domenica 30 settembre 2018

Sorgiva Seasire, Level 7

Let’s continue with the second part. Our warrior prepares to use her panoply and refines her water affinity and ability with items.
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Sorgiva Seasire, CR 8
Naiad occultist 7 (Panoply Savant, Reliquarian)/transcendentalist 3
Female LN Medium fey (water)/outsider (native)
Init +6; Senses low-light vision, Perception +16
Defense
AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 44 (7d8+9)
Fort +5, Ref +5, Will +9
Defensive Abilities Gozreh’s grace, hard to kill, precognitive ward, pure destiny, recuperation
Offense
Speed 30 ft., swim 30 ft.
Melee +1 glamered light mace +9 (1d6+4)
Special Attacks divine focus (11+1 points: headband [divination] 4- third eye [+2, low-light vision], mirror [water] 4- sea prowess [+2], violin [enchantment] 4- glorious presence [+2]), focus powers (divination- danger sight [+3], sudden insight [+3], enchantment- cloud mind, inspired assault [+2], water- drown [7 rounds], tidal wave [4d6]), mythic power 9/day, surge +1d6, symbolic bolt 5/day (1d6+8 cold)
Occultist Spells Known (CL 7th; concentration +11)
3rd Level (2/day)- hold person (DC 17), hydraulic torrentM, pierce disguise, water breathingD
2nd Level (4/day)- elemental speechD, greater detect magicM, investigative mind, spindrift spritz
1st Level (5/day)- forbid action (DC 15), hydraulic pushM, psychic reading, touch of the seaD
0-Level (at will)- daze (DC 14), create water, guidance
Domain Plane of Water
Statistics
Str 10, Dex 16, Con 11, Int 14, Wis 18, Cha 14
Base Atk +5; CMB +5; CMD 18
Traits Talented, Token Magic
Feats Implement Focus (water), Mythic Spell LoreM, Symbolic Mastery, Tidal Swiftness, Weapon FinesseM
Skills Knowledge (planes) +14, Perception +16, Perform (strings) +15, Sense Motive +14, Swim +11, Use Magic Device +17
Languages Aquan, Celestial, Common, Sylvan
SQ amazing initiative, aquatic veil 7/day (+3, 4 rounds), aura sight, child of celestial seas, focus powers (danger sight, inspired assault, tidal wave), implements (divination- headband [greater detect magic, guidance, pierce disguise, psychic reading], domain- holy symbol [elemental speech, touch of the sea, water breathing], enchantment- violin [daze, forbid action, hold person, investigative mind], water- mirror [create water, hydraulic push, hydraulic torrent, spindrift spritz]), inspiration, magic item skill +3, object reading, panoply focus +1, panoply specialization (sacred seasinger’s accoutrements), sea seer, sense psychic power, water witch
Gear attentive mirror (1,800 gp), +2 buoyant chain shirt (5,250 gp), headband of vast intelligence +2 (4,000 gp), +1 glamered light mace (6,305 gp), occultist’s kit (45 gp), potion of cure light wounds (50 gp), scroll of aqueous orb (750 gp), scroll of teleport (2,250 gp), silver holy symbol (flask) (35 gp), 15 gp.

