mercoledì 29 dicembre 2021

New Alternate Divination: Orientation

 When converting monsters to the Spheres system, if they have the know direction spell-like ability, I have two choices: either give them the Fallen Fey sphere only for the Listen to the Wind fairy blessing, or this. (And this is much cheaper).

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New Alternate Divination

Nature

Orientation: You may detect the direction of the north from your current position. This divination is effective in any environment in which “north” exists, but it may not work in extraplanar settings.

domenica 26 dicembre 2021

Review: “Into the Breach: The Druid” from Flying Pincushion Games

 Flying Pincushion Games asked me a review of their latest product, Into the Breach: The Druid. Hey, this is the first time someone wants a review from me, and the first time my blog and my Patreon page host one, so I am deeply honored, very thrilled and a little troubled. Will I be able to do a honest and professional work? Well, there’s only one way to know.

The Into the Breach line not only provides additional options for characters under the existing lines, it also creates additional rules to use with the class, adding more flavor and/or crunch. This is maybe what I like the most, so I was positively struck by the elementalist archetypes, that create an “elemental shaman” druid similar to the animal or terrain shaman archetypes we already know. The idea of “druid groves” (akin to monastic orders) is intriguing, too, and easily implemented, as all it requires is to take some feats, receiving very pretty bonuses from each of them (like spell-like abilities). Pathfinder had presented us ONE specific druidic circle with the Uskwood, but it was only for evil druids, and I feel more of them were highly required!

Nature traits are a welcomed new category of character traits, and are not restricted to druids, so with them, every character could have a more natural or feytouched feel to themselves. Among those there are traits tied to the seasons, that I love in particular (but where is the summer one!?). I also like the new weapons presented, most of all the ice axe, that adds a great deal of flavor to an arctic-themed hero.

Other options focus on different facets of a druid’s personality, as the herbalist, the meteorologist, or the shapehanging mercurial and monsterblood shifter (magical beast wild shape, at last! If anything, I would require even more optional forms!). The extremophile guardian, the fungus gardener, and the origamist also may select among new intriguing kinds of companion creatures, which are always a good thing.

Lastly, we have three new prestige classes to complement it all. The amalgamate FUSES with her animal companion to create one powerful entity (how come I didn't think of THIS before?!?!), the feytouched farmer grows enchanted crops and befriends the nature spirits to gain dairy or agricultural bonuses of all sorts (sweet! I can imagine letting my party rest for a while in such a farm!), and the syncretic priest joins together druidic and clerical/oracular abilities (it could be LG/LE/CG/CE too, if I read correctly- are there penalties for alignment change if you take this PrC? If not, it could be what I ALWAYS WISHED FOR to create a true Brown Friar character for Pathfinder!)

Am I too enthusiastical? Well, it's my first time reviewing, but I see good stuff here. All in all, it's almost everything I wanted from a book with this title. Buy it!

 

sabato 25 dicembre 2021

New Spheres Feat: Channeling Blast

 On the Paizo forums, they say “If it quacks like a duck, and walks like a duck, it’s probably a duck”, meaning that a class feature or feat with a different name but working the same as another one should be regarded as the same for effects and prerequisites. In Spheres of Power, we have a blast from the Destruction Sphere that works as Channel Positive Energy, but many on the DDS forum are not persuaded that they are the same. So this feat was needed to bring peace and harmony to the rules!

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Channeling Blast

Your destructive powers are used for good and graced by the touch of your deity.

Prerequisites: Destruction sphere, Invigorating Blast, any good or neutral alignment,

Benefit: Your Invigorating Blast talent counts as channel positive energy for all prerequisites. You gain one channeling feat as a bonus feat. This must be a feat that your deity usually grants.

mercoledì 22 dicembre 2021

Spheres Shikigami

 Here's another converted monster, and this time it's a Champion!

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Kami, Shikigami CR 2

XP 600

LN Tiny outsider (kami, native)

Init +1; Senses darkvision 60 ft.; Perception +11

Defense

AC 15, touch 13, flat-footed 14 (+1 Dex, +2 natural, +2 size)

hp 19 (3d10+3); fast healing 2

Fort +4, Ref +2, Will +8

DR 5/cold iron; Immune bleed, mind-affecting effects, petrification, polymorph; Resist acid 10, electricity 10, fire 10

Offense

Speed 30 ft.

Melee improvised weapon +4 (1d4+2/x3)

Ranged improvised weapon +6 (1d3+2/x3)

Space 2-½ ft.; Reach 0 ft.

