domenica 13 febbraio 2022

The Witch Raider, Level 9 (Updated)

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The Witch Raider

Half-elf inquisitor (Expulsionist, Shield of the Gods, Soldier of the Gods) 9

NG Medium humanoid (elf, human)

Init +6; Senses low-light vision, Perception +19/+22


Defense

AC 23, touch 14, flat-footed 20 (+5 armor, +1 deflection, +3 Dex, +4 shield)

hp 53 (9d8+9)

Fort +8, Ref +9, Will +10. +2 racial bonus against enchantment spells and effects.

Defensive Abilities covenant with the gods 3/day, second shield; Immune sleep


Offense

Speed 30 ft.

Melee +2 bastard sword one-handed +9/+4 (1d10+2, 19-20), +2 bastard sword two-handed +9/+4 (1d10+2,19-20), or +1 whip +10/+5 (1d3+1, nonlethal)

Ranged +1 hand crossbow +10 (1d4+1, 19-20)

Special Attacks bane 9 rounds/day, channel energy 6/day (5d6, DC 17; harm or turn undead or evil outsiders only)

Spell-Like Abilities (CL 9th, concentration +12)

At will- detect chaos/evil/good/law


Magic

Caster Level 6; MSB +9, MSD 20, Concentration +9
Tradition Inquisitor (Drawbacks: Verbal Casting, Focus Casting; Boon: +1 spell point, +1 per three levels in casting classes); CAM Wis
Spell Points 16

Divination Sphere - DC 16; Duration Divine (Concentration), Sense (6 Hours); Range Medium (160 ft); Talents Discern Individual, Expanded Divinations (Bonus: Divine Unnaturals, Divine Undead, Detect Loyalties, Divine Alignment, Divine Fate, Divine Charm, Divine Protection); Drawbacks none
- Divine (Divine, Divine Unnaturals, Divine Undead, Detect Loyalties, Divine Alignment, Divine Fate, Divine Charm, Divine Protection)
- Sense (Read Magic, Discern Individual)

- Expanded Divinations

Enhancement Sphere - DC 16; Duration Concentration or 6 minutes; Range Self; Talents Mental Enhancement +2; Drawbacks Personal Magics
- Enhance (Enhance Equipment +2, Mental Enhancement +2)
Fate Sphere - DC 16; Duration Concentration, 1hour/level, or 1 min/level; Range Consecration (25 ft.), Motif (Touch), Word (40 ft.); Talents Divine Force (good), Strength, Truth; Drawbacks none

- Consecration (Serendipity, Divine Force)

- Motif (Strength +3)

- Word (Hallow, Truth)

Protection Sphere - DC 16; Duration Aegis (6 hours), Ward (concentration; 6 rounds); Range Aegis (Touch), Ward (Up to 40 ft); Talents Repel Evil; Drawbacks none
- Aegis (Deflection)
- Ward (Barrier, Repel Evil)


Martial
Tradition Expedition Spotter (Equipment: Rogue Weapon Training, Fencing sphere, Scout sphere, Trap sphere [Dismantler drawback]) PAM Wis
Equipment sphere - DC 16, Talents Expert Reloading, Rogue Weapon Training

- expert reloading (reduce the recharging time for ranged weapons you are proficient with)

- rogue weapon training (discipline) (proficiency with blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip. +2 competence bonus to Sleight of Hand checks made to conceal a weapon on your person)
Fencing sphere - DC 16, Talents none, Drawbacks none
- fatal thrust (+2d6 precision damage vs. a target within 30 ft. that you are flanking, is flat-footed, or has lost its Dexterity bonus to AC)

Gladiator sphere- DC 16, Talents Self Confidence, Drawbacks none

- boast (prowess: roll the next weapon attack twice and take the better result)

- demoralization (strike fear: spend martial focus to intimidate all targets within 30 ft.)

- self confidence (perform a boast as a standard action to recover your martial focus)

Guardian Sphere- DC 16, delayed damage pool 18 pt, Package Patrol, Talents none, Drawbacks none

- patrol (threatened area +10 ft., may make attack of opportunity against everyone within)

Scout sphere - DC 16, Talents Discern Illusions, Target Weakness, Drawbacks none
- scout (swift action, identify creature's weaknesses)

- discern illusions (+4 vs. illusions as long as you have martial focus, may share bonus with allies within 30 ft.)

