mercoledì 28 aprile 2021

Librarian Magus

 I LOVE “Magus of the Library”. Is one of the best manga of the latest years, with an amazingly detailed setting and a strong message of both realism and perseverance, and an intriguing use of metalanguage. And with a title like that, I HAD to try stating the protagonist, Theo Fumis- and he HAD to be a magus (even if I was seriously tempted to make him as a bard). There’s not a librarian-like magus archetype in Pathfinder RAW, however (I should make one, too). Moreover, Theo is a fighter gifted with exceptional strength, a strong mana tied to the water element, and able in unarmed combat. I tried to put all these elements together best that I could.

So this is Theo as he is now as a novice kafna/kahuna (end of Volume 4). As the story progresses I probably will post updates keeping trace of his growth as a character.

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Dewi Smook, Apprentice Curator

Half-elf magus (Esoteric) 1

LG Medium humanoid (elf, human)

Init +1; Senses low-light vision, Perception +3


Defense

AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)

hp 10 (1d8+2)

Fort +3, Ref +1, Will +3. +2 racial vs. enchantment effects, +2 Will vs. charm and compulsion effects

Immune sleep


Offense

Speed 30 ft.

Melee unarmed strike +2 (1d6+2)

Special Attacks spell combat, unarmed spellstrike

Magus Spells Prepared (CL 1st; concentration +4)

1st Level- hydraulic push

0-Level- detect magic, read magic


Statistics

Str 14, Dex 13, Con 13, Int 16, Wis 12, Cha 12

BAB +0; CMB +2; CMD 13

Traits Child of Two Peoples, Librarian

Feats Elemental Spell (cold), Improved Unarmed Strike*, Skill Focus* (Profession-librarian)

Skills Knowledge (arcana) +7, Knowledge (history) +4, Linguistics +8, Profession (librarian) +9, Spellcraft +7

Languages Abyssal, Aquan, Auran, Catfolk, Celestial, Common, Draconic, Elven, Ignan, Orc, Sylvan, Terran

SQ arcane pool (4 points, +1), arcane training

Gear magus’ kit (22 gp), padded armor (5 gp), Pathfinder Chronicles vol. 11 (100 gp), 13 gp

domenica 25 aprile 2021

Samurai Favored Class Bonuses

 Of course, Elysee will use these. Alternate classes should use favored class bonuses of their related base class, but these don't always fit... and in addition, elven samurai should be able to specialize in the elven curve blade, and dwarf samurai in the waraxe!
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Samurai Favored Class Bonuses

Aasimar: Add +⅓ to the cavalier’s challenge bonus on damage against evil outsiders who are targets of his challenge.

Dwarf: Add ½ to the samurai’s damage rolls with one weapon granted by the weapon familiarity racial trait. A samurai who selects this bonus at 1st level also adds the selected weapon to the weapon eligible for use with the samurai’s class abilities (such as Weapon Expertise).

Elf: Add ½ to the samurai’s damage rolls with one weapon granted by the weapon familiarity racial trait. A samurai who selects this bonus at 1st level also adds the selected weapon to the weapon eligible for use with the samurai’s class abilities (such as Weapon Expertise).

Gnome: Add ½ to the samurai’s damage rolls with one weapon granted by the weapon familiarity racial trait. A samurai who selects this bonus at 1st level also adds the selected weapon to the weapon eligible for use with the samurai’s class abilities (such as Weapon Expertise).

Half-Elf: Add +⅓ to the samurai’s banner bonus granted to humans or elves.

Halfling: Add ½ to the samurai’s damage rolls with one weapon granted by the weapon familiarity racial trait. A samurai who selects this bonus at 1st level also adds the selected weapon to the weapon eligible for use with the samurai’s class abilities (such as Weapon Expertise).

Half-Orc: Add ½ to the samurai’s damage rolls with one weapon granted by the weapon familiarity racial trait. A samurai who selects this bonus at 1st level also adds the selected weapon to the weapon eligible for use with the samurai’s class abilities (such as Weapon Expertise).

