sabato 15 giugno 2019

The Merry Rider (Piper Mountebank)

I give to you... the build for which I created the Sidhe Trickster archetype last time. It is a variation of the one I published some time ago on the Spheres of Power Wiki page, and uses the Piper race from Dreamscarred Press. I made this for a friend!
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 Merry Rider (Bardic Mountebank)
Piper mountebank (Sidhe Trickster) 1
CG Medium humanoid (elf, feyblood)
Init +3; Senses low-light vision, Perception +2

Defense
AC +14, touch +13, flat-footed +11 (+1 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +2. +2 trait bonus on Fort vs. poison and drugs, and +4 trait bonus on Fort vs. effects of alcohol.

Offense
Speed 40 ft.
Melee rapier +0 (1d6, 18/20)
Ranged shortbow +3 (1d6, x3)
Special Attacks bardic performance 7 rounds/day (bewitching melody -2, distracting cacophony +2, dancing tune [DC 13], lullaby -2)

Magic
Caster Level 1; MSB +1, MSD 12, Concentration +4
Tradition Dionysian (Drawbacks: Skilled Casting [Perform/String, DC 16], Somatic Casting, Verbal Casting, Variant Wild Magic; Boons: Virtuoso), Focus Casting (DC 20), Bound Creature; CAM Cha
Spell Points 5
Conjuration Sphere- DC 13; Duration Concentration, 1 min/level; Range adjacent; Talents Bestial; Drawbacks none
- Summon
- Bestial (form) (claws)
Fallen Fey Sphere - DC 13; Duration 1 minute/level; Range none; Talents Aelfwine, Enchanting Music, Fairy Dust; Drawbacks none
- Fey-Link (nature-connection [forest])
- Aelfwine (fey-blessing)
- Enchanting Music (fey-blessing)
- Fairy Dust (fey-blessing)
Nature Sphere - DC 13; Duration 1 round, Concentration; Range Close (25 ft); Talents Speak With Animals; Drawbacks Nature Spirit
-  Speak With Animals (spirit)

Martial
Tradition Dionysian (Alchemy sphere [formulae] package, Panacea; Barroom sphere; Equipment sphere: Finesse Fighting, Rogue Weapon Training); PAM Cha
Alchemy sphere - DC 13, Packages formulae, Talents Panacea, Drawbacks none
- formulae (panacea: create a vial of liquid that removes some conditions)
Barroom sphere - DC 13, Talents none, Drawbacks none
- brutal breaker (don't suffer penalties w/improvised weapons)
- hard drinker (move action, retrieve and drink an elixir, potion, or beverage; if alcoholic gain drunk status for 2 rounds)
Equipment sphere - DC 13, Talents Finesse Fighting, Rogue Weapon Training
- finesse fighting (add your Dex bonus on attacks with finessable weapons)
- rogue weapon training (discipline) (proficiency with blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip. +2 competence bonus to Sleight of Hand checks made to conceal a weapon on your person)
Statistics
Str 10, Dex 16, Con 12, Int 13, Wis 11, Cha 17
Base Atk +0; CMB +0; CMD 13
Traits Compassion, Iron Liver
Feats Brew Potion, Enchanting Performance*, Extra Magic Talent*
Skills Acrobatics +7, Bluff +7, Craft (alchemy) +5, Diplomacy +7, Heal +7, Perform (strings) +9, Sense Motive +4, Stealth +9 (+11 in forests)
Languages Common, Elven, Sylvan, Treant
SQ fey heart, forest slip, satyr aptitudes
Gear alchemist’s kit (40 gp), lute (5 gp), rapier (20 gp), shortbow (30 gp) with 20 arrows (1 gp), padded armor (5 gp), 4 gp.