- target weakness (improvise a weapon to hit a scouted creature’s weak points)

Trap sphere - DC 16, Talents Trap Finder, Drawbacks Dismantler

- trap finder (gain bonus on Disable Device, can disable magical traps)


Statistics

Str 10, Dex 16, Con 12, Int 15, Wis 17, Cha 17

Base Atk +6; CMB +6; CMD 19

Traits Mediator, Schooled Inquisitor

Feats Alertness*, Alignment Channel*, Channel Smite, Eldritch Heritage (Eldritch), Exotic Heritage* (Engineering), Mystic Focus, Turn Undead*, Weapon Finesse, Weapon Focus (bastard sword)

Skills Bluff +11, Craft (traps) +14, Diplomacy +16, Heal +15, Intimidate +19, Knowledge (dungeoneering) +14, Knowledge (engineering) +13, Knowledge (planes) +14/+16/+18, Knowledge (religion) +14/+16/+18, Perception +19/+22, Sense Motive +21/+25, Stealth +15

Languages Common, Elven, Necril, Sylvan

SQ arcane bond (familiar), cunning initiative, divine magics, expel spirit, expulsionist lore +4, spirit sleuth, stern gaze +4

Gear +2 bastard sword (8,335 gp), belt of incredible dexterity +2 (4,000 gp), inquisitor’s kit (30 gp), stalking armor (urban, 8,575 gp), +1 hand crossbow (2,400 gp) with 20 bolts (2 gp) and 20 incendiary bolts (10 gp), headband of mental prowess +2 (Int, Cha) (10,000 gp), ring of shielding +1 (3,500 gp), shield of close calls (6,900 gp), +1 whip (2,301 gp)


Special Abilities


Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.


Covenant with the Gods: The shield of the gods can use sphere abilities to protect and enhance herself. As a swift action, she may use any (aegis) talent of the Protection sphere, any (consecration) talent of the Fate sphere, or any (enhance) talent from the Enhancement sphere that can be cast on a creature on herself and that has a duration greater than instantaneous. She can not include other creatures in this casting. She may use a talent she does not possess in this casting, provided she has all the prerequisites and she possesses the base sphere.

The sphere ability lasts for 1 minute without concentration and can not be extended beyond this, nor can they be sacrificed to activate other abilities (such as sacrificing an aegis to activate a succor ability). If an aegis is used, the shield of the gods spends 1 spell point less to create it (minimum: 0). Any other spell point costs must be paid normally. When cast this way, the shield of the gods may use her class level as her caster level. This stacks with other caster level sources normally.

The shield may use this ability once per day, plus an additional time every 3 levels after the 1st, up to a total of 7 times per day at 19th level.

This replaces judgement. Other class features that interact with judgment (such as true judgment) interact the same way with this ability.


Cunning Initiative (Ex) At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.


Detect Alignment (Sp) At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.


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.

When you divine, you detect the strength and location of all magical auras within Medium range. 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 pass a Knowledge (arcana) check with a DC equal to 15 + ½ the caster level.


Table: Aura Strength

Caster Level

Aura Strength

1-5

Faint

6-11

Moderate

12-20

Strong

20+

Overwhelming


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

Original Strength

Duration of Lingering Aura

Faint

1d6 Rounds

Moderate

1d6 Minutes

Strong

1d6 x 10 Minutes

Overwhelming

1d6 Days


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. Divining can penetrate most barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


Divination: Alternate Divinations If you possess certain other spheres, you may divine for information other than magical auras. These alternate divinations are detailed below.


Conjuration: Divine Unnaturals You may divine the presence of outsiders and aberrations. In all other ways, this functions as divining for shapeshifters.


Death: Divine Undead You may divine for undead creatures. In all other ways, this functions as divining for shapeshifters.


Fate: Detect Loyalties If you possess the Fate sphere, you may divine the top three general things matter most to the creatures you can see within range. Examples of base loyalties may include but are not limited to: Country, Faith, Family, Power, and Self. Subcategories for base loyalties may also exist where appropriate such as Self (survival) or Self (perfection). While you do not learn specific details such as proper names of the associated loyalties, you do acquire the order in which the loyalties stand. Mindless creatures might have only 1 loyalty such as Self (survival), whereas creatures with low animal-like intelligence might only have 2 loyalties such as Family (pack) and Self (survival). Only the top three loyalties are revealed, even if they have more.


Fate: Divine Alignment If you possess the Fate sphere, you may divine for a specific part of the alignment spectrum: evil, good, lawful, or chaotic. The strength of these auras are determined according to Chart: Alignment.

