The Aelf is an elf/dwarf hybrid race I created. You will see it here soon too.
The Magic Knight CR 1
Aelf prodigy 1
NG Medium humanoid (dwarf, elf)
Init +3; Senses low-light vision, darkvision 60 ft.; Perception +5
Defense
AC 18, touch 18, flat-footed 15 (+5 bonus, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +5
Offense
Speed 30 ft.
Melee estoc one-handed +2 (2d4, 18-20) or estoc two-handed +0 (2d4, 18-20)
Special Attacks fatal thrust, inspired sequence, sequence (4 links)
Magic
Caster Level 1; MSB +1, MSD 12, Concentration +4
Tradition Fey Magic (Drawbacks: Somatic Casting (2), Wild Magic, Emotional Casting; Boons: Easy Focus, Overcharge); CAM Cha
Spell Points 4
Tradition Fey Magic (Drawbacks: Somatic Casting (2), Wild Magic, Emotional Casting; Boons: Easy Focus, Overcharge); CAM Cha
Spell Points 4
Fallen Fey Sphere - DC 13; Duration 1 minute/level; Range none; Talents Fey Beauty; Drawbacks none
- Fey-Link
- Fey Blessing (nature-connection, fey beauty)
Life Sphere - DC 13; Duration none; Range touch; Talents none; Drawbacks none
- Cure
- Invigorate
- Restore
Martial
Tradition Dedicated Duelist (Equipment: Duelist Training, Finesse Fighting, Unarmored Training; Fencing sphere); PAM Cha
Athletics Sphere - DC 13, Talents none, Drawbacks none
Tradition Dedicated Duelist (Equipment: Duelist Training, Finesse Fighting, Unarmored Training; Fencing sphere); PAM Cha
Athletics Sphere - DC 13, Talents none, Drawbacks none
- coordinated movement (whenever you take the withdraw action, you regain your martial focus)
- leap package (reduce the effective height of any fall by 20 ft. on a successful DC 15 Acrobatics check rather than 10. In addition, the fall is reduced by an additional 10 ft. for every 10 points this check exceeds the target DC)
Equipment sphere - DC 13, Talents Duelist Training, Finesse Fighting, Unarmored Training
- duelist training (discipline) (proficiency with bastard sword, butterfly knife, double chicken saber, dual blade, duelist sword, estoc, greatsword, longsword, pistol, rapier, shortsword and swordbreaker dagger)
- duelist training (discipline) (proficiency with bastard sword, butterfly knife, double chicken saber, dual blade, duelist sword, estoc, greatsword, longsword, pistol, rapier, shortsword and swordbreaker dagger)
- finesse fighting (add your Dex to attacks with finessable weapons)
- unarmored training (when unarmored and unencumbered, you gain a +3 armor bonus to your AC, +1 per 3 ranks you possess in Acrobatics)
Fencing sphere - DC 13, Talents none, Drawbacks none
- fatal thrust (deal +1d6 precision damage to a target that is flat-footed or has lost its Dex bonus to AC)
- fatal thrust (deal +1d6 precision damage to a target that is flat-footed or has lost its Dex bonus to AC)
Statistics
Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha 16
Base Atk +0; CMB +0; CMD +12
Traits Combat Healer, Fey-Blood
Feats Mystic Focus
Skills Acrobatics +6, Bluff +6, Diplomacy +7, Heal +5, Knowledge (nature) +5, Perception +5, Spellcraft +5
Languages Common, Dwarven, Elven
SQ faerie born, fey heart
Gear bloodrager’s kit (9 gp), elfleaf (5 gp), estoc (50 gp), 2 flasks of liquid life (40 gp), 1 gp
Special Abilities
Athletics Sphere When you gain the Athletics sphere, you gain one of the following packages with its included abilities. You may take the Expanded Training talent to gain additional packages.
Each package has an associated movement mode and an associated skill. Some abilities require you to be using an associated movement mode to function. When you gain a package, you gain 5 ranks in its associated skill, plus 5 ranks per additional talent spent in the Athletics sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the associated skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
If you possess both the (leap) and (run) packages, you gain a competence bonus on Acrobatics checks equal to half your base attack bonus instead of retraining the ranks a second time.
