domenica 12 settembre 2021

Sir Byron Wylde, Knight

 Since I created Spheres versions for my characters, much new material has been published. It’s time to update their stats!

Byron was statted as a Sentinel before, but I didn’t like the d12 as a hit die and the lack of a knightly order. This spell-less mageknight archetype is much better for him!

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Sir Byron Wylde

Human mageknight 1 (Knightknight)

LN Medium humanoid (human)

Init +5; Senses Perception +3


Defense

AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)

hp 13 (1d10+3)

Fort +5, Ref +5, Will +5; +1 vs. spells, spell-like abilities, and magic sphere effects


Offense

Speed 30 ft.

Melee longsword +4 (1d8+3, 19-20), spear +5 (1d8+3, x3) or lance +4 (1d8+3, x3)

Ranged spear +5 (1d8+3, x3)


Martial
Tradition Dedicated Lancer (Equipment sphere: Pikeman Training, Spear Dancer; Guardian sphere; Lancer sphere); PAM Wis
Equipment sphere - DC 13, Talents Armor Training, Knightly Training, Pikeman Training, Spear Dancer

- armor training (proficiency with medium armor and heavy armor)

- knightly training (discipline) (proficiency with the flail, greatsword, halberd, heavy flail, heavy pick, light pick, lance, longsword, shortsword, and warhammer; may wield the bastard sword and estoc as two-handed martial weapons; only -1 penalty to AC when performing a charge)

- pikeman training (discipline) (proficiency with the bardiche, bec de corbin, bill, glaive, glaive-guisarme, guisarme, halberd, hooked lance, lance, mancatcher, and ranseur. Deal +2 damage with a weapon with the brace weapon special feature against a target moving into your threatened area)

- spear dancer (treat any spear or polearm as though it had the finesse weapon special feature, and may wield it as a one-handed weapon)

Guardian sphere- DC 13, Talents none, Drawbacks none

- challenge (inflict a -2 penalty on attack rolls that do not include you as a target and a +2 bonus on attack rolls targeting only you to a challenged creature for 3 rounds)

Lancer sphere - DC 13, Talents none, Drawbacks none
- impale (impale an opponent with a successful lethal attack)


Statistics

Str 17, Dex 16, Con 17, Int 13, Wis 16, Cha 14

Base Atk +1, CMB +4, CMD 17

Traits Adopted, Honorable Champion, Warrior of Old

Feats Iron Will, Weapon Focus (spear)

Skills Diplomacy +6, Handle Animal +6, Intimidate +6, Knowledge (nobility) +5, Ride +7, Sense Motive +4 (+5 vs. Bluff)

Languages Common, Elven

SQ gallantry pool (3), order of the sword

Gear cavalier’s kit (23 gp), chain shirt (100 gp), lance (10 gp), liquid life (20 gp), longsword (15 gp), spear (7 gp)


Special Abilities


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: Knightly Training (discipline) You gain proficiency with the flail, greatsword, halberd, heavy flail, heavy pick, light pick, lance, longsword, shortsword, and warhammer, and may wield the bastard sword and estoc, but only as two-handed martial weapons. When performing a charge, you only suffer a -1 penalty to your AC rather than -2.


Equipment: Pikeman Training (discipline) You gain proficiency with the bardiche, bec de corbin, bill, glaive, glaive-guisarme, guisarme, halberd, hooked lance, lance, mancatcher, and ranseur. Whenever you use a readied action to make an attack with a weapon with the brace weapon special feature against a target moving into your threatened area, that attack deals an additional +2 damage. At +10 base attack bonus, this bonus damage is instead increased to +4.


Equipment: Spear Dancer You may treat any spear or polearm you wield as though it had the finesse weapon special feature, and may wield it as a one-handed weapon. Spears and polearms include weapons like the amentum, boar spear, doru, elven branched spear, glaive, guisarme, harpoon, lance, longspear, naginata, pilum, planson, shortspear, sibat, spear, tiger fork, and trident or other weapons based on GM approval.


