domenica 30 giugno 2019

Angela, Generic Incanter

Another Spheres of Power take on my favorite priestess. I loved her build as a Spirit Mender Druid... except she had to be NG while I wanted her to be LG. So I remade her as an Incanter, and she has also many more talents this way.
This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

Lady Angela, Heir of Darkenthal (CR 1)
Female human incanter 1
LG Medium humanoid (human)
Init -2; Senses Perception +4

Defense
AC 8, touch 8, flat-footed 8 (-2 Dex)
hp 8 (1d6+2)
Fort +2, Ref -2, Will +6

Offense
Speed 30 ft.
Melee quarterstaff -1 (1d6-1)

Magic
Caster Level 1; MSB +1; MSD 12; Concentration +5
Tradition Saint (Drawbacks: Magical Signs, Somatic Casting (2), Verbal Casting; Boons: Overcharge); CAM Wis
Spell Points 6
Life Sphere - DC 14; Duration None; Range Touch; Talents none; Drawbacks none
- Cure (2d8+1)
- Invigorate
- Restore
Mind Sphere - DC 15; Duration None; Range Close (25 ft); Talents Calm; Drawbacks None
- Calm (Lesser, Greater) (DC 17)
- Suggestion (Lesser, Greater)
Nature Sphere - DC 14; Duration 1 round, Concentration; Range Close (25 ft); Talents Speak with Animals; Drawbacks Nature Spirit
- Speak with Animals
Protection Sphere - DC 14; Duration Aegis (1 Hour), Ward (Concentration; 1 Round); Range Aegis (Touch), Ward (Up to 15 ft); Talents none; Drawbacks None
- Aegis (Deflection)
- Ward (Barrier)

Statistics
Str 9, Dex 7, Con 14, Int 12, Wis 18, Cha 17
Base Atk +0; CMB -1; CMD 7
Traits Affable, Peacemaker
Feats Noble Scion (Arts), Sphere Focus (Mind)
Skills Diplomacy +9, Heal +5, Perform (oratory) +8
Languages Common, Celestial, church sacred language
Gear cleric’s kit (16 gp), potion of common cure (50 gp), sunrod (2 gp), 37 gp.

Special Abilities

Life Sphere You wield the powers of life.

Life: Cure As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. This is a positive energy effect, and as such may be used to harm undead (Will half).

Life: Invigorate As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum: 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour. Temporary hit points, even from different sources, do not stack; only the highest bonus applies.

Life: Restore As a standard action, you may touch a target and spend a spell point to restore their physical and mental health.
This accomplishes all of the following:
  • Heals 1d4 points of ability damage to one ability score of your choice.
  • Removes the fatigued condition or lessens exhaustion to fatigued.
  • Removes the sickened condition or lessens nauseated to sickened.
  • Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
  • Removes the staggered condition.
  • Removes the dazzled condition.
  • Removes the battered condition. (When using Spheres of Might.)
If the condition targeted is part of an on-going effect, this suppresses the effect for a number of round equal to your caster level. This cannot be used to remove curses or instantaneous effects.

Magical Signs Your magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.

Mind Sphere You gain the ability to alter the minds of others, causing them to act as you see fit. All mind sphere abilities are Enchantment (compulsion) mind-affecting abilities.

Mind: Charm You may place charms on creatures. Charms require a standard action to use and have a range of Close. You may only use charms on targets that possess your own creature type (humanoid for humanoids, etc.) although the Expanded Mind talent changes this. Each charm has three strengths; lesser, greater, and powerful. Lesser charms are at-will abilities, but you may not target an individual creature more than once in a day with any individual lesser charm. Greater charms cost a spell point to use and powerful charms cost 2 points to use. You must possess the Powerful Charm talent before you may use any powerful charms.
When you gain the Mind sphere, you gain the following charm:

Mind: Suggestion (Charm) You may plant thoughts into a target’s mind.
Lesser Charm: You may plant a suggestion in a target’s mind, which they obey as if the thought had been their own (Will negates). The suggested course of activity must be limited to a sentence or two and must be a very simple request. The creature performs the suggested action until it finishes, or for 1 hour per caster level, whichever comes first. If you choose, you can instead specify conditions the creature should look for, (i.e., “you should search the next person who enters this room, looking for weapons.”) If the condition is not met before this duration expires, the activity is not performed.
Greater Charm: This is the same as the Suggestion lesser charm, but may be up to a basic request. Very simple requests cause the save to be made with a -2 penalty. The target cannot be asked to do anything it would not normally do.

