A little restyling allows this lady a lot of power more.
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The Metal Crusader (Goldsmith Mageknight)
Dwarf mageknight 1 (Herculean Scion)
LG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft., Perception +3/+5
Defense
AC 14, touch 10, flat-footed 14 (+4 armor). +4 dodge bonus vs. monsters of the giant subtype
hp 12 (1d10+2)
Fort +4, Ref +0, Will +5. +2 racial bonus vs. poison, spells, and spell-like abilities
Offense
Speed 20 ft. (slow and steady)
Melee earth breaker +5 (2d6+3, x3)
Special Attacks hatred
Spell-Like Abilities (CL 1st; concentration +1)
At will- mending
Magic
Caster Level 1; MSB +1; MSD 12; Concentration +4
Tradition Warpriest (Drawbacks: Focus Casting, Prepared Caster, Verbal Casting; Aligned Combatant [Destruction], Aligned Protection Protection]; Boon: +1 spell point per odd level in casting classes); CAM Wis
Spell Points 5
Enhancement Sphere- DC 13; Range Close (25 ft), Duration Concentration, Talents none, Drawbacks none
- enhance equipment +1
Nature Sphere- DC 13; Duration 1 round, Concentration; Range Close (25 ft); Talents none, Drawbacks none
- magnetize
- recover ore
- reforge
Statistics
Str 16, Dex 10, Con 15, Int 10, Wis 16, Cha 10
Base Atk +1; CMB +4; CMD 14 (18 vs. bull rush or trip while standing on the ground)
Traits Merchant, Zest for Battle
Feats Weapon Focus (earth breaker)
Skills Appraise +4/+5/+6, Knowledge (religion) +4
Languages Common, Dwarven
SQ artificer’s touch 6/day, divine heritage, greed, stonecunning, weapon familiarity
Gear chain coat, earth breaker, liquid life, warpriest’s kit
Special Abilities
Artificer’s Touch (Sp) You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Power (Su): The divine ichor coursing through the herculean scion’s veins grants them power normally reserved for the servants of her godly ancestor. The herculean scion gains the powers of a domain of her choice, using her herculean scion level in place of her cleric level and her casting ability modifier as her Wisdom modifier.
This replaces the magic talent gained at 1st level. (Chosen domain: Artifice)
Divine Heritage (Ex): A demigod’s body receives magic more readily; a herculean scion uses her class level as her caster level for enhancements that solely target herself. This stacks normally with caster levels gained from other sources.
This ability replaces resist magic.
Enhancement Sphere You may place enhancements on creatures and objects, altering their properties.
Enhancement: Enhance As a standard action, you may enhance a creature or object within close range for as long as you concentrate. You may always spend a spell point to allow an enhancement to continue for 1 minute per caster level without concentration. If targeting a creature or intelligent item that does not want to be enhanced (or an item in a creature’s possession that does not want their item enhanced), the target is allowed a Will save (DC 10 + ½ caster level + casting ability modifier) to negate the effect. Enhancements are subject to spell resistance.
Each time you use enhance, you choose one enhancement to bestow. When you gain the Enhancement sphere, you gain the following enhancement:
Enhancement: Enhance Equipment (enhance) You may enhance a weapon, suit of armor, shield, or as many as 50 pieces of ammunition grouped together (in the same container or quiver), granting it a +1 enhancement bonus. This bonus increases by 1 for every 4 caster levels possessed (maximum +5). This does not stack with any enhancement bonus already possessed by the item.
Focus Casting Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. The focus must be wielded or equipped to be used (for example, a wand must be held, a ring must be equipped in a ring slot, etc.) Using magic without your focus requires you to attempt a concentration check (DC 20 + ½ the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it. At the GM’s discretion, however, another caster’s focus may be used instead.
If you are carrying your focus when subject to a polymorph effect that would normally meld your equipment into your new form, your focus melds into your body as well, causing this drawback to function as the center of power drawback for the duration of the effect.
