mercoledì 29 novembre 2017

Archetype: The Aberrant Lord (Sorcerer)

My magnificent readers!
One of my infinite quests in the world of players' options for Pathfinder was always... THE PERFECT SHAPESHIFTER!
And with perfect shapeshifter I mean Cyborg 007.




(Here... now I spoilered my favorite manga/anime of a life... so your souls are MINE if you dare to betray our pact! Expect MANY other posts about these characters!)
Disappointments and desires followed one another in these last years. I wanted someone able to change shape for extended periods of time, to assume object shapes, mixed shapes, good at acting, stealth and espionage. A Druid was not versatile enough (and the character's NOT a nature priest). An alchemist could do well (he is an ex-drunkard), but has no access to the most powerful polymorph spells. A sorcerer could be better? I can't figure him using bardic performance, either. For a long time, the Shifter from Spheres of Power was the thing most fit to what I was searching for. (Let's forget the official Pathfinder Shifter... it's a completely different thing).
Then I read Ultimate Intrigue. And then, Legacy of the First World. I was almost chanting Hallelujah, but something was still missing.
Till In The Company of Aberrations came out. Thank you Wendall Roy! You opened a whole new world to me! The Aberrant Champion archetype was a little too taxing to take, but who says I need it? So now I know. Cyborg 007 is a Master Spy/Rogue (Master of Disguise)/Sorcerer (Crossblooded Aberrant/Shapechanger + ...this archetype!)

Aberrant Lord
The descendants of the most improbable monsters bear in their blood the potential to unlock the strangest and most diverse powers.
Strange Bloodline: An aberrant lord must have the Aberrant or Shapechanger bloodline.
Aberrant Heritage: At 1st level, an aberrant lord chooses an alien heritage (see In The Company of Aberrations). Whenever he would gain a bloodline power, he may instead take an alien heritage power. At 1st level, the 1st-level power can be chosen; at 3rd level, the 3rd-level power; at 9th level, the 7th-level power; at 15th level, the 11th-level power; and at 20th level, the 17th-level power. This modifies the sorcerer's bloodline powers.

Expect very soon a character build too...

domenica 26 novembre 2017

The Sword of Love

Here's a short story and artifact that didn't make into Wayfinder. I could expand the narrative, sooner or later, if you like it. Enjoy. ^_^