Special Abilities

Alchemy Sphere Training in the Alchemy combat sphere teaches you how to quickly and efficiently combine volatile chemicals for new or enhanced effects.
When you gain the Alchemy sphere, you gain 5 ranks in the Craft (alchemy) skill, plus 5 ranks per additional talent spent in the Alchemy sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Craft (alchemy) 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.
In addition, choose one of the following packages: Formulae or Poison. (Chosen: Formulae)

Alchemy: Formulae Some Alchemy talents have the (formulae) descriptor; these are improved or original versions of alchemical items you can only create once you’ve learned the talent. All formulae have a base crafting DC as noted in their descriptor, and their saving throw DCs, if any, are determined using the normal formula for combat sphere talents, using the practitioner’s ranks in Craft (alchemy) in place of their base attack bonus. The necessary ingredients for creating formulae are gathered over the course of a given day; there is no monetary cost to creating a formulae. You may craft any item whose formulae you know in 30 minutes, or 15 minutes if you have access to an alchemist’s lab or alchemist’s crafting kit, but due to the volatile nature of the enhanced formulae you cannot prepare more formulae at one time than a number equal to 1/2 your ranks in Craft (alchemy) (minimum 1) + the number of formulae talents you possess. For every 4 ranks in Craft (alchemy) you possess, you may craft 1 additional formulae as part of the same 30/15 minute time period.
Any creature affected by splash damage from an improved formulae is entitled to a Reflex save to reduce the damage by half.
Because formulae are more unstable than standard alchemical items, they expire and no longer work after 24 hours; it is relatively easy (DC 10 Appraise) to recognize the unstable and impermanent nature of these items so typically they have no monetary value; a potential buyer who fails their Appraise check assumes they are a standard item of their type (if applicable), or as a mundane item worth no more than 10 gp. In addition, the overly refined and unstable nature of formulae means that they cannot be further refined or enhanced by items such as focusing flasks or hybridization funnels. You cannot fail to craft an alchemical item you know the formulae for; failure to meet the DC instead means you create the item but at its minimum potency, without additional effects or benefits for having additional Craft (alchemy) ranks or having increased the crafting DC. When you first gain this package, you may learn any one (formulae) talent you qualify for.

Alchemy: Panacea (formulae)
You create a vial of liquid that can be used as a potion, removing a single negative condition the drinker is currently suffering from. The conditions that a panacea can remove are determined by the Craft DC used for its creation:
  • DC 20: Deafened, fatigued, shaken, sickened.
  • DC 30: Diseased, exhausted, nauseated, poisoned, staggered.
  • DC 40: Frightened, blinded, deafened, paralyzed, stunned.

Barroom Sphere Barroom practitioners specialize in using whatever is available to them, willing to swing table legs, chairs, and anything else as they chug down a fresh brew.
Practitioners of the Barroom sphere gain the following ability:

Barroom: Brutal Breaker You do not suffer any penalty when using an improvised weapon, be it ranged or melee, and may treat improvised weapons you are wielding as manufactured weapons for the purpose of being able to be targeted by spells and other effects. You may grab an unattended object within your natural reach and make an attack action with it as part of the same standard action.
Additionally, you may treat any improvised weapon made of any material with a hardness of 5 or lower (wood, glass, etc.) as having the fragile weapon special feature for the purpose of any feats or talents you possess. This does not apply to magic items, nor to creatures being used as improvised weapons.
Some talents allow you to grant a fragile weapon the broken condition in exchange for a benefit. If you apply a second such benefit to a weapon, it is destroyed. You cannot apply more than 2 benefits that break a weapon to the same weapon attack.
Note: Talents which would allow you to add the broken condition or destroy an improvised weapon cannot be used while using a creature as an improvised weapon.

Barroom: Hard Drinker Whenever you imbibe an alcoholic drink (normally a standard action), you gain the drunk status for a number of rounds equal to your Constitution modifier (creatures without a Constitution score cannot gain this status). As a move action, you may retrieve an alcoholic drink, elixir, or potion (but not extract) from your person or grab one within your natural reach and drink it, all without provoking an attack of opportunity. For every 4 points of base attack bonus you possess, the drunk status last for one additional round.

