domenica 30 dicembre 2018

Regina the Acrobat, Level 5

For our next Sailor build, and as the last blog post of the year, here’s the third member of the Quartet as an eidolon-less Sylph Summoner. Enjoy and see you in 2019!
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Regina, CR 5
Sylph summoner (Lord Summoner) 5/trickster 1
Female CG Medium outsider (native)
Init +3; Senses darkvision 60 ft., Perception
Defense
AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 dodge)
hp 35 (5d8+5+4)
Fort +2, Ref +4, Will +5
Defensive Abilities hard to kill; Resist electricity 5
Offense
Speed 30 ft.
Melee +1 dagger +4 (1d4+1, 19-20)
Ranged +1 dagger +7 (1d4+1,19-20)
Special Attacks mythic power 5/day, surprise strike, surge +1d6
Spell-Like Abilities (CL 5th, concentration +8)
9/day- summon monster III
1/day- feather fall
Summoner Spells Known (CL 5th, concentration +8)
2nd Level (3/day)- alter summoned monster, greater detect magic, gird ally
1st Level (5/day)- barbed chains (DC 15), jump, mage armor, shield
0-Level (at will)- arcane mark, daze (DC 13), mage hand, message, open/close, resistance
Statistics
Str 10, Dex 16, Con 12, Int 12, Wis 12, Cha 16
Base Atk +3; CMB +3; CMD 16
Traits Following Breeze, Vexing Defender
Feats AcrobaticM, Dodge, Mobility, Spell Focus* (conjuration), Versatile Summon Monster* (aerial, primordial),
Skills Acrobatics +15/+16/+18, Fly +14, Knowledge (local) +9
Languages Auran, Celestial, Common
SQ air insight, feather step, summoned bond senses
Gear boots of vaulting (3,500 gp), +1 dagger (2,302 gp), +1 glamered leather armor (4,160 gp), glittering trinket (120 gp), 2 potions of cure light wounds (100 gp), summoner’s kit (8 gp), 10 gp.

sabato 29 dicembre 2018

New Sylph Favored Class Bonuses

After the pause, another little bit of love for elemental races, waiting for tomorrow’s new build!
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Sylph Favored Class Bonuses

Alchemist: Add +½ to the alchemist’s shock bomb damage or +1 to the duration of an air elemental mutagen.
Hunter: The hunter’s animal companion gains resistance 1 to electricity. If the hunter replaces this animal companion, the new companion gains this resistance.
Mesmerist: Add +¼ to the mesmerist’s level for the purpose of determining the effect of the levitation buffer trick.
Magus: Add +¼ point to the magus’ arcane pool.
Shaman: Add one spell from the druid spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.
Shifter: Add +⅕ to the shifter’s level when using her elemental strike ability.
Summoner: Add +5 feet to the eidolon’s fly speed (maximum +30 feet), or add +1 round to the duration of the summon monster ability.
Warpriest: Add +½ to the result of the warpriest’s channeled energy when healing creatures with the air subtype.

mercoledì 26 dicembre 2018

Greek/Roman Deities: Kronos/Saturn

Seasonal Greetings to all! In December, the ancient celebrated the holiday called Saturnalia, when the world briefly returned to the golden age, the kingdom of the First King, Saturn, when the earth gave spontaneously her fruits and there were neither slaves nor masters. With the winter solstice time renewes, a new beginning comes, and the god who simbolizes Time -brother of Janus, the god of endings and beginnings- is honored.
If there is a Roman deity that is completely different from its Greek analogue, this is Saturn. He was seen as the ancient, benevolent sovereign of a realm of abundance (his name means (“bountiful”, “plentiful”) and his portfolio included earth and fertility. In the Saturnalia time, slaves could give orders and chide their masters without fear of reprobation. If anything, Saturn resembled a faerie king of old.
The Greek Kronos (“Time”), on the other hand, was a totally negative figure. Chief of the Titans, he brought time in the world by defeating and emasculating his father Uranus (thus creating mortality and the ravages of time), and devoured his own children to avoid being dispossessed by one of them, like Time devoures the same things it creates. Kronos disrupts the primordial, stagnant order that did not permit new things to be born, but also creates the tyranny of chaos and decay, from which his son Zeus later will save the world recreating the new order of Olympus. Imprisoned with the other Titans at the end of a bloody war between old and new deities, Kronos, according to the Roman legend, instead escaped to Latium where he became the good king Saturn, guardian of a lost, prosperous era and giver of laws.
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Kronos (CE)
Favored Weapon: scythe
Domains: Chaos, Death, Destruction, Evil, Nobility, [Time]
Subdomains: Cannibalism, Catastrophe, Demodand, Entropy, Hubris, Murder
Druidic Domains: Erosion, Ruins
Inquisitions: Clandestine, Conversion, Execution, Sedition, [Slayer]
Mysteries/Spirits: Time
Witch Patron: [Death], Entropy, [Omens], Rot, Time, Vengeance
Alternate Channeling: Death, Destruction, Revenge/Vengeance
Clergy: clerics, druids (very few), inquisitors, oracles, warpriests, witches, zealots