«So it is done», said Fhago Kwideus, sticking the gold-edged blade in the earth. «This is the end».
«I wouldn’t put it so», said Kaalu Brazo softly, watching the young man above his hands, crossed on the heavy staff. «You did well. You recovered the legendary sword, Aghapea».
«But it was no use», muttered Fhago. «The barbarian tribe and the griffon pride massacred each other while I was away».
The village was a mound of bloody ruins. Corpses of men, women and great winged beasts were scattered here and there, along with deep claw and axe cuts. Both tribes had to fight to the last one.
«Couldn’t you stop them till I was back?» asked Fhago in a whisper.
«It was none of my business», answered the arcanist calmly. «I only had to see that you accomplished your last trial. And you did. I have taught you well».
The young hunter made an angry gesture. He had lived with the barbarians for months, trying to learn their ways, in an effort to understand the mission assigned to him by his mentor. He was appointed an honorary tribesman. Much to his amazement, he had learned and discovered more than he had expected from them. Their joy of life and sense of honor earned his admiration, and while drinking and hunting with them, he had found in himself something beyond his martial training and nature powers. Something wild. Something which only could be called… rage.
The tribe had lived in peace with the great griffons, once. They were their totem. Both communities thrived and flourished together. Each young warrior bonded with a cub, and the two would be companions for life, hunting and fighting together, sharing their food and drink like brothers. Humans and beasts protected together the holy relic, the blade entrusted to them generations ago, that no one was permitted to touch or remove from its place.
And when the sword was stolen, tribe and pride blamed each other for the misdeed. And it was a decade-long war.
Fhago had hoped to end all that and bring peace again, by finding the sword and the real thief. He had succeeded. But too late.
His adoptive brethren and the proud eagle felines would never have known of the succubus who had delighted in breaking their bond, taking the relic for herself. She laughed at them, when Fhago found her. Now she would have laughed no more. But what for?
«My mother taught me magic», he said to Brazo. «You taught me the ways of your Guild…»
«As your father asked me to do», nodded the arcanist.
«And they taught me their anger, and what’s left of all that? And my father said that I was chosen by the Redemptress, just like him».
«And you have proved worthy indeed».
«But I can’t be a paladin», said wearily Fhago, extracting the holy sword from the soil. «The Order told me. Not with this… anger inside me. And I saved nobody, in the end. What worth have I proved?»
«You tried», said Brazo, firmly. «With all your might, and magic and rage. Hasn’t this a value in itself? And while I don’t bother with gods, the Redemptress is a… very strange-minded goddess, you could say. Your father was no ordinary paladin. Neither you will be».
«But…»
«Your might was not enough now. But you will grow. And then you will be able to save someone. Rescuing the Sword of Love was not a deed for weaklings. She recognizes that. She will help you to grow even stronger, henceforth».
The arcanist had talked about the sword as if it were a woman. Fhago lifted it and watched as for the first time the golden and rose hues of the dazzling blade.
«Besides», added Brazo, «maybe all’s not lost. Hardly ever is something completely lost, in this world».
Fhago turned as the arcanist pointed.
A griffon cub, hardly a few weeks old, was coming towards them, staggering on all four pads, with a whining shriek. Fhago took it in his arms in astonishment. The little thing purred, closing its eyes. It had a beautiful red-brown striped fur and two little white-feathered wings folded on its back, still unable to fly.
«He, the last of his pride», said Brazo. «And you, the last of the Griffon Knights tribe. Don’t waste this omen. Who can say what will you two accomplish in the future?»
Without a word, Fhago put the sword in its scabbard and turned away, cradling the cub.
It would be a long way to the capital city. But he had never feared long travels.
The sun, before them, was rising.

The Seven Swords of Virtue
“Look at the sun. Could it shine without the mountain barring it? Why, yes, it DOES actually- just, we can’t see it.
And could the mountain cast a shadow without the sun? Of course not.
So don’t believe all those stories on balance between good and evil, lad. Light CAN shine without darkness- but darkness couldn’t exist without light.”
-Kaalu Brazo

The fabled Seven Swords of Virtue have been searched by adventurers since when some sages speculated that, if only for a mere reason of cosmic and ethical balance, there could, there even must have been opposites to the vicious Seven Swords of Sin- with comparable powers, or even greater, according to those who believe good to be superior to evil.
The legend was believed to be mere speculation, until recently a young hero provided the first solid evidence to the theory, finding and rescuing the first of the Seven- Aghapea, the Sword of Love. Since then, the number of searchers for the remaining six blades is dramatically increased.
The quest to find the Swords of Virtue seems to be linked to the spreading cult of a mysterious minor goddess or saint, called the Redemptress. She’s believed to have hidden them in the most unknown corners of the world, each guarded by mighty good creatures- each waiting for a worthy champion to wield it against evil…

Aghapea, Sword of Love (Minor Artifact)
Aura Strong abjuration and enchantment; CL 18th
Slot —; Price Weight 4 lbs.

