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...
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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.

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