You may not select this drawback if you possess the Center Of Power or Galvanized drawbacks.
Nature Sphere You can command the very terrain to do your bidding.
Nature: Geomancing As a standard action, you may command terrain and natural effects to act on your behalf. The effect produced depends on the environmental aspect targeted. Each effect must be centered or targeted within close range. Because geomancing manipulates natural elements, it is not subject to spell resistance, even if a geomancing ability targets a creature directly.
Geomancing effects come in two forms: instantaneous and concentration. Instantaneous effects have no duration, while concentration effects persist as long as the caster concentrates or they may spend a spell point as a free action to allow the effect to continue for 1 round per caster level without the need for concentration.
When a caster gains the Nature sphere, he chooses and gains one of the following Nature packages, with its included abilities. A caster may gain the Expanded Geomancing talent to gain additional packages.
Nature: Magnetize (Metal) Instantaneous, requires metal. As a standard action, you may cause a creature or object within your geomancing range consisting mostly of metal whose size is not larger than your maximum Recover Ore size to fly towards a creature or object of your choice within your geomancing range.
This can only be used on unattended objects, attended objects from willing creatures, or willing creatures consisting mostly of metal. You may choose to throw the item harmlessly (in which case it can either be caught by the target or else lands in an adjacent square), or you may use this as a ranged attack action. This counts as a ranged attack, except you must use your casting ability modifier in place of Dexterity.
If successful, you deal either the object’s ‘ore damage’, or if it is a weapon, the weapon’s damage (arrows and bolts with metal tips count as daggers for this purpose, dealing 1d4 damage). Despite the name of this ability, the target object or creature need not be made of metal.
Nature: Recover Ore (Metal) Instantaneous, requires dirt or sand. As a standard action, you may create a piece of metal ore by pulling and combining particles of metal from the ground. You must spend a spell point to use this ability, and must have a large enough piece of earth (sand or dirt) to pull the ore from. This piece of ore can be brass, bronze, copper, or tin, and the size of the ore recovered depends both on your caster level and the square footage of earth you pull from.
The piece of ore you recover is formed on the ground in an unoccupied space within range and can be of any basic shape (a ball, a rod, a sheet, even a chair) but cannot be anything complex or with moving parts. You may also pull multiple pieces of ore placed in different adjacent squares, so long as their combined size does not exceed your maximum, and each piece of recovered ore must be of the same type (such as copper or tin). For these purposes, 2 Fine-sized pieces of ore equals 1 Diminutive-sized piece, etc.
While this effect is instantaneous and thus cannot be dispelled, ore breaks back into particles after 1 hour per caster level. If a piece of ore is used as a weapon, it counts as an improvised weapon, dealing either bludgeoning, piercing, or slashing damage, chosen at the time of Recovery. The damage such a weapon deals is listed as ‘ore damage’ in the chart below. As always, improvised weapons bestow a -4 penalty to attack rolls.
Table: Metal Types
Metal Hit Points Hardness
Brass 20/in. thickness 9
Bronze 20/in. thickness 9
Cold iron 30/in. thickness 10
Copper 20/in. thickness 9
Iron 30/in. thickness 10
Lead 30/in. thickness 10
Mithral 30/in. thickness 15
Silver 10/in. thickness 8
Steel 30/in. thickness 10
Tin 20/in. thickness 9
Table: Recover Ore
Minimum Caster Level Required Earth to Pull From Ore Size Recovered Ore Damage Ore Weight (maximum) Sample Item*
1 1-ft. cube Fine 1 .8 lbs. Lockpick or nail
1 5-ft. cube Diminutive 1d2 1 lb. Bolt, dagger, or shuriken
1 10-ft. cube Tiny 1d3 8 lbs. Candelabra, light mace, or shortsword
2 25-ft. cube Small 1d4 60 lbs. Heavy mace, heavy shield, or longsword
4 50-ft. cube Medium 1d6 500 lbs. Bed, cage, greatsword or table
8 75-ft. cube Large 1d8 4,000 lbs. Life-sized statue
16 125-ft. cube Huge 2d6 16 tons Wagon
32 350-ft. cube Gargantuan 3d6 125 tons Catapult
64 500-ft. cube Colossal 4d6 2,500 tons Ship
*Sample items listed are sized for a Medium-sized creature; modify the object size accordingly for objects sized for smaller or larger creatures.