In addition, you gain the following ability:
Each package has an associated movement mode and an associated skill. Some abilities require you to be using an associated movement mode to function. When you gain a package, you gain 5 ranks in its associated skill, plus 5 ranks per additional talent spent in the Athletics sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the associated skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
If you possess both the (leap) and (run) packages, you gain a competence bonus on Acrobatics checks equal to half your base attack bonus instead of retraining the ranks a second time.
In addition, you gain the following ability:
Athletics: Coordinated Movement Whenever you take the withdraw action, you regain your martial focus.
Athletics: Leap You may reduce the effective height of any fall by 20 ft. on a successful DC 15 Acrobatics check rather than 10. In addition, the fall is reduced by an additional 10 ft. for every 10 points this check exceeds the target DC. Associated Movement Mode: Jumping. Associated Skill: Acrobatics.
Easy Focus When maintaining a sphere ability through concentration, you only need to spend a move action to maintain concentration instead of a standard action. This does not decrease the sphere ability’s casting time, only the action used to maintain concentration.
Emotional Casting Your magic requires heightened emotional states of mind to use. When subject to a non-harmless magical effect that invokes an emotion (such as fear effects, spells with the (emotion) descriptor, or charms such as Fear or Hostility) you are unable to use magic.
Equipment: Duelist Training (discipline) You gain proficiency with the bastard sword, butterfly knife, double chicken saber, dual blade, duelist sword, estoc, greatsword, longsword, pistol, rapier, shortsword and swordbreaker dagger.
Equipment: Finesse Fighting You may use your Dexterity modifier in place of your Strength modifier when calculating your melee attack rolls with light weapons and weapons with the finesse weapon special feature. You may take this talent a total of two times. If taken a second time, whenever you make an attack using your Dexterity bonus on attack rolls and your Strength bonus on melee damage rolls, you may also add 1/2 your base attack bonus (minimum 1) as a bonus on that damage roll. Associated Feat: Weapon Finesse.
Equipment: Unarmored Training Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess.
This bonus to AC applies even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the monk or similar abilities.
This bonus depends on an intricate awareness of the practicioner’s body and balance, and as such is lost when the target is under any shapeshift other than blank form, or is polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type.
This bonus to AC applies even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the monk or similar abilities.
This bonus depends on an intricate awareness of the practicioner’s body and balance, and as such is lost when the target is under any shapeshift other than blank form, or is polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type.
Fallen Fey Sphere
Fallen Fey: Fey-Link As a swift action, you may change your creature type to Fey for 1 minute per caster level. You are treated as a Fey and no longer count as your previous creature type for all purposes including spells, magic items, etc. You still possesses any subtypes you previously possessed (thus, an elf using this ability would change from a humanoid with the elf subtype to a fey with the elf subtype).
Whenever fey-link is active, you may spend 1 spell point as a free action to gain the benefits of a fey-blessing until the end of the fey-link. There are no limit to the number of fey-blessings you may have active at a time, but each one must be activated separately, and all only endure until the end of the fey-link. Renewing a fey-link does not increase the duration of a fey-blessing, and ends all fey-blessings you currently possess.
When you gain the Fallen Fey sphere, you gain the following fey-blessing:
Fallen Fey: Nature-Connection (fey-blessing) You gain a +1 bonus on Initiative checks and Knowledge (geography), Survival, Stealth, and Perception skill checks made within one terrain of your choice. This bonus increases by +1 for every 5 caster levels you possess. Consult the Ranger list of favored terrains to see potential terrain types. You may gain this fey-blessing multiple times, gaining this bonus in a different terrain each time. Magic Talents marked as (fey-blessing) grant additional fey-blessings.
Whenever fey-link is active, you may spend 1 spell point as a free action to gain the benefits of a fey-blessing until the end of the fey-link. There are no limit to the number of fey-blessings you may have active at a time, but each one must be activated separately, and all only endure until the end of the fey-link. Renewing a fey-link does not increase the duration of a fey-blessing, and ends all fey-blessings you currently possess.
When you gain the Fallen Fey sphere, you gain the following fey-blessing:
Fallen Fey: Nature-Connection (fey-blessing) You gain a +1 bonus on Initiative checks and Knowledge (geography), Survival, Stealth, and Perception skill checks made within one terrain of your choice. This bonus increases by +1 for every 5 caster levels you possess. Consult the Ranger list of favored terrains to see potential terrain types. You may gain this fey-blessing multiple times, gaining this bonus in a different terrain each time. Magic Talents marked as (fey-blessing) grant additional fey-blessings.
