This is an even better build with the Ultimate Spheres update!
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Lady Angela, Heir of Darkenthal (CR 1)
Female human incanter 1
LG Medium humanoid (human)
Init -2; Senses Perception +4
Defense
AC 8, touch 8, flat-footed 8 (-2 Dex)
hp 8 (1d6+2)
Fort +2, Ref -2, Will +6
Offense
Speed 30 ft.
Melee quarterstaff -1 (1d6-1)
Magic
Caster Level 1; MSB +1; MSD 12; Concentration +5
Tradition Saint (Drawbacks: Magical Signs, Somatic Casting (2), Verbal Casting; Boons: Overcharge); CAM Wis
Spell Points 6
Life Sphere - DC 14; Duration None; Range Touch; Talents none; Drawbacks none
- Cure (1d8+1)
- Invigorate
- Restore
Mind Sphere - DC 15; Duration None; Range Close (25 ft); Talents Calm; Drawbacks None
- Calm (Lesser, Greater) (DC 17)
- Suggestion (Lesser, Greater)
Nature Sphere - DC 14; Duration 1 round, Concentration; Range Close (25 ft); Talents Master of Elements, Speak with Wildlife; Drawbacks Limited Nature (x2)
- Master of Elements (earth, plant, water)
- Speak with Wildlife (animals)
Protection Sphere - DC 14; Duration Aegis (1 Hour), Ward (Concentration; 1 Round); Range Aegis (Touch), Ward (Up to 15 ft); Talents none; Drawbacks None
- Aegis (Deflection)
- Ward (Barrier)
Statistics
Str 9, Dex 7, Con 14, Int 12, Wis 18, Cha 17
Base Atk +0; CMB -1; CMD 7
Traits Affable, Peacemaker
Feats Noble Scion (Arts), Sphere Focus (Mind)
Skills Diplomacy +9, Heal +5, Perform (oratory) +8
Languages Common, Celestial, church sacred language
Gear cleric’s kit (16 gp), potion of common cure (50 gp), sunrod (2 gp), 37 gp.
Special Abilities
Life Sphere You wield the powers of life. All Life sphere effects are subject to spell resistance.
Life: Cure As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. To living creatures, this is a harmless positive energy effect, but it is harmful to undead and other creatures normally damaged by positive energy (Will half).
Life: Invigorate As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour (Will negates (harmless).
Life: Restore As a standard action, you may touch a target and spend a spell point to restore their health (Will negates (harmless)). When using restore, you must choose to restore mind, body, or soul. If affecting multiple targets, this choice becomes the same for all targets.
If restoring mind, this accomplishes all of the following:
Removes the dazzled condition.
Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
Removes the staggered condition.
If restoring body, this accomplishes all of the following:
Removes the battered condition. (See Spheres of Might.)
Removes the fatigued condition or lessens exhaustion to fatigued.
Removes the sickened condition or lessens nauseated to sickened.
If restoring soul, this:
Heals 1d4 points of ability damage to one ability score of your choice.
If the condition targeted is part of an on-going effect, restore instead suppresses the condition for a number of rounds equal to your caster level. This cannot be used to remove curses or instantaneous effects.
Magical Signs Your magic is accompanied by tell-tale signs; for example, your body glows brightly, the sound of tortured souls shriek as you cast, a deep chill affects all nearby creatures, etc. Using magic automatically breaks stealth, and whenever you use magic all creatures within 60 feet who are observing you are considered to have automatically succeeded at a Spellcraft check to know which sphere effect, talents, and casting tradition you used.
You may not select this drawback if you possess the Witchmarked drawback.
Mind Sphere You gain the ability to alter the minds of others, causing them to act as you see fit. All mind sphere abilities are Enchantment (compulsion) mind-affecting abilities.
Mind: Charm You may place charms on creatures. Charms require a standard action to use and have a range of Close. You may only use charms on targets that possess your own creature type (humanoid for humanoids, etc.) although the Expanded Mind talent changes this. Each charm has three strengths; lesser, greater, and powerful. Lesser charms are at-will abilities, but you may not target an individual creature more than once in a day with any individual lesser charm. Greater charms cost a spell point to use and powerful charms cost 2 points to use. You must possess the Powerful Charm talent before you may use any powerful charms.
When you gain the Mind sphere, you gain the following charm:
Mind: Suggestion (Charm) You may plant thoughts into a target’s mind.
Lesser Charm: You may plant a suggestion in a target’s mind, which they obey as if the thought had been their own (Will negates). The suggested course of activity must be limited to a sentence or two and must be a very simple request. The creature performs the suggested action until it finishes, or for 1 hour per caster level, whichever comes first. If you choose, you can instead specify conditions the creature should look for, (i.e., “you should search the next person who enters this room, looking for weapons.”) If the condition is not met before this duration expires, the activity is not performed.
Greater Charm: This is the same as the Suggestion lesser charm, but may be up to a basic request. Very simple requests cause the save to be made with a -2 penalty. The target cannot be asked to do anything it would not normally do.
Mind: Calm (Charm) You may suppress emotions in hostile creatures or provide ease to excitement and confidence. You may deny raging creatures their battles or joyous creatures their revelry.
