mercoledì 31 agosto 2022

New Mythic Feat: Familiar Cohort

 This is the mythic version of a feat I created for Legendary Inquisitors.

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Familiar Cohort (Mythic)

Your familiar cohort developed new powers and a deeper link with you.

Prerequisite: Familiar Cohort, character level 7, 2nd mythic tier.

Benefit: Add your mythic tier to your effective druid level to determine your familiar cohort’s effective cohort level.

Your familiar cohort gains 1 mythic tier and can have the abilities of a mythic familiar of its kind (see the Mythic Monster Manual) or different ones. In addition, it gains all the abilities listed in the “Special Abilities” column of the Familiars table, if you possess a high enough equivalent wizard level. If your familiar cohort dies, you may replace it in 24 hours by calling on the source of your mythic power. However, doing so causes you to have 1 fewer uses of mythic power per day for the next 30 days.

Special: This feat counts as the Mythic Leadership feat for the purposes of prerequisites.

domenica 28 agosto 2022

Patron Request: Alpha Humans from Etherscope

As requested by Ronald J Paris!

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

Alpha Humans (14 RP)

Alpha humans are a subrace of humans genetically or magically enhanced to be the best of their race. They have the following racial traits.

Ability Score Modifier: Advanced (4 RP) +4 Dex, +2 Int, +2 Wis, +2 Cha, -2 Con. This replaces human heritage.

Good Health (1 RP): Alpha humans gain a +2 bonus on Fortitude saves against disease and poison, including magical diseases. 

venerdì 26 agosto 2022

Sarnakand the Magnificent (Updated), Level 20

 And this update is done (I only changed the companion mechanics here).

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


Sarnakand The Magnificent CR 25 MR 10

Half-elf inquisitor 17 (Ravener Hunter, Sanctified Slayer)/swashbuckler 3 (Mysterious Avenger)/stranger 10

NG Medium humanoid (elf, human)

Init +27; Senses low-light vision, Perception +33/+41


Defense

AC 42, touch 23, flat-footed 34 (+8 armor, +5 deflection, +7 Dex, +1 dodge, +5 natural, +6 shield); +5 dodge vs. attacks made by traps

hp 209 (17d8+3d10+80+40)

Fort +22, Ref +23, Will +27. +5 Ref to avoid traps; +4 vs. divination effects; +2 racial bonus vs. enchantment spells and effects

Defensive Abilities apparent demise, charmed life 3/day (+7), force of will, hard to kill, immortal, mythic saves, painful reckoning, recuperation, skeptical eye, stalwart, trap sense +5, unstoppable; Immune sleep; SR 22 (magic ring)


Offense

Speed 30 ft.

Melee +5 grayflame guided holy throwing bastard sword +30/+25/+20 (1d10+13, 19-20; +1d6 vs. evil), rapier of battlefield movement +24/+19/+14 (1d6+9, 18-20), or +1 prehensile whip +23/+18/+13 (1d3+8)

Ranged +2 huntsman hand crossbow +23 (1d4+2, 19-20)

Special Attacks avenger’s finesse, bane 30 rounds/day, channel positive energy 8/day (9d6, DC 25), deeds (derring-do, dodging panache +7, go where you wish, greater bane, kip-up, menacing presence, menacing swordplay, menacing whisper, mythic presence, opportune parry and riposte, precise strike +3, swashbuckler’s initiative), exploit weakness, hexes (cackle, protective luck [3 rounds]), mythic power 23/day, panache (7 points), sneak attack +5d6, studied target +4, surge +1d12

Spell-Like Abilities (CL 17th; concentration +24)

At will- detect chaos/evil/good/law

At will (spending mythic power)- remove fear, remove paralysis, remove curse, paragon surge, break enchantment, primal scream, transformation, mind blank, freedom

17 rounds/day- discern lies

Inquisitor Spells Known (CL 17th; concentration +25)

6th Level (3/day)- holy word (DC 24), legend lore, mass cure moderate wounds

5th Level (5/day)- angelic aspect, atonement, dispel evil (DC 23), geas/quest (DC 25), holy ice (DC 23), mass cure light wounds

4th Level (5/day)- aura sight, cleansing fire, conditional curse (DC 22), cure critical wounds, dismissal (DC 22), divine power, holy smite (DC 22), litany of admonition (DC 22)

3rd Level (7/day)- cleromancy, contagious zeal, cure serious wounds, detect anxieties (DC 21), dispel magic, good hope, locate object, magic circle against evil, magic vestment

2nd Level (7/day)- castigate (DC 22), cure moderate wounds, flames of the faithful, hidden presence (DC 22), holy ice weapon, knock, power word, smile, shared training, zone of truth (DC 22)

1st Level (7/day)- bless, cause fear (DC 19), command (DC 22), cure light wounds, detect evil, divine favor, forbid action (DC 21), protection from evil, reveal secrets (DC 21)

0-Level (At will)- brand (DC 18), daze (DC 21), detect magic, guidance, light, oath of anonymity, read magic, sift, stabilize

