sabato 16 settembre 2023

The Witch Raider (Shield of the Gods/Scout of the Gods Inquisitor)

 At last here’s my rebuild of my favorite original character, who absolutely HAD to have Magic, Combat, and Guile. This version uses my homebrew Scout of the Gods archetype that I already published here in a previous post, other than some homebrew traditions and a couple things I created for Legendary Inquisitors.

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!


The Witch Raider

Half-elf inquisitor (Expulsionist, Shield of the Gods, Scout of the Gods) 1

NG Medium humanoid (elf, human)

Init +2; Senses low-light vision, Perception +5/+6


Defense

AC 15, touch 12, flat-footed 13 (+2 armor, +2 Dex, +1 shield)

hp 9 (1d8+1)

Fort +3, Ref , Will +5. +2 racial bonus against enchantment spells and effects.

Defensive Abilities covenant with the gods 1/day; Immune sleep


Offense

Speed 30 ft.

Melee rapier +0 (1d6, 18-20), bastard sword +0 (1d10, 19-20), or whip +0 (1d3, nonlethal)

Ranged light crossbow (1d8,19-20)

Special Attacks channel energy 5/day (1d6, DC 12; harm or turn undead or evil outsiders only)


Guile

Skill Leverage 1; Plans 1; Utility Plans 1; Trade Tradition Inquisitor; OAM Wis (+3)

Investigation Sphere - Skills Sense Motive 1 rank; Talents Determine Defenses; Utility Talents Briefed Intuition

Vocation Sphere - Utility Talents Aberration Hunter, Mage Hunter, Orator, Priest


Magic

Caster Level 1; MSB +1, MSD 12, Concentration +4
Tradition Inquisitor (Drawbacks: Verbal Casting, Focus Casting; Boon: +1 spell point, +1 per three levels in casting classes); CAM Wis
Spell Points 5

Divination Sphere - DC 13; Duration Divine (Concentration), Sense (1 Hour); Range Medium (110 ft); Talents (Bonus: Detect Loyalties, Divine Alignment, Divine Fate); Drawbacks none
- Divine (Divine, Detect Loyalties, Divine Alignment, Divine Fate)
- Sense (Read Magic)

Fate Sphere - DC 13; Duration Concentration or 1 min/level; Range Consecration (20 ft.), Word (25 ft.); Talents Divine Force (good); Drawbacks none

- Consecration (Serendipity, Divine Force)

- Word (Hallow)


Martial
Tradition Inquisitor (Equipment: Finesse Training, Rogue Weapon Training; Fencing sphere, Scout sphere) PAM Wis
Equipment sphere - DC 13, Talents Finesse Fighting, Rogue Weapon Training

- finesse fighting (add your Dex bonus to attacks with finessable weapons)

- 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 13, Talents none, Drawbacks none
- fatal thrust (+1d6 precision damage vs. a target within 30 ft. that you are flanking, is flat-footed, or has lost its Dexterity bonus to AC)

Scout sphere - DC 13, Talents none, Drawbacks none
- scout (swift action, identify creature's weaknesses)


Statistics

Str 10, Dex 14, Con 12, Int 13, Wis 16, Cha 14

Base Atk +0; CMB +0; CMD 12

Traits Mediator, Schooled Inquisitor

Feats Alignment Channel*, Exotic  Heritage* (Knowledge-engineering), Mystic Focus, Turn Undead*

Skills Bluff +6, Diplomacy +7, Heal +7, Intimidate +7, Knowledge (dungeoneering) +5, Knowledge (engineering) +4, Knowledge (planes) +5/+7, Knowledge (religion) +5/+6/+7, Sense Motive +8/+9, Stealth +6

Languages Common, Elven, Sylvan

SQ divine magics, expel spirit, expulsionist lore +1, stern gaze +1

Gear bastard sword, buckler, inquisitor’s kit, leather armor, light crossbow with 20 bolts, rapier, whip, 2 gp


Special Abilities


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


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.


