This was more than an update: I utterly changed this character’s class. I felt that she needed a martial tradition (and I even created one for her), but the Champion Bard archetype didn’t seem to combine seamlessly with the Dervish Dancer, and the latter, again, wasn’t exactly what I wanted. This combination seems much more convincing to me.
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The Whirling Seer
Aasimar (musetouched) hedgewitch 1 (Martial Hedgewitch)
NG Medium outsider (native)/humanoid (human)
Init +3; Senses darkvision 60 ft., Perception +3
Defense
AC 13, touch 16, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +3, Will +4
Resist acid 5, cold 5, electricity 5
Offense
Speed 30 ft.
Melee dagger +3 (1d4, 19-20)
Ranged dagger +3 (1d4, 19-20), light crossbow +3 (1d8, 19-20)
Spell-Like Abilities (CL 1st; concentration +4)
1/day- corruption resistance
Magic
Caster Level 1; MSB +1, MSD 12, Concentration +4
Tradition Ballerina (Drawbacks: Skilled Casting [Perform/Dance], Somatic Casting x2; Boons: Easy Focus; +1 spell point, +1 per 6 levels in casting classes; CAM Cha
Spell Points 5
Divination Sphere - DC 14; Duration Divine (Concentration), Sense (1 Hour); Range Medium (110 ft); Talents Expanded Divinations (Bonus: Divine Enhancements, Divine Density, Divine Force, Divine Warp); Drawbacks none
- Divine (Divine Enhancements, Divine Density, Divine Force, Divine Warp)
- Sense (Read Magic)
Fallen Fey Sphere - DC 13; Duration 1 minute; Range none; Talents none; Drawbacks none
- Fey-Link
- Fey-Blessing (nature-connection)
Martial
Tradition Ballerina (Dual Wielding Sphere: Dancing Display, Equipment sphere: Dancer Training, Finesse Fighting, Unarmored Training); PAM Cha
Dual Wielding sphere - DC 13, Talents Dancing Display; Drawbacks Dancer
- dancing display (move and attack in the same turn )
Equipment sphere - DC 13, Talents Dancer Training, Finesse Fighting, Unarmored Training
- dancer training (proficient with the battle poi, bladed scarf, chakram, fighting fan, gladius, rapier, scimitar, shortsword, war flute, war lute, war mallet, and whip)
- finesse fighting (add your Dex bonus to attacks with finessable weapons)
-unarmored training (when unarmored and unencumbered, you gain a +3 armor bonus to your AC)
Statistics
Str 10, Dex 16, Con 12, Int 13, Wis 14, Cha 16
Base Atk +0; CMB +0; CMD +13
Traits Ear for Music, Good Influence
Feats Sphere Focus (Divination)
Skills Acrobatics +4, Diplomacy +9/+10, Heal +6, Knowledge (local) +2/+4, Perception +3, Perform (dance) +10, Stealth +7. Racial Bonuses +2 Diplomacy, +2 Perform
Languages Celestial, Common, Elven
SQ incorruptible, path (font of inspiration), path benefit (bonus: Divination Sphere), path power (inspiration pool, 3), scion of humanity
Gear bard’s kit (41 gp), dagger (2 gp), light crossbow (35 gp) with 10 darts (1 gp), liquid life (20 gp), 6 gp
Divination Sphere You can predict the future and gain information not available to the usual 5 senses.
Divination: Divine You may divine to gain information. To divine, you must spend 10 minutes meditating, although you may spend a spell point to decrease this time to a single standard action. Divining always has a duration of concentration, but you must spend a full-round action concentrating (you can take no other action, not even walking); you are flat-footed while divining. Divining reveals information from sources within medium range of you as an emanation; it reveals information each round the effect it is maintained. Divining can penetrate most barriers, but 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead blocks it.
When you gain the Divination sphere, you gain the ability to divine for magical auras, learning their strength and location. You do not know the exact caster level of an item or spell, but you may sense the aura’s general strength according to the chart below. To determine the spell school or sphere of the effect, you must succeed at a Knowledge (arcana) check with a DC equal to 15 + ½ the caster level.
Table: Aura Strength
A magical aura lingers after its original source dissipates (in the case of a spells and sphere effects) or is destroyed (in the case of a magic item). In such a case, divining reveals an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Table: Lingering Aura
When using Spellcraft to identify the properties of a magic item, you may use divine in place of the detect magic spell. Outsiders and elementals are not magical in and of themselves, but if they are summoned, the conjuration effect registers.
Overwhelming Auras: Whenever an individual divines or senses an aura whose strength is overwhelming, from a source whose Hit Dice or caster level is equal to or greater than the caster's character level + 10, that individual becomes stunned for 1 round.
Alternate Divinations If you possess certain other spheres, you may divine for information other than magical auras. These alternate divinations are detailed below.