Description
The handle and blade of this beautiful sword are pure, shining gold magically reinforced, with rose-tinged reflexes. Aghapea is a NG intelligent +2 merciful longsword and communicates empathically with her wielder (she has a warm female personality). Any evil character trying to wield the blade suffers the effects of burning disarm (5d4 hp of damage), in addition to taking a negative level as long as she holds it. (Were it not so, Fhago wouldn’t have been able to win against the succubus. A less-than-wise succubus, that one, indeed. –Note by Brazo).
A good wielder is under a permanent eagle’s splendor effect for as long as he holds the blade. Whenever Aghapea is used for total defense or fighting defensively, an attacking opponent (wielder’s choice) must make a DC 20 Will save or fall under the effects of a stay the hand spell, incapable to hit the wielder or any one other creature designated by the wielder. If the sword scores a critical hit, the target must make a DC 25 Will save or be affected by overwhelming presence, seeing the wielder as a wrathful angel or saint.
Destruction
Aghapea utterly crumbles into nothingness if used to kill the one true love of the wielder, knowingly and deliberately (not under any enchantment effect).

venerdì 24 novembre 2017

Wildblooded Eldritch Heritage: Options

Ultimate Wilderness is now out, with some disappointment (let's see how long it lasts) and a lot of exciting things. Not last of them, the long-expected, amazing feat Exotic Heritage, which FINALLY allows to take wildblooded bloodlines for your Eldritch Heritage chain! At last everyone would be able to channel energy as an empyreal sorcerer, or to cause random mutations as a warped sorcerer, or to...
Do you see what's the weak point here? I do ^_^ because I too wanted this option to be viable MOSTLY for one purpose. So here's the twist we all were waiting for...

Exotic Arcana (General Feat)
Your sorcerous abilities run deep in your blood.
Prerequisites: Cha 14, Eldritch Heritage, character level 3rd.
Benefit: You gain the bloodline arcana of the bloodline you selected with the Eldritch Heritage feat. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.
Special: If you later take the Mythic Eldritch Heritage mythic feat, you treat your sorcerer level as equal to your character level for this feat’s purpose too.

But that's not still enough. We all know that half--elves are naturally inclined to take eldritch heritage feats, since they gain Skill Focus as a bonus feat at 1st level. So why shouldn't they benefit of this new rule too?

New Half-Elf Alternate Racial Trait
Ancestral Skill: Some half-elves are naturally disposed for eldritch abilities, even if not all of them choose to deepen this talent. Half-elves with this racial trait receive Exotic Heritage as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.



Enjoy your all-new animal companions... ;)

mercoledì 22 novembre 2017

Simple Template: Draconic

Ultimate Wilderness recently introduced a draconic animal companion archetype. That's all right, but what about draconic familiars, or other beasts and creatures which are less than half-dragons an more than normal, like celestial and fiendish animals? So I dug this up from my mountain of papers...

Simple Template: Draconic (CR +0 or +1)


Hit Dice
Resist Energy
Save Bonus
1–4
5
+2
5–10
10
+4
11+
15
Immune

Draconic creatures show the influence of dragons in their lives or bloodlines, or may be the missing link between dragons and inferior beings.
A draconic creature’s CR increases by +1 only if the base creature has 5 or more HD.
A draconic creature’s quick and rebuild rules are the same.

Rebuild Rules

Senses The creature gains darkvision 60 ft. and low-light vision.
Defensive Abilities The creature gains bonuses on saving throws vs. sleep and paralysis, and resistance to energy of the same type, as noted on the table.
Special Abilities A draconic creature gains a breath weapon usable once per day based on the dragon variety (see below). The breath weapon deals 1d6 hit points of damage per racial HD possessed by the draconic creature (Reflex half; DC 10 + ½ creature’s racial HD + creature's Con modifier).


Dragon Type
Energy Type
Breath Shape
Black
Acid
Line
Blue
Electricity
Line
Green
Acid
Cone
Red
Fire
Cone
White
Cold
Cone
Brass
Fire
Line
Bronze
Electricity
Line
Copper
Acid
Line
Gold
Fire
Cone
Silver
Cold
Cone


Creature Size
Line Length
Cone Length
Fine
2 feet
1 foot
Diminutive
5 feet
2 feet
Tiny
10 feet
5 feet
Small
40 feet
20 feet
Medium
60 feet
30 feet
Large
80 feet
40 feet
Huge
100 feet
50 feet
Gargantuan
120 feet
60 feet
Colossal
140 feet
70 feet

domenica 19 novembre 2017

Transcendent Artifact: Monsterskewerer

Kevin Glusing pointed out some days ago that my Ushio & Tora conversion could not be complete without the THIRD main character of the manga. He was absolutely right. So here it is. Thanks Kevin, it was a real fun to make it.