Fate: Detect Loyalties If you possess the Fate sphere, you may divine the top three general things that 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), but they are generally not revealed with Detect Loyalties. 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. For example, a paladin might have loyalties of Country, Power, and Self, but would not reveal the particular country they are loyal to or the particular power they serve. 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.

When you divine for loyalties, you may name a specific motivation. If you do, you detect whether creatures in range possess that motivation and whether it is a minor or major motivation.


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


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.


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.


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: 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  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: 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.


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.


Investigation Sphere Operatives of the Investigation sphere are trained to pick up subtle and esoteric details about the world around them. They can glean information from the tiniest clues.

Associated Skill: Sense Motive.


You gain the following benefits when you gain the Investigation sphere:

You gain 5 ranks in Sense Motive, plus 5 ranks per additional talent spent in the Investigation sphere (maximum ranks equal to your Hit Dice). If you already have ranks in the associated skill not from a skill sphere, you may immediately retrain them. You do not gain excess ranks until you are a high enough level to put them in the associated skill; they cannot be spent on other skills. You do not gain or retrain ranks when you temporarily gain a talent.

Skill Leverage: You unlock skill leverage with the Perception and Sense Motive skills.


You also acquire the Analyze and Scrutinize abilities.


Investigation: Analyze (Ex) As a swift action, you can analyze a creature, object, or area that you can see within close range, choosing an (analyze) talent and attempting a skill check using any of the talent’s analyze skills against a DC (or opposed check) as listed within the talent. If you succeed, you gain a simple analysis from the target, whereas if you fail, you gain a flawed analysis. A flawed analysis yields similar information to a simple analysis, but fundamentally flawed—it might be inconsistent, mostly false with a hint of truth, or an exaggeration or understatement.

You can instead use analyze as a standard action to attempt to gain more information than a simple analysis. If you exceed the analyze DC by the listed amount, you can spend 1 use of skill leverage or outwit them as a cost to gain a detailed analysis instead of a simple analysis.

Once you attempt to use a specific (analyze) talent against a target or subject, you cannot do so again for 30 minutes. You cannot attempt to retry an analyze attempt against the same topic or detail (just like the Sense Motive skill). The GM may alter a talent’s analyze skill or DC depending on the situation, such as a skill not being applicable or disadvantageous circumstances (such as distance or environment).

You gain the Educated Hunch (analyze) talent when you gain the Investigation sphere.

Special: If you have been blinded for long enough to overcome some of the condition’s drawbacks, you also gain Auditory Analysis as a bonus talent.


Investigation: Educated Hunch (analyze)

Analyze Skills: Sense Motive;

Analyze DC: 20

You analyze a 30-foot cube area centered within range, gaining a vague feeling or impression from something within the area. You must dictate the subject of your analysis, but it can be a place, person, group, or situation. The GM is the final arbiter as to what is a suitable target.

Simple: You gain a hunch about your subject, learning whether something feels off or wrong about them, otherwise functioning as the get a hunch Sense Motive skill use. Generally, something ‘feeling off’ could vary greatly, such as an individual being disguised or having bad intentions, an object of great power (regardless of its functions), or even a close friend who is nervous or keeping a recently told secret. You do not learn why the subject is suspicious—only whether it is or not.

Detailed (+5 DC): As a simple analysis, but you gain either a ‘good’, ‘bad’, ‘good and bad’ or ‘neutral’ impression. The definition of what is a ‘good’ or ‘bad’ impression should be left up to the GM, but should generally be associated with your own motivations and ideals. For example, a disguised guard and a disguised assassin using this talent on one another would both gain a ‘bad’ impression.


Investigation: Scrutinize [approach] (Ex) You may adopt this approach as a swift action, designating either a 10-foot square or a single creature or object that you can see to scrutinize. You gain a +2 insight bonus to Perception and Sense Motive checks attempted against the scrutinized target (or actions taken within the area), increasing by 1 per 5 ranks in the associated skill you possess.

