domenica 30 gennaio 2022

Fionna, Rebel Swordmaster

Here’s my build for the other main character of the webcomic Honeybee!

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Fionna, Rebel Swordmaster

Human fighter (Mobile Fighter) 6

CG Medium humanoid (human)

Init +4; Senses Perception +1


Defense

AC +17, touch +12, flat-footed +15 (+5 armor, +2 Dex)

hp 49 (6d10+12)

Fort +7, Ref +4, Will +3. +2 vs. paralysis, slowness, or entanglement

Defensive Abilities agility +2, armor training +1 


Offense

Speed 30 ft.

Melee +1 longsword +11/+6 (1d8+4, 19-20)

Ranged +1 longbow +10/+5 (1d8, x3)

Special Attacks leaping attack +1


Statistics

Str 17, Dex 14, Con 14, Int 12, Wis 12, Cha 14

Base Atk +6; CMB +9; CMD 21

Traits Reactionary, Supportive

Feats Bodyguard*, Combat Expertise*, Dodge*, Combat Reflexes*, Mobility, Spring Attack*, Weapon Focus (longsword), Weapon Specialization* (longsword)

Skills Climb +12, Knowledge (local) +7, Knowledge (nature) +7, Survival +10

Languages Common, Sylvan

Gear belt of mighty strength +2 (4,000 gp), fighter’s kit (9 gp), lesser hamsa talisman (3,000 gp), +1 longbow (2,375), +1 longsword (2,315 gp) with 20 arrows (1 gp), 2 potions of cure light wounds (100 gp), +2 studded leather armor (4,175 gp), 5 gp

sabato 29 gennaio 2022

Patron Request: Sivak Draconians from Dragonlance

As requested by Ronald J Paris! The metallic draconians are all done, but there are more to convert!

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Sivak

The largest and most dangerous draconians, sivak are descended from silver dragons and live for fight and battle.

Ability Score Modifiers: Flexible (2 RP) +2 Str, +2 Con

Breath Weapon: 15-foot cone, cold

Flight (4 RP): Sivak have a 30 ft. fly speed with clumsy maneuverability.

Slapping Tail (3 RP): Sivak have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage plus the sivak’s Strength.

Tripping Tail (3 RP): When a sivak hits with its slapping tail, it can make a trip attack as a free action that does not provoke attacks of opportunity.

Sivak don’t gain the Draconic Affinity, Draconic Skills, and Spell Resistance racial traits.

mercoledì 26 gennaio 2022

Hilda “The Forest Witch”, from Honeybee

 This is my take on one of the main characters from the webcomic Honeybee. I took some liberties (her earrings are not strictly magic in reality) but overall, I like the final result.

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Hilda “The Forest Witch”

Human druid 10 (Fox Shaman)

NG Medium Humanoid (human)

Init +3; Senses Perception +4


Defense

AC 15, touch 12, flat-footed 12 (+2 Dex, +3 natural)

hp 58 (10d8+10)

Fort +8, Ref +5, Will +11. +4 vs. the spell-like and supernatural abilities of fey

Defensive Abilities resist nature’s lure


Offense

Speed 30 ft.

Melee +2 returning dagger +12/+7 (1d4, 19-20)

Ranged +2 returning dagger +12/+7 (1d4, 19-20)

Druid Spells Prepared (CL 10th; concentration +14)

5th Level- commune with nature, stoneskin

4th Level- cape of wasps, cure serious wounds, freedom of movement, vermin shape II

3rd Level- cure moderate wounds, greater animal aspect, pack empathy, speak with plants

2nd Level- animal aspect, animal messenger, forest friend, greensight, soothing word

1st Level- cure light wounds, detect animals or plants, longstrider, speak with animals, underbrush decoy

0-Level- create water, detect magic, purify food and drink, read magic


Statistics

Str 11, Dex 14, Con 13, Int 14, Wis 18, Cha 14

Base Atk +7, CMD +7, CMD 19

Traits Beast of the Society, Outcast’s Intuition

Feats Combat Expertise*, Fox Style, Natural Spell, Signature Skill (Sense Motive), Skill Focus* (Stealth), Weapon Finesse, Weapon Focus (dagger)