Mind: Calm (Charm) You may suppress emotions in hostile creatures or provide ease to excitement and confidence. You may deny raging creatures their battles or joyous creatures their revelry.
Lesser Charm: The target loses the benefit of any spell or effect with the emotion descriptor, as well as any morale bonus from magical or extraordinary effects (Will negates). This includes a paladin’s auras, the good hope spell, the effects of an eliciter’s emotions, bardic music, or a barbarian’s rage. The effects are suppressed, but not dispelled. This effect lasts a number of rounds equal to your caster level. Any aggressive action toward or damage dealt to a creature under the effect of this ability automatically ends the effect.
Greater Charm: In addition to the effects of the lesser charm, this charm removes any desire to fight or engage in revelrous behavior. No violent actions or destructive actions may be taken by the creature, but the target may still defend itself normally. In addition, effects related to emotion that grant effects beyond simple bonuses (such as a bard’s fascinate ability or certain eliciter emotions) cannot be initiated (Will negates).

Nature Sphere You can command the very terrain to do your bidding.

Nature Spirit You cannot use geomancing powers, only (spirit) talents. You cannot gain talents that augment the geomancing power, but you may select any (spirit) talent, even if it would normally require a geomancing package you do not possess. You must select a (spirit) talent with the bonus talent granted by this drawback.

Nature: Speak with Animals (spirit) You may spend a spell point to gain the ability to speak with animals for 1 minute per caster level. You can ask questions of and receive answers from animals, but the spell doesn’t make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.

Overcharge You may overcharge your magic, giving yourself great power at the cost of your own strength. Whenever you use a sphere ability, you may give yourself a +2 bonus to your caster level for that ability, but you become fatigued afterward. If you are already fatigued, you become exhausted. If you are exhausted, you collapse to the ground unconscious for 1d4 rounds. Creatures immune to fatigue cannot benefit from this boon.

Protection Sphere You are a user of the magics of preservation.

Protection: Ward As a standard action, you may create an ward centered on yourself with a radius of up to 10 ft + 5 ft per caster level, but can also be made so small as to only cover yourself. Wards remain as long as you concentrate, but you may spend a spell point to allow them to remain for 1 round per caster level without concentration. Wards remain in the location they were created, even if you move. When you gain the Protection sphere, you gain the following ward:

Protection: Barrier (ward) You may create a ward that creates a mostly-transparent wall at its perimeter, stopping attacks, movement, breath weapons, and any spells or sphere effects that must travel to their destination (such as destructive blasts, ghost strikes, or spells that require ranged touch attacks).
Other spells or sphere effects, however, such as teleportation effects, mind-altering magic, and gaze attacks may all bypass this ward. Ethereal creatures are technically stopped by the barrier, but can usually find a way around it (as the barrier does not cut through objects, and so usually stops at ground level).
A barrier has hit points equal to 4 + your caster level and a Break DC of 15 + ½ your caster level. If an attack is directed at a target through the barrier, the attack first deals its damage to the barrier itself. If this damage is enough to destroy the barrier, the attack continues on to its intended target, although damage dealt to the barrier is subtracted from any damage done to the target or targets. Burst-effect attacks such as splash weapons, fireball spells, or others attempting to travel through the barrier explode at the barrier’s edge and also must overcome the barrier’s hp to damage targets on the other side. If you maintain your barrier through concentration, its HP is renewed each round on your turn.
Unless explicitly stated otherwise, barriers created with the Protection sphere are transparent force effects and block line of effect, but do not block line of sight or teleportation. Barriers can grant cover, but not concealment (unless explicitly stated otherwise).

