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Czandra of the Longhouse, War Poet
Human bloodrager 1 (Mystic Scion)
CG Medium humanoid (human)
Init +4; Senses Perception +4
Defense
AC +14, touch +10, flat-footed +14 (+4 armor)
hp 11 (1d10+1)
Fort +3, Ref +0, Will +0
Offense
Speed 40 ft.
Melee glaive +5 (1d10+4, x3)
Ranged chakram +1 (1d8+3)
Special Attacks bloodrage (5 rounds/day), singing sword 3/day (thundering)
Magic
Caster Level 1; MSB +1; MSD 12; Concentration +5
Tradition Song-Wielder (Drawbacks: Verbal Casting, Skilled Casting [Perform/sing]), Virtuoso; CAM Cha
Spell Points 4
Destruction Sphere - DC 13; Duration None; Range Close (25 ft), Touch; Talents Energy Wall, Reverberating Blast; Drawbacks Energy Focus
- Destructive Blast (Energy Wall, Reverberating Blast)
Statistics
Str 16, Dex 10, Con 12, Int 13, Wis 10, Cha 16
Base Atk +1; CMB +4; CMB 14
Traits Glint-Tongued, Talented
Feats Improved Initiative, Weapon Focus (glaive)
Skills Intimidate +9, Knowledge (arcana) +5, Perception +4, Perform (sing) +8, Spellcraft +5, Survival +4
SQ bloodline (maestro), fast movement
Gear bloodrager’s kit (9 gp), chakram (1 gp), glaive (8 gp), lamellar leather armor (60 gp), liquid life (20 gp), 7 gp
Special Abilities
Bloodline Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family’s past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.
When choosing a bloodline, the bloodrager’s alignment doesn’t restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn’t dictate or limit his thoughts and behavior.
The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character’s bloodrager level as the caster level.
At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table: Bloodrager. These spells cannot be exchanged for different spells at higher levels.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.
When choosing a bloodline, the bloodrager’s alignment doesn’t restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn’t dictate or limit his thoughts and behavior.
The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character’s bloodrager level as the caster level.
At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table: Bloodrager. These spells cannot be exchanged for different spells at higher levels.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.
Bloodline: Maestro
The spiritual power of art and song runs strongly through your family line. This may be the result of ancient pacts made with azata patrons, or even an inheritance from a lillend or trumpet archon ancestor. It could also be the lingering taint of a less savory heritage, such as from a harpy or a forefather driven to madness by the disquieting gibbering of a shoggoth. However it came to be, you are able to use sound and song as weapons when you bloodrage.
Bonus Feats: Antagonize, Battle Cry, Cry Challenge, Dazzling Display, Deceitful, Persuasive, Skill Focus (Perform).
Singing Sword (Su): At 1st level, as a swift action up to three times a day you can infuse your attacks with sonic power. When you do, your melee attacks gain the thundering weapon special ability for 1 round. At 12th level, you can use this ability five times per day, and the effect is treated as thunder burst.
Bloodrage: At 1st level, the mystic scion gains the unchained barbarian’s rage ability. This counts as the unchained barbarian’s rage class features for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
If the mystic scion would acquire a rage power via any means, he may choose an unchained barbarian rage power instead.
This modifies bloodrage.
If the mystic scion would acquire a rage power via any means, he may choose an unchained barbarian rage power instead.
This modifies bloodrage.
Destruction Sphere You can use destructive power.
Destruction: Destructive Blast As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within Close range. A destructive blast deals bludgeoning damage as indicated on the table below. This damage bypasses DR/magic, but being bludgeoning in nature, does not automatically bypass other forms of damage resistance. A ranged destructive blast counts as a ray attack.
Table: Destructive Blast Damage
Level Damage
1st 1d6
3rd 2d6
5th 3d6
7th 4d6
9th 5d6
11th 6d6
13th 7d6
15th 8d6
17th 9d6
19th 10d6
When augmenting a destructive blast with Destruction talents, you may only apply 1 blast type talent and 1 blast shape talent to each individual destructive blast.
You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum: 2d6).