Monsterskewerer (Transcendent Major Artifact)
Aura overwhelming (all schools) CL 30th
Slot none; Price —; Weight 6 lbs.

Statistics
Alignment lawful good/chaotic neutral; Ego 26
Senses 120 ft., blindsense, detect evil
Int 10, Wis 18, Cha 14
Communication telepathy

Monsterskewerer is a +5 called furious ghost touch yokai bane spear. It was created thousands of years ago to slay mythic yokai.
Inside the spear are trapped two souls who gave their lives to create the ultimate weapon, so Monsterskewerer has two distinct alignments and can be used by a character of any alignment. All it requires is that its wielder is willing to slay as many yokai as possible, for whatever reason. Once it has chosen a master, Monsterskewerer doesn’t manifest any of its powers in anyone else’s hands until he is dead or succumbed to its curse (see below).
Monsterskewerer has detect evil always active and resonates when an evil presence is within range. Its blade ignores humanoid flesh as if it were incorporeal, but the haft can still be used to inflict bludgeoning damage to humanoids.

Transcendent Power: A non-mythic wielder chosen by Monsterskewerer gains the following mythic abilities:
  • The wielder gains 3 mythic tiers in the champion path.
  • The wielder gains the champion’s strike (distant barrage) champion feature.
  • The wielder gains a +2 increase to Constitution.
  • The wielder gains the Mythic Distance Thrower and Mythic Endurance feats, or the non-mythic versions of these feats if he does not already have them and meets the prerequisites.
  • The wielder gains the endless hatred, flash of rage, and myth slayer path abilities.
Special Purpose: Monsterskewerer has the special purpose of slaying yokai. Regardless of whether he has mythic tiers, if Monsterskewerer’s wielder shares in its special purpose, he gains the following benefits.
  • The wielder gains DR 5/--.
  • The wielder can use resurgent transformation once per day.
Curse: Whenever Monsterskewerer becomes dominant on its wielder, he must attempt a further Will save. A failure means that the wielder loses 1 point of Intelligence for the purpose of subsequent saves of this type only.
When his equivalent Intelligence drops to 0, the wielder becomes permanently dominated and begins to transform into a yokai himself. A powerful healing ritual can invert the transformation within a week; otherwise, the wielder permanently becomes a monster under the GM’s control (with a type, subtype and CR based on his former alignment and level) and loses most of his former memories. Monsterskewerer will then abandon him and seek a new master.

Destruction
If Monsterskewerer has not a master, it can be destroyed by wrapping it in a special anti-magic cloth made from yokai souls, then melting it in a deep stone tank full of incandescent rare metals until it’s completely cooled.
If its master’s alive, Monsterskewerer will only fade to nothingness spontaneously once it has been used to slay a mythic yokai it hates most, thus freeing the souls entrapped inside.

venerdì 17 novembre 2017

Prestige Class: The Celestial Disciple



Here's a thing I published a long while ago on the Paizo boards. I still love it.
I have been thinking for a lot to do a separate prestige class for each and every sorcerer bloodline, but I never really set to make them... Argh! One day, you'll see! 

Celestial Disciple

Those who were chosen by the Upper Planes denizens to join their kind, either for their blood, devotion or noble deeds, become real heavenly forces in the lands of mortals.

Requirements
To qualify to become a celestial disciple, a character must fulfill all the following criteria. 


