mercoledì 29 settembre 2021

Fiona, Martial Hedgewitch (Updated)

Just some alterations to talents progression for this warrior nun.

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 Lady Fiona Wylde

Half-elf hedgewitch (Martial Hedgewitch) 1

CG Medium humanoid (elf, human)

Init +0; Senses low-light vision, Perception +6

Aura chaos and good

Defense

AC 17, touch 10, flat-footed 17 (armor +5, shield +2)

hp 9 (1d8+1)

Fort +1, Ref +0, Will +6. +2 racial bonus vs. enchantment spells and effects.

Immune sleep

Offense

Speed 30 ft.

Melee longsword +2 (1d8+2, 19-20) or shield bash (1d4+3)

Special Attacks channel positive energy, lay on hands 3/day

Magic

Caster Level 1; MSB +1; MSD 12; Concentration +5

Tradition Divine Petitioner (Drawbacks: Verbal Casting, Focus Casting, Prepared Caster, Aligned Combatant [Destruction], Aligned Protection [Protection]); +1 spell point per odd level gained in a spellcasting class); CAM Wis

Spell Points 6

Destruction Sphere - DC 14; Duration None; Range Close (25 ft), Touch; Talents Energy Aura, Fire Blast;Drawbacks Aligned Combatant, Energy Focus

- Destructive Blast (Energy Aura, Fire Blast)

Protection Sphere - DC 14; DurationAegis (1 Hour), Ward (Concentration; 1 Round); Range Aegis (Touch), Ward (Up to 15 ft); Talents Repel Evil; DrawbacksAligned Protection (evil)

- Aegis (Deflection)

- Ward (Barrier, Repel Evil)

Martial
Tradition
Shield Master (Equipment sphere: Elvish Heritage, Shield Training; Shield sphere: Bashing Shield); PAM Wis
Equipment sphere - DC
14, Talents Armor Training, Elvish Heritage, Shield Training

- armor training (proficiency with medium and heavy armor)

- elvish heritage (discipline) (proficiency with elven branched spear, elven curve blade, longbow, longsword, rapier, scimitar, short sword, shortbow, two-bladed scimitar, and two-bladed sword)

- shield training (discipline) (proficiency with all shields and shield bashes)

Shield sphere - DC 14, Talents Bashing Shield, Drawbacks none
- active defense (spend an attack of opportunity to increase your shield bonus to AC against that attack by +2)

- bashing shield (you do not lose your shield bonus to AC when making an attack with your shield)

Statistics

Str 15, Dex 10, Con 13, Int 10, Wis 18, Cha 11

Base Atk +0; CMB +2; CMD 13

Traits Bastard, Shield Bearer

Feats Defensive Combat Training, Skill Focus* (Sense Motive)

Skills Diplomacy +4, Heal +8, Knowledge (nature) +4, Knowledge (planes) +4, Knowledge (religion) +4, Sense Motive +9

Languages Common, Elven

SQ fey thoughts (Knowledge-nature, Perception), tradition (covenant), tradition benefit (detect evil), tradition power (lay on hands)

Gear heavy steel shield (20 gp), longsword (15 gp), scale mail (50 gp), warpriest’s kit (16 gp), 4 gp

Special Abilities

Destruction Sphere You can use destructive power.

Aligned Combatant Choose an end of the alignment spectrum that you possess (good, evil, lawful, or chaotic). Your destructive blast deals no damage to creatures who possess this alignment and full damage to creatures of the opposite alignment (evil for good, lawful for chaotic, etc.). Neutral creatures (those who possess neither your selected alignment nor its opposite) suffer half damage from your destructive blast.

Energy Focus Choose a blast type group. You may only make destructive blasts from that blast type group. You must select a (blast type) talent from the chosen blast type group with the bonus talent granted by this drawback. You may not select any other (blast type) talents outside the chosen blast type group.

Destruction: Destructive Blast As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within close range. A destructive blast is subject to spell resistance, and while it bypasses DR/magic, it does not automatically bypass other forms of damage reduction if it deals physical damage (bludgeoning, slashing, or piercing). A ranged destructive blast counts as a ray attack.

A basic destructive blast deals 1d6 bludgeoning damage for every odd caster level.

Table: Destructive Blast Damage
Level Damage
1st 1d6
3rd 2d6
5th 3d6
7th 4d6
9th 5d6
11th 6d6
13th 7d6
15th 8d6
17th 9d6
19th 10d6

21th 11d6

23th 12d6

25th 13d6

You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum: 2d6).

Destruction: Energy Aura (blast shape) As a move action, you may spend a spell point to surround yourself with an aura of elemental energies for a number of rounds equal to your casting ability modifier; any creature that ends its turn within 5 feet + 5 feet per 10 caster levels of you is affected by your destructive blast, though the damage is reduced to its minimum (so a 4d6 blast would deal 4 damage, or 12 with Crafted Blast). A Reflex save negates this damage. You may only have one aura active at a time; casting it again ends the previous instance.