Table: Destructive Blast Damage
Level Damage
1st 1d6
3rd 2d6
5th 3d6
7th 4d6
9th 5d6
11th 6d6
13th 7d6
15th 8d6
17th 9d6
19th 10d6
When augmenting a destructive blast with Destruction talents, you may only apply 1 blast type talent and 1 blast shape talent to each individual destructive blast.
You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum: 2d6).
Energy Focus You may only make a destructive blast of a single energy type. You may not gain any blast type talents, except with the bonus talent gained from this drawback.
Destruction: Energy Wall (blast shape) You may spend a spell point to shape your destructive blast into either a wall up to 20 ft per caster level or a hemisphere with a radius up to 5 ft per 2 caster levels (minimum: 5 ft). This wall extends up to 20 ft high and lasts for 1 round per caster level. The wall does not block line of effect, line of sight, projectiles, or thrown objects. Creatures passing through your wall suffer your destructive blast’s damage and effects as normal. Creatures standing in the wall’s space when it is created are allowed a Reflex save to avoid damage.
Destruction: Reverberating Blast (blast type) You may spend a spell point to make your destructive blast become a thundering sonic boom, dealing sonic damage. Affected targets must pass a Fortitude save or suffer a penalty to concentration checks and all mental skill checks equal to ½ your caster level for 1d4 rounds.
Fast Movement (Ex) A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.
Skilled Casting You must create your magic through singing, drawing, or some other activity. Your magic is tied to a particular Perform, Profession, or Craft skill (although with GM permission another skill may be substituted). You must succeed at a skill check to use any sphere ability. The DC of this skill check is 15 + the ability’s caster level. For every 2 points by which this skill check falls short of this DC, the ability manifests at -1 caster level. If this reduces the ability to a caster level below 0, the manifested ability fails and any spell points used are lost.
A caster with Skilled Casting must be able to perform their skill to use their magic, which is similar to but not the same as possessing other drawbacks. For example, a caster who must draw to create magic must have at least one hand free, although unless he also possesses Somatic Casting he may do so while wearing heavy armor without a chance of arcane spell failure. Likewise, a caster who uses music to create magic must be able to speak, but unless he also possesses Verbal Casting he can do so quietly and not break stealth.
A caster with Skilled Casting must be able to perform their skill to use their magic, which is similar to but not the same as possessing other drawbacks. For example, a caster who must draw to create magic must have at least one hand free, although unless he also possesses Somatic Casting he may do so while wearing heavy armor without a chance of arcane spell failure. Likewise, a caster who uses music to create magic must be able to speak, but unless he also possesses Verbal Casting he can do so quietly and not break stealth.
Verbal Casting You must speak in a loud, clear voice to cast spells. Using magic alerts all nearby hearing creatures to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly.
Virtuoso Your magic is blended into your performance making it more difficult to identify. Whenever you make a Skilled Casting check, onlookers make their Spellcraft check against your result or against the typical DC (whichever is higher) to identify the sphere talent or ability. In addition, if they fail their check by 5 or more, they interpret your casting as nonmagical activity.
In addition, if you purchase this boon with either somatic casting or verbal casting in addition to Skilled Casting, you do not automatically alert nearby creatures to the casting of your sphere talents or abilities by those drawbacks alone. Creatures specifically observing you for the purpose of detecting spellcasting are still entitled to their Spellcraft check as written above. You must possess the Skilled Casting drawback to select this boon.
In addition, if you purchase this boon with either somatic casting or verbal casting in addition to Skilled Casting, you do not automatically alert nearby creatures to the casting of your sphere talents or abilities by those drawbacks alone. Creatures specifically observing you for the purpose of detecting spellcasting are still entitled to their Spellcraft check as written above. You must possess the Skilled Casting drawback to select this boon.
Future Abilities
Magical Talents Chain Blast, Demolition, Enchanting Music, Energetic Affliction, Energy Leap, Fallen Fey Sphere, Guided Strike, Mutable Blast, Rebuff, Sculpt Blast
Feats Antagonize*, Arcing Strike, Battle Cry*, Bear’s Balance, Blasting Charge, Cry Challenge*, Dazzling Display*, Enchanting Performance, Furious Focus, Iron Will, Lingering Performance, Ostentatious Rager, Power Attack, Skill Focus* (Perform)
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