Gallantry (Ex) At 1st level, the knightknight gains a gallantry pool, containing a number of gallantry points equal to her practitioner modifier + 1/4 her knightknight level. This pool replenishes after 30 minutes of rest, or 15 minutes if you have access to reasonably comfortable accommodations (such as a bed, cushions, or other fineries of comfort).

Whenever the knightknight would spend a spell point to use or activate a knightknight class feature, such as a mystic combat, the knightknight may instead expend a number of gallantry points equal to the number of spell points required by that ability.


Guardian Sphere Guardians specialize in protecting their allies and drawing the ire of their enemies.
You gain a delayed damage pool equal to your 3 x your base attack bonus. When you receive damage, as part of taking the damage you may redirect all or part of it to your delayed damage pool. Apply damage reduction and resistance before redirecting the damage. You may not redirect damage that would exceed the maximum capacity of the damage pool. Your delayed damage pool empties at the end of your turn each round, inflicting any damage stored in the pool on you, bypassing any damage reduction or resistance you possess and resetting to 0. Any additional effects of the attack, such as poison, are still incurred immediately even if the entire damage of the attack is redirected to the delayed damage pool. Any healing you receive in excess of your maximum hp automatically reduces the amount of damage in your delayed damage pool.
Should you lose access to the Guardian sphere, any damage (or other effects if you possess certain talents) is incurred at the end of your turn.
In addition, choose one of the following packages:

Guardian: Challenge As a move action, you may issue a challenge to a creature you can see. You may expend martial focus to reduce this to a swift action. A creature must be able to perceive your challenge to be affected by it. The creature takes a -2 penalty on attack rolls that do not include you as a target and a +2 bonus on attack rolls targeting only you. Creatures receiving this effect are aware of it, though do not gain insight to its duration. This penalty (but not bonus) increases by 1 for every 4 points of base attack bonus you possess. The challenge lasts for a number of rounds equal to 3 + 1/2 your base attack bonus. When you issue a new challenge, any previous challenge you have active ends. Multiple challenges do not stack; if a creature is affected by challenges from more than one creature, they suffer no penalty against the source of any challenge against them and likewise gain the bonus against the sources of all of the challenges. Creatures with no Intelligence score (Intelligence score of (-)) cannot be targeted by your challenge.


Knight’s Order (Ex) At 1st level, the knightknight chooses an order, as the cavalier class feature, treating her knightknight level as her cavalier level when determining its effects. If the knightknight already has a cavalier order (or gains one later), the knightknight must choose one order to belong to (losing any benefits from a second order she may have belonged to) and her knightknight levels stack with levels of the class that granted the cavalier order when determining the effects and abilities of her order.

The knightknight must follow the edicts of her order, gains the skill benefits of her order, as well as her order’s abilities. The knightknight uses her practitioner modifier in place of her Charisma modifier when determining the effects of abilities gained from her order.

This ability replaces draw power and spell critical.


Lancer Sphere All practitioners of the Lancer sphere gain the following ability:


Lancer: Impale When making a melee attack with the attack action that deals lethal damage, you can take a -2 penalty on the attack roll; if the attack is successful, your weapon impales the creature, forcing it into a square within your reach if it was not already. An impaled creature cannot move and is battered for as long as it remains impaled. An impaled creature who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + your CMB + spell level), or lose the spell. Weapons used to impale a creature cannot be used for attacks except for those against the impaled creature (you cannot impale more than a single creature with your unarmed strikes), ignoring armor, natural armor, and shield bonuses to AC. A creature can only be impaled by a single weapon; attempting to impale an already impaled creature automatically fails. Controlling an impaling weapon requires the same amount of hands as wielding the weapon does.

This impalement may be broken when you lose control of the weapon used for the attack (such as by being disarmed), or by the impaled creature making a combat maneuver check as a standard action with a DC equal to your CMD. If you control the weapon being used to impale a creature, you may choose to automatically remove the weapon as a move action. When the impaled creature loses the impaled condition, they take bleed damage equal to the damage dice of the weapon used to impale the creature. If a creature is impaled by a weapon that is not controlled by another creature, they are able to move, but all movement speeds they possess are reduced by ½ (minimum 5 ft.).

