The most difficult thing in this build was the companion. In 2.5E this character was a Myrikhan (neutral good paladin)/rogue/witch (from the classic Netbook of Witches and Warlocks!) with an agathinon as his advanced familiar. How to convert a little angel into a versatile/long-lasting shapechanger in Pathfinder, using as less 3PP/homebrew as possible? Well, this solution at last is perfect! Even if she’s no more a familiar (but she still could, by throwing in the Improved Familiar feat and the Familiar Cohort horrifically overpowered feat by Rogue Genius Games!). The object form spells are from Legendary Shifters.
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Sarnakand The Magnificent CR 12
Half-elf inquisitor 9 (Ravener Hunter, Sanctified Slayer)/swashbuckler 3 (Mysterious Avenger)
NG Medium humanoid (elf, human)
Init +9; Senses low-light vision, Perception +21
Defense
AC 25, touch 13, flat-footed 22 (+9 armor, +3 Dex, +3 shield)
hp 85 (9d8+3d10+24)
Fort +9, Ref +9, Will +11. +2 racial bonus vs. enchantment spells and effects
Defensive Abilities charmed life 3/day (+2); Immune sleep
Offense
Speed 30 ft.
Melee +3 grayflame bastard sword one-handed +16/+11 (1d10+4, 19-20), +3 grayflame bastard sword two-handed +16/+11 (1d10+4,19-20), +1 rapier +13/+8 (1d6+1, 18-20), or mwk whip +13/+8 (1d3+1)
Ranged +1 hand crossbow +13 (1d4+1, 19-20)
Special Attacks avenger’s finesse, bane 14 rounds/day, channel positive energy 3/day (5d6, DC 16), deeds (derring-do, dodging panache +2, kip-up, menacing swordplay, opportune parry and riposte, precise strike +3, swashbuckler’s initiative), panache (2 points), sneak attack +2d6, studied target +2
Spell-Like Abilities (Cl 9th; concentration +11)
At will- detect chaos/evil/good/law
9 rounds/day- discern lies
Inquisitor Spells Known (CL 9th; concentration +13)
3rd Level (4/day)- cure serious wounds, good hope, magic circle against evil, magic vestment
2nd Level (5/day)- castigate (DC 16), cure moderate wounds, flames of the faithful, hidden presence (DC 16), holy ice weapon, knock, shared training
1st Level (6/day)- cause fear (DC 15), command (DC 16), cure light wounds, detect evil, divine favor, forbid action (DC 15), protection from evil, reveal secrets (DC 15)
0-Level (At will)- brand (DC 14), daze (DC 15), detect magic, guidance, light, oath of anonymity, read magic, sift, stabilize
Mystery Life
Statistics
Str 12, Dex 16, Con 14, Int 18, Wis 18, Cha 14
Base Atk +9; CMB +10; CMD 23
Traits Mathematical Prodigy, Mediator
Feats Barroom Brawler, Demon Hunter*, Eldritch Heritage (Eldritch), Elemental Commixture*, Elemental Spell (fire), Exotic Heritage* (Knowledge-engineering), Leadership, Shake It Off*, Turn Undead, Weapon Focus (bastard sword)
Skills Acrobatics +18, Bluff +17, Diplomacy +18, Intimidate +21, Knowledge (arcana) +20/+24, Knowledge (dungeoneering) +19/+23, Knowledge (engineering) +21/+25, Perception +21, Sense Motive +23, Stealth +18
SQ ancestral skill, arcane bond (bastard sword), charged by nature, combat healer 1/day, cunning initiative, demon hunter, holy magic, monster lore, secret identity, solo tactics, stern gaze +4, track +4
Gear bane baldric (5,000 gp), +3 grayflame bastard sword (32,335 gp), belt of physical perfection +2 (16,000 gp), blouse of the boastful bastard (8,000 gp), +2 buckler (4,155 gp), burglar’s bracers (1,050 gp), vicious caltrops (50 gp), celestial armor (22,400 gp), effortless lace (2,500 gp), +1 hand crossbow (2,400 gp) with 20 bolts (2 gp), headband of vast intelligence +4 (16,000 gp), inquisitor’s kit (30 gp), plume of panache (1,000 gp), potion of cure moderate wounds (300 gp), +1 rapier (2,320 gp), sleeve holster (100 gp), spring-loaded wrist sheath (5 gp), trapspringer’s gloves (4,000 gp), mwk whip (301 gp), 32 gp
Reja, Monster Cohort
Female cassisian transmuter 6 (Bonded Wizard)/VMC sorcerer
NG Small outsider (angel, extraplanar, good)
Init +1; Senses darkvision 60 ft., detect evil, low-light vision; Perception +8
Aura lesser protective aura
Defense
AC 15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 size) (+2 deflection vs. evil)
hp 42 (2d10+6d6+8)
Fort +6, Ref +6, Will +7; +4 vs. poison; +2 resistance vs. evil
DR 5/cold iron or evil; Immune acid, cold, petrification; Resist electricity 10, fire 10
Offense
Speed fly 60 ft. (perfect)
Melee slam +7 (1d3-2) or mwk light mace +9 (1d4-2)
Special Attacks breath weapon (15-ft. line, 1d6 cold or 1d6 fire, Reflex DC 12 half, usable every 1d4 rounds), hardened fists 4 rounds/day
Spell-Like Abilities (CL 3rd; concentration +4)
Constant- detect evil, know direction
1/day- aid, daylight
1/week- commune (six questions, CL 12th)
Wizard Spell Prepared (CL 6th; concentration +7)
3rd Level- beast shape I, monstrous physique I, object form I
2nd Level- alter self, flurry of snowballs, quick change, sonic scream (DC 13)
1st Level- alarm, burning hands (DC 12), celestial healing, feather fall, icicle dagger
0-Level- chameleon scales, ray of frost, read magic, scrivener’s chant
Opposition Schools Illusion, Necromancy; Bloodline Shapechanger
Statistics
Str 7, Dex 13, Con 12, Int 13, Wis 11, Cha 12
Base Atk +5; CMB +2; CMD 13 (can’t be tripped)
Feats Iron Will, Weapon Finesse, Weapon Focus (light mace)
Skills Diplomacy +8, Fly +17, Knowledge (planes) +9, Knowledge (religion) +9, Perception +8, Sense Motive +8, Stealth +12
Languages Celestial, Draconic, Infernal; truespeech
SQ arcane bond (light mace), augment 4/day (3 rounds; +2 ability, +2 AC), bonded force (3 points), change shape (2 of the following forms: Small human-like angel, dove, dog, or Tiny fish, polymorph), hidden bond, perfect memory, physical enhancement +2
Gear headband of vast intelligence +2 (4,000 gp), holy water (25 gp), mwk light mace (305 gp), potion of cure moderate wounds (300 gp), wizard’s kit (21 gp)
Special Abilities
Perfect Memory (Ex) Though they are not particularly intelligent, cassisians have perfect memories and remember everything they see or hear. They can faultlessly recite conversations they heard hundreds of years before. They also have the power to erase portions of their own memories, which they do (usually under orders from superior angels) to protect sensitive information.
Lesser Protective Aura (Su) A cassisian has a lesser form of the protective aura possessed by more powerful angels. This protective aura grants the cassisian a +2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures. This aura extends to a radius of 5 feet, but can only benefit one additional creature other than the cassisian at any one time. A cassisian’s protective aura is fragile, and as soon as an evil creature successfully strikes the cassisian, or as soon as the cassisian fails a saving throw against an evil source, its protective aura fades away and is no longer applicable. The cassisian can reactivate its protective aura by spending 1 minute concentrating upon the task.
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