Bound Creature Your magic is tied to a magical creature, who shares essence and power with you.
You gain the Conjuration sphere (or the Extra Companion talent if you already possess the Conjuration sphere), and a companion who serves as the source of your power. Unlike a normal companion, this companion is not an extraplanar, and you may choose upon gaining the companion what creature type it possesses (although it does not gain the immunities or other qualities of its creature type). Your companion’s first (form) talent should reflect its creature type. This bound creature cannot be summoned or dismissed, and costs no spell points to use. You do not suffer a chance of failure from the Focused Casting drawback so long as your bound creature is on the same plane as you and is within Long range (400 ft + 40 ft per caster level). If your bound creature dies, you suffer a chance of spell failure as outlined in the Focused Casting drawback until you gain another bound creature. You cannot bond with a new creature for 30 days or until you gain another level, whichever comes first. The new bound creature must be the same creature type as your previous bound creature.
A caster must possess the focus drawback to select this boon. You may gain a dragon companion as outlined in the Halfling Dragonrider racial archetype (see The Player's Guide to Skybourne, by Drop Dead Studios), but this boon instead costs 4 drawbacks.

Conjuration Sphere You have made contracts with outsiders, calling them to your side when you are in need.

Conjuration: Summon As a standard action, you may spend a spell point to summon a creature you have made a contract with (called a companion) causing it to appear in an adjacent square, ready to act on your following turn. You must concentrate to maintain the companion’s presence, but may always spend an additional spell point to allow the summoned creature to remain for 1 minute per caster level without concentration.
Companions can take many forms; a caster could contract with sympathetic angels or demons, elemental spirits, or primordial beings only given form after the contract is made. Thus, a companion could have the form of a knight in armor, a demonic dog, a flying anthropomorphic cat, or indeed virtually any other form. You cannot choose a companion with the exact same appearance as another creature.
When you gain the Conjuration sphere, you automatically gain a single companion of your choice. If a companion is conjured multiple times during a day, they do not regain hit points or other resources spent. If a companion is reduced to 0 hp, they instantly disappear and cannot be summoned until the following day.
A companion only recovers hp and resources (unless restored through the Heal skill or magical means) when the caster rests to recover spell points. A companion may be dismissed as a free action.
Companions may not carry equipment or items back and forth when summoned and so cannot be used to store items in their home plane or bring items to the caster’s plane. The exception to this rule is equipment gained through Conjuration talents.
Whenever you gain a companion, they immediately gain 1 (form) talent of your choice. Whenever you select a (form) talent as a magic talent, apply its effects to only a single companion. You may select (form) talents multiple times, but no more than once per companion, unless the talent says otherwise.

Conjuration: Bestial (form) Your companion gains a new set of natural attacks chosen from the list below. A companion must possess the prerequisite limbs and cannot already have a natural attack attached to that limb. A companion may gain this talent multiple times. Each time they gain this talent, they gain a new set of natural attacks.
  • 2 claw attacks (primary, 1d4, 1d3 small, requires arms).
  • 2 hoof attacks (secondary, 1d4, 1d3 small, requires 2 legs, but creature must possess at least 4).
  • 1 tentacle attack (secondary, 1d4, 1d3 small, no requirement).
  • 2 wing buffets (secondary, 1d4, 1d3 small, requires wings).
  • 1 tail slap (secondary, 1d6, 1d4 small, requires tail).
  • 1 bite attack (primary, 1d6, 1d4 small, requires head).
  • 1 gore attack (primary, 1d6, 1d4 small, requires head).
  • 2 slam attacks (primary, 1d4, 1d3 small, requires arms).
  • 2 pincers (secondary, 1d6, 1d4 small, requires arms).
  • 1 sting (primary, 1d4, 1d3 small, requires tail).
  • 2 talons (primary, 1d4, 1d3 small, requires 2 legs and creature must be airborne to use).
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 ½ your base attack bonus (minimum 1) as a bonus on that damage roll. Associated Feat: Weapon Finesse.