Protection: Aegis As a standard action, you may touch a creature and spend a spell point, granting them an aegis for 1 hour per caster level. Unwilling targets are allowed a Will save to resist gaining an aegis.
Multiple aegises of the same talent can be placed on a single creature, and the creature can benefit from them when they are providing different effects. This means Armored Magic can give a target both armor and shield, and Energy Resistance can grant resistance to multiple energy types to the same target.
You gain the following aegis when you gain the Protection sphere:

Protection: Deflection (aegis) You grant the target a +1 Deflection bonus to AC, +1 per 5 caster levels.

Somatic Casting You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.

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.

Build
Angela is built with a 4d6 roll, discard lower system and 105 gp starting wealth. Favored Class Bonus is +½ bonus on Diplomacy and Intimidate checks to change a creature’s attitude. If using a lower point buy, you can lower Strength and Dexterity. If using a higher point buy (or rolling really well), your most important attributes are Wisdom and Charisma. Wisdom is your casting statistic and affects the save DCs of all your magic and martial talents as well as your spell pool, and increases your Will saving throws. Charisma increases your Diplomacy bonus and helps in social situations. Intelligence can be important too, to increase your knowledge skills.

Playing Angela
Angela is a healer, not a fighter. She will stay back from the front line, using magic to help and comfort her allies, and to persuade opponents to give up attacking or limit their damage potential. If in a pinch, she is more than capable of defending herself with her quarterstaff, but she always stops before inflicting too much damage to her opponent. If everything else fails, she uses the baneful polymorph ritual to render the most dangerous foes harmless. Undead and evil outsiders are the only ones who aren’t accorded the same piety. After a battle, she will insist on curing and attending wounded enemies too. The heroes’ feast ritual keeps her party always well fed and strong.

Future Abilities
Magic Talents Armored Magic, Atonement, Beacon of Hope, Beam, Break Enchantment, Command, Complex Glyph, Constellation, Dancing Lights, Daylight, Deathless, Divination Sphere, Enduring Protection, Energy Resistance, Enthrall, Expanded Charm, Fate Sphere, Greater Healing, Greater Restore, Grow Plants, Inner Peace, Light Sphere, Mass Healing, Peacebound, Plant Growth, Plantlife package, Plantlord, Powerful Charm, Repel Evil, Restorative Cure, Restore Composure, Restore Health, Restore Mind, Restore Senses, Restore Soul, Resuscitate, Resurrection, Sleep, Speak with Plants, Spell Ward, Thorns, Zoetic Geomancy.
Feats Call Truce, Cry of Mercy, Extra Magic Talent, Merciful Spell, Persuasive, Ritual Caster, Studied Healing, Virtuous Creed (Mercy), Virtuous Creed (Peace).
Skills Diplomacy, Heal, Perform (oratory), and Sense Motive are the most useful skills for this build. Knowledge (any type) is important too.

Casting Tradition: Saint (divine)
Saints are chosen by a god as much as they choose to serve. Surrounded by a divine aura when using their powers, they are able to achieve great results with prayers and gestures, but at cost of their physical health.
Drawbacks: Magical Signs, Somatic Casting (2), Verbal Casting.
Boons: Overcharge.

sabato 29 giugno 2019

The War Master (Spheres of Might Bloodrager Archetype)

Here’s a spell-less Bloodrager for Spheres of Might. Soon a build!
This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

War Master (Bloodrager Archetype)
A war master forfeits his spellcasting abilities to completely concentrate on battle prowess.
Proficiencies: War masters are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.
This modifies weapon and armor proficiencies.
Furious Combatant: A war master gains the Berserker sphere (or a talent from that sphere) as a bonus talent at 1st level. This replaces blood sanctuary.
Combat Training (Ex): A war master gains a combat talent at 1 st level and every two levels afterwards. War masters use Charisma as their practitioner modifier.
This class feature replaces the bloodrager’s spells class feature, blood casting, and eschew materials. A war master does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items.

mercoledì 26 giugno 2019

The Metal Crusader (Goldsmith Mageknight)

Continuing the Spheres of Power build series, after the daddy (the Merry Rider) and the son (the Magic Knight), here’s the mom, a dwarven raging beautiful devoted warrior! And this is not the end yet...
This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

The Metal Crusader (Goldsmith Mageknight)
Dwarf mageknight 1 (Herculean Scion)
LG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft., Perception +3/+5