Human: Gain a +1 bonus to the samurai’s  CMD when resisting two combat maneuvers of the samurai’s choice.

sabato 24 aprile 2021

Elysee, Knight of the Starry Court

 I created the faerie royal family with their devoted novice knight in mind. Sworn to protect the Prince, she strives to become stronger in order to be a worthy defender. They could be the main characters of an anime-like story I will write sooner or later.

The samurai’s mythic class abilities are from the Mythic Hero’s Handbook!

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Elysee, Knight of the Starry Court CR 1

half-elf samurai 1 (Warrior Poet)/marshal 1

NG Medium humanoid (elf, human)

Init +2; Senses low-light vision, Perception +4


Defense

AC 15, touch 15, flat-footed 10 (+3 Cha, +2 Dex)

Fort +3, Ref +2, Will +1. +2 racial vs. enchantment spells and effects.

hp 15 (1d10+1+4)

Defensive Abilities dancer’s grace, resolve 1/day; Immune sleep


Offense

Speed 30 ft.

Melee elven curve blade +5 (1d10, 18-20)

Special Attacks skirmisher’s challenge 1/day (+1 damage on first attack in the round, +1 dodge bonus on AC, +1 sacred bonus on saves, imposes -1 penalty on spells cast by fey or self), distracting assailant, mythic power 5/day, spell combat, surge +1d6

Spell-Like Abilities (CL 1st, concentration +4)

1/day- oath of anonymity


Statistics

Str 10, Dex 14, Con 13, Int 12, Wis 13, Cha 17

Base Atk +1; CMB +1; CMD 13

Traits Inspiring, Magical Talent

Feats Weapon Finesse*, Weapon FocusM (elven curve blade)

Skills Diplomacy +7, Knowledge (nature) +5, Knowledge (religion) +5, Perception +4, Perform (dance) +7

Languages Common, Elven, Sylvan

SQ decisive strike, flourish (harmony of the tranquil garden), graceful warrior, mythic order (order of the blossom), order (order of the songbird), weapon familiarity

Gear dancer’s garb (100 gp), elven curve blade (80 gp), fighter’s kit (9 gp)


mercoledì 21 aprile 2021

Norse Deities: Baldur

 Norse deities are worshipped in Worldcenter. Many of them protect warriors and have valkyries among their mortal agents (the Valkyrie class was created by my good friend Aaron). Valkyries and paladins (or antipaladins) share the same codes of behavior if a deity has both in its service.

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Baldur (NG)

Favored weapon: shortspear
Domains: Charm, Glory, Good, Healing, Sun

Subdomains: Agathion, Chivalry, Day, Heroism, Legend, Love, Resurrection

Druidic Domains: none
Inquisitions: Chivalry, Conversion, Final Rest, Illumination, Restoration, True Death, Valor
Mysteries/Spirits: Battle, Life, Solar, Succor
Witch Patron: Devotion, Healing, Light, Mercy, Peace
Paladin Oaths: Against Grotesquery, Against Undeath, Charity, Chastity
Variant Channeling: Beauty/Love/Lust, Bravery/Valor, Death, Self-Perfection, Sun
Clergy: barbarians, bards, bloodragers, cavaliers, clerics, druids, inquisitors, oracles, paladins, shamans, skalds, valkyries, warpriests
Spells: blessing of courage and life (clerics, oracles, paladins, and warpriests can cast it as a 1st-level spell; bards and inquisitors gain it as a 2nd-level spell), reincarnate (clerics, oracles, paladins, and warpriests gain it as a 5th-level spell)


Paladin Code

  • I am a messenger of beauty and hope. In a world where darkness seems triumphant, I am here to show the way.

  • I am ready to give my life for the sake of others. Good may appear to be defeated, but it always resurrect.

  • I never lose hope in life. If I am called to confront the end of the world, I know that a new sun and moon will spring after that.

  • I forgive who did me wrong. Nothing can hurt me except the ignorance and hate of those who don’t understand, but I will try to make them see light before fighting.

  • I am peaceful. Everyone deserves love. Yet, everyone deserves to be protected from darkness too.

  • If I am defeated, I keep low and bide my time. Victory does not always come soon, but it always comes.