Saturn (CG)
Favored Weapon: scythe
Domains: Chaos, Earth, Good, Nobility, Plant
Subdomains: Agathion, Aristocracy, Azata, Growth, [Harvest], Revelry, Whimsy
Druidic Domains: none
Inquisitions: Conversion, [Nature]
Mysteries/Spirits: Ancestor, Nature, Whimsy
Witch Patron: Ancestors, Plant, Portents
Alternate Channeling: Nature, Rulership
Clergy: clerics, druids, inquisitors (very few), oracles, shamans, witches

domenica 23 dicembre 2018

New Archetype: Lord Summoner

There is an archetype of bard without performances, so why shouldn’t be an archetype of summoner without an eidolon? The Lord Summoner only uses called creatures rather than a permanent companion, and will be useful for the next NPC I’ll post here.
Next time, I’ll make a pause for- something seasonal! :)
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Lord Summoner (Summoner Archetype)
A lord summoner doesn’t rely on an eidolon, preferring instead to surround himself with a variety of evolved summoned monsters.
Bonus Summoning Feats: At 1st level, 4th level, and every 4 levels thereafter, a lord summoner gains a bonus feat. This must be a feat that enhances the summon monster ability or the summoned creatures, or Spell Focus (conjuration). The summoner must meet the prerequisites of any feat he selects. This replaces life link, shield ally, transposition, greater shield ally, merge forms, and twin eidolon.
Evolved Summons (Ex): A lord summoner has an evolution pool at his disposal just as a normal summoner, except he can assign evolution points to his summoned creatures. The lord summoner must choose which creatures receive evolution points and how many points each creature receives every time he summons them. The lord summoner cannot assign more evolution points than he has in his pool to monsters at the same time (except using the Evolved Summoned Monster feat).
Summoning Grand Mastery (Sp): Starting at 1st level, a lord summoner can cast summon monster I as a spell-like ability a number of times per day equal to 5 + his Charisma modifier. At 4th level, and every 4 levels thereafter, the number of times per day the summoner can use this ability increases of one. The number of creatures that can be summoned at the same time with this ability is only limited by its uses per day. This ability otherwise functions as the summoner’s normal summon monster I ability. Other than these restrictions, there is no limit to how many summon monster or gate spells the summoner can have active at one time.
This ability replaces the summoner’s normal summon monster I ability and the summoner’s eidolon.
Summoned Bond Senses (Su): At 2nd level, a lord summoner gains the ability to bond his senses with one of his summoned creatures. This functions as the bond senses ability, but the summoner only can bond his senses with one summoned creature at once. This alters bond senses.
Caller’s Summons (Su): This ability functions as maker’s call, except the lord summoner can call one of his summoned creatures to his side with each use of this ability.
Summoned Aspect (Su): At 10th level, this functions as the summoner’s aspect ability, except that the lord summoner can divert evolution points from his summoned creatures to add evolutions to himself.
Sacrificial Minions (Su): At 14th level, a summoner lord can dismiss one of her summoned creatures each round as a standard action. If he does so, he regains 1 hit point per hit die of the dismissed monster. This cannot bring the summoner to have more hit points than his maximum. This ability replaces life link.
Summoned Greater Aspect (Su): At 18th level, this functions as the summoner’s greater aspect ability, except that the lord summoner diverts evolution points from his summoned creatures to add evolutions to himself.

Hordes of Summoned Monsters
Like the broodmaster and the master summoner, a lord summoner can potentially have 5, 10, or even more summoned creatures in play. This is a deliberate feature of these archetypes, and means that the summoner can potentially be a strong candidate for “solo” adventuring by one player. However, in the hands of an inexperienced or moderately experienced player, dealing with all of those creatures in combat can take a long time, forcing other players to wait extended periods between their turns in the initiative. It is strongly recommended that GMs only allow these archetypes for experienced players, or decide on a way to speed up the summoner’s turn (such as by allowing other players to control some of the summoned monsters).

