Xotani

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So, as many know, the Evangelist's Aligned Class class feature allows you to add your Evangelist levels - 1 to a class of your choosing.

A Spherewalker, if they did not possess spellcasting before entry, gain a single spell slot of a level equal to their class level every level(so a 3rd level Spherewalker has a single spell slot of each 1st, 2nd, and 3rd level, plus bonus spells as appropriate).

So, would an Evangelist that chose Spherewalker be able to progress this and other class features beyond what the natural five levels would allow, and get you 9th level spells? Because if so, Non-spellcasting class 5/Spherewalker 1/Evangelist 9 would technically get you 9th level spells(if only very few in number) at 15th level.

It feels like I'm wrong on this, but wanted to check to make sure.


So, thought that a lot of the entry-level Manifestations for Corruptions in Horror Adventures seemed similar in power to an Oracle Curse. Hence, this archetype was born.

Emissary of Corruption(Oracle Archetype)

The taint of evil spreads further and further every day, transforming more and more innocents into pawns of its power. However, some forces behind it are impatient, and wish to hasten this process. Hence, these forces reach out and cause mortals to be born with the taint of corruption, and become a walking source of corruption in the world,drawing power from it and becoming a willing participant in its spread.

Alignment: The Emissary of Corruption must be either evil or chaotic neutral.

Tainted: Even if they do not need fear succumbing to the taint, it is still present within them.

At 1st level, the Emissary of Corruption chooses a corruption. They cannot gain another corruption by any means, and do not need to make saves to avoid progressing the corruption. They gain a manifestation available to a 0th stage corrupted person, gaining both the gift and the stain. They treat their manifestation level as being equal to 1/2 the highest level spell they can cast, rounded up.

At 5th level and every 5th level after, their effective Manifestation level increases by 1.

This replaces the Oracle's Curse.

Corruption Vector: The Emissary of Corruption was created to serve one purpose: spread corruption, forcibly. Once per day, they may, as a full round action, cast a Corrupted spell. A Corrupted spell is a spell with a casting time of one standard action or less that does not have a target of Self. A Corrupted spell has its DC increased by 1, and forces the target to make a Will save (DC 10 + 1/2 your level + your Charisma modifier), or become corrupted as a 0th stage corrupted person with your chosen corruption.

At 11th level, the DC increases by 2 and you gain another daily usage.

This replaces the revelations gained at 1st and 11th levels.

Embrace Corruption: You may embrace the taint within you. Whenever you may select a Revelation, you may instead choose to gain a manifestation for your corruption (qualifying as per your effective manifestation level), and gain only the gift of it, as per the useful corruption variant. Taking a corruption this way does not increase your effective manifestation level.

This alters Revelation.

Herald of the Dark Age: At 20th level, you have become a walking plague of corruption. You automatically gain a manifestation, gaining only its gift. For this manifestation, you may treat your effective manifestation level as being 2 higher. Additionally, you may now control someone through infection. Whenever you succeed in corrupting someone through Corruption Vector, they automatically gain Manifestation level 5, and the corresponding number of manifestations, and are dominated as Dominate Monster for a number of rounds equal to your Charisma modifier with no save.

This replaces Final Revelation.

Definitely rough, but it's something. Thoughts?


So, I dislike running games where everyone has to be decked out with magic items. I have had some success in this in running games with Automatic Bonus Progression, with these modifications:

- One may switch the order in which mental/physical bonuses are received, which allows for martials to receive their physical bonuses then their mental bonuses, as opposed to the normal order

-Casters may swap out the weapon enhancement bonus for the effects of metamagic rods, available in any combination, although the total metamagic adjustment of the metamagic feats cannot be greater than the total weapon enhancement bonus a normal character would have at that level and no individual rod may grant the effects of a metamagic feat that is greater than 1/2 the total max level adjustment(minimum 1).

-Weapon/armor enhancement bonuses apply to any weapon/armor used(except shields), do not need attuning, and are not diminished by a weapon's special enchantments(ex. Keen, Vorpal, etc.).

So, players normally end up with 1-4 items(depending on level and how far in the campaign we are) which, not including weapon/armor special ability enhancements, Cure wands, the occasional potion, and the rare scroll, are around 5-10% WBL, usually towards the lower end of that range. With the wands and the rest added in, can be around 15-20% WBL overall.

This has definitely cut down on the clutter. However, once gameplay starts to gets past the first half of the game(11th and onwards), I have noticed that, while still able to deal with threats, encounters for the parties I've run with few to no magic items seem to have a lot more difficulty than those with the normal amount. People have told me this is due to magic items providing ~1/2 of the power/versatility for characters of that level. While I don't object to a few magic items, heroes having too many items clashes with a lot of fantasy literature I've read, as well as my own personal sense of the genre.

So, I have noticed Mythic Adventures seems to provide more inherent abilities, as well as a decent power boost. While going full Mythic Tier 10 in my games would most likely be a bit much, adding at least a few Mythic Tiers seems like it'd be a good power/ability boost. It also helps a friend of mine has a copy of a third party supplement(Mythic Heroes Handbook) that seems to have good balance and would greatly expand options for this sort of play. Hence, I was thinking of using Mythic Tiers as a replacement for magic items. Would this work?

tl;dr: Want to run a campaign with few magic items, but am worried about PCs not keeping up with level-appropriate encounters. I've tried Automatic Bonus Progression, but need something more. Would adding in Mythic Tiers do the trick?