Fallen Fey: Fey Beauty (fey-blessing)
You gain a +1 bonus to all Charisma-based skill and ability checks. This bonus increases by +1 for every 5 caster levels you possess.
Fencing Sphere Fencers are quick fighters who use nimble footwork and expert feints to open up their target before landing a fatal blow.
When you gain the Fencing sphere, you gain 5 ranks in the Bluff skill, plus 5 ranks per additional talent spent in the Fencing sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Bluff skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
Fencing: Fatal Thrust Whenever you make an attack action or an attack of opportunity against a target that is within 30 ft. and that you are flanking, that is flat-footed, or that has lost its Dexterity bonus to AC (such as through a successful feint), you deal an additional +1d6 precision damage to the target. This damage is not multiplied on a critical hit. This damage increases by an additional 1d6 precision damage for every 5 points of base attack bonus you possess.
A fencer may apply the effects of a single (exploit) talent to any fatal thrust.
When you gain the Fencing sphere, you gain 5 ranks in the Bluff skill, plus 5 ranks per additional talent spent in the Fencing sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Bluff skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
Fencing: Fatal Thrust Whenever you make an attack action or an attack of opportunity against a target that is within 30 ft. and that you are flanking, that is flat-footed, or that has lost its Dexterity bonus to AC (such as through a successful feint), you deal an additional +1d6 precision damage to the target. This damage is not multiplied on a critical hit. This damage increases by an additional 1d6 precision damage for every 5 points of base attack bonus you possess.
A fencer may apply the effects of a single (exploit) talent to any fatal thrust.
Inspired Sequence (Ex) While the prodigy has an active sequence, she gains an insight bonus on attack and damage rolls and caster level equal to half the length of her sequence (minimum 1).
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.
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.
Sequence (Ex) A prodigy may string together actions in combat, building momentum, setting her position, and unbalancing enemies to be able to execute powerful offensive and defensive techniques. Sequences have three parts: openers, link components, and finishers. The maximum length of a sequence is 4 links plus 1 link per 3 class levels. Attempts to add additional links have no effect and anything that would cause the sequence to lose a link acts normally. A prodigy may only have one sequence active at a time; any actions affect the currently active sequence. Any time a prodigy begins her turn without having added a link to her sequence since the beginning of her last turn, her active sequence loses one link. Should this reduce the sequence to 0 links, the sequence ends and must be started again. If the prodigy becomes dazed, dead, helpless, paralyzed, stunned, or unconscious, the sequence immediately ends.
A sequence requires the rush induced by real danger. As such, a sequence cannot be started prior to rolling initiative and ends automatically 1 round after there is no longer any apparent immediate threat (such as a hostile creature capable of making an attack or casting a spell or sphere effect).
Openers An opener begins a new sequence. A newly started sequence is one link in length. The following are basic openers:
Attack: Dealing damage to one or more hostile creatures with an attack action, charge attack (performed as a standard or full-round action), with a sphere ability with a casting time of a standard action or greater, or with another ability with a standard action or greater activation time.
Critical Hit: Confirming a critical hit against a hostile creature.
Defeat: Reducing a hostile creature with a CR equal to or greater than half the prodigy’s character level to 0 or fewer hit points.
Heal: Restore hit points to an ally or remove ability drain, ability damage, or the blinded, dazed, frightened, nauseated, shaken, sickened, or stunned conditions with an ability that requires at least a standard action.
Maneuver: Succeeding on a combat maneuver check against a hostile creature.
Magic Save: A hostile creature failing a save against a magic sphere effect. This sphere effect must have a casting time of a standard action or greater. This opener may only be used the first time any hostile creature fails a save against that casting.
Reflection: Successfully use the reflect spell class feature.
A sequence requires the rush induced by real danger. As such, a sequence cannot be started prior to rolling initiative and ends automatically 1 round after there is no longer any apparent immediate threat (such as a hostile creature capable of making an attack or casting a spell or sphere effect).
Openers An opener begins a new sequence. A newly started sequence is one link in length. The following are basic openers:
Attack: Dealing damage to one or more hostile creatures with an attack action, charge attack (performed as a standard or full-round action), with a sphere ability with a casting time of a standard action or greater, or with another ability with a standard action or greater activation time.