Defense
AC 14, touch 10, flat-footed 14 (+4 armor). +4 dodge bonus vs. monsters of the giant subtype
hp 12 (1d10+2)
Fort +4, Ref +0, Will +5. +2 racial bonus vs. poison, spells, and spell-like abilities

Offense
Speed 20 ft. (slow and steady)
Melee earth breaker +5 (2d6+3, x3)
Special Attacks hatred

Magic
Caster Level 1; MSB +1; MSD 12; Concentration +4
Tradition Divine Petitioner (Verbal Casting, Focus Casting, Prepared Caster; 1 bonus spell point at every odd level gained in a spellcasting class); CAM Wis
Spell Points 5
Enhancement Sphere- DC 13; Range Close (25 ft), Duration Concentration, Talents none, Drawbacks none
- enhance equipment +1
Nature Sphere- DC 13; Duration 1 round, Concentration; Range Close (25 ft); Talents Arsenal, Drawbacks Limited Nature
- recover ore
- arsenal

Statistics
Str 16, Dex 10, Con 15, Int 10, Wis 16, Cha 10
Base Atk +1; CMB +4; CMD 14 (18 vs. bull rush or trip while standing on the ground)
Traits Merchant, Zest for Battle
Feats Weapon Focus (earth breaker)
Skills Appraise +4/+5/+6, Knowledge (religion) +4
Languages Common, Dwarven
SQ artificer’s touch 6/day, divine heritage, greed, stonecunning, weapon familiarity
Gear chain coat, earth breaker, liquid life, warpriest’s kit

Special Abilities

Artificer’s Touch (Sp) You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Power (Su): The divine ichor coursing through the herculean scion’s veins grants them power normally reserved for the servants of their godly ancestor. The herculean scion gains the powers of a domain of her choice, using her mageknight level in place of her cleric level.
This replaces the magic talent gained at 1st level. (Chosen domain: Artifice)

Divine Heritage (Ex): A demigod’s body receives magic more readily; a herculean scion uses her class level as her caster level for enhancements that solely target herself. This stacks normally with caster levels gained from other sources.
This ability replaces resist magic.

Enhancement Sphere You may place enhancements on creatures and objects, altering their properties.

Enhancement: Enhance As a standard action, you may enhance a creature or object within Close range for as long as you concentrate. You may always spend a spell point to allow an enhancement to continue for 1 minute per caster level without concentration. If targeting a creature or intelligent item that doesn’t want to be enhanced (or an item in a creature’s possession that doesn’t want their item enhanced), the target is allowed a Will save (DC 10 + 1/2 caster level + casting ability modifier) to negate the effect. When you gain the enhancement sphere, you gain the following enhancement:

Enhancement: Enhance Equipment (enhance) You may enhance a weapon, suit of armor, or shield, granting it a +1 enhancement bonus. This bonus increases by 1 for every 5 caster levels possessed, to a total of +5 at 20th level. This does not stack with any enhancement bonus already possessed by the item.
Talents marked as (enhance) grant you new enhancements you may bestow.

Focus Casting Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. Using magic without your focus requires you to make a concentration check (DC 20 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it. At the GM’s discretion, however, another caster’s focus may be used instead.

Nature Sphere You can command the very terrain to do your bidding.

Limited Nature Whenever you would gain a geomancing package, you gain only a single base ability of that package. For example, if you have the plantlife package, you gain only entangle, growth, or pummel. You cannot take this drawback if you took the Nature Spirit drawback.

Nature: Geomancing As a standard action, you may command terrain and natural effects to act on your behalf. The effect produced depends on the environmental aspect targeted. Each effect must be centered or targeted within Close range.
Geomancing effects come in two forms: instantaneous and concentration. Instantaneous effects have no duration, while concentration effects persist as long as the caster concentrates. The caster may always spend a spell point as a free action to allow the effect to continue for 1 round per caster level without the need for concentration.
When a caster gains the nature sphere, he chooses and gains one of the following geomancing packages, with its included abilities. A caster may gain the Expanded Geomancing talent to gain additional packages.