Enhancement: Divine Enhancement You may divine what short-term effects creatures you have pinpointed are undergoing. You may divine all creatures you can see within range and determine which (if any) are benefiting from temporary bonuses, and the sources of the bonuses be they magical, alchemical, supernatural, etc.
Telekinesis: Divine Density You may divine the density and weight of nearby objects and creatures that you can see. Utilize the following chart when determining density:
Chart: Divine Density
Density Example Aura Strength
Weightless Balsa wood, feathers, shredded paper Faint
Light Charcoal, cork, darkwood, flour, hay, snow Moderate
Dense Flesh, iron, mithral, sand, soil, stone, water, wood Strong
Superdense Adamantine, lead, gold, silver Overwhelming
Telekinesis: Divine Force You may divine the presence or absence of creatures with the incorporeal subtype. For the purpose of this ability, creatures such as unseen servant and other similar creatures of force are considered to have the incorporeal subtype. This ability will not not reveal the general location or direction in which the incorporeal creatures are, it will, however, give you knowledge of the incorporeal creature’s aura utilizing the same table as divining for shapeshifters.
Warp: Divine Warp You may divine the presence of portals, rifts (including extradimensional spaces), and teleportation circles, both active and inactive within range. If you perceived a target teleport within the last hour, this also reveals to you the general direction and distance of their teleportation. If the creature teleports to a different plane, you immediately learn this, but you do not learn to what plane the creature teleported unless your caster level is at least 10. Should you find yourself on that plane before the hour is up, you can divine their general direction and distance.
Divination: Sense As a standard action, you may grant yourself paranormal senses for 1 hour/level. When you gain the Divination sphere, you gain the following sense.
Divination: Read Magic (sense) You may spend a spell point to gain a sense that allows you to decipher all magical writings, such as those found in books, scrolls, on weapons, or in other places intelligible to you. This does not invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once you have read a magical inscription through this ability, you are thereafter able to read that particular writing even without this sense. You can read at the rate of one page (250 words) per minute. You can identify glyphs, runes, and symbol spells with a Spellcraft check (DC 10 + ½ caster level).
Divination: Expanded Divinations Pick any three alternate divinations which you do not currently possess. You gain access to those alternate divinations as if you possessed the requisite spheres. If the alternate divination has an additional prerequisite such as the Nature sphere’s Divine Elements, you pick which one you gain access to upon acquiring it. This talent may be taken multiple times. Each time you may pick three alternate divinations which you do not possess.
Dual Wielding Sphere Dual wielders train in ambidextrous techniques that allow them to wield double weapons or two weapons simultaneously. Whether blending sword and dagger or spinning a double-bladed sword through a dazzling attack routine, few warriors are as awesome to behold as practitioners of the Dual Wielding sphere.
Dancer [SA:MD2] You do not gain the dual attack ability and cannot select talents that rely on it. You gain Dancing Display with this drawback.
Incompatible: Arrow Juggle, Guarded Shooter, Versatile Weapon-Wielder.
Dual Wielding: Dancing Display Whenever you successfully make an attack with a weapon wielded in one hand in the same round you make an attack action (including the attack action itself), you can move 5 ft. as a free action; this movement doesn’t provoke attacks of opportunity from the creature attacked. You cannot move in this way if you haven’t made an attack action yet that round. You can also use an attack roll in place of a Perform (dance) check in order to make money. At +10 base attack bonus, you can instead move 10 ft., and you may roll twice for the attack roll used in place of a Perform (dance) check, taking the better result.
Easy Focus When maintaining a sphere ability through concentration, effects that normally require a standard action to concentrate on only require a move action for you. This does not decrease the sphere ability’s casting time, only the action used to maintain concentration.
Equipment: Dancer Training (discipline) You are proficient with the intricacies of music and dance, and can apply that precision in battle. You are proficient with the battle poi, bladed scarf, chakram, fighting fan, gladius, rapier, scimitar, shortsword, war flute, war lute, war mallet, and whip. You may add your Dexterity modifier in place of your Charisma modifier when making Perform (dance) checks.
Equipment: Finesse Fighting You may use your Dexterity modifier in place of your Strength modifier when calculating your melee attack rolls with light weapons and weapons with the finesse weapon special feature. You may take this talent a total of two times. If taken a second time, whenever you make an attack using your Dexterity bonus on attack rolls and your Strength bonus on melee damage rolls, you may also add ½ your base attack bonus (minimum 1) as a bonus on that damage roll. Associated Feat: Weapon Finesse.
Equipment: Unarmored Training Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess.
This bonus to AC applies even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the monk or similar abilities.
This bonus depends on an intricate awareness of the practitioner's body and balance, and as such is lost when the target is under any shapeshift other than blank form, or is polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type.
Fallen Fey Sphere
Fallen Fey: Fey-Link As a swift action, you change your creature type to fey for 1 minute per caster level. You are treated as a fey and no longer count as your previous creature type for all purposes including spells, magic items, etc., but you do not gain any of the benefits of the fey type or lose the benefits of your previous creature type, and still possess any subtypes you previously possessed (thus, an elf using this ability would be treated as a fey with the elf subtype).