Critical Hit: Confirming a critical hit against a hostile creature.
Defeat: Reducing a hostile creature with a CR equal to or greater than half the prodigy’s character level to 0 or fewer hit points.
Heal: Restore hit points to an ally or remove ability drain, ability damage, or the blinded, dazed, frightened, nauseated, shaken, sickened, or stunned conditions with an ability that requires at least a standard action.
Maneuver: Succeeding on a combat maneuver check against a hostile creature.
Magic Save: A hostile creature failing a save against a magic sphere effect. This sphere effect must have a casting time of a standard action or greater. This opener may only be used the first time any hostile creature fails a save against that casting.
Reflection: Successfully use the reflect spell class feature.
Some abilities, such as possessing certain spheres, may grant additional opener options. Such options have the (open) tag.
Link Components Successfully performing a link component increases the length of the prodigy’s active sequence by 1 link. A given action may not add more than 1 link even if it fulfills the conditions of more than one link component, such as dealing damage to a hostile creature and that hostile creature failing a save granted by that same effect. Bonus attacks granted by or made as part of a given action (such as the Barrage or Dual Wielding spheres or the Armiger’s rapid assault ability) count as part of the original action for this purpose, though attacks of opportunity do not. All openers function as link components if performed after a sequence has been started. No link component may grant a link more than once per turn. The following are your basic link components:
Abandon Focus: As a free action, the prodigy may expend martial focus.
Close the Gap: As a move action, the prodigy may move up to her speed, ending the movement with a hostile creature within her threatened area. She may sheath one weapon and draw another as a free action as part of this movement.
Counting Coup: As a swift action, a prodigy may make a touch attack against a creature using a wielded weapon. If successful, this attack deals no damage but completes this (link). Weapons that require ammunition expend one attack’s worth of ammunition when used with this ability. Such an attack is too glancing to deliver a held touch spell, trigger ammunition properties that function on hit, utilize a thrown splash weapon, or similar effects.
Disengage: As a move action, the prodigy may move up to half her speed. She does not provoke attacks of opportunity for leaving her starting squares. She may sheath one weapon and draw another as a free action as part of this movement.
Preparation: Whenever the prodigy would be granted an attack of opportunity against a hostile creature, she may choose to expend an attack of opportunity without making an attack to complete this (link). She must be capable of making the attack to use this ability.
Save: Succeed on a save against a non-harmless effect originating from a hostile creature.
Swift Heal: Restore hit points to an ally or remove ability drain, ability damage, or the blinded, dazed, frightened, nauseated, shaken, sickened, or stunned conditions with an ability that requires at least an immediate action.
Steel Mind: Pass a concentration check to maintain concentration on a sphere effect when taking damage.
Link Components Successfully performing a link component increases the length of the prodigy’s active sequence by 1 link. A given action may not add more than 1 link even if it fulfills the conditions of more than one link component, such as dealing damage to a hostile creature and that hostile creature failing a save granted by that same effect. Bonus attacks granted by or made as part of a given action (such as the Barrage or Dual Wielding spheres or the Armiger’s rapid assault ability) count as part of the original action for this purpose, though attacks of opportunity do not. All openers function as link components if performed after a sequence has been started. No link component may grant a link more than once per turn. The following are your basic link components:
Abandon Focus: As a free action, the prodigy may expend martial focus.
Close the Gap: As a move action, the prodigy may move up to her speed, ending the movement with a hostile creature within her threatened area. She may sheath one weapon and draw another as a free action as part of this movement.
Counting Coup: As a swift action, a prodigy may make a touch attack against a creature using a wielded weapon. If successful, this attack deals no damage but completes this (link). Weapons that require ammunition expend one attack’s worth of ammunition when used with this ability. Such an attack is too glancing to deliver a held touch spell, trigger ammunition properties that function on hit, utilize a thrown splash weapon, or similar effects.
Disengage: As a move action, the prodigy may move up to half her speed. She does not provoke attacks of opportunity for leaving her starting squares. She may sheath one weapon and draw another as a free action as part of this movement.
Preparation: Whenever the prodigy would be granted an attack of opportunity against a hostile creature, she may choose to expend an attack of opportunity without making an attack to complete this (link). She must be capable of making the attack to use this ability.