Nature: Recover Ore (metal) (requires dirt or sand, instantaneous)
As a standard action, you may create a piece of metal ore by pulling and combining particles of metal from the ground. You must spend a spell point to use this ability, and must have a large enough piece of earth (sand or dirt) to pull the ore from. This piece of ore can be brass, bronze, copper, or tin, and the size of the ore recovered depends both on your caster level and the square footage of earth you pull from.
The piece of ore you recover is formed on the ground in an unoccupied space within Close range and can be of any basic shape (a ball, a rod, a sheet, even a chair) but cannot be anything complex or with moving parts. You may also pull multiple pieces of ore placed in different adjacent squares, so long as their combined size does not exceed your maximum, and each piece of recovered ore must be of the same type (such as copper or tin). For these purposes, 2 Fine-sized pieces of ore equals 1 Diminutive-sized piece, etc.
While this effect is instantaneous and thus cannot be dispelled, ore breaks back into particles after 1 hour per caster level. If a piece of ore is used as a weapon, it counts as an improvised weapon, dealing either bludgeoning, piercing, or slashing damage, chosen at the time of recovery. The damage such a weapon deals is listed as ‘ore damage’ in the chart below. As always, improvised weapons bestow a -4 penalty to attack rolls.

Metal Geomancing
Minimum Caster Level    Required Earth to Pull From    Ore Size Recovered    Ore Damage    Ore Weight (maximum)
1    1 ft cube    Fine    1    .8 lbs
1    5 ft cube    Diminutive    1d2    1 lbs
1    10 ft cube    Tiny    1d3    8 lbs
2    25 ft cube    Small    1d4    60 lbs
4    50 ft cube    Medium    1d6    500 lbs
8    75 ft cube    Large    1d8    4,000 lbs
16    125 ft cube    Huge    2d6    16 tons
32    350 ft cube    Gargantuan    3d6    125 tons
64    500 ft cube    Colossal    4d6    2,500 tons

Nature: Arsenal (metal) When using recover ore, you may spend an additional spell point to have the metal pulled form as a more finely shaped and hardier object. Weapons or tools you shape using the recover ore ability are no longer considered improvised weapons or tools and function in all ways like the object formed; you still may not form objects with complex moving parts.

Prepared Caster You must prepare your magic beforehand to use it. After resting to regain spell points, you must assign each of your spell points to a sphere you possess. You cannot spend more spell points in a given sphere in a day than you have assigned to that sphere.

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.

Build
The Metal Crusader is built with a 20-point buy and 150 gp starting wealth. Favored Class Bonus is +⅙ bonus to all saving throws vs magic. If using a lower point buy, you can lower Intelligence and Dexterity. If using a higher point buy (or rolling really well), your most important attributes are Wisdom and Strength. Wisdom is your casting statistic, affects the save DCs of all your magic talents and your spell pool, and bolsters your Will save; Strength affects your combat ability. Charisma is important for diplomatic relationships too, and Constitution gives you more hit points and bolsters your Fort save.

Playing a Metal Crusader
You are a templar of the god of gold and jewels; wealth means nobility, generosity, and craft. You are proud of your artisan ability, and wander the world giving to the poor and furiously fighting evil. Both healer and berserker, you can be a good drinking buddy and enjoy a joke like everyone else, but mistreating the helpless or robbing to the hungry is a sure way to provoke your rage. The wicked would better learn to fear the fall of your hammer.

Future Abilities
Magic Talents Altered Edge, Animal Friend, Blade Whip, Distant Teleport, Emergency Teleport, Energy Weapon, Expanded Ore, Fate sphere (Reverberations drawback), Life sphere, Metallord, Villainy, Warp sphere.
Mystic Combat Arcane Weapon Focus, Black Dog Companion, Enchanted Touch, Imbued Weapon, Mystic Adaption, Raging Combatant.
Feats Alloy Enhancement, Battlecry, Bulette Charge Style*, Cleave*, Cleave Through, Extra Magic Talent, Extra Mystic Combat, Fight On, Great Cleave*, Heavy Armor Proficiency*, Improved Mystic Assault, Ironhide, Mystic Assault, Power Attack*
Skills Appraise and Craft are important for you. Put ranks in Profession (smith, goldsmith, miner) as soon as you can, and don’t forget Heal since you are also a priest after all. Diplomacy, Sense Motive and Perception can also help to find out your enemies and understand their combat style.
Increase your Intelligence with level advancement.