Additionally, if you scrutinize a target for at least 3 consecutive rounds, you also treat any roll of a 4 or lower on such checks as if you had rolled a 5 instead.

If you can no longer see the designated target or area, you abandon the approach.


Investigation: Briefed Intuition [plan] [utility] You can reveal this plan as an immediate action, as you suddenly recall a piece of information that solidifies whether a hunch you have is correct or not. As part of revealing this plan, you spend 1 use of skill leverage and ask a single question that pertains to your current investigations or musings, gaining the following results.

Correct: Your hunch is exactly spot on, such as a particular individual or organization is responsible for a crime, or a particular individual being near a particular area at a certain time of the day.

Incorrect: Your hunch is entirely inaccurate, such as a particular individual or organization having no association with a crime, or a particular individual being nowhere near a particular area at a certain time of the day.

Partially Correct: Your hunch is on the right track, such as a particular individual or organization participating or contributing to the crime in some way, or a particular individual having the means or motivation to be near the particular area at some point.

Inconclusive: Your hunch is unclear, and either involves too many leaps of logic or strains credulity. You also gain this result if your plan strains credulity and you fail the check to gain the information.

The question must be specific in terms of the individual, organization, object, etc., that you are attempting to gain a hunch about. Once you attempt to gain a hunch this way on a specific topic, you cannot attempt to do so again until the facts of the investigation have changed significantly (up to the GM’s discretion). If you do not have any skill leverage when you reveal this plan, the plan is wasted but you may reattempt the same topic again next time you prepare your plans.


Investigation: Determine Defenses (analyze)

Analyze Skills: Perception or Sense Motive;

Analyze DC: 10 + the target’s Bluff, Will save bonus, or base attack bonus, whichever is higher.

You analyze the target’s movements, observing their armor, stance, and other weaknesses in their fighting style. You may analyze a target more than once with this talent, as long as you choose a different piece of information each time.

Simple: You may learn two of the following pieces of information:

-The target’s current AC and CMD, rounded to the nearest interval of 5.

-The existence of any energy resistances, vulnerabilities, energy immunities, spell resistance or damage reduction (but not the value).

-Whether or not the target’s Fortitude, Reflex, or Will save bonus (your choice) is higher, lower, or the same as yours.

-The existence of condition immunities or similar miscellaneous defenses, but not the value (such as possessing bonuses against certain conditions or effects).

Detailed (+5 DC): As a simple analysis, but you learn two of the following improved pieces of information:

-The target’s AC, flat-footed AC, touch AC, and CMD (and any temporary bonuses or penalties affecting them).

-The values of all energy resistances, spell resistance, and damage reduction (and what bypasses it) the target possesses.

-The target’s Fortitude, Reflex, and Will saving throw bonus.

-Any condition immunities or the value of similar miscellaneous effects.


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.


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).


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.


Vocation: Aberration Hunter (trade) [utility] You gain Heal, Knowledge (dungeoneering), Spellcraft, and Stealth as class skills. You gain lowlight vision. If you already possess low-light vision, you can see things three times as far away rather than twice as far away.


Vocation: Mage Hunter (trade) [utility] You gain Disable Device, Disguise, Knowledge (arcana), and Spellcraft as class skills. You can disable magical traps using Disable Device as if you had the trapfinding class feature.


Vocation: Orator (trade) [utility] You gain Bluff, Diplomacy, Intimidate, and Knowledge (history) as class skills. When you modify a character’s attitude with the Diplomacy or Intimidate skill, the attitude change lasts 5 times longer than it otherwise would.


Vocation: Priest (trade) [utility] You gain Knowledge (planes), Knowledge (religion), Sense Motive, and Spellcraft as class skills. You gain a +2 insight bonus on all skill checks regarding your specific faith or members of your specific faith (this includes checks such as Diplomacy checks and Sense Motive checks against members of the faith in addition to Knowledge checks regarding your faith).