Save: Succeed on a save against a non-harmless effect originating from a hostile creature.
Swift Heal: Restore hit points to an ally or remove ability drain, ability damage, or the blinded, dazed, frightened, nauseated, shaken, sickened, or stunned conditions with an ability that requires at least an immediate action.
Steel Mind: Pass a concentration check to maintain concentration on a sphere effect when taking damage.
Some abilities, such as possessing certain spheres, may grant additional link component options. Such options have the (link) tag.
Finishers A sequence may be ended to activate a finisher. Each finisher has a required activation action and some have a minimum sequence length. Once a finisher has been used, the prodigy’s sequence is ended. Actions taken as part of a finisher do not count toward the current sequence nor begin a new sequence.
The following are your basic finishers:
Adroit Momentum: A prodigy may end her sequence as part of making a skill check to gain a competence bonus equal to the number of links in the sequence on that skill check.
Arcane Apocalypse: As a 5 link finisher, the prodigy may cast a sphere effect as a move action. As a 7 link finisher, the prodigy may cast a sphere effect as a swift action. As a 9 link finisher, the prodigy may cast up to three sphere effects, one as a standard, one as a move, and one as a swift action. Each sphere effect cast in this way must have a normal casting time of no more than 1 standard action.
Certain Strike: As a 3 link finisher, the prodigy may spend a swift action to resolve her next attack roll before the start of her next turn as a touch attack.
Doombringer: As a 3 link finisher, the prodigy may make a single attack as a swift action. If the sequence is at least 5 links, the prodigy may make an attack action in place of a move action. If the sequence is at least 7 links, this attack action may instead be done as a swift action. As a 9 link finisher, the prodigy may make up to three attack actions, one as a standard, one as a move, and one as a swift action. Each attack action must have an activation time of no more than a standard action.
Executioner: As a 5 link finisher, the prodigy may spend a move action to automatically threaten a critical on the next attack roll before the end of her turn. If this attack misses, the ability is wasted. If the sequence is at least 7 links, this may instead be done as a swift action. This effect may not be combined with any ability or effect that automatically confirms critical threats.
Focus: As a 3 link finisher, the prodigy may regain martial focus as a free action.
Ironhide: The prodigy may end her sequence as a immediate action to gain temporary hit points equal to her level that last for a number of rounds equal to the number of links in her sequence. This finisher may be used after the result of an attack is revealed and may keep the prodigy from dying.
Penetrating Magic: The prodigy may end her sequence as part of casting a sphere effect to gain a bonus equal to the length of her sequence on any MSB checks made to overcome spell resistance made as part of that effect.
Prodigy’s Reflexes: As a 3 link finisher, when targeted by an attack or forced to make a Reflex save, the prodigy may spend an immediate action to make an Acrobatics check and use the result in place of her AC or Reflex save. She must use the skill check result even if it is lower than her AC. If the sequence is at least 5 links, she may instead activate this ability as a free action usable even when it is not her turn.
Resilience: If the prodigy has a sequence of at least 5 links, when failing a saving throw, she may end the sequence as an immediate action to reroll the save. For every link beyond 5, you gain a +1 competence bonus on the reroll.
Finishers A sequence may be ended to activate a finisher. Each finisher has a required activation action and some have a minimum sequence length. Once a finisher has been used, the prodigy’s sequence is ended. Actions taken as part of a finisher do not count toward the current sequence nor begin a new sequence.
The following are your basic finishers:
Adroit Momentum: A prodigy may end her sequence as part of making a skill check to gain a competence bonus equal to the number of links in the sequence on that skill check.
Arcane Apocalypse: As a 5 link finisher, the prodigy may cast a sphere effect as a move action. As a 7 link finisher, the prodigy may cast a sphere effect as a swift action. As a 9 link finisher, the prodigy may cast up to three sphere effects, one as a standard, one as a move, and one as a swift action. Each sphere effect cast in this way must have a normal casting time of no more than 1 standard action.
Certain Strike: As a 3 link finisher, the prodigy may spend a swift action to resolve her next attack roll before the start of her next turn as a touch attack.