Alignment: Any good.
Skills: Knowledge (religion): 5 ranks.
Languages: Celestial
Spellcasting: Ability to cast bless. A sorcerer or bloodrager with this prestige class must have the celestial bloodline.
Special: Cannot be a celestial creature or a creature with the Half-Celestial template.

Class Skills
The celestial disciple’s class skills are Climb (Str), Diplomacy (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (planes, religion) (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int)
Skill Ranks at Each Level: 2 + Int modifier.
Hit Die: d10.

Table: Celestial Disciple
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells per Day
1st
+0
+1
+0
+1
Aura of good, celestial blood, channel positive energy, natural armor increase +1
––
2nd
+1
+1
+1
+1
Ability boost (Str +2), bloodline feat, divine favor
+1 level of existing spellcasting class
3rd
+2
+2
+1
+2
Natural armor increase +2
+1 level of existing spellcasting class
4th
+3
+2
+1
+2
Ability boost (Con +2)
+1 level of existing spellcasting class
5th
+3
+3
+2
+3
Bloodline feat, darkvision 30 ft., natural armor increase +3
––
6th
+4
+3
+2
+3
Ability boost (Wis +2)
+1 level of existing spellcasting class
7th
+5
+4
+2
+4
Natural armor increase +4
+1 level of existing spellcasting class
8th
+6
+4
+3
+4
Ability boost (Cha +2), bloodline feat
+1 level of existing spellcasting class
9th
+6
+5
+3
+5
Natural armor increase +5, wings
––
10th
+7
+5
+3
+5
Celestial being, darkvision 60 ft.
+1 level of existing spellcasting class

All of the following are class features of the celestial disciple prestige class.

Weapon and Armor Proficiency: Celestial disciples gain no proficiency with any weapon or armor.

Spells per Day: At the indicated levels, a celestial disciple gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a celestial disciple, she must decide to which class he adds the new level for purposes of determining spells per day.

Aura of Good (Ex): The power of a celestial disciple’s aura of good is equal to her cleric and/or 
paladin level (if any) plus her celestial disciple level.

Celestial Blood: A celestial disciple adds her level to her sorcerer or bloodrager levels when determining the powers gained from her bloodline. If the celestial disciple does not have levels of sorcerer or bloodrager, she instead gains bloodline powers of the sorcerer celestial bloodline, using her celestial disciple level as her sorcerer level to determine the bonuses gained. This ability does not grant bonus spells to a sorcerer or bloodrager unless she possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer or bloodrager gains spell slots of the spell's level.

Channel Positive Energy (Su): The celestial disciple’s class levels stack with levels in any other class that grant the channel positive energy ability. If the celestial disciple has not levels in a class granting this ability, she instead can channel positive energy as a cleric of her class level.

Natural Armor Increase (Ex): At 1st level, and every odd level thereafter, a celestial disciple's skin toughens, giving her a cumulative natural armor bonus of +1.

Bloodline Feat: Upon reaching 2nd level, and every three levels thereafter, a celestial disciple receives one bonus feat, chosen from the celestial bloodline's bonus feat list.

Divine Favor (Sp): At 2nd level, a celestial disciple gains the use of divine favor as a spell-like ability. She is granted the use of this ability a number of times per day equal to 2 + her Cha bonus.

Ability Boost: As her body takes on the attributes of an outsider, a celestial disciple gains stat boosts that strengthen her beyond that of an average mortal. At 2nd level, a disciple gains +2 to Str; at 4th, +2 to Con; at 6th, +2 to Wis; and at 8th, +2 to Cha.

Wings (Su): At 9th level, a celestial disciple gains the wings bloodline power, even if she wouldn’t normally gain it (for example, if she has the empyreal wildblooded bloodline). If she already has wings from another class or race power, or gains them thereafter, her flying speed increases to 90 feet.

Celestial Being (Su): At 10th level, a celestial disciple can assume the form of a celestial being once per day. This ability works like divine vessel (celestial aspect only). Her caster level for this effect is equal to her effective arcane or divine caster level.