sabato 22 dicembre 2018

Skjalde the Equilibrist, Level 6

Here’s the second member of the Quartet. She has “spherical” powers with a tendency towards control and summoning.
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Skjalde, CR 6
Undine magus (Puppetmaster) 6/trickster 1
Female CG Medium outsider (native)
Init +3; Senses darkvision 60 ft., Perception +7
Defense
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 40 (6d8+6+4)
Fort +6; Ref +5; Will +6. +4 bonus vs. effects that would cause to fall into a pit, +2 competence bonus on Ref to avoid falling.
Defensive Abilities hard to kill; Resist cold 5
Offense
Speed 30 ft., swim 30 ft.
Melee +1 morningstar +8 (1d8+4)
Special Attacks charmstrike, deadly throw, divinatory strike, mythic power 5/day, nereid fascination 1/day (3 rounds, DC 15), puppet combat, surge +1d6
Magus Spells Prepared (CL 6th, concentration +10)
2nd Level- detect thoughts (DC 16), hold person (DC 16), minor image (DC 16), summon monster II
1st Level- floating disk, jump, mirror strike, reveal secrets (DC 15), summon monster I
0-Level- acid splash, dancing lights, daze (DC 14), detect magic, mage hand
Statistics
Str 8, Dex 16, Con 12, Int 18, Wis 12, Cha 14
Base Atk +4, CMB +7, CMD 16 (28 vs. trip)
Traits Distance Aptitude, Reckless
Feats Agile Maneuvers, Edge Runner, Graceful Athlete, Weapon Finesse*M
Skills Acrobatics +13, Climb +8/+12, Knowledge (planes) +13, Knowledge (religion) +13, Perception +7, Perform (dance) +11, Spellcraft +13, Swim +8
Languages Aklo, Aquan, Celestial, Common, Elven, Sylvan
SQ arcane pool (8 points, +1), arcane scent, impeccable balance, spell recall, the show must go on, water insight
Gear acrobatic slippers (3,000 gp), effortless lace (2,500 gp), headband of vast intelligence +2 (4,000 gp), +1 glamered leather armor (4,160 gp), magus’ kit (22 gp), +1 morningstar (2,308 gp), 10 gp

mercoledì 19 dicembre 2018

New Undine favored class bonuses

Here’s some other geniekin love that will be useful for the next NPC.
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New Undine Favored Class Bonuses

Alchemist: Add +½ to the alchemist’s frost bomb damage.
Kineticist: Add ⅕ of an Extra Wild Talent feat that must be spent on a water element wild talent.
Magus: Add +¼ point to the magus’s arcane pool.
Oracle: Add +⅙ to the oracle’s level for the purpose of determining the effects of one revelation.
Rogue: Add a +½ bonus on Acrobatics checks to jump and a +½ bonus on Swim checks.
Shaman: Add one spell from the druid spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.
Swashbuckler: Add +¼ to the swashbuckler’s dodge bonus on AC from the nimble ability.
Witch: Add a +½ bonus on Escape Artist checks and Perception checks made by the witch’s familiar. If the undine ever replaces her familiar, the new familiar gains these bonus skill ranks.

domenica 16 dicembre 2018

Undine Alternate Racial Traits

And now let’s prepare the terrain for the second member of the Quartet. In the beginning, I wanted to do them all of the same race and/or class, since they are sisters, but since each of them has her own peculiarities, I decided to go with the four elemental-blooded races and four different classes, but all with the same mythic path. So here’s a little more love for Undine characters.
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Undine Alternate Racial Traits

Adapted to Water: Some undine who are descended by aquatic humanoids rather than humans (aquatic elves, gillmen, merfolk, and such) count as humanoid with their mortal parent race’s subtype as well as outsider (native) for all purposes. In addition, their swim speed is 40 feet. These undine gain the bonus languages of their parent race at 1st level rather than Aquan. This ability alters the undine’s type, subtype, languages, and speed.

Close to Water: Undine oracles with the Waves mystery or undine shamans with the Waves spirit treat their Charisma score as 2 points higher for all mystery/spirit spells and class abilities. Undine wizards with the Water school cast their Water school powers and spells at +1 caster level. This ability replaces water affinity.

Naiad Inspiration: An undine whose ancestry counts the water fey known as naiads in addition to genies can choose another intelligent creature to inspire by giving that creature a token (typically a lock of her hair). As long as the creature carries the token, it gains a +1 insight bonus on Will saving throws and Craft and Perform checks. The undine retains a link to her token and its carrier as if she had cast a status spell on the carrier. The undine can end this effect at any time as a free action. A single undine can only inspire one other creature at a time in this manner. This trait replaces spell-like ability.

Tail: Undine with merfolk in their ancestry may have a fish tail instead of legs. Their land speed is 5 feet, but their swim speed is 50 feet. This modifies the undine’s speed trait.