Doombringer: As a 3 link finisher, the prodigy may make a single attack as a swift action. If the sequence is at least 5 links, the prodigy may make an attack action in place of a move action. If the sequence is at least 7 links, this attack action may instead be done as a swift action. As a 9 link finisher, the prodigy may make up to three attack actions, one as a standard, one as a move, and one as a swift action. Each attack action must have an activation time of no more than a standard action.
Executioner: As a 5 link finisher, the prodigy may spend a move action to automatically threaten a critical on the next attack roll before the end of her turn. If this attack misses, the ability is wasted. If the sequence is at least 7 links, this may instead be done as a swift action. This effect may not be combined with any ability or effect that automatically confirms critical threats.
Focus: As a 3 link finisher, the prodigy may regain martial focus as a free action.
Ironhide: The prodigy may end her sequence as a immediate action to gain temporary hit points equal to her level that last for a number of rounds equal to the number of links in her sequence. This finisher may be used after the result of an attack is revealed and may keep the prodigy from dying.
Penetrating Magic: The prodigy may end her sequence as part of casting a sphere effect to gain a bonus equal to the length of her sequence on any MSB checks made to overcome spell resistance made as part of that effect.
Prodigy’s Reflexes: As a 3 link finisher, when targeted by an attack or forced to make a Reflex save, the prodigy may spend an immediate action to make an Acrobatics check and use the result in place of her AC or Reflex save. She must use the skill check result even if it is lower than her AC. If the sequence is at least 5 links, she may instead activate this ability as a free action usable even when it is not her turn.
Resilience: If the prodigy has a sequence of at least 5 links, when failing a saving throw, she may end the sequence as an immediate action to reroll the save. For every link beyond 5, you gain a +1 competence bonus on the reroll.
Some abilities, such as possessing certain spheres, may grant additional finisher options. Such options have the (finish) tag.
Sequence: Integrated Techniques A prodigy gains additional sequence options if she possesses certain spheres:
Athletics
Hard Target (link): Once per movement, if the prodigy is attacked as part of an attack of opportunity provoked by her movement and the attack fails to hit her AC or if she succeeds on an Acrobatics check (or other associated skill if possessing the Mobility talent) to move through a threatened square without provoking, she adds a link to her sequence.
Hard Target (link): Once per movement, if the prodigy is attacked as part of an attack of opportunity provoked by her movement and the attack fails to hit her AC or if she succeeds on an Acrobatics check (or other associated skill if possessing the Mobility talent) to move through a threatened square without provoking, she adds a link to her sequence.
Fencing
Feinting Set-up (link): A successful feint as a move action.
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.
Feinting Set-up (link): A successful feint as a move action.
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.
Wild Magic, Variant You have a base wild magic chance of 10%. This wild magic chance does not stack with wild magic chance from other sources. You may not possess both this drawback and the Wild Magic general drawback found in Spheres of Power.
Build
The Ice Knight is built with a 20-point buy and 105 gp of starting wealth. Favored Class Bonus is +⅙ of a bonus combat or magic talent. If using a lower point buy, you can lower Strength and Intelligence. If using a higher point buy (or rolling really well), your most important attributes are Charisma and Dexterity. Charisma is your casting statistic and affects the save DCs of all your magic and martial talents and your spell pool, also bolstering your social skill checks; Dexterity makes you a great finesse warrior, increases your initiative, and bolsters AC. Wisdom is also useful to boost Will saves and be a better healer for your group, while a high Constitution gives you more hit points.
Playing a Magic Knight
Born of two worlds and infused with magic, you are a vision of beauty and grace on the battlefield. Without any armor to hinder your natural agility, you dance rather than fight, and use your supernatural connection to fey to bewilder and blind enemies. You are also a healer, and lend succor to hurt friends and allies after a battle.
Future Abilities
Magic Talents Adrenaline Surge, Beacon of Hope, Blinding Beauty*, Blinding Light, Clarified Strike, Fae Light, Fairy Flight, Glory, Inner Sun, Light Sphere, Solar Strike
Martial Talents Expanded Training, Finesse Fighting (2), Footwork, Lunge, Mobile Striker, Mobility*, Moving Target*, Parry and Riposte, Parry Anything, Skewer, Swift Movement
Feats Agile Maneuvers, Combat Expertise, Improved Mystic Assault, Mystic Assault, Piranha Strike, Searing Brilliance, Seraphic Glow, Swordplay Style, Weapon Focus (estoc)
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