  • Where is wrongness, I bring the right. Where is war, I bring peace. Where is darkness, I bring the light. Where is hate, I bring love.

domenica 18 aprile 2021

Variant Channeling: Peace

 Many deities in Worldcenter have peace in their portfolio, mainly the god of the realm’s monotheistic religion. As a Spirit Guide Oracle, Angela surely uses this variant channeling when she bounds with the Spirit of Life.

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Variant Channeling: Peace

Heal: Creatures gain a channel bonus on saving throws against charm and compulsion effects until the end of your next turn. Harm: Creatures take a channel penalty on attack rolls until the end of your next turn.

sabato 17 aprile 2021

Paladin Archetype: Elemental Knight

 The main gods of Worldcenter have the elements in their portfolio, and every one of them has paladins in their service: not every element has a dedicated Paladin archetype in Pathfinder, so this one must be put there to fill the gap.

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Elemental Knight (Paladin Archetype)

Servants of deities of the elements or, more often, of the elemental planes and spirits themselves, elemental knights pledge their fealty to the purity and goodness of creation, swearing to eradicate those who use their chosen element for evil purposes.


Elemental Diplomat (Ex): An elemental knight must select air, earth, fire, or water at 1st level (with the GM’s permission, she can select less orthodox elements, like metal or wood). She gains the language related to creatures of that element (Aquan, Auran, Ignan, or Terran) as a bonus known language.


Smite Evil Elementals (Su): An elemental knight deals double damage with her smite evil abilities to evil creatures with a subtype corresponding to her chosen element. This alters smite evil.


Primal Domain (Su): At 3rd level, an elemental knight gains the 1st-level domain power of a domain tied to her chosen element, using her paladin level as her effective druid level. The paladin also adds the 1st-4th level spells from that domain to her spell list. She counts her cleric level as her paladin level -2 for the purpose of gaining her domain’s higher-level powers, but uses them at her full paladin level. The elemental knight can select the Air, Fire, Earth, or Water cleric domain (subdomains included), or any one suitable terrain domain from the druid’s list.

This ability replaces aura of courage and aura of resolve.


Elemental Channel (Su): At 4th level, an elemental knight can use her channel energy ability only to heal or command creatures of her chosen element. This replaces channel positive energy.


Elemental Bond (Su): At 5th level, an elemental knight bonds with the spirits of her chosen element. This bond can take one of four forms. Once the form is chosen, it cannot be changed. This ability alters divine bond.

  • Elemental Ally: The elemental knight gains the service of an elemental creature. This functions as summon monster III, except the duration is permanent and the paladin can only gain the service of a single creature and that creature must either have the air, earth, fire, or water subtype or it must be an aqueous, aerial, chthonic or fiery animal. Once selected, the choice is set, but it may be changed whenever the elemental knight gains a level. Upon reaching 7th level, and every two levels thereafter, the level of the summon monster spell increases by one, to a maximum of summon monster IX at 17th level. Once per day, as a full-round action, the elemental knight may magically call her elemental ally to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The ally immediately appears adjacent to the elemental knight. An elemental knight can use this ability once per day at 5th level, and one additional time per day for every four levels thereafter, for a total of four times per day at 17th level. At 11th level, the ally gains the celestial template. At 15th level, an elemental knight’s ally gains spell resistance equal to the paladin’s level + 11. Should the paladin’s elemental ally die or be banished, the elemental knight may not summon another servant for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the elemental knight takes a –1 penalty on attack and weapon damage rolls.

  • Elemental Essence: The elemental knight gains the wild shape ability as a druid of her same level, except she can only transform into a Small Elemental of her chosen type, as elemental body I. At 8th level, she can assume the shape of a Medium elemental, as elemental body II; at 10th level, she can assume the shape of a Large elemental, as elemental body III; and at 12th level, she can assume the shape of a Huge elemental, as elemental body IV.

  • Elemental Weapon: This works as a normal paladin’s bond with her weapon, except that an elemental knight of air, earth or water replaces the flaming and flaming burst weapon abilities with the following: shock, shocking burst, and grounding (Air), catalytic, corrosive, corrosive burst, and quaking (Earth), frost, icy burst, quenching, and seaborne (Water). An elemental knight of fire adds thawing and igniting to the abilities she can add to her weapon. In addition, an elemental knight cannot add the disrupting and keen abilities to her weapon.

