracle multiclass...

Thanks for your advice. I will check out the link, didn't know there were threads that tackled a similar concept.

My group do plan to play with the free archetype feat optional rule, so these rules were made with that in mind. I was mainly trying to translate the angelmythic path abilities from wrath of the righteous. I usually try to implement these rules in a way that is consistent with other similar abilities in second edition, so I took major inspiration from angel type creatures from the bestiary in how to translate them. One good example being sword of heaven granting weapon property runes, as I seen this on both the movanic deva and planetar. I also noticed that while the inspiration for holy aura, angelic halo l, granted 1+half your mythic rank to AC and saving throws in wrath of the righteous. This is beyond the power of even the solar's aura and needed to be more in line with what second edition angels actually have.

When it comes to sword of heaven at lvl 4 in particular, you might have noticed it is the only one granting weapon propery runes above the level of by the feat. I did consider this might be a problem, but as archetype feats are only granted on even levels, my only choice is either grant the property runes early or move the feat to lvl 6, possibly changing place with holy aura, though the reason I placed holy aura where I did was that I felt it was more powerful than sword of heaven. Do you think switching their required levels is a good idea?


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I have been playing finder of the righteous a lot recently and I got inspired to create a variant of the mythic paths from this game in finder second edition. I currently only started working on angel. But this is the earliest draft of what I have been able to create so far. I am looking forward to see other people's opinions on balancing these rules, but it is okay if it is a bit strong. Considering this is a mythic path. I a veteran of both dnd 5th edition and the first edition, but my group only recently started playing Pathfinder second edition.

These work in a similar way to the archetype dedication feats and can be taken instead of a class feat once a character has fulfilled certain requirements in'story.

Angelic Dedication Feat 2
Prerequisites: Trained in Religion, the character has been exposed to both a Nalhyndrian crystal and energies from the upper planes.
You gain angelkin, celestial eyes and halo aasimar ancestry feats. You cast spells like an oracle and gain the Cast a Spell activity. You gain a spell repertoire with two cantrips, either common divine cantrips or other divine cantrips you learn or discover. You're trained in divine spell attack rolls and divine spell DCs. Your key spellcasting ability for mythic angel archetype spells is Wisdom or Charisma (your choice), and they are divine angel spells.

Sword of Heaven Feat 4
You gain the sword of heaven ability.

Sword of Heaven (1 action)
You grant a weapon you touch the bane(fiends), disrupting or pacifying property rune for 1 minute. Only one of them may be active at a time.

Angelic Spellcasting Feat 4
Prerequisites: expert in Religion
You gain the basic spellcasting benefits. When you gain a spell slot of a new level from the mythic angel archetype, add a common divine spell or another divine spell you have learned or discovered to your repertoire, of that spell level.

Holy Aura Feat 6
You gain the holy aura ability.

Holy Aura (abjuration, aura, divine) 20 feet
Allies in your aura gain a 2+ status bonus to AC against evil creatures and a 2+ status bonus to saves against effects from evil creatures.

Lesser Angelic Blood Feat 6
You gain a single ancestry feat available to angelkin aasimar with a maximum required level of 5.

Elemental Sword Feat 8
Prerequisite: Sword of Heaven
When using the sword of heaven ability, you may also apply the, flaming, frost, shock or thundering weapon property rune. You can only have one elemental weapon property at the same time.

Burning Bright Feat 8
Prerequisite: Holy Aura
any undead or fiend that starts its turn within the Angel’s holy aura suffer 2d6 points of holy damage each round.

Blinding Light Feat 10
Prerequisite: Holy Aura
an enemy that attacks the Angel first time in a round must pass a Fortitude saving throw (DC = 10 + Angel's Spellcasting proficiency) or be blinded for 1d4+1 rounds. On a successful saving throw, the enemy becomes dazzled for 1 minute.

Angelic Blood Feat 10
You gain a single ancestry feat available to angelkin aasimar with a maximum required level of 9. You may take this feat any number of times

Sword of Light Feat 12
Prerequisite: Sword of Heaven
When using the sword of heaven ability, you may also apply the holy or brilliant weapon property rune. You can only have one light weapon property at the same time.

Expert Angelic Spellcasting Feat 12
Prerequisites:Angelic Spellcasting, master in Religion
You gain the expert spellcasting benefits.

Greater Angelic Blood Feat 14
You gain a single ancestry feat available to angelkin aasimar with a maximum required level of 13. You may take this feat any number of times

Aura of Righteousness Feat 14
Prerequisite: Holy Aura
any evil creature treats the area covered by the angel’s holy aura as difficult terrain

Greater Elemental Sword Feat 16
Prerequisite: Elemental Sword
When using elemental sword, you can apply the greater motion of the flaming, frost, shock or thundering weapon property runes

Aura of Protection Feat 16
Prerequisite: Blinding Light
blinding light triggers when an enemy takes any ally within the angel’s holy aura. The AC and saving throw bonus from the holy aura increases to +4 against control by evil creatures attacks from summoned evil creatures

Superior Angelic Blood Feat 18
You gain a single ancestry feat available to angelkin aasimar with a maximum required level of 17. You may take this feat any number of times

Master Angelic Spellcasting Feat 18
Prerequisites: Expert Angelic Spellcasting, legendary in Religion
You gain the master spellcasting benefits.

Supreme Holy Aura Feat 20
Prerequisites: Holy Aura
the radius of the angel’s holy aura increases to 50 feet

Superior Sword of Heaven Feat 20
Prerequisites: Sword of Heaven, Holy Aura
when you use sword of heaven, in the unwieldy an ally within your holy aura benefits from the weapon property runes from sword of heaven