The Value of Recovered Ore: Ore recovered through the (metal) package from the Nature sphere is of poor quality and degrades quickly, making it impossible to simply create and sell. However, players who possess a metal-based Craft of Profession skill such as Craft (weapons) or Profession (blacksmith) can heat and purify this ore to make it workable. This allows such a character to attempt Craft or Profession checks to earn a wage even without the presence of a market or workshop to work in. Rather than earning money, the check instead creates an amount of raw materials equal to that day or week’s wage, which may be sold later or used as raw materials for any metal-based crafting.
Nature: Reforge (Metal) Instantaneous, requires metal. As a standard action, you may spend a spell point to cause an unattended object (or object that you are holding) consisting mostly of metal whose size is not larger than your maximum Recover Ore size to be reshaped into a different object of the same size. For example, you could reshape a longsword into a mace. You may not reshape metal objects into forms with complex moving parts.
If targeting a magical item, the effect is not instantaneous, but lasts for only 1 minute before the object reverts to its original form. If reshaping a magical item would make it no longer qualify for specific enhancements, those enhancements are suppressed for the effect’s duration. Reforge does not function on artifacts.
Prepared Caster You must prepare your magic before you can use it. After resting to regain spell points, you must assign each of your spell points to a sphere you possess. You cannot spend more spell points in a given sphere in a day than you have assigned to that sphere. Class features and feats that use spell points (such as the Counterspell feat) are considered a single unified ‘sphere’ for this purpose.
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
The Metal Crusader is built with a 20-point buy and 150 gp starting wealth. Favored Class Bonus is +⅙ bonus to all saving throws vs magic. If using a lower point buy, you can lower Intelligence and Dexterity. If using a higher point buy (or rolling really well), your most important attributes are Wisdom and Strength. Wisdom is your casting statistic, affects the save DCs of all your magic talents and your spell pool, and bolsters your Will save; Strength affects your combat ability. Charisma is important for diplomatic relationships too, and Constitution gives you more hit points and bolsters your Fort save.
Playing a Metal Crusader
You are a templar of the god of gold and jewels; wealth means nobility, generosity, and craft. You are proud of your artisan ability, and wander the world giving to the poor and furiously fighting evil. Both healer and berserker, you can be a good drinking buddy and enjoy a joke like everyone else, but mistreating the helpless or robbing the hungry is a sure way to provoke your rage. The wicked will better learn to fear the fall of your hammer.
Future Abilities
Magic Talents Create Nature, Distant Teleport, Emergency Teleport, Fate sphere, Friend to Wildlife (animals), Life sphere, Metal Mastery, Nature Lord, Nature’s Weapon, Reforge Mastery, Villainy, Warp sphere (Limited Warp).
Mystic Combat Arcane Weapon Focus, Black Dog Companion, Enchanted Touch, Greater Combatant x3, Imbued Weapon, Magic Power, Mystic Adaption, Raging Combatant.
Feats Alloy Enhancement, Battlecry, Bulette Charge Style*, Cleave, Cleave Through*, Fight On, Great Cleave*, Heavy Armor Proficiency, Improved Mystic Assault, Ironhide, Mystic Assault, Power Attack.
Skills Appraise and Craft are important for you. Put ranks in Profession (smith, goldsmith, miner) as soon as you can, and don’t forget Heal since you are also a priest after all. Diplomacy, Sense Motive and Perception can also help to find out your enemies and understand their combat style.
Increase your Intelligence with level advancement.
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