Skills Craft (alchemy) +20, 

Heal +17, Knowledge (nature) +17, Sense Motive +17, Profession (herbalist) +17, Survival +19, Stealth +15

Languages Common, Elven, Druidic, Sylvan

SQ nature bond (herbalism, 4/day), nature sense, totem transformation (move action, 10 min/day), totemic summons, trackless step, wild empathy +12 (+16 with canines, full-round action), wild shape (Diminutive or Huge animal, Medium elemental Small or Medium plant, 3/day, 8 hours or 12 hours in canine form, double in Small or Medium animal form), woodland stride

Gear amulet of natural armor +2 (18,000 gp), cauldron of brewing (3,000 gp), +2 returning dagger (18,302 gp), druid’s kit (14 gp), druid’s vestment (3,175 gp), headband of mental prowess +2 (earrings, Int/Wis, 10,000 gp), staff of the scout (9,600 gp).

domenica 23 gennaio 2022

The Fox Shaman (Druid Archetype)

 Here’s another homage to the webcomic Honeybee that I actually used in building one of the main characters for Pathfinder (you will see her next time!)

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Fox Shaman (Druid)

A shaman with this totem is assisted by the cunning fox, almost invisible in the forest and able to steal food despite nearly any trap or snare. The fox spirit commands respect but also draws the farmers’ hate.

Nature Bond: A fox shaman who chooses an animal companion must select a dire fox (use a dog’s stats). If choosing a domain, the serpent shaman must choose from the Animal, Knowledge, Liberation, and Trickery domains.

Wild Empathy (Ex): A serpent shaman can use wild empathy with canines as a full-round action with a +4 bonus.

Totem Transformation (Su): At 2nd level, a fox shaman may adopt an aspect of the fox while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses:

- movement (+10 enhancement bonus to land speed, +4 racial bonus to Acrobatics when jumping)
- senses (low-light vision, scent, +4 racial bonus to Survival when tracking by scent)
- natural weapons (bite 1d4 for a Medium druid).

While using totem transformation, the fox shaman may speak normally and can cast speak with animals (canines only) at will.

Totemic Summons (Su) At 5th level, a serpent shaman may cast summon nature’s ally as a standard action when summoning canines, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the bear shaman ability.
This ability replaces a thousand faces.

Wild Shape (Su): At 6th level, a serpent shaman’s wild shape ability functions at her druid level –2. If she takes on the form of a canine, she instead uses her druid level +2.

Bonus Feat: At 9th level and every 4 levels thereafter, a fox shaman gains one of the following bonus feats: Combat Expertise, Improved Dirty Trick, Improved Steal, Signature Skill (Sense Motive), or Skill Focus (Stealth). She must meet the prerequisites for these bonus feats.
This ability replaces venom immunity.

sabato 22 gennaio 2022

Patron Request: Kapak Draconians from Dragonlance

 As requested by Ronald J Paris!

The draconian base race and other subraces have been published in previous posts both here and on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


Kapak

Descended from copper dragons, kapak are great warriors, assassins, and scouts.

Ability Score Modifiers: Specialized (1 RP) +2 Dex, +2 Con, -2 Int

Breath Weapon: 20-foot line, acid

Gliding Wings (3 RP): Kapak take no damage from falling (as if subject to a constant non-magical feather fall spell). While in midair, they can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A kapak with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.

Saliva (1 RP): A number of times per day equal to his Constitution modifier (minimum 1/day), a male kapak can envenom his bite or a weapon that he wields with his toxic saliva as an extraordinary ability. Applying venom in this way is a swift action.

  • Paralytic Venom: Injury; save Fort DC 10 + ½ the kapak’s Hit Dice + the kapak’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

A female kapak’s saliva is curative; it heals 1d6 points of damage to a licked creature a number of times per day equal to her Constitution modifier

Sneaky (5 RP): Kapak gain a +4 racial bonus on Stealth checks.