Destruction: Fire Blast (blast type) Your destructive blast deals fire damage. Any creature struck by the attack or that failed their Reflex saving throw if one was required must succeed at a Reflex save or catch fire. A burning creature takes 1d6 damage the following round, plus 1d6 per round until the flames are extinguished. Each round the target may attempt another Reflex save to attempt to extinguish the flames. Rolling on the ground or using a blanket to smother the flames (a full-round action) grants the target a +4 bonus to that round’s saving throw.

Equipment: Armor Training You gain proficiency with light armor and medium armor. If you are already proficient with light armor, you instead gain proficiency with medium armor and heavy armor. You may take this talent up to two times.

Equipment: Elvish Heritage (discipline) You gain proficiency with the elven branched spear, elven curve blade, longbow, longsword, rapier, scimitar, short sword, shortbow, two-bladed scimitar, and two-bladed sword.

Equipment: Shield Training (discipline) You gain proficiency with all shields, including tower shields, and are proficient in all shield bashes. Associated Feat: Shield Proficiency, Tower Shield Proficiency.

Paths The hedgewitch draws power from her paths, blending magic and hidden knowledge to powerful effect. A hedgewitch chooses two paths at 1st level, gaining their class skills, path benefits, path powers, and their path masteries at 20th level. In addition, each path grants access to a number of secrets the hedgewitch may choose whenever she gains a secret.

Choosing the martial hedgewitch archetype replaces one of the character’s paths.

Path: Covenant Whether as a member of a mystery religion, a follower of totemic spirits, or a researcher into ancient gods, the devotee’s power comes through study and devotion to powers unseen.

Class Skills: Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int).

Path Benefit: The devotee selects an alignment from the following list: chaos, evil, good, or law. This must be an alignment she possesses (if she is neutral, she may choose any of the above alignments for this purpose). She gains an aura of her chosen alignment as a cleric of equal level. In addition, she may detect her opposite alignment (good and evil oppose one another, just as law and chaos oppose one another) as if using the Divine Alignment divine ability. To use this ability, she must spend a move action and focus on a single item or creature within 60 feet. She does not detect alignment in any other object or creature when using this ability in this way.

Path Power: If the devotee is of good alignment (or neutral and chooses to channel positive energy) she may touch a creature as a standard action (or herself as a swift action) and heal that target 1d6 hit points per 2 hedgewitch levels (minimum 1d6). She may use this ability a total number of times per day equal to 3 + 1/2 hedgewitch level. She may use this ability to harm undead, which is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy. If she is evil (or neutral and chooses to channel negative energy), this ability instead harms living creatures and heals undead. This counts as negative energy.

This ability counts as possessing the lay on hands or touch of corruption class features (depending on whether she channels positive or negative energy) for the purpose of qualifying for and using feats that modify these abilities.

She may also expend two uses of this ability to channel energy, as the cleric class feature. As a standard action, she releases a wave of energy through her holy (or unholy) symbol, affecting all creatures of one type (living or undead, her choice) within 30 feet, healing or harming them just as if she had touched them, except creatures that take damage from channeled energy may attempt a Will saving throw (DC 10 + 1/2 of her hedgewitch level + her casting ability modifier) to halve the damage. She may choose whether or not to include herself in this effect. This requires a holy (or unholy) symbol to use, and counts as possessing the channel energy class feature when qualifying for and using feats.

Protection Sphere You are a user of the magics of preservation.

Aligned Protection Choose an end of the alignment spectrum that you possess (good, evil, lawful, or chaotic). Your aegises and wards only provide protection against creatures of the opposite alignment (evil for good, lawful for chaotic, etc.). Creatures who possess your selected alignment or are neutral (those who possess neither your selected alignment nor its opposite) are not stopped by your barriers, hindered by your wards, and your aegises provide no protection against effects that originate from those creatures.

Protection: Aegis As a standard action, you may touch a creature and spend a spell point, granting them an aegis for 1 hour per caster level. Unwilling targets are allowed a Will save to resist gaining an aegis, and aegis is subject to spell resistance.

Multiple aegises of the same talent can be placed on a single creature, and the creature can benefit from them when they are providing different effects. This means Armored Magic can give a target both armor and shield, and Energy Resistance can grant resistance to multiple energy types to the same target.

You gain the following aegis when you gain the Protection sphere:

Protection: Deflection (Aegis) You grant the target a +1 deflection bonus to AC, +1 per 5 caster levels.

Protection: Ward As a standard action, you may create a ward centered on yourself with a radius of up to 10 feet + 5 feet per caster level, but can also be made so small as to only cover yourself. Wards remain as long as you concentrate, but you may spend a spell point to allow them to remain for 1 round per caster level without concentration. Wards remain in the location they were created, even if you move (however, if the ward is created entirely on top of a vehicle, it will move with that vehicle). If a ward affects targets inside it, its effects are subject to spell resistance.