Traps, poisons, and other potential perils have no alignment. Creatures with aligned intents (killing in anger, aiding those in need for their own sakes, etc.) may temporarily detect according to their actions.

Creature/Object

Aura Power






None

Faint

Moderate

Strong

Overwhelming

Aligned Creature1 (HD)

4 or lower

5-10

11-25

26-50

51 or higher

Aligned Undead (HD)

-

2 or lower

3-8

9-20

21 or higher

Aligned Outsider (HD)

-

1 or lower

2-4

5-10

11 or higher

Cleric or Paladin of an Aligned Deity2 (class levels)

-

1

2-4

5-10

11 or higher

Aligned Magic Item or Spell (Caster Level)

5 or lower

6-10

11-15

16-20

21 or higher

1 Except for Undead and Outsider, which have their own entries on the table.

2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.


Fate: Divine Fate If you possess the Fate sphere, you may divine the alignment auras of creatures you can see within medium range of you. Such creatures emit a colored aura depending upon what alignments or loyalties you share with them. Creatures that share the same moral alignment (Good/Neutral/Evil) emit a red aura. Creatures that share the same ethical alignment (Law/Neutral/Chaos) emit a blue aura. Creatures that share a primary base loyalty (see divine loyalties) emit a yellow aura. Creatures that share multiple colors have their colors combined, i.e. a creature that shares the primary base loyalty of family and the ethical alignment of chaos will emit a green aura. Creatures that share all three primary colors (Red, Blue, and Yellow) emit a glowing white aura. Refer to Chart: Divine Fate below for more information on how colored auras combine. Creatures that do not share any alignment or loyalties do not emit any aura that you can see.


Chart: Divine Fate

Primary Colors    Secondary/Combination Color

Blue and Red             Purple

Blue and Yellow         Green

Red and Yellow        Orange

Blue, Red, and Yellow     White


Mind: Divine Charm You may divine for the presence of charm, compulsion, possession, and Mind sphere effects. You do not need to attempt a Knowledge (arcana) check to identify the school or sphere of these abilities.


Protection: Divine Protection: You may divine all creatures you have pinpointed within range and determine which of those creatures have the lowest and highest armor class. Alternatively, you may divine the lowest and highest saving throw each of these creatures has. You do not however determine the values for any of these attributes.


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).

Some talents are marked (sense). These talents grant you additional senses you may bestow upon yourself. There is no limit to the number of different senses you may have active at a time.


Divination: Discern Individual (sense) You may spend a spell point to gain a sense granting an insight bonus to monster lore equal to ½ your caster level (minimum 1). You may attempt monster lore checks untrained.


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.


Divine Magics: At 1st level, the shield of the gods receives a bonus magic talent of her choice from either the Enhancement, Fate, or Protection spheres.

This replaces track.


Enhancement Sphere You may place enhancements on creatures and objects, altering their properties.

Personal Magics You may only enhance yourself and your own equipment. You cannot take the Ranged Enhancement talent, and any enhancement bestowed on an object ceases to function unless you are carrying, wearing, or wielding that object. You cannot take talents such as Bestow Intelligence or Animate Object that give life or minds to objects.
Incompatible: Constructor


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.

Enhancement: Mental Enhancement (enhance) You may enhance creatures, granting them a +2 enhancement bonus to either their Intelligence, Wisdom, or Charisma scores. This increases by +2 per 7 caster levels.


Equipment: Expert Reloading Whenever you reload a ranged weapon with which you are proficient, you may decrease the required time; hand and light crossbows become free actions, heavy crossbows and one-handed firearms become move actions, and two-handed firearms become standard actions. If you possess the Crossbow Mastery feat, you do not provoke attacks of opportunity when reloading any crossbow. Associated Feat: Rapid Reload.


Equipment: Rogue Weapon Training (discipline) You gain proficiency with the blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip. Additionally, you gain a +2 competence bonus to Sleight of Hand checks made to conceal a weapon on your person. At +10 base attack bonus, this competence bonus increases to +4.


Expel Spirit (Su) At 1st level, an expulsionist receives Alignment Channel and Turn Undead as bonus feats. She can channel energy a number of times per day equal to 3 + her Charisma modifier as per a cleric with an effective level equal to her inquisitor level, but only to harm or turn evil outsiders or undead (treating all evil outsiders as undead creatures for the purpose of determining whether they can be affected by Turn Undead). She can take other feats that add to this ability, such as Extra Channel or Improved Channel, but not other feats that fundamentally alter this ability, such as Elemental Channel, and she cannot select Alignment Channel multiple times. The DC to save against this ability is equal to 10 + ½ the expulsionist’s inquisitor level + her Charisma modifier.