sabato 29 settembre 2018

Sorgiva Seasire, Level 1

After so much preparation... I can begin my new Sailor build! She's an occultist but the Reliquarian archetype ensures she casts divine spells, and allows her to have more sea-related spells. She uses my new favored bonuses, racial traits and character traits for naiads, so she's an outsider as well as a fey, can use her mirror to cast any sort of spells and focus powers, and more bonded to the sea rather than to water in general. She also uses the Transcendentalist mythic path from Rogue Genius Games (even if she does not cast psychic spells). The Gozreh's s Grace mythic power represents well her bond with her girlfriend. She will be able to use only four of the traditional arcane schools, since one is replaced by a domain, one by an elemental school and one by a specialized panoply, but this is in character and shouldn't weaken her too much.
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Sorgiva Seasire, CR 1
Naiad occultist 1 (Panoply Savant, Reliquarian)/transcendentalist 1
Female LN Medium fey (water)/outsider (native)
Init +2; Senses low-light vision, Perception +5
Defense
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 11 (1d8+3)
Fort +2, Ref +2, Will +5
Defensive Abilities Gozreh’s grace, hard to kill, precognitive ward
Offense
Speed 30 ft., swim 30 ft.
Melee light mace +2 (1d6)
Special Attacks divine focus (4 points: mirror [water] 4- sea prowess [+2]), focus powers (water- drown [1 round]), mythic power 5/day, surge +1d6
Occultist Spells Known (CL 1st; concentration +4)
1st Level (2/day)- hydraulic pushM, touch of the seaD
0-Level (at will)- create water
Domain Plane of Water
Statistics
Str 10, Dex 15, Con 11, Int 12, Wis 16, Cha 14
Base Atk +0; CMB +0; CMD 12
Traits Talented, Token Magic
Feats Mythic Spell LoreM, Weapon Finesse
Skills Knowledge (planes) +7, Perception +7, Perform (strings) +7, Sense Motive +7, Swim +5
Languages Aquan, Common, Sylvan
SQ aquatic veil 6/day (3 rounds), child of celestial seas, implements (domain- holy symbol [touch of the sea], water- mirror [create water, hydraulic push]), inspiration, panoply specialization (sacred seasinger’s accoutrements), sea seer, water witch
Gear  leather armor (10 gp), light mace (5 gp), occultist’s kit (45 gp), potion of cure light wounds (50 gp), silver holy symbol (25 gp), 5 gp.

mercoledì 26 settembre 2018

New Occultist's Panoply: Sacred Seasinger's Accoutrements

Elemental implement schools for occultists were a must for the next character build I had in mind, but they were not enough! Here's a specialized new panoply fit for the character that I'll begin presenting next time.
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Sacred Seasinger’s Accoutrements
This panoply is associated with merfolk, naiads, sirens and other legendary singers and diviners of the sea.

Implements: Headband (divination), mirror (water), and musical instrument (enchantment).

Resonant Power: Each time the occultist invests mental focus into all of the associated implements, the panoply grants the following resonant power. The panoply’s bearer gains the benefits of this power until the occultist refreshes his focus.

Sage of the Sea (Su): The panoply grants a +1 sacred bonus on Perform, Sense Motive, and Swim checks for every 3 points of total mental focus invested in all of the associated implements, to a maximum bonus equal to half the occultist’s level. If the occultist is at least 9th level, the panoply’s bearer can see her wherever she is once per day, as locate creature.

Base Focus Power: All occultists who learn to use this panoply gain the following focus power.

Enchanting Performance (Su): As a move action, you can expend 1 mental focus point to gain a single bardic masterpiece, treating your occultist level as your bard level for the purpose of qualifying for it. You spend points of mental focus instead of rounds of bardic performance and must succeed at the appropriate Perform skill check to use this masterpiece. You retain the gained masterpiece for 1 minute, after which it fades even if you didn’t use it yet.

Focus Powers: In addition to the base focus power, occultists who learn to use this panoply can select the following focus powers when choosing powers gained from their focus powers class feature.

Past Life (Sp): By taking a standard action and expending 1 point of mental focus, you can discover a great deal of information about a creature touching you or one of the panoply’s implements. This functions as per psychic reading (using your occultist level as the caster level), except that you can also discover if the target has more than a name or alignment (as in a vigilante’s dual identity). In this case, the target is allowed a Will saving throw (DC = 10 + half your occultist level + your Intelligence modifier) to avoid having its dual identity discovered. If you expend an additional point of mental focus, you can have a vision of a particularly significant scene of the target’s past, even if you don’t know automatically its meaning or the identity of involved creatures. You only see this scene as an image, without sounds.