Mystery Life


Statistics

Str 16, Dex 24, Con 18, Int 22, Wis 26, Cha 24

Base Atk +15; CMB +18; CMD 35

Traits Mathematical Prodigy, Mediator

Feats Alertness*, Alignment Channel, Allied Spellcaster*, Amateur InvestigatorM, Barroom BrawlerM, Blade of the Purge*, Demon Hunter*, Disarming Threat Deed, Dodge*, Eldritch HeritageM (Eldritch), Elemental Commixture*, Enforcer*, Exotic Heritage* (Knowledge-engineering), Extended Bane*, Familiar Cohort, Improved Familiar, Menacing Bane*, Merciful Bane*, Precise Strike*, Sacred Geometry (Elemental Spell x2 [cold, fire]), Elemental Spell x2 (cold, fire),Shake It Off*, Spell Bane*, Turn Undead, Weapon Finesse*M, Weapon FocusM (bastard sword)

Skills Acrobatics +30, Bluff +30, Diplomacy +31/+41, Disable Device +38, Intimidate +38, Knowledge (arcana) +29/+37, Knowledge (dungeoneering) +29/+37, Knowledge (engineering) +31/+39, Perception +37/+45, Sense Motive +43, Stealth +45, Survival +30/+38

SQ amazing initiative, ancestral skill, applied engineering, arcane bond (bastard sword), charged by nature, combat healer 4/day, confidence, cunning initiative, demon hunter, holy magic, inspiration (5 points), legendary hero, memento, metamagic adept 4/day, monster lore, mortal herald (Liberation/Self-Realization), mythic hunter, mythic panache, sardonic wit, school power (enchantment), secret identity, solo tactics, streetwise seeker, stern gaze +8, talented slayer (combat trick, ranger combat style [Menacing], trapfinding +8), track +8, whiplash

Gear amulet of natural armor +5 (50,000 gp), bane baldric (10,000 gp), boots of elvenkind (2,500 gp), +5 grayflame guided holy throwing bastard sword (200,335 gp), belt of physical perfection +6 (144,000 gp), blouse of the boastful bastard (8,000 gp), burglar’s bracers (1,050 gp), +5 buckler (25,155 gp), vicious caltrops (50 gp), cape of free will +2/+3 (6,000 gp), +2 huntsman hand crossbow (18,400 gp) with 20 bolts (2 gp), headband of mental superiority +6 (144,000 gp), inquisitor’s kit (30 gp), plume of panache (1,000 gp), rapier of battlefield movement (30,320 gp), ring of splendid security (180,000 gp), +5 greater shadow studded leather armor (58,910 gp), +1 prehensile whip (4,801 gp), spring-loaded wrist sheath (5 gp)


Cinder, Familiar Cohort (Equivalent Wizard Level 20)

Male faerie dragon sorcerer 12 (Wildblooded)

CG Tiny dragon
Init +8; Senses darkvision 60 ft., low-light vision; Perception +16

Defense
AC 21, touch 18, flat-footed 15 (+5 Dex, +1 dodge, +3 natural, +2 size)
hp 90 (3d12+12d6+15+12)
Fort +8, Ref +12, Will +14
Immune paralysis, sleep; SR 13

Offense
Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee bite +17 (1d3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks breath weapon (5-ft. cone, euphoria, Fort DC 12 negates, usable every 1d4 rounds)
Spell-Like Abilities (CL 3rd; concentration +8)
8/day- lullaby (CL 12th, DC 15)

3/day- greater invisibility (self only)
Spells Known (CL 15th; concentration +20)
7th (4/day)- limited wish (DC 22), mass invisibility

6th (6/day)- cloak of dreams (DC 23), cold ice strike (DC 21), dream reality (DC 21)

5th (7/day)- charm person (DC 22), compelling rant (DC 22), cone of cold (DC 20), dreamB, seeming (DC 20)

4th (7/day)- amnesia (DC 21), cloud shape, confusion (DC 21), divinationB, stoneskin

3rd (7/day)- air geyser (DC 18), blink, deep slumberB, haste, stinking cloud (DC 18)

2nd (7/day)- auguryB, blur, euphoric cloud (DC 17), fool’s gold (DC 17), twilight haze, web (DC 17)

1st (8/day)- charm person (DC 18), color spray, grease (DC 16), mage armor, silent image (DC 16), sleepB (DC 18)
0 (at will)- breeze, dancing lights, daze (DC 17), detect magic, flare (DC 15), ghost sound (DC 15), haunted fey aspect, mage hand, open/close

Bloodline Dreamspun/Visionary

Statistics
Str 11, Dex 21, Con 13, Int 16, Wis 17, Cha 20

Base Atk +9; CMB +12; CMD 22 (26 vs. trip)
Feats Acrobatic, Believer’s Boon (Good/Azata), Dodge, Eschew Materials*, Greater Spell Focus (enchantment), Heighten Spell*, Improved  Natural Armor, Spell Focus (enchantment), Weapon Finesse, Weapon Focus (bite)
Skills Acrobatics +19 (+11 when jumping), Bluff +18, Diplomacy +18, Fly +31, Perception +16, Sense Motive +16, Stealth +25, Swim +25, Use Magic Device +18
Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.

SQ bloodline arcana, combat precognition +3, deliver touch spells, elysium’s call (1 round), empathic link, share spells, visions


Special Abilities


Breath Weapon (Su) 5-foot cone, euphoria for 1d6 rounds, DC 12 Fort negates. Creatures affected by euphoria are staggered, sickened, and immune to fear effects for the duration. A faerie dragon can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.

Spells A faerie dragon casts spells as a 3rd-level sorcerer.