Kapak do not gain the Draconic Skills and Spell Resistance racial traits.

mercoledì 19 gennaio 2022

Mythic Spheres Tradition: Sworn Champion

 Mythic traditions are a great way to further personalize and empower mythic characters in Mythic Spheres of Power. This is mine (that I will use with the Witch Raider).

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Mythic Tradition: Sworn Champion

You are a messenger of your god and follow their edicts in exchange for divine power.

Drawbacks: Oathsworn

Mythic Qualities: Aura of Power (one paladin’s aura)

Boons: Expertise (domain or inquisition)

domenica 16 gennaio 2022

Spheres Mythic Feat: Precogniscent Protection

 Mythic feats for the Spheres system are still too few, so I’m making some myself in order to better round up my first mythic Spheres build!

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Precogniscent Protection (Combat, Mythic)

Prerequisite: Precogniscent Protection

Benefit: You add ½ your mythic tier to your insight bonus to armor class. In addition, When you spend a spell point to cause a critical hit against you to become a regular hit instead, you must not dismiss an active sense.

sabato 15 gennaio 2022

Spheres Mortal Herald (Mythic Universal Path Ability)

 It’s only fair that mythic abilities granting spell-like powers are converted for the Mythic Spheres system, so here!

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Mortal Herald (Sp) (Spheres Version) [Must complete a Herald trial, see Mythic Origins for details] You become a mortal herald of your chosen deity. Choose a domain granted by your deity. Once chosen, this cannot be changed. You gain a bonus magic talent from the sphere associated with that domain (see Sphere Cleric), plus another talent every 3 tiers. You can spend uses of mythic power in place of spell points to use these talents. At 10th tier, you also gain the Read Omens advanced talent from the Divination sphere as a spherelike ability, even if you don’t possess the prerequisites for the talent. If you already possess Read Omens, you gain Divine Knowledge instead.

mercoledì 12 gennaio 2022

New Druid Domain: Fox

 Here I begin a short series of homages to a webcomic that I like very much! It’s called Honeybee (the author is Kyacchan) and the Fox Domain was my first approach to the character of the elusive druid Hilda. (I later decided not to use it, since Hilda has not a familiar).

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Fox Domain


Granted Powers: You are at home in the woods, able to come and go and take what you want unnoticed, with agility and guile.


Familiar: You gain a fox familiar. Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar.


Stealth and Guile (Su): As a swift action, you may add a bonus equal to half your druid level (minimum +1) on one Steal maneuver or on one Stealth check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.


Stride the Underbrush (Ex): At 6th level, you gain the evasion ability (as a rogue) in forested areas. At 12th level, you gain the hide in plain sight rogue talent in forested areas.


Domain Spells: 1st—pass without trace, 2nd—fox’s cunning, 3rd—blood scent, 4th—forest’s sense, 5th—mage’s faithful hound, 6th—unerring tracker, 7th—animal shapes (canines only), 8th—moment of prescience, 9th—foresight.

domenica 9 gennaio 2022

New Familiar: Pigeon

 Normal familiars deserve some love too, and I can’t believe this was not yet covered.

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Pigeon Familiar

Pigeon CR 1/6

XP 65

This grey-feathered bird walks slowly and deliberately on the cobbles making a soothing, guttural sound that resembles a request for food.

N Tiny animal

Init +2; Senses low-light vision; Perception +1

Defense

AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)

hp 3 (1d8–1)

Fort +1, Ref +4, Will +1

Offense

Speed 10 ft., fly 40 ft. (average)

Melee bite +4 (1d2–4)

Space 2-1/2 ft.; Reach 0 ft.

Statistics

Str 2, Dex 14, Con 8, Int 2, Wis 12, Cha 9

Base Atk +0; CMB +0; CMD 6

Feats Weapon Finesse

Skills Fly +6, Survival +11; Racial Modifiers +8 Survival

Ecology

Environment any non arctic

Organization solitary, pair, or flock (20–100)

Treasure none

Familiar: The master of a pigeon familiar gains a +3 bonus on Survival checks.