See Through Illusion (Sp): As a standard action, you can spend 2 points of mental focus to detect invisible and disguised creatures in a 30 ft. radius as with detect magic. You see through magical disguises and polymorphs too if the effect’s equivalent spell level is equal or less than ½ your occultist level. The true form appears as a ghostly overlay on the creature’s disguised appearance.
Song of the Siren (Sp): As a standard action that provokes attacks of opportunity, you can spend 1 point of mental focus to weave a haunting melody that calls the ocean’s waves. All creatures within 30 feet that can hear your music suffer 1d6 points of energy damage, plus an additional 1d6 points for every 2 occultist levels you possess beyond 1st. Half this damage is cold damage, and half sonic damage. Each affected creature can attempt a Fort save to halve the damage.

domenica 23 settembre 2018

Elemental Implement Schools, Part 4: Water

Here's the last of my occultist elemental schools, Of course, only one will be used in my next build, but preparations are not done yet. Wait till next time!
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Water Implements

Water implements are items related to water, reflections, and flowing. Divination, evocation, and illusion are the most common powers associated with water.

Implement(s): Bottle, bowl, conch, cup, gem, mirror, pearl, shell.

Resonant Power(s): Each time the occultist invests mental focus into a water implement, the implement grants the following resonant power. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus.

Sea Prowess (Su): The implement increases the bearer’s ability to move through water. The implement grants a +1 competence bonus on Swim checks per 2 points of mental focus stored in it, to a maximum bonus equal to the occultist’s level. If the occultist is 5th level or higher and stores at least 6 points of mental focus in it, the implement grants instead a swim speed equal to the bearer’s base speed. If the occultist is 9th level or higher and stores at least 10 points of mental focus in it, the implement also grants the bearer the amphibious quality. If the occultist is 13th level or higher and stores at least 12 points of mental focus in it, the implement also grants the effects of water walk.

Base Focus Power: All occultists who learn to use water implements gain the following focus power.

Drown (Sp): As a standard action that provokes attacks of opportunity, you can expend 1 point of mental focus to engulf in water an opponent within 30 feet for 1 round per occultist level you possess. This ability functions as aqueous orb, except it affects one target only.

Focus Powers: In addition to gaining the base focus power, occultists who learn to use water implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.

Current Control (Su): As a standard action, you can expend 1 point of mental focus to change the water condition around a swimming creature by 1 step: stormy water can become rough water and rough water can become calm water, or vice versa. This effect lasts for 1 minute per occultist level you possess, and can be prolonged by spending additional mental focus points. At 5th level, you can expend 2 points of mental focus to make stormy water around a creature become calm, or vice versa.

Hydromancy (Sp): As a standard action, you can expend 1 point of mental focus and touch a water-filled bowl or cup or a mirror to use it as a temporary crystal ball. This effect lasts 1 round per occultist level you possess. The image’s size and detail depends from the size of the container you use (a glass of water will show very little figures as from a great distance). You can cast other divination spells you know through your hydromancy device by spending 1 additional point of mental focus for each spell cast this way. You must be at least 3rd level to select this focus power.

Lifewater (Sp): As a standard action, you can expend 1 point of mental focus and touch one flask of water, transforming it into a potion of cure light wounds. This effect lasts 1 round per occultist level you possess: after that, the water reverts to normal. At 4th level, and every 3 levels thereafter, the level of the cure spell increases of one, up to cure critical wounds at 10th level (even if that spell cannot normally be made into a potion).

Tidal Wave (Su): As a standard action that provokes attacks of opportunity, you can expend 1 point of mental focus to summon a mighty wave. The wave travels in a straight line up to 30 feet of distance, and deals 1d6 points of bludgeoning damage to every creature in its path, plus an additional 1d6 points for every 2 occultist levels you possess beyond 1st. Each affected creature can attempt a Reflex save to halve the damage.

Watery Barrier (Sp): As a standard action, you can expend 1 point of mental focus to surround yourself with a wall of protective seawater. This functions as wall of brine, except it last a number of rounds equal to your occultist level. You must be at least 5th level to select this focus power.

Watery Reflection (Sp): As a standard action, you can expend 4 points of mental focus to use a mirror or a watery surface to reflect one or more spells back to their source. This functions as spell turning, except that it repels up to 4 spells of any level before fading away, and cannot partially turn a spell. You must be at least 13th level to select this focus power.