This ability replaces domain.


Expulsionist Lore (Ex) At 1st level, an expulsionist gains a bonus equal to ½ her inquisitor level (minimum +1) on skill checks to notice haunts and incorporeal creatures; on Knowledge (religion) checks to identify the abilities and weaknesses of haunts and incorporeal creatures; and on Sense Motive checks to determine whether a creature is possessed, under the effects of an enchantment or curse, or otherwise magically controlled.

This ability replaces monster lore.


Fate Sphere You command cosmic forces including luck, destiny, and alignment. 


Fate: Consecration As a standard action, you may affect a 20-foot radius + 5 feet per 5 caster levels area centered on you with a consecration. This aura moves as you do. The effects of consecrations are subject to spell resistance. When you gain the Fate sphere, you gain the following consecration:


Fate: Serendipity (consecration) You bestow luck upon your allies. All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. This bonus lasts as long as you concentrate. You may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.


Fate: Motifs Some talents are marked (motif). These grant you motifs you can grant to targets.

Less precise than divination, but more proactive, (motif) talents give an auspician a glimpse at the pattern of Fate’s tapestry and allow her to nudge one or two threads in a direction she chooses. Unless otherwise noted, a talent with the (motif) tag is cast as a standard action on a target with a range of touch and costs one spell point. A successful Will save negates a motif, and motifs are subject to spell resistance. While they normally have a duration of 1 hour per level, the target can also discharge a (motif) talent as an immediate action to gain an instantaneous or short-lived benefit, after which the effect ends. The normal effect ends immediately upon being discharged, and is replaced by the instantaneous or short-lived benefit.

A given creature can never have more than one instance of a particular (motif) talent active on them at a time; a second casting at an equal or higher caster level replaces the first, while a second casting at a lower level has no effect.


Fate: Word As a standard action, you may invoke a word of power, affecting a single creature or object within close range. Words are subject to spell resistance.

When you gain the Fate sphere, you gain the following word:


Fate: Hallow (word) You may spend a spell point to hallow a target for 1 minute per caster level. Choose an end of the alignment spectrum (good, evil, lawful, chaotic); you must choose an alignment that you possess. The target of this word gains a +1 sacred bonus (profane bonus if you are evil; if you are neither good nor evil you must choose whether you grant sacred or profane bonuses with this sphere) to attack rolls, AC, and saving throws made against targets of your opposed alignment (evil for good, lawful for chaotic, etc.). This bonus increases by 1 for every 10 caster levels possessed.

The target also gains immunity to any spell or sphere effect that possesses or exercises mental control over them (including enchantment charm effects and enchantment compulsion effects), so long as that effect originates from a creature who possesses your opposed alignment. If the target is already under the influence of such an effect, the target is allowed to attempt a new saving throw against the controlling effect. Success means the effect is suppressed for the duration of this word, but resumes when this word expires. This does not expel a controlling life force (such as a ghost or projected spirit), but it does prevent them from controlling the target.


Fate: Divine Force (consecration) You may fill an area with the influence of an alignment type you are connected to (good, evil, lawful, or chaotic). You must possess this alignment type. Creatures of that alignment’s opposite (good for evil, lawful for chaotic, etc.) within this area suffer one of the following detriments, chosen at random (Fortitude negates):

  1. blind 1 round

  2. deaf 2d4 rounds

  3. staggered 1d4 round

  4. sickened 1d4 round

  5. dazed 1 round

  6. shaken 1d4 round

As this power is cosmic in origin, it can affect undead, even though undead are usually immune to some of these conditions. If you are True Neutral, you may choose neutrality with this consecration, in which case all creatures at the extremes of the alignment spectrum (Lawful Good, Lawful Evil, Chaotic Good, and Chaotic Evil) suffer the ill effects. This is an instantaneous effect.


Fate: Strength (motif) You may grant a motif that enhances a target’s might and will. The target gains a +2 insight bonus to CMB and CMD, as well as to Strength checks and Strength-based skill checks. This bonus increases by +1 for every 4 caster levels.

When another creature attempts and fails to demoralize the target or targets them with a fear effect that they successfully resist, the target may discharge this effect to make the other creature frightened until the end of their next turn, or shaken for one round with a successful Will save.


