domenica 31 marzo 2024

Sphere Omdura Archetype

The newer and minor classes still lack Sphere archetypes. Simple casting archetypes are very easy to do, and can serve as a base to create more complex ones.

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Sphere Omdura


Casting: The sphere omdura may combine spheres and talents to create magical effects. The sphere omdura is considered a Mid-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)

This replaces the spells class feature.


Spell Pool: The sphere omdura gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her sphere omdura level + her casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.


Magic Talents: A sphere omdura gains ¾ths of a magic talent every level (the same progression as she gains caster levels).

sabato 30 marzo 2024

Omdura Martial Tradition for Spheres of Might

 If the inquisitor can have a martial tradition of her own, then the omdura can, too.

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Omdura

Part cleric, part inquisitor, an omdura is the chosen one of her deity, charged with a mission to bring peace or mete divine wrath on the mortal world.

Bonus Combat Talents:

Equipment: Armor Training, Custom Training

Duelist Sphere

Variable: An omdura gains either the Fencing sphere or a talent of her choice from the Duelist sphere.

martedì 26 marzo 2024

Mastom, Beast Rider

And this is the latest build I made for my friends’ younger kid. I hope he will play it somewhere in the future.

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Mastom CR 1

Aelf cavalier (Beast Rider) 1/champion 1

LG Medium humanoid (dwarf, elf)

Init +1; Senses darkvision 60 ft., low-light vision; Perception +1


Defense

AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)

hp 17 (1d10+2+5)

Fort +4, Ref +1, Will +3

Defensive Abilities hard to kill; SR 7


Offense

Speed 30 ft.

Melee longsword +4 (1d8+2/19-20)

Ranged longbow +2 (1d8/x3)

Special Attacks challenge 1/day (+1 damage, +1 morale bonus on ranged attack rolls), mythic power 5/day, sudden attack, surge +1d6

Spell-Like Abilities (CL 1st; concentration +3)

1/day- detect magic*, goodberry*, guidance*, purify food and drink*

* When in forest terrain


Statistics

Str 15, Dex 13, Con 14, Int 12, Wis 12, Cha 14

Base Atk +1; CMB +3; CMD 14

Traits Caretaker, Self-Sustaining

Feats Scion of the Land*, Weapon Focus (longsword)

Skills Handle Animal +6, Heal +6, Knowledge (nature) +5, Ride +5, Survival +5/+6

Languages Common, Dwarven, Elven

SQ cavalier order (Order of the Land), fey magic (forest), fey thoughts (Knowledge-nature, Perception), mount (horse called Victorious), mounted maniac, tactician (1/day, 3 rounds)

Gear cavalier’s kit (23 gp), heavy wooden shield (7 gp), longbow (75 gp) with 20 arrows (1 gp), longsword (15 gp), scale mail (50 gp), 4 gp


Victorious, Horse Mount

Effective Druid Level 1

N Large animal

Init +1; Senses low-light vision, scent; Perception +6


Defense

AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size)

hp 13 (2d8+4)

Fort +5, Ref +4, Will +1; +4 Fort to avoid damage from cold or hot environments or to resist suffocation


Offense

Speed 50 ft.

Melee bite +3 (1d4+3), 2 hooves -2 (1d6+1)

Space 10 ft.; Reach 5 ft.


Statistics

Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6

Base Atk +1; CMB +5; CMD 16 (20 vs. trip)

Feats Endurance

Skills Perception +6

SQ link

Tricks calm, combat training (attack, come, defend, down, guard, heel)

domenica 24 marzo 2024

New Aelf Favored Class Bonuses

Savie and her brother Mastom (you’ll meet him in the next posts) needed tailored favored class bonuses.

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New Aelf Favored Class Bonuses

Cavalier: Add +1 foot to the cavalier's mount's base speed. This option has no effect unless the cavalier has selected it 5 times (or another increment of 5); a speed of 54 feet is effectively a speed of 50 feet, for example. If the cavalier ever replaces his mount, the new companion gains this base speed bonus.

Witch: The witch gains ⅙ of a new witch hex.

sabato 23 marzo 2024

Savie, Invoker Witch

I made this build for my friends’ daughter. I used the Aelf hybrid race, that was published in previous posts here.

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Savie CR 1

Aelf witch (Invoker) 1/archmage 1

CG Medium humanoid (dwarf, elf)

Init +2; Senses darkvision 60 ft., know direction, low-light vision; Perception +5


Defense

AC 12, touch 12, flat-footed 10 (+2 Dex)

hp 10 (1d6+1+3)

Fort +1, Ref +2, Will +6; +2 Will vs. hexes and spells and spell-like abilities of fey creatures

Defensive Abilities hard to kill; SR 7


Offense

Speed 30 ft.

Melee quarterstaff +0 (1d6)

Ranged light crossbow +2 (1d8/19-20)

Special Attacks mythic power 5/day, surge +1d6

Spell-Like Abilities (CL 1st; concentration +3)

Constant- know direction 

1/day- create water*, detect animals or plants*, detect poison*, guidance*, purify food and drink

* When in forest terrain

Witch Spells Prepared (CL 1st; concentration +4)

1st Level- sleep (DC 14), summon monster I

0-Level- detect magic, message, read magic

Patron Animals


Statistics

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

Base Atk +0; CMB +0; CMD 12

Traits Devotee of the Green, Hex-Proof

Feats Alertness*, Nature Magic

Skills Heal +6, Knowledge (arcana) +7, Knowledge (nature) +8, Perform (keyboard) +6, Spellcraft +7

Languages Common, Dwarven, Elven, Gnome, Sylvan

SQ fey magic (forest), fey thoughts (Perception, Perform), greater familiar link, invoke patron (1 minute/day), witch’s familiar (cat named Ruby), wild arcana

Gear light crossbow (35 gp) with 10 bolts (1 gp), miniature harmonium (5 gp), quarterstaff, vine tube (40 gp), witch’s kit (21 gp), 3 gp


Ruby, Cat Familiar (Patron Familiar)

Effective Witch Level 1

N Tiny magical beast
Init +2; Senses low-light vision, scent; Perception +5


Defense

AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 5
Fort +1, Ref +4, Will +3

Defensive Abilities improved evasion


Offense

Speed 30 ft.
Melee 2 claws +4 (1d2–4), bite +4 (1d3–4)
Space 2-½ ft.; Reach 0 ft.


Statistics

Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Climb +6, Perception +5, Stealth +14; Racial Modifiers +4 Climb, +4 Stealth

SQ empathic link, share spells, speak with cats


Special Abilities


Familiar The master of a cat familiar gains a +3 bonus on Stealth checks.