  • Primal Mount: The elemental knight gains a mount as per the standard paladin ability, except the mount must have the elemental companion archetype.

mercoledì 14 aprile 2021

New Feat: Spirit’s Blessing

 For the medium who loves having a companion creature.

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Spirit’s Blessing

You ask one of your spirits to possess your animal companion or familiar.

Prerequisites: Medium spirit class feature, must have an animal companion or familiar.

Benefit: At the start of the day, you can perform a seance and ask one spirit to possess your companion creature. For the next 24 hours, your animal companion or familiar is granted that spirit’s spirit bonus, using your equivalent wizard or druid level to calculate it. The spirit you invoke in your familiar can be of the same type that inhabits your body that day, or a different one.

domenica 11 aprile 2021

Bestiary: The Prince of Stars

 I couldn’t help creating the son of the royal faerie couple. Actually, I made them so I could make him.

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The Prince of Stars CR 20 MR 1

307,206 XP

Erlking cavalier 2 (Daring Champion)

NG Medium fey

Init +9, dual initiative; Senses low-light vision; Perception +22

Defense
AC 35, touch 15, flat-footed 30 (+7 armor, +4 Dex, +1 dodge, +13 natural; +2 deflection vs. evil or law)
hp 315 (20d6+2d10+220+10); fast healing 10
Fort +18, Ref +22, Will +18
Defensive Abilities blur, protection from good (and law), DR 10/cold iron or epic; Immune poison; Resist acid 30, cold 30, electricity 30

Offense
Speed 100 ft., fly 90 ft. (good); impossible speed

Melee +3 cold iron keen longsword +26/+26/+21/+16 (1d8+16/17–20 plus bleed)
Ranged +3 ironwood longbow +22/+22/+17/+12 (1d8+3/×3 plus bleed)
Special Attacks bleed (1d6), challenge 1/day (+2 damage, +1 circumstance bonus on allies’ attacks), favored enemy (all humanoids +10), ironwood mastery, mythic power 1/day, surge +1d6
Spell-Like Abilities (CL 20th; concentration +27)
Constant—blur, haste (self only), protection from evil, protection from law, speak with animals, speak with plants
At will—whispering wind
3/day—animate plants, black tentacles, cure critical wounds, haste, ironwood, move earth, plant growth, summon nature’s ally VI, summon (level 6, 1d4+1 centaurs or 1 treant 100%), tree stride
1/day—finger of death (DC 25), repel metal or stone, summon nature’s ally IX

Statistics
Str 18, Dex 29, Con 28, Int 21, Wis 22, Cha 25
Base Atk +12; CMB +16; CMD 35
Feats Coordinated Maneuvers*, Critical Focus, Disruptive, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Power Attack, Slashing Grace (longsword), Spellbreaker, Toughness, Vital Strike, Weapon Finesse*, Weapon FocusM (longsword), Weapon Specialization (longsword)
Skills Acrobatics +25 (+41 when jumping), Bluff +22, Climb +20, Diplomacy +23, Fly +28, Handle Animal +23, Heal +18, Intimidate +22, Knowledge (geography) +21, Knowledge (nature) +21, Knowledge (nobility) +18, Perception +22, Perform (oratory) +22, Ride +25, Sense Motive +22, Spellcraft +17, Stealth +25, Survival +19, Swim +19; Racial Modifiers +16 Acrobatics when jumping
Languages Common, Elven, Sylvan; speak with animals, speak with plants
SQ aid allies +3, champion’s finesse, order (dragon), tactician 1/day (4 rounds), warrior fey

Treasure ironwood chain shirt, ironwood longbow, ironwood longsword, other treasure

Special Abilities


Ironwood Mastery (Su) Any ironwood armor an erlking wears gains a +3 enhancement bonus, and any ironwood weapon it wields is treated as a +3 cold iron keen weapon.

Warrior Fey (Ex) An erlking counts as a 20th-level fighter for all abilities and effects requiring fighter levels.