Whenever fey-link is active, you may spend 1 spell point as a free action to gain the benefits of a fey-blessing until the end of the fey-link. There is no limit to the number of fey-blessings you may have active at a time, but each one must be activated separately, and all only endure until the end of the fey-link. Renewing a fey-link does not increase the duration of a fey-blessing, and ends all fey-blessings you currently possess.
When you gain the Fallen Fey sphere, you gain the following fey-blessing:
Fallen Fey: Nature-Connection (fey-blessing) You gain a +1 bonus on initiative checks and Knowledge (geography), Survival, Stealth, and Perception checks made within one terrain of your choice (chosen when this fey-blessing is cast). This bonus increases by +1 for every 5 caster levels you possess. Consult the ranger list of favored terrains to see potential terrain types.
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.
Path: Font Of Inspiration The font of inspiration uses magic to enhance their cunning and uncover the secrets of this world.
Class Skills: Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int).
Path Benefit: A font of inspiration gains the Divination sphere as a bonus sphere.
Path Power: A font of inspiration gains an inspiration pool, as the investigator class ability, except that the size of the pool is 3 + ½ her hedgewitch level. A font of inspiration uses her hedgewitch level as her investigator level to determine the effects of this ability. The font of inspiration can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided they are trained in the skill. If the font of inspiration has levels in another class granting an inspiration pool, add those levels together to determine the effective investigator level for the effects of the ability.
At 5th level the font of inspiration gains studied combat, allowing the hedgewitch to spend one use of inspiration as a move action to study a single enemy that they can see. Upon doing so, he adds ½ her hedgewitch level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to her casting ability modifier (minimum 1). The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
A hedgewitch can only have one target of studied combat at a time. This ability stacks with the class feature of the same name, when determining the insight bonus to attack and damage rolls, although the duration is always based on its casting ability modifier.
Traditions: Choosing the martial hedgewitch archetype replaces one of the character’s paths.
Build
The Whirling Seer is built with a 20-point buy and 105 gp starting wealth. Favored Class Bonus is +⅙ magic talent per level (human FCB). If using a lower point buy, you can lower Strength and Constitution. If using a higher point buy (or rolling really well), your most important attributes are Charisma and Dexterity. Charisma is your casting statistic and affects the save DCs of all your magic and martial talents and your spell pool; Dexterity makes you a great finesse warrior, increases your initiative and bolsters your Reflex save. Intelligence and Wisdom are important too, to have better knowledge and understanding of the world, and to better resist mental control and charm.
How to Play a Whirling Seer
Trained to create beauty, you didn’t see yourself as an adventurer, but circumstances forced you to that life. Your priority now is to support your allies and try to overcome enemies without having to kill. You would happily put yourself between dangers and those you love, and are stubborn in your defense of life against all odds.
Future Abilities
Magic Talents Battlefield Sense, Beckoning Call, Blinding Beauty*, Cartographer’s Divinations*, Detect Scrying, Discern Individual, Expansive Vision, Fey Beauty*, Foreshadow, Ghost Sight, Greater Divine, Detect Secrets, Detect Spellcaster, Divine Biohazard, Dowsing, Fast Divinations, Penetrating Divination*, See Hazard, Sniper’s Eye, True Seeing*, Unhooded Sight*
Martial Talents Scout Sphere (Tracker), Advisory Scout, Discern Condition, Discern Illusions, Eye Spy, Great Senses, Heightened Awareness, Identify Structural Hazards, Piercing Eye, Sight Beyond Sight, Track the Scene*, True Sight*
Secrets Amateur Hedgewitch (Charlatanism), Combat Talent, Exceptional Skill (Perception), Great Performance x3 (Minuet of the Midnight Ivy, The Dance of 23 Steps), Magical Skill x3, Trickery (Dance of Disorienting Shadows)
Feats Enchanting Performance, Mystic Focus, Practiced Seer, Precogniscient Protection, Precogniscient Resistance, Precogniscient Smite, Skill Focus (Perception), Skill Focus (Perform/dance), Studied Scout
Skills Diplomacy, Knowledge (any) and Perform (dance) are the most valuable skills for the Whirling Seer.
Your weapon and armor of choice are dancing scarves, as soon as you can afford them.
Unified Tradition: Ballerina (Rover variant)
A ballerina specializes in fighting and casting magic through her nimble moves.
Bonus Combat Talents:
Equipment: Dancer Training, Finesse Fighting, Unarmored Training
Variable: The ballerina gains either the Athletics sphere (Leap package) or the Dual-Wielding sphere (with the Dancer drawback).
Casting Ability Modifier: Charisma
Bonus Magic Talents: Ballerinas may select any 2 bonus magic talents that they desire.
Drawbacks: Somatic Casting x2, Skilled Casting (Perform/dance).
Boons: Easy Focus; +1 spell point, +1 per 6 levels in a caster class.
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