Lesser Charm: The target loses the benefit of any spell or effect with the emotion descriptor, as well as any morale bonus from magical or extraordinary effects (Will negates). This includes a paladin’s auras, the good hope spell, the effects of an eliciter’s emotions, bardic music, or a barbarian’s rage. The effects are suppressed, but not dispelled. This effect lasts a number of rounds equal to your caster level. Any aggressive action toward or damage dealt to a creature under the effect of this ability automatically ends the effect.
Greater Charm: In addition to the effects of the lesser charm, this charm removes any desire to fight or engage in revelrous behavior. No violent actions or destructive actions may be taken by the creature, but the target may still defend itself normally. In addition, effects related to emotion that grant effects beyond simple bonuses (such as a bard’s fascinate ability or certain eliciter emotions) cannot be initiated (Will negates).
Nature Sphere You can command the very terrain to do your bidding.
Limited Nature You gain only a single geomancing ability of your starting Nature package. For example, if you have the (plant) package, you gain only Entangle, Harvest, or Pummel. You must take a (geomancing) talent with the bonus talent gained from this drawback.
You may take this drawback twice. If taken twice, you cannot use geomancing powers at all, only (spirit) talents. Instead of a (geomancing) talent, you gain the Master Of Elements talent and one (spirit) talent of your choice as the bonus talents gained from this drawback.
Nature: Master of Elements You count as possessing three additional Nature packages of your choice when determining what (spirit) talents you can gain and use. You may take this talent twice, which allows you to count as possessing every package. If you later gain all Nature packages except one per time you’ve gained this talent, you immediately retrain this talent into Expanded Geomancing.
Abilities from (spirit) talents that scale off of geomancing abilities (such as an ability that deals damage or determines size by referencing a particular ability ability) function normally according to the statistics that ability would have if you possessed it. For retraining purposes, possessing any Nature package counts as having Master Of Elements.
Nature: Speak with Wildlife (spirit) Choose either animals or vermin. You may spend a spell point to gain the ability to speak with your chosen creature type for 1 minute per caster level. You can ask questions of and receive answers from them, but this does not make them any more friendly than normal. Mindless vermin cannot understand or answer with more than basic information, wary and cunning animals are likely to be terse and evasive, and stupid creatures make inane comments. If a creature is friendly toward you, it may do some favor or service for you. You may take this talent twice, gaining both options.
Overcharge You may overcharge your magic, giving yourself great power at the cost of your own strength. Whenever you use a sphere ability, you may give yourself a +2 bonus to your caster level for that ability, but you become fatigued afterward. If you are already fatigued, you become exhausted. If you are exhausted, you collapse to the ground unconscious for 1d4 rounds. Creatures immune to fatigue cannot benefit from this boon.
Protection Sphere You are a user of the magics of preservation.
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.
Somatic Casting You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.
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
Angela is built with a 4d6 roll, discard lower system and 105 gp starting wealth. Favored Class Bonus is +½ bonus on Diplomacy and Intimidate checks to change a creature’s attitude. If using a lower point buy, you can lower Strength and Dexterity. If using a higher point buy (or rolling really well), your most important attributes are Wisdom and Charisma. Wisdom is your casting statistic and affects the save DCs of all your magic and martial talents as well as your spell pool, and increases your Will saving throws. Charisma increases your Diplomacy bonus and helps in social situations. Intelligence can be important too, to increase your knowledge skills.
Playing Angela
Angela is a healer, not a fighter. She will stay back from the front line, using magic to help and comfort her allies, and to persuade opponents to give up attacking or limit their damage potential. If in a pinch, she is more than capable of defending herself with her quarterstaff, but she always stops before inflicting too much damage to her opponent. If everything else fails, she uses the baneful polymorph ritual to render the most dangerous foes harmless. Undead and evil outsiders are the only ones who aren’t accorded the same piety. After a battle, she will insist on curing and attending wounded enemies too. The heroes’ feast ritual keeps her party always well fed and strong.
Future Abilities
Magic Talents Atonement, Beacon of Hope, Break Enchantment, Command, Complex Glyph, Create Nature, Dancing Lights, Daylight, Deathless, Divination Sphere, Enduring Protection, Energy Resistance, Enthrall, Expanded Charm, Fate Sphere, Fount of Life, Glyph, Greater Restore, Hazardous Terrain, Inner Peace, Light Sphere (Light Focus), Mass Charm, Mass Healing, Peace and Love, Peacebound, Plant package, Plant Mastery, Powerful Charm, Prismatic Radiance, Rapid Growth, Repel Evil, Restorative Cure, Restore Health, Restore Senses, Restore Spirit, Resuscitate, Resurrection, Searing Light, Speak with the Elements, Spell Ward, Style, Zoetic Geomancy.
Feats Call Truce, Constellation, Cry of Mercy, Merciful Spell, Persuasive, Ritual Caster, Studied Healing, Virtuous Creed (Mercy), Virtuous Creed (Peace).
Skills Diplomacy, Heal, Perform (oratory), and Sense Motive are the most useful skills for this build. Knowledge (any type) is important too.
Casting Tradition: Saint (divine)
Saints are chosen by a god as much as they choose to serve. Surrounded by a divine aura when using their powers, they are able to achieve great results with prayers and gestures, but at the cost of their physical health.
Casting Ability Modifier: Wisdom or Charisma (whichever is higher).
Drawbacks: Magical Signs, Somatic Casting (2), Verbal Casting.
Boons: Overcharge; +1 spell point, +1 for ever 3 levels in casting classes.
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