Magic

Caster Level 3; MSB +3, MSD 14, Concentration +6
Tradition Wild Sidhe (Drawbacks: Somatic Casting (2), Wild Magic, Emotional Casting; Boons: Easy Focus, Overcharge); CAM Wis
Spell Points 6

Alteration Sphere - DC 14; Duration 3 minutes, Concentration; Range Self; Talents Object Transformation; Drawbacks Lycanthropic
- Shapeshift (Object Transformation, Blank Form)

Divination Sphere - DC 14; Duration Divine (Concentration), Sense (3 Hours); Range Medium (130 ft); Talents (Bonus: Detect Faetouched, Divine Illusions, Divine Elements, Divine Shapechanger); Drawbacks none

- Divine (Bonus: Detect Faetouched, Divine Illusions, Divine Elements, Divine Shapechanger)

Fallen Fey Sphere - DC 14; Duration 1 minute/level; Range none; Talents Feast and Famine; Drawbacks none

- Fey-Link

- Fey Blessing (Nature-Connection [forest], Feast and Famine)

Illusion Sphere - DC 14; Duration Concentration (max 1 minute/CL) or 1 minute/level (Tricks); Range Close (30 ft); Talents Suppression; Drawbacks none

- Figment (Minor Figments)

- Glamer (Illusionary Disguise, Minor Glamers, Suppression)

Nature Sphere - DC 14; Duration 3 rounds, Concentration; Range Close (30 ft); Packages Earth; Talents Purify Nature; Drawbacks none

- Earth (Bury, Dust Storm, Tremor, Purify Nature [Cultivate Soil)

Martial

Tradition Wild Sidhe(Alchemy sphere (formulae package), Panacea, Salve; Barroom sphere; Equipment sphere: Tribal Training; PAM Wis
Alchemy sphere - DC
14, Packages formulae, Talents Panacea, Salve, Drawbacks none
- formulae (panacea: create a potion removing various negative conditions; salve: create a healing poultice)
Barroom sphere - DC 14, Talents Barroom Expert, Drawbacks Teetotaler
- brutal breaker (don't suffer penalties w/improvised weapons)
- barroom expert (apply special features to improvised weapons; improvised weapons deal more damage)

Equipment sphere - DC 14, Talents Tribal Training
- tribal training (proficient with the atlatl dart, battle poi, boomerang, greatclub, hunga munga, klar, knobkerrie, rhomphaia, tepoztopilli, terbutje, and the wahaika; tribal weapons are fragile)

Statistics

Str 8, Dex 13, Con 12, Int 11, Wis 17, Cha 14

Base Atk +3; CMB +2; CMD 11

Feats Alertness, Iron Will

Skills Heal +9, Knowledge (nature) +6, Perception +11, Sense Motive +11, Stealth +15, Survival +9

Languages Common*

SQ merge with ward, ward (minor works of civilization)

Ecology

Environment any

Organization solitary, pair, or gang (3-8)

Treasure standard

domenica 19 dicembre 2021

Spheres Brownie

 Here’s yet another beautiful converted familiar from my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

Brownie CR 1
XP 400
N Tiny fey
Init +8; Senses low-light vision; Perception +8

Defense
AC 17, touch 17, flat-footed 12 (+4 Dex, +1 dodge, +2 size)
hp 4 (1d6+1)
Fort +1, Ref +6, Will +4; +2 vs. illusions
DR 5/cold iron; SR 12

Offense
Speed 20 ft.
Melee short sword +6 (1d2–2/19–20)
Space 2–½ ft.; Reach 0 ft.

Magic

Caster Level 1; MSB +1, MSD 12, Concentration +4

Tradition Fey Magic (Drawbacks: Emotional Casting, Fey-Infused Magic, Somatic Casting, Wild Magic; Boons: Easy Focus, Overcharge); CAM Cha

Spell Points 4

Creation Sphere - DC 13; Duration Permanent (alter), Concentration or 1 minute (create); Range touch; Talents none; Drawbacks none

- Alter (Destroy/Repair, 1d4 hp)

- Create (1 Small object)

Fallen Fey Sphere - DC 13; Duration 1 minute; Range none; Talents Fae Light, Fade, Long Step, Misplacement, Ventriloquism; Drawbacks none

- Fey-Link

- Fey Blessing (Nature-Connection [forest], Fae Light, Fade, Long Step, Misplacement, Ventriloquism)

Illusion Sphere - DC 13; Duration Concentration (max 1 minute) or 1 minute (Tricks); Range Close (25 ft); Talents Decoy; Drawbacks Personal Illusion

- Figment (Minor Figments)

- Glamer (Illusionary Disguise, Minor Glamers, Decoy)

Mind Sphere - DC 13; Duration None; Range Close (30 ft); Talents Confusion; Drawbacks Empath

- Confusion (Lesser, Greater)