Fate: Truth (word) [curse] The target cannot speak deliberate or intentional lies (Will negates). They are always aware of this word being placed on them and the caster always knows if the target made its saving throw. An affected target may still be evasive, refuse to answer, or word their responses carefully. This effect lasts as long as you concentrate, but you may always spend a spell point to allow the effect to endure for 1 minute per caster level without concentration.


Fencing Sphere Fencers are quick fighters who use nimble footwork and expert feints to open up their target before landing a fatal blow.

When you gain the Fencing sphere, you gain 5 ranks in the Bluff skill, plus 5 ranks per additional talent spent in the Fencing sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Bluff skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.


Fencing: Fatal Thrust Whenever you make an attack action or an attack of opportunity against a target that is within 30 ft. and that you are flanking, that is flat-footed, or that has lost its Dexterity bonus to AC (such as through a successful feint), you deal an additional +1d6 precision damage to the target. This damage is not multiplied on a critical hit. This damage increases by an additional 1d6 precision damage for every 5 points of base attack bonus you possess.

A fencer may apply the effects of a single (exploit) talent to any fatal thrust.


Focus Casting Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. Using magic without your focus requires you to make 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.


Gladiator Sphere Practitioners of the Gladiator sphere are experts at fighting with flair and style in order to manipulate the emotions and actions of their enemies, their allies, or the crowd. The gladiator understands that winning is a mental game; if you can convince your enemy that you should be feared, the battle is half-finished already. When you gain the Gladiator sphere, you gain 5 ranks in the Intimidate skill, plus 5 ranks per additional talent spent in the Gladiator sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in Intimidate you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.


Gladiator: Boast As long as you have martial focus, after confirming a critical hit, reducing an enemy to 0 or fewer hit points, or succeeding on a , you may perform a boast as an immediate action. Talents with the (boast) descriptor grant additional options for your boast. Each boast may only use one of these talents. Some boasts affect other creatures; a creature must be able to see or hear you and have an Intelligence score (not Intelligence (-)) to be effected. Boasts have a range of close (25 ft. + 5 ft. per 2 ranks in Intimidate you possess). When you gain the Gladiator sphere, you learn the following boast:

Gladiator: Prowess (boast) You may roll the next weapon attack you make before the end of your next turn twice and take the better result.

Gladiator: Demoralization Some talents in this sphere have effects that allow new ways to make Intimidate skill checks to demoralize enemies or grant new options against demoralized foes. These talents carry the (demoralization) descriptor. When you gain the Gladiator sphere, you learn the following (demoralization) ability:

Gladiator: Strike Fear (demoralization) As a full-round action, you may expend martial focus to make an Intimidate check to demoralize all targets within 30 ft. of you who can both see and hear you. You may choose to take a -10 penalty on the check; if you do so you do not have to expend martial focus. Associated Feat: Dazzling Display.

Gladiator: Self Confidence You may perform a boast as a standard action to recover your martial focus. Doing so does not require the normal triggering condition for a boast.


Guardian Sphere Guardians specialize in protecting their allies and drawing the ire of their enemies.

You gain a delayed damage pool equal to 3 x your base attack bonus. When you receive damage, as part of taking the damage you may redirect all or part of it to your delayed damage pool. Apply damage reduction and resistance before redirecting the damage. You may not redirect damage that would exceed the maximum capacity of the damage pool. Your delayed damage pool empties at the end of your turn each round, inflicting any damage stored in the pool on you, bypassing any damage reduction or resistance you possess and resetting to 0. Any additional effects of the attack, such as poison, are still incurred immediately even if the entire damage of the attack is redirected to the delayed damage pool. Any healing you receive in excess of your maximum hp automatically reduces the amount of damage in your delayed damage pool.

Should you lose access to the Guardian sphere, any damage (or other effects if you possess certain talents) is incurred at the end of your turn.

In addition, choose one of the following packages:


Guardian: Patrol As long as you have martial focus, as a full-round action you may increase your threatened area by 5 ft., +5 ft. for every 4 points of base attack bonus you possess. This increased threatened area is applied after the effects of the reach weapon special feature. Until the beginning of your next turn, you may make attacks of opportunity against any creature in this threatened area that provokes attacks of opportunity. You may move to bring the creature that provokes the attack of opportunity within your reach as part of these attacks, provided your total movement before your next turn does not exceed your base speed. Any movement you make provokes attacks of opportunity as normal. Associated Feat: Combat Patrol.

Talents with the (zone) tag grant additional effects to this ability. Each patrol may only benefit from one (zone) talent.


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 + ½ 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.