Equipment: Rogue Weapon Training (discipline) You gain proficiency with the blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip. Additionally, you gain a +2 competence bonus to Sleight of Hand checks made to conceal a weapon on your person. At +10 base attack bonus, this competence bonus increases to +4.

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.

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.

Fallen Fey: Aelfwine (fey blessing) You summon a flask, gourd, stein, or wineskin filled with fairy liquor, which replenishes itself after each drink. The flask is weightless and has hardness 5 and 5 hit points per caster level. If the flask is destroyed, this fey-blessing ends immediately. You may determine the quality of the brew with a Craft (alcohol) or Profession (brewer) check made as part of activating this fey blessing, but the result has no impact on its efficacy. You may drink from it as a move action; you may allow a creature whom you are within the natural reach of to drink from it as a standard action on their turn with no action required on your part. This counts as consuming an alcoholic beverage. Choose one of the following effects when the flask is created:

Bolstering Brew The imbiber gains temporary hit points equal to your caster level that last for 1 minute. As usual, temporary hit points do not stack with others from the same source.
Brawling Booze The imbiber gains the Barroom sphere or a (drunk) talent of your choice from that sphere for 1 minute.
Calming Sip You may make a magic skill check against any ongoing effects with the emotion descriptor currently affecting the imbiber. If successful, that effect is suppressed for 1 round per caster level. If you spend a spell point as part of the drink (no action required), the effect is instead dispelled.
Liquid Courage The imbiber gains a +2 (+1 per 7 caster levels) circumstance bonus on saves verses fear effects for 1 minute.

If the flask is not in your possession at the start of your turn, you may summon it into your possession as a move action as long as you have line of sight to it. You may have multiple instances of this fey-blessing active at one time; select a different effect for each. Creatures that are immune to the effects of alcohol cannot benefit from this effect.

Fallen Fey: Enchanting Music (fey blessing) As a move action, you may summon one masterwork musical instrument, be it a percussion, string, or wind, of a size no greater than 1 size smaller than your own size. The instrument is weightless and has hardness 5 and 5 hit points per caster level. If the instrument is not in your possession at the start of your turn, you may summon it into your possession as a move action as long as you have line of sight to it. You can never have more than one such instrument summoned at one time.
You may perform, singing or playing (either on the summoned instrument or another that you possess) the songs listed below. Starting a song requires a standard action and maintaining one requires a move action. Starting a new song ends any previous songs. A creature can only be under the effects of one song at a time; should a creature affected by one be subjected to another, the caster (not necessarily the performer, if using the Share Link talent) of the second effect must make a magic skill check against the MSD of the existing effect’s caster. All options are sonic mind-affecting effects with medium range unless noted.

Bewitching Melody You may performing a haunting melody that opens the hearer’s minds to outside influence, inflicting a -2 penalty (increasing by 1 at 7th caster level and every 7 caster levels thereafter) against charm effects on all hostile creatures.
Distracting Cacophony You may fill the air with discordant notes, granting all creatures within medium range a +2 (+1 per 7 caster levels) bonus on saves against sonic effects, but imposing an equal penalty on hearing based Perception checks and concentration checks. The penalty portion of this ability is not a mind-affecting effect.
Dancing Tune You play a bouncy jig that compels any creature within close range to dance and caper. A creature can resist by making a Will save. Creatures that fail are compelled to dance and shuffle their feet, and are effectively staggered as long as you continue to play. Once a creature makes the save against a this song, it is immune to further instances originating from you for 24 hours. This is a compulsion effect.
Lullaby You may play a peaceful lullaby to inflict a -2 penalty (increasing by 1 at 7th caster level and every 7 caster levels thereafter) against effects that cause sleep or the staggered condition on all hostile creatures.