Pigeons, also called doves or turtledoves, can live in nearly every environment and are often domesticated. They have a strong sense of orientation. A trained pigeon can always find the way to the place it considers as its home.

sabato 8 gennaio 2022

Spheres Cassisian Familiar

 And this is the first of a new series: weak monsters converted in a different way, with less Sphere powers, to be suited as familiars. This one I will use soon enough.

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Cassisian CR 2

XP 600

NG Small outsider (angel, extraplanar, good)

Init +0; Senses darkvision 60 ft., low-light vision; Perception +5

Aura lesser protective aura

Defense

AC 14, touch 11, flat-footed 14 (+3 natural, +1 size) (+2 deflection vs. evil)

hp 13 (2d10+2)

Fort +4, Ref +3, Will +2; +4 vs. poison; +2 resistance vs. evil

DR 5/cold iron or evil; Immune acid, cold, petrification; Resist electricity 10, fire 10

Offense

Speed fly 60 ft. (perfect)

Melee slam –1 (1d3–4)

Special Attacks sphere-like abilities

Sphere-Like Abilities (CL 2; MSB +2; MSD 13; concentration +2; CAM Cha)

At Will

Alteration Sphere - TalentsAnthropomorphic Transformation, Avian Transformation; Drawbacks Lycanthropic

Destruction Sphere - Talents (blast type) Fire Blast, Frost Blast

Divination Sphere - Talents Expanded Divinations (Bonus: Divine Alignment, Divine Hostility, Divine Life, Divine Shapechanger, Divine Unnaturals, Orientation, Ultravision); DrawbacksLimited Divination (Divine)

1/day

Life Sphere - Talents none

Light Sphere - Talents none

Statistics

Str 3, Dex 11, Con 12, Int 6, Wis 10, Cha11

Base Atk +2; CMB –3; CMD 7 (can’t be tripped)

Feats Iron Will

Skills Diplomacy +2, Fly +10, Knowledge (planes) +2, Knowledge (religion) +2, Perception +5, Sense Motive +4, Stealth +8

Languages Celestial, Draconic, Infernal; truespeech

SQ perfect memory

Ecology

Environment any good-aligned plane

Organization solitary, pair, or squad (3–6)

Treasure none

Special Abilities

Perfect Memory (Ex) Though they are not particularly intelligent, cassisians have perfect memories and remember everything they see or hear. They can faultlessly recite conversations they heard hundreds of years before. They also have the power to erase portions of their own memories, which they do (usually under orders from superior angels) to protect sensitive information. This ability functions as the mental archive cognition talent, but with no limits to the number of memories that can be stored.

Lesser Protective Aura (Su) A cassisian has a lesser form of the protective aura possessed by more powerful angels. Against attacks made or effects created by creatures of an alignment directly opposed to the angel, this ability provides a +2 deflection bonus to AC and a +2 resistance bonus on saving throws to the cassisian and one additional creature within 5 feet of the angel. Otherwise, it functions as the divine pressure and stricture consecrate effects (caster level equals angel’s Hit Dice). The angel may change the effects applied by these consecrations or renew them as a standard action. A cassisian’s protective aura is fragile, and as soon as an evil creature successfully strikes the cassisian, or as soon as the cassisian fails a saving throw against an evil source, its protective aura fades away and is no longer applicable. The cassisian can reactivate its protective aura by spending 1 minute concentrating upon the task.

Sphere-Like Abilities (Sp): A cassisian possesses sphere-like abilities, as indicated in its stat block. The cassisian caster level for these sphere-like abilities is equal to its CR. If a cassisian is serving as a familiar, it uses its master’s level to calculate its caster level, MSB, and MSD for its sphere-like abilities as if it were a Mid-Caster.

Cassisians are the weakest sort of angel, but are absolutely dedicated to the cause of good. They serve as messengers for more powerful angels, and on the Material Plane they are often bound to good mortals to serve as familiars, acting as spiritual guides, reciting platitudes and quoting scripture from various benign faiths and philosophies (some forgotten for centuries).

Familiar A 7th-level spellcaster with an alignment within one step of Neutral Good with the Improved Familiar feat can gain a cassisian as a familiar.