Protection: Repel Chaos/Evil/Good/Law (ward) You may create a ward that repels creatures of one end of the alignment spectrum (chaotic, evil, good, lawful), chosen by you when this ward is created. All creatures of that alignment cannot cross the edge of this ward unless they succeed at a Will save. Once a creature has succeeded at this Will save, they may cross the barrier without trouble and are immune to your Repel ward for 24 hours. If a creature is already within this warded area when it is created, or if the ward is moved into their space, they instantly become immune to the ward, as if they had succeeded at their saving throw. You cannot repel an alignment that you yourself possess.


Scout Sphere Training in the Scout sphere teaches you how to hide from danger, identify potential threats and hazards, track opponents through almost any environment, and identify a creature’s key weaknesses. When you gain the Scout sphere, you gain 5 ranks in the Stealth skill, plus 5 ranks per additional talent spent in the Scout sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Stealth skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.

All practitioners of the Scout sphere gain the following ability:


Scout: Scout As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.


Scout: Discern Illusions As long as you have martial focus, you gain a bonus to all Will saves against illusions (including glamers, figments, and any effects created by the illusion school or the Illusion sphere) equal to ½ your ranks in Perception (minimum 1). As a swift action, you can expend martial focus to share this bonus with all allies within 30 ft. for a number of rounds equal to your practitioner modifier.


Scout: Target Weakness If you have successfully used the scout ability to identify a target’s weaknesses, you may use scavenged materials collected as you travel to improvise a weapon targeting one of those weaknesses as a move action that does not provoke attacks of opportunity; you may expend your martial focus to instead use this ability as a free action. The next attack you make against the target with a manufactured or natural weapon attack, including traps, is treated as though half the total damage it deals (rounded down) were of an energy type the target has vulnerability to (for example, if you fire an arrow at a red dragon, who has vulnerability to cold damage, and would normally deal 14 points of piercing damage, you instead deal 7 points of piercing damage and 10 points of cold damage); if this attack is not made before the end of your next turn, this effect is wasted.

Additional energy damage dealt by the attack, such as from the flaming or frost weapon special abilities, is calculated separately from this effect. Alternatively, your weapons are treated as having one type listed in the target’s damage reduction (for example, if an enemy has DR 5/cold iron or good, you may treat your attacks as either good or cold iron for 1 round).


Second Shield (Ex): At 8th level, whenever a shield of the gods uses her covenant with the gods, she may gain two sphere abilities and use both of them on herself. This only consumes one use of her covenant with the gods ability.
This replaces second judgment.


Spirit Sleuth (Ex): At 5th level, upon interacting with a rejuvenating undead (such as a ghost) or haunt for the first time (such as by attacking the ghost or channeling energy to damage the haunt), an expulsionist can attempt a Sense Motive check as a free action to determine the specific course of action required to permanently neutralize the spirit of haunt (DC = 20 + the target’s CR). 

This ability replaces discern lies.


Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to ½ her inquisitor level (minimum +1).


Trap Sphere When you gain the Trap sphere, you gain 5 ranks in the Craft (traps) skill, plus 5 ranks per additional talent spent in the Trap sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Craft (traps) skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.


Dismantler You do not gain the ability to set traps, including the darts trap and the tripwire snare. You must choose Trap Finder with the bonus talent gained from this drawback.


Trap: Trap Finder You can use Disable Device to disarm magic traps. In addition, you gain a +1 competence bonus to Perception checks to locate traps and to Disable Device checks, increasing by +1 for every 4 ranks in Craft (traps) you possess.


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.


Ermine Familiar (Equivalent Wizard Level 7)

N Tiny magical beast
Init +2; Senses low-light vision, scent; Perception +13
Defense
AC 19, touch 14, flat-footed 17 (+2 Dex, +5 natural, +2 size)
hp 26

Fort +7, Ref +5, Will +8
Defensive Abilities improved evasion 

Offense
Speed 20 ft., climb 20 ft.
Melee bite +10 (1d3–4 plus attach)
Space 2-½ ft., Reach 0 ft.
Statistics
Str 3, Dex 15, Con 10, Int 9, Wis 12, Cha 5
Base Atk +6; CMB +2; CMD 14 (18 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Escape Artist +3, Stealth +22; Racial Modifiers +4 Stealth to blend into snow, +8 Acrobatics

SQ deliver touch spells, empathic link, share spells, speak with master, speak with animals of its kind

Special Abilities
Attach (Ex) When an ermine hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.

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