Fallen Fey: Fairy Dust (fey blessing) By activating this fey-blessing, you gain a pouch of fairy dust. This pouch has hardness 5 and 5 hit points per caster level. The pouch is weightless and may not be used to hold anything other than the fairy dust it contains. If the pouch is destroyed, this fey-blessing ends. Destroying the pouch fills a 10 ft. radius with the chosen fairy dust, affecting all creatures in the area, including the caster. A successful saving throw against any effect that allows it grants the affected creature immunity to that effect from that caster for 24 hrs. You gain knowledge of two types of fairy dust when you gain this talent; you may activate any one type of dust that you know when activating this fey-blessing. Choose from the following options:

Amnesia Affected creatures must succeed on a Will save or forget the past minute. This otherwise functions as the Amnesia talent of the Mind sphere. You must spend an additional spell point for this option.
Charm Affected creatures must succeed on a Will save or have its disposition toward you increase by 1 step to a maximum of friendly for 1 minute.
Bleed Affected creatures must succeed on a Fortitude save or bleed profusely when wounded. The next time the creature takes hit point damage, it begins taking bleed damage equal to your caster level. These bleed damage may be stopped by a DC 15 Heal check or by receiving any amount of healing. If this dust is applied to a weapon, the weapon attack triggers the bleed damage.
Blind Affected creatures must succeed on a Reflex save or treat all other creatures as having concealment for 1 round per caster level.
Fear Affected creatures must succeed on a Will save or be shaken for 1 round per caster level. You may spend an additional spell point as part of activating the fey-blessing to instead have affected creatures be frightened for 1 round per caster level on a failed save and shaken for 1 round on a successful save.
Glitter For 1 round per caster level, affected creatures take a penalty to Stealth equal to caster level and do not gain concealment from any effect that provides invisibility.
Poison Affected creatures must succeed on a Fortitude save or suffer from itching poison, being compelled to scratch at the wound for 1 round (treat this as being dazed) and taking 1d2 Strength damage per round for 1 minute or until they succeed on a Fortitude save. You must spend an additional spell point for this option.
Sleep Affected creatures must succeed on a Will save or fall asleep for 1 round per caster level. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). You must spend an additional spell point for this option.

As a standard action, you may fill a 5 ft. cube within close range with the dust, affecting any creature in that space. As a move action, you may apply fairy dust to a weapon, natural weapon, or piece of ammunition, or to a number of weapons or pieces of ammunition equal to your casting ability modifier (minimum 2) as a standard action. A creature that is struck by the weapon within 1 round per caster level of it being so treated suffers from the effects of the dust. You may chose to end this fey-blessing early, drawing and throwing the pouch to create a 20 ft. radius spread of fairy dust within close range, affecting all creatures within the area.
The duration of multiple applications of dust stack. The pouch replenishes itself as a free action for the duration of the fey-blessing, then disappears when it ends. You may have multiple instances of this fey-blessing active at once; select a different option you know for each. Each instance creates a separate pouch. You may select this talent multiple times; each time you gain two more types of fairy dust. If the pouch is not in your possession at the start of your turn, you can summon it to yourself as a move action as long as you have line of sight to it.

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.

Sidhe Performance: The sidhe trickster gains bardic performance as a bard of her same level and Enchanting Melody as a bonus feat. She cannot use any of the normal bardic performances.
This ability replaces thief’s mark.

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.

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.

Variant Wild Magic You have a base wild magic chance of 10%. This wild magic chance does not stack with wild magic chance from other sources.

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.

Giant Cat (Martial Companion)
Base Form Quadruped
CG Medium animal
Init +2; Senses Perception +0
Defense
AC +14, touch +12, flat-footed +12 (+2 Dex, +2 natural)
hp 6 (1d10+1)
Fort +3, Ref +4, Will +0
Offense
Speed 40 ft.
Melee bite +3 (1d6+2), 2 claws +3 (1d4+2)
Statistics
Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +3; CMD 15
Feats Weapon Finesse
Skills Climb +6

Build
The Merry Rider is built with a 20-point buy and 105 gp starting wealth. Favored Class Bonus is +⅕ Fallen Fey sphere talent. If using a lower point buy, you can lower Strength and Wisdom. 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; Dexterity makes you a great finesse warrior and archer, increases your initiative and bolsters AC. Constitution is important too, since it helps you hold your alcohol, and Intelligence helps in crafting alchemical items and reflects your dabbling and mingling into many fields, as well as your talent as a gossip-monger and skill monkey.