Sacred Implement

Ocean Caller
Deity Gozreh; Implement conch; Opposition School fire
Invoke The Ocean’s Aid (Sp): You can expend 3 points of mental focus as a full-round action to play a note that summons water elementals as summon monster V. The summoned elementals take the form of dolphins.

sabato 22 settembre 2018

Elemental Implement Schools, Part 3: Fire

Third part of my occultist elemental schools miniseries. Tomorrow the last one!
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Fire Implements

Fire implements are items related to fire, burning, passion, and mutations. Divination, enchantment, evocation, and transmutation are the most common powers associated with fire.

Implement(s): Brazier, burner, candle, gem, lantern, pipe.
Resonant Power(s): Each time the occultist invests mental focus into a fire implement, the implement grants the following resonant power. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus.

Fire Resistance (Su): The implement protects against damaging fire spells. It grants to the bearer 1 point of fire resistance for every 2 points of mental focus invested in the implement, to a maximum of 1 for every 2 occultist levels you possess.

Base Focus Power: All occultists who learn to use fire implements gain the following focus power.

Flame Wave (Sp): As a standard action that provokes attacks of opportunity, you can expend 1 point of mental focus to unleash a ray of flame as a ranged touch attack. This ray has a range of 30 feet. The ray deals an amount of energy damage equal to 1d6 points + 1d6 points for every 2 occultist levels you possess beyond 1st (2d6 at 3rd level, 3d6 at 5th, and so on, to a maximum of 10d6 at 19th level).

Focus Powers: In addition to gaining the base focus power, occultists who learn to use fire implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.
Blazing Weaponry (Sp): As a standard action, you may spend 1 point of mental focus to create a weapon made of pure flame. This must be a weapon you are proficient with, and deals the normal damage for a weapon of its type +1 point of damage for every 2 occultist levels you possess. All the damage inflicted by this weapon is fire damage. Unlike a flame blade spell, you can add your Strength bonus to the damage. This effect lasts for 1 minute, and can be prolonged by expending more points of mental focus.

Command Fire (Su): As a standard action, you can expend 1 point of mental focus to control any natural or magic fire within 10 feet. This ability allows to move any fire effect in the area, and to reposition a stationary fire effect, although the new placement must be one allowed by the conditions or spell. This lasts for 1 round per occultist level you possess, and may be prolonged by expending more points of mental focus.

Combustion (Sp): You can spend 1 point of mental focus and make a touch attack against a creature to make it catch fire. The creature takes 1d8 point of fire damage per round until it manages to extinguish the flames. A successful Fortitude save reduces this damage by half. If the flames are not quenched, this effect lasts 1 round plus 1 round for every 2 occultist level you possess beyond 1st.

Fire Barrier (Sp): As a standard action, you can expend 1 point of mental focus to surround yourself with a ring of flames. This functions as wall of fire, except it last a number of rounds equal to your occultist level. You must be at least 5th level to select this focus power.

Pyromancy (Sp): As a standard action, you can expend 1 point of mental focus to use a fire next to you as a temporary crystal ball. This effect lasts 1 round per occultist level you possess. The image’s size and detail depends from the size of the fire you use (the flame of a candle will show very little figures as from a great distance). You can cast other divination spells you know through the fire by spending 1 additional point of mental focus for each spell cast this way. You must be at least 3rd level to select this focus power.

Smokesight (Su): As a standard action, you can spend 1 point of mental focus to become able to see normally through fire and smoke. At 4th level, you are immune to bad effects caused by normal smoke and gain a +4 bonus on saves against magical or alchemical smoke effects (like a stinking cloud spell or an alchemist’s smoke bombs). This effect lasts for 1 minute and may be extended by expending more points of mental focus.

Sacred Implement

Blood Drop of the Phoenix
Deity Sarenrae; Implement gem; Opposition School water
Fire Regeneration (Su): You can shroud yourself in healing flames. Every round as a full-round action, you can heal 1d8+1 points of damage plus other 1d8+1 point of damage for every 2 occultist level you possess after 1st, by spending 1 point of mental focus. This effect functions even if you are unconscious and/or dying, until you consciously stop it. At 15th level, you also regrow body parts and repair broken bones as a regenerate spell, but only if you maintain this power for at least three rounds.