Statistics
Str 7, Dex 18, Con 12, Int 14, Wis 15, Cha 17
Base Atk +0; CMB +2; CMD 11
Feats CantripsB, Dodge, Improved InitiativeB, Weapon FinesseB
Skills Acrobatics +8 (+4 jump), Bluff +7, Craft (any one) +6, Escape Artist +8, Handle Animal +4, Perception +8, Sense Motive +6, Stealth +16 (+20 in forest); Racial Modifiers +2 Perception, +4 Stealth in forests
Languages Common, Elven, Gnome, Sylvan

Ecology
Environment temperate forests or plains
Organization solitary, gang (2–5), or band (7–12)
Treasure standard

sabato 18 dicembre 2021

Patron Request: Aurak Draconians from Dragonlance

As requested by Ronald J Paris. The base draconian race is patrons-only on my Patreon page.

Aurak

Aurak are draconians descended from gold dragons. They possess the following variant racial traits:

Ability Score Modifiers: Standard (2 RP) +2 Dex, +2 Cha

Ability Score Racial Traits: Advanced Intelligence (4 RP)

Breath Weapon: 15-foot cone, fire

Greater Spell-Like Ability (3 RP): beast shape I, 1/day

Lesser Spell Resistance: Aurak only have a spell resistance equal to 6 + their character level (2 RP)

Aurak don’t gain the Draconic Skills racial trait.

mercoledì 15 dicembre 2021

Spheres Silvanshee

 Here’s another one! Still a few to go.

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Silvanshee CR 2

XP 600

NG Tiny outsider (agathion, extraplanar, good)

Init +6; Senses darkvision 60 ft., low-light vision; Perception +10


Defense

AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)

hp 13 (2d10+2)

Fort +5, Ref +6, Will +2; +4 vs. poison

DR 5/evil or silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 13


Offense

Speed 30 ft., fly 90 ft. (good)

Melee bite +6 (1d3–4), 2 claws +6 (1d2–4)

Special Attacks heroic strength, pounce


Magic

Caster Level 2; MSB +2, MSD 13, Concentration +3

Tradition Natural; CAM Wis

Spell Points 3

Fallen Fey Sphere - DC 12; Duration 1 minute/level; Range none; Talents Fae Light, Listen to the Wind, Long Step, Natural Blessing; Drawbacks none

- Fey-Link

- Fey Blessing (Nature-Connection [forest], Fae Light, Listen to the Wind, Long Step, Natural Blessing)

Life Sphere - DC 12; Duration None; Range Touch; Talents Stabilizing Invigoration; Drawbacks none

- Cure (1d8+2)

- Invigorate

- Restore

- Stabilizing Invigoration

Nature Sphere - DC 12; Duration 1 round, Concentration; Range Close (30 ft); Talents Friend To Wildlife, Master of Elements, Speak With Wildlife; Drawbacks Limited Nature (x2)

- Spirit (Friend To Wildlife, Master of Elements [air, plant, water], Speak With Wildlife (animals)


Statistics

Str 3, Dex 15, Con 12, Int 10, Wis 12, Cha 13

Base Atk +2; CMB +2; CMD 8 (12 vs. trip)

Feats CantripsB, Improved Initiative, Spell DabblerB, Weapon FinesseB

Skills Acrobatics +11, Climb +7, Fly +6, Knowledge (arcana) +5, Knowledge (planes) +5, Perception +10, Stealth +19; Racial Modifiers +4 Acrobatics, +4 Perception, +4 Stealth

Languages Celestial, Draconic, Infernal; truespeech

SQ cat’s luck, flight, lay on hands (1d6, 1/day, always as a 2nd-level paladin), spectral mist


Ecology

Environment any land (Nirvana)

Organization solitary, pair, or clowder (3–10)

Treasure standard


Special Abilities


Cat’s Luck (Su) A silvanshee adds its Charisma modifier as a luck bonus on all its saving throws. Once per day as a standard action, it can also grant this bonus to one ally within 30 feet for 10 minutes.


Heroic Strength (Su) Once per day, a silvanshee can grant itself a +8 enhancement bonus to Strength for 1 minute.


Spectral Mist (Su) A silvanshee can assume an eerie, mist-like form roughly the size and shape of a cat. This ability has the same effect as the gaseous body trait from the Alteration sphere, except the silvanshee retains its own DR and supernatural abilities and can move at its normal speed. It can remain in mist form up to 5 minutes per day. This duration does not have to be consecutive, but it must be used in 1-minute increments.


Silvanshees are curious but reclusive cat agathions. Unobtrusive and able to blend in among normal animals (unlike the more anthropomorphic agathions), they are the eyes and ears of the good planes in the mortal world. Most roam hills, forests, and plains, keeping an eye out for evil influences.