You must make an opposed Strength check against the impaled creature to move as a part of the move action (this Strength check is made by your mount if you are mounted), moving up to half of your base speed while the impaled creature is dragged along with you (this movement does not provoke attacks of opportunity).

If you are impaling two or more creatures, you must make an opposed Strength check against all currently impaled creatures in order to move, and if you are subjected to forced movement, you must make an opposed Strength check against all impaled creature; failing this check against any impaled creature forces you to release any weapons you’re using to impale a creature (or to end impaling a creature with your unarmed strikes or natural attacks) immediately, while success drags any impaled creatures with you during this forced movement.

You can also choose to release the weapon as a free action without dealing damage (although you cannot release natural weapons). A creature may attempt a grapple check against an impaled creature’s CMD to assume control of the weapon impaling that creature as long as another creature is not controlling it. If so, the creature making the attempt receives a +4 bonus on the grapple check.

Talents with the (impale) tag can only be used against creatures who are impaled by this ability when you are controlling the impaling weapon.


Man-At-Arms (Ex) At 1st level, the knightknight gains Knightly Training as a bonus Equipment sphere talent. In addition, the knightknight uses her practitioner modifier in place of her casting modifier for all mageknight class features. The knightknight may not select mystic combats that grant magic talents or feats that require casting.

This ability alters mystic combats.


Order of the Sword Cavaliers who join the order of the sword dedicate their lives to the code of chivalry, living a life of honor, valor, and fairness. Cavaliers of this order tend to swear service to a lord or a lady. Of all the orders, the order of the sword is perhaps the broadest in terms of its focus and ideals.


Edicts: The cavalier must show courage in the face of danger, mercy to those who have wronged him, and charity to the poor and the meek. He must be just and honorable at all times and in all things. He must defend his honor and, above all else, the honor of those he serves.


Challenge: Whenever an order of the sword cavalier issues a challenge, he receives a +1 morale bonus on attack rolls against the target of his challenge so long as he is astride his mount. The bonus increases by +1 for every four levels the cavalier possesses.


Skills: An order of the sword cavalier adds Knowledge (nobility) (Int) and Knowledge (religion) (Int) to his list of class skills. Whenever the cavalier uses Sense Motive to oppose a Bluff check, he receives a competence bonus on the check equal to 1/2 his cavalier level (minimum +1).


Resist Magic (Ex) A mageknight gains a natural resistance to magic as she focuses on its use in combat. A mageknight gains a +1 bonus to all saving throws against spells, spell-like abilities, and magic sphere effects. This bonus increases by an additional +1 for every 4 levels thereafter, to a maximum of +5 at 17th level.


Future Abilities

Combat Talents Animal Companion, Armored Athlete, Armored Charge, Athletics sphere (Fly), Beastmastery sphere (Ride), Cavalry Ready, Cold Iron Call, Coordinated Attack, Diving Strike, Duelist’s Grip, Durable, Flush of Victory, Focusing Finale, Guardian’s Focus, I Will Hear, Improved Animal Companion, Mass Challenge, Pinning Impale, Seeking Challenge, Terrifying Pierce, Whirlwind Knockdown

Mystic Combats Banishing Strike, Greater Combatant x3 (Extra Combat Talent), Martial Tactics, Mounted Combatant, Mystic Adaptation, Resilience of Soul, Vengeful, Whirl of Blows

Feats Diehard, Divine Defiance, Endurance, Focused Disbelief, Heroic Resolve, Heroic Will, Ride-By Attack, Spirited Charge*, Unimpeachable Honor, Weapon Focus (lance)

Skills Intimidate and Ride are your most useful skills. Fly is useful too for the times you’ll be riding a flying steed.

Acquire a flying mount as your companion.

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