Build

Sarnakand is built with a 20-point buy and 105 gp starting wealth. Favored Class Bonus is ⅙ of a bonus magic talent (human/elf bonus). If using a lower or higher point buy, try however to keep all attributes balanced. Wisdom is your casting statistic, affects the save DCs of all your magic, martial and skill talents and your spell pool, and bolsters your Will saves; later, thanks to the Guided Hand feat, it becomes also your combat statistic when you fight with the bastard sword (your deity’s favored weapon). Charisma is useful for channeling energy and mind-swaying skills such as Bluff, Diplomacy, and Intimidate. Intelligence gives you a lot of useful skill points to spend in various Knowledge skills. Dexterity is your secondary combat statistics and also increases your Armor Class and Ref saves; and Constitution gives you more hit points and increases your Fort save. Lastly, Strength is maybe your less useful characteristic but can turn handy when having to climb walls or plunge into a river during a flight or a chase.


How to Play Sarnakand

Born to loving parents, you were instructed by your witch mother in some coven arts, but you preferred a more adventurous life in service of a goddess of free will and self-determination. You are calm, balanced, good-natured, and humorous. While reserved, quiet, and convinced of the importance of law in your private life, with your loved ones and when necessity comes you can be boastful, histrionic, and a breaker of rules for the greater good. As much as you love peace and long for a world where society and individuals don’t abuse each other, you also love adventures, enigmas and lost treasures, and in your free time are a traveler, an adventurer and a dilettante detective. You dabble in many fields of study, and your analytical mind coupled with your depth of feeling can solve many difficult situations and riddles.


Future Abilities

Magic Talents Atonement, Bless, Detect Secrets, Discern Individual, Discern Location, Divine Pressure, Dowsing, Enhancement Sphere, Expanded Divinations* (Death, Illusion, Mind), Geas, Greater Geas*, Judgment*, Mark of Judgment, Mercy, Perfect, Protection sphere, Repel Evil, Strength, Truth*

Martial Talents Defend Other, Find Gap, Footwork, Gladiator sphere, Guardian Sphere (patrol), Inspiring Pose, Parry and Riposte, Parry Anything, Self Confidence, Target Weakness*; Utility: Great Senses

Skill Talents Bluster Sphere (Righteous Reproach); Utility: Authoritative, Broad Scrutiny, Emotional Exploitation, Interpret Intent, Self Awareness, Study Inclinations, Study Sphere (Avoid Hazard), Survey Surroundings

Feats Channel Smite, Eldritch Heritage (Eldritch), Extra Combat Talent, Guided Hand, Improved Familiar, Precogniscent Protection, Rapid Reload, Speculative Analysis, Weapon Focus (bastard sword)

Skills Diplomacy, Intimidate, Sense Motive, and Stealth are the more useful abilities for Sarnakand. Knowledge (any) is useful too.

Take the Querier alternate class option from Legendary Inquisitors. Acquire a familiar (to improve later) as your arcane bond from the Eldritch bloodline.


Mythic

Feats Alignment Channel, Channel Smite, Eldritch Heritage, Extra Path Ability, Dual Path, Guided Hand, Improved Familiar, Precogniscent Protection, Turn Undead, Weapon Focus

Mythic Tradition Sworn Champion (tranquil guardian’s aura of calm, Reformation inquisition)

Path of the Gifted mythic mastery (Guardian; enhanced patrol), defy destiny, mythic mastery (Gladiator), speak my name

Path of the Stranger stranger maneuver (painful reckoning), cape glider, menacing whisper, mythic hunter (Blade of the Purge, Extended Bane, Menacing Bane, Merciful Bane, Spell Bane), sardonic wit, streetwise seeker, whiplash

Universal Path Abilities mortal herald (Fate), mythic combat talents

Bonus Magic Talents Classify, Consequences, Elude Fate, Read Omens, Stricture

Bonus Martial Talents Assist, Enthusiastic Cheer, Flamboyant Movement, Inspire, Open Hand Sphere, Suppressive Rush, Verbal Feint

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