Playing a Merry Rider
The descendant of a satyr, you sport short horns, cloven feet, and a love for nature and alcohol. You are a cheerful drinker, a brewer, an artist, and a friend of animals. Your companion could be the result of strange alchemical experiments, and never goes too far from your side. Both of you are deceptively playful but more clever than people think. Few can imagine your agility and versatility in battle seeing you always staggering from your last drinking night. You usually fight with a rapier in melee or a shortbow from afar; two-weapon fighting with blade and tankard is favored when you have no spell points left. When your weapons are not at hand, you use bottles, chair legs, and everything you can find, and you never say no to a good tavern brawl. You keep your ears open for informations, sing and play for money, brew healing potions to sell or donate, protect your friends with hoaxes as well as with your rapier, and are a romantic at heart.

Future Abilities
Magic Talents Altered Size (large), Beastward*, Greater Fey-Link*, Life sphere (Medicinal drawback), Mount, Natural Aspect (pounce), Nature Blessing*, Rejuvenation, Restore Health, Restore Soul, Trickery*, Superior Senses (x2), Water of Life*, Wild Instinct (x2).
Martial Talents Alchemical Dragon, Charming Drunk, Drunken Insight, Finesse Fighting (2nd), Had a Few, Improved Alchemist’s Fire, Improved Itching Powder, Improved Sneezing Powder, Miracle Drink, Salve.
Social Talents Companion to the Lonely, Gossip Collector, Intrigue Feats, Notorious Fool, Safe House, Skill Familiarity, Social Grace.
Quirks Soothing Performance, The Heart, Yandere.
Skill Unlocks Bluff, Diplomacy, Heal, Perform.
Feats Barroom Brawler, Confabulist*, Divine Fighting Technique (Blade and Tankard), Drunkard’s Recovery, Extra Combat Talent, Extra Magic Talent, Fairy Alchemy, Skill Focus (Heal), Truth in Wine, Two-Weapon Fighting.
Skills Concentrate on your healing, performance and diplomacy abilities; Appraise and Disguise are useful too. Increase your companion’s Dexterity to make it a giant old soft ball of fur of unsuspected speed and agility.

Companion Future Abilities
Martial Talents Athletics Sphere (Run), Expanded Training (Leap, Climb), Greater Grapple, Hard Whip, Iron Grip, Wrestling Sphere
Feats Endurance, Improved Initiative, Iron Will, Run, Weapon Focus (claw)

Piper Alternate Racial Traits

Fey Heart: The power of the fey runs stronger in some faebloods, whether by practice of their innate skill, stronger traces of the blood of the upper echelons of the courts, or some other cause. They gain the Basic Magical Training feat for the Fallen Fey sphere as a bonus feat. For pipers, this replaces pipes of panic.

Dionysian Tradition (Unified Tradition)
Dionysians are a variant of wild sidhe devoted to the deities of wine and nature, always ready for a merry drink and often accompanied by animal friends. They gain sylvan or treant as a bonus language. Dionysians are considered part of the bardic magic tradition.
Bonus Combat Talents:
Equipment: Rogue Weapon Training
Alchemy sphere
Barroom sphere
Variable: One additional talent from the Alchemy, Barroom, or Equipment spheres.
Bonus Magic Talents: Fallen Fey Sphere and their choice of either Aelfwine or the Nature sphere.
Drawbacks: Skilled Casting (Perform), Somatic Casting, Verbal Casting, Variant Wild Magic.
Boons: Virtuoso.

Nessun commento:

Posta un commento