Oceanid Glide: Undine descended from oceanid fey can create waves and currents once per day to double or halve the speed of one creature or object traveling on the surface of the water in a 30 ft. radius. This ability requires a line of effect to the creature or object affected and lasts as long as the oceanid concentrates. An unwilling target can ignore the effect for 1 round by succeeding at a Will saving throw (DC = 10 + ½ the undine’s level + her Charisma bonus). This trait replaces spell-like ability.

Plane-Raised: Undine raised by their genie parents on the Plane of Water have the water subtype instead of the native subtype. This modifies the undine’s subtype.

Prehensile Tentacles: Undine whose mortal parent was a cecaelia sometimes sport two short tentacles near the waist, that can be used to carry objects. They cannot wield weapons with their tentacles, but they can retrieve small, stowed objects carried on their persons as a swift action. This trait replaces spell-like ability and water affinity.

Water Insight: Undine spellcasters sometimes find that their elemental heritage makes creatures of water more willing to serve them. Summon monster and summon nature’s ally spells that the undine casts last 2 rounds longer than normal when used to summon creatures with the water subtype. This racial trait replaces water affinity.

sabato 15 dicembre 2018

Harvest, the Flower Princess Level 6

And after so much preparation, here’s the first member of the Quartet. She has abilities fit for a worshipper of Ceres, plus some circus artist skills and a plant companion she didn’t have in the original story... well, it’s a “plus”. The Agriculture subdomain is from Everyman Gaming's Kitsune Compendium.
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Harvest, CR 6
Oread (Greensoul) hunter (Divine Hunter, Plant Master) 6/trickster 1
Female CG Medium outsider (native)
Init +3; Senses darkvision 60 ft., Perception +12
Defense
AC 18, touch 13, flat-footed 15 (+5 armor, +2 Dex)
hp 46 (6d8+12+4)
Fort +7, Ref +8, Will +5
Defensive Abilities hard to kill; Resist acid 5
Offense
Speed 20 ft.
Melee +1 kunai +5 (1d4+1)
Ranged +1 kunai +8 (1d4+1)
Special Attacks fleet charge, mythic power 5/day, surge +1d6
Spell-Like Abilities (CL 6th, concentration +8)
1/day- harvest season
Hunter Spells Known (CL 6th, concentration +9)
2nd Level (4/day)- barkskinD, forest friend, grasping vine, speak with plants, summon nature’s ally IIM
1st Level (5/day)- detect animal or plants, entangle (DC 14), feather step, goodberryD, summon nature’s ally I
0-Level (at will)- enhanced diplomacy, flare (DC 13), guidance, know direction, purify food and drink, stabilize
Domain Plant/Agriculture
Statistics
Str 10, Dex 16, Con 14, Int 10, Wis 17, Cha 14
Base Atk +4; CMB +4; CMD 17
Traits Alabaster Odalisque, Soaring Sprinter
Feats Summoned Ally’s Aspect, Mythic Spell LoreM, Summon Plant Ally, Train Plants
Skills Acrobatics +12/+14, Handle Animal +12, Knowledge (nature) +9, Knowledge (religion) +9, Perception +12, Perform (dance) +9
Languages Common, Terran
SQ green empathy +8, improved empathic link, master dilettante (plantbringer), nature training, otherworldly companion, plant companion, plant focus, touch of nourishment +6, track, verdant insight, woodland stride
Gear aerialist’s rod (3,200 gp), belt of incredible dexterity +2 (4,000 gp), festival garment (2,000 gp), +1 kunai (2,302 gp), hunter’s kit (15 gp), +1 glamered leaf armor (4,350 gp), 2 potions of cure light wounds (100 gp), 33 gp.

Grace, Carnivorous Flower Companion
Effective Druid Level 6th
N Medium plant
Init +4; Senses low-light vision, scent; Perception +7
Defense
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 45 (6d8+18)
Fort +8, Ref +6, Will +3. +4 morale on Will vs. enchantment spells and effects (devotion)
Defensive Abilities evasion; Immune plant traits
Offense
Speed 30 ft., climb 10 ft.
Melee bite +9 (2d6)
Special Attacks rage 1/day (6 rounds)
Statistics
Str 16, Dex 18, Con 17, Int 2, Wis 12, Cha 10
Base Atk +4; CMB +7; CMD 21
Feats Photosynthetic Healing, Weapon Focus (bite), Weapon Finesse
Skills Perception +7, Stealth +14
SQ link, plant focus (giant flytrap), share spells, tricks (attack, break out, defend, entertain, intimidate, perform, pose as scenery, take root, track)