When you gain the Protection sphere, you gain the following ward:

Protection: Barrier (Ward) You may create a ward that creates a mostly-transparent wall of force at its perimeter. While this barrier does not block line of sight, it does block line of effect; thus, while you could still target a creature through the barrier (such as for an attack that attempts to break the barrier and still deal damage to the creature on the other side), the barrier does stop attacks, movement, breath weapons, and any spells or sphere effects that rely on line of effect until the barrier is destroyed. Ethereal creatures are technically stopped by the barrier, but can usually find a way around it (as the barrier does not cut through objects, and so usually stops at ground level). Creatures inside a space where a barrier is created are shunted to the nearest empty space on the outside.

A barrier has hit points equal to twice your caster level and a Break DC of 15 + 1/2 your caster level. A barrier can hold weight, up to 2,400 lbs. + 250 lbs. per caster level; beyond that, a barrier simply shatters as if broken with a Strength check. If a barrier is broken anywhere, the entire effect ends.

If an attack is directed at a target through the barrier, the attack first deals its damage to the barrier itself. If this damage is enough to destroy the barrier, the attack continues on to its intended target, although damage dealt to the barrier is subtracted from any damage done to the target or targets. Burst-effect attacks such as splash weapons, fireball spells, or others attempting to travel through the barrier explode at the barrier’s edge and also must overcome the barrier’s hit points to damage targets on the other side. If you maintain your barrier through concentration, its hit points are renewed each round on your turn.

Protection: Repel Evil (ward) You may create a ward that repels creatures of one end of the alignment spectrum (chaotic, evil, good, lawful), chosen by you when this ward is created. All creatures of that alignment cannot cross the edge of this ward unless they succeed at a Will save. Once a creature has succeeded at this Will save, they may cross the barrier without trouble and are immune to your Repel ward for 24 hours. If a creature is already within this warded area when it is created, or if the ward is moved into their space, they instantly become immune to the ward, as if they had succeeded at their saving throw. You cannot repel an alignment that you yourself possess.

Shield Sphere Practitioners of the Shield sphere master shields, bucklers, and tower shields, leveraging more power and utility out of such equipment than most warriors ever dream of. All practitioners of the Shield sphere gain the following ability:

Shield: Active Defense If you are using a shield and you are attacked by a creature you are aware of while not flat-footed, you may spend an attack of opportunity to increase your shield bonus to AC against that attack by +2. This decision must be made before the roll is made. For every 4 points of base attack bonus you possess, the increase to your shield bonus provided by this talent increases by 1. Talents with the (deflect) tag grant additional effects to this ability. Each use of active defense may only benefit from one (deflect) talent. You may expend your martial focus to use active defense in place of spending an attack of opportunity.

Shield: Bashing Shield You do not lose your shield bonus to AC when making an attack with your shield. Additionally, you may make shield bash attacks with a buckler as if it were a light shield. Reduce the damage as if the shield bash was one size smaller when used this way. Associated Feat: Improved Shield Bash.

Build

Fiona is built with a 4d6 roll, discard lower system and 105 gp starting wealth. Favored Class Bonus is +⅙ of a new magic talent (human FCB). If using a lower point buy, you can lower Dexterity and Intelligence. If using a higher point buy (or rolling really well), your most important attributes are Strength and Wisdom. Wisdom is your casting statistic and affects the save DCs of all your magic talents and your spell pool, in addition to bolstering your Will saves and the skill checks of many useful abilities; Strength is your combat ability and increases your CMB and CMD. Charisma is important too for diplomatic relationships and to intimidate your enemies in combat, and Constitution increases your hit points and Fortitude saves.

How to Play Fiona

Born to a noble human family, Fiona is in truth the daughter of a wood elf; her parents were forcibly separated so that her mother could marry the man chosen by her family. Angry for the wrongs received, she vowed to find her real father and live true to the purest ideals of both her parent races. She became a knightly nun to displease her evil stepfather, but soon found that it suited her.

Fiona is angry, prone to revenge, and desirous to create a durable understanding between elves and humans. She’s devout to the god of Destruction and Renewal, and fiercely opposed to all evil and any tyranny.

Future Abilities

Magic Talents Deathless, Distant Teleport, Energy Cloud, Energy Resistance, Energy Sphere, Energy Wall, Extended Range, Fire Mastery*, Mass Teleport, Master of Elements, Nature Lord, Nature’s Movement, Nature Sphere (Fire package), Planeshift*, Rebuff, True Teleport*, Unseeing Teleport, Warp Sphere

Martial Talents Cover Ally*, Defend Other, Deflecting Shield, Extensive Defense*, Guardian Sphere (Challenge package), Indomitable, Interposing Shield, Shield Expert*, Shielded Focus, Smashing Counter, Soul’s Shield, Versatile Shield

Secrets Amateur Hedgewitch (Combat), Champion, Channel Feat, Combat Feat x2, Combat Talent x2, Divine Portfolio (Strength/Courage), Greater Divinity, Weapon Training

Feats Bashing Finish, Blessed Striker, Channeled Shield Wall*, Greater Shield Focus, Guarded Charge, Saving Shield, Shield Specialization, Shielded Casting*, Shielded Stand, Turn Undead*, Two-Weapon Fighting, Warrior Priest, Weapon Focus* (longsword)

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