domenica 7 luglio 2019

The Blood Shaman

Here’s a different hedgewitch build... a thievish dhampir shaman, part of my latest game group. The favored class bonuses he uses will be posted next time!
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The Blood Shaman (Vampiric Hedgewitch)
Dhampir hedgewitch 1
CN Medium humanoid (dhampir)
Init +1; Senses darkvision 60 ft., low-light vision, Perception +5

Defense
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 8 (1d8)
Fort +0, Ref +1, Will +5. +2 racial bonus vs. disease and mind-affecting effects.
Defensive Abilities resist level drain; Weaknesses light sensitivity

Offense
Speed 30 ft.
Melee spear +2 (1d8+3, x3) or bite +2 (1d3+2)
Ranged spear +1 (1d8+2, x3)
Special Attacks curse 3/day (1d6, DC 13), sneak attack +1d6

Magic
Caster Level 1; MSB +1; MSD 12; Concentration +4
Tradition Addled (Drawbacks: Wild Magic, Verbal Casting, Addictive Magic; Boons: Easy Focus), Painful Casting; CAM Wis
Spell Points 5
Blood Sphere - DC 13; Duration Concentration; Range Close (25 ft); Talents none; Drawbacks none
- Control Blood (bleed, coagulate)
Death Sphere - DC 13; Duration 1 round/level or 1 minute/level; Range Medium (110 ft); Talents none; Drawbacks none
- Ghost Strike (extenuating strike)
- Reanimate

Statistics
Str 14, Dex 13, Con 10, Int 10, Wis 16, Cha 14
Base Atk +0; CMB +2 (+4 on grapple maneuvers to pin an opponent); CMD +13
Traits Doom Cultist, Final Embrace
Feats Blood Thirst
Skills Craft (alchemy) +4, Disguise +5, Heal +7, Intimidate +6, Sleight of Hand +5, Stealth +5
SQ fangs, manipulative, negative energy affinity, traditions (black magic, charlatanism), tradition benefits (oracle curse [vampirism], versatile performance [oratory]), tradition powers (curse, guile pool [3 points])
Gear alchemical blood (40 gp), cauldron (1 gp), leather armor (10 gp), shaman’s kit (15 gp), spear (2 gp), thieves’ tools (30 gp), 7 gp.

Special Abilities

Addictive Casting Your magic is addictive. Whenever you spend one or more spell points, you must pass a Fortitude save against your addiction DC (Your addiction DC is 10, + 1 for each roll you have previously made. Thus, your first roll would be a DC 10, the second a DC 11, the third a DC 12, etc.). If you fail this save, you gain a minor addiction, suffering a -2 penalty to Constitution. Spending a spell point mitigates this penalty for 1 minute.
Each day you do not use a spell point, you may make a Fortitude save against your addiction DC to overcome your addiction. After making a save in this fashion, your addiction DC is reduced by 2. You must succeed at 2 consecutive saves to overcome your addiction. Unlike normal addictions, an addiction to magic cannot be cured with magic, although the Heal skill can be used to help overcome addictions similar to overcoming diseases.
If you already possess a minor addiction and fail your Fortitude save after spending spell points, you gain a moderate addiction. This gives you a -2 penalty to Constitution and Strength, and requires 3 saves to overcome. If you fail your save and already have a moderate addiction, you gain a severe addiction, suffering a -2 penalty to Dexterity, Constitution, Strength, Wisdom, and your primary casting attribute (if not Wisdom). If you overcome an addiction and later gain it again due to failing your Fortitude save, your addiction DC resets itself to its highest previous amount. This counts as 2 drawbacks when determining the number of spell points gained.

Blood Sphere

Blood Sphere: Blood Control As a standard action, you may establish a link to the blood of a target within close range. Unwilling targets are permitted a Fortitude save. Targets with less than half their maximum hit points or taking bleed damage take a -4 penalty on this save. This link lasts for as long as you concentrate, though you may spend a spell point for it to last 1 round per caster level without concentration.
Targets that gain immunity to bleed damage from their creature type, subtype, or a template are immune to blood control. Creatures that gain immunity to bleed damage from other sources are susceptible to blood control, but still benefit from their immunity against bleed damage.
If a second creature attempts to establish blood control on a creature that is already controlled, it must pass a magic skill check. A controlled creature may always attempt to end the blood control by making a new Fortitude save as a mental-only standard action that may be taken even when normally unable to take a standard action, such as when dazed or nauseated. You may apply one (quicken) or (still) ability as part of casting blood control. Once blood control has been established, you may spend a standard action (unless otherwise noted) to apply additional (quicken) or (still) abilities. Spending at least a standard action to do so counts as concentrating on the ongoing blood control for that instance of blood control (if able to concentrate on an effect as a move action, applying additional {quicken) or (still) abilities as a move action, such as via the Quicken metamagic feat, would also count as concentrating for that round).
Some Blood talents are marked (quicken) or (still). These talents grant you additional blood control abilities. A creature may not be affected by both a (quicken) and a (still) ability at the same time. If a caster attempts to use a (quicken) talent on a creature currently under the effects of a (still) talent or vise versa, the previous effect ends.
Some creatures that are normally immune to bleed damage but that frequently feed on blood may be susceptible the blood control. Any creature that has used the blood drain universal monster ability in the previous hour or any creature composed largely of blood (such as a blood golem) may be affected by blood control. Other appropriate creatures may also be affected, at the GM’s discretion.
When you gain the blood sphere, you learn the following abilities:

Blood: Bleed (quicken): You may cause the target of your blood control to take bleed damage equal to your caster level for the duration of your blood control. This damage can be stopped prior to the end of your blood control by the coagulate ability, a DC 15 heal check, or any amount of magical healing.

Blood: Coagulate (still): You may end any bleed damage affecting the target of your blood control. For the duration of the blood control, the target reduces any bleed damage taken by 1 + 1 per 3 caster levels and any creature using an effect that would inflict bleed damage must pass a magic skill check or have the bleed damage negated. Creatures imposing bleed damage via non-magical abilities (such as the blooded strike ability of the Duelist sphere*) may substitute their base attack bonus for their magic skill bonus on this check.

Death Sphere You may command the powers of unlife.

Death: Ghost Strike As a standard action, you may make a ghost strike, summoning negative energy and throwing it at a target within Medium range as a ranged touch attack. A ghost strike is considered a negative energy death effect, and as such has no effect on undead, constructs, elementals, and other creatures immune to such things (although some talents provide exceptions). Ghost strike effects do not stack with themselves.
Some Death talents are designated (ghost strike), which provide you with additional types of ghost strikes. You gain the following ghost strike when you gain the Death sphere:

Death: Ghost Strike: Exhausting Strike The subject of your ghost strike becomes fatigued for 1 round per caster level (Fortitude negates). You may spend a spell point to increases this effect to making the target exhausted for 1 minute per caster level (Fortitude negates). On a successful save, the target is still fatigued for 1 round. Unlike regular fatigue and exhaustion, these conditions end as soon as the duration expires.
Death: Reanimate As a standard action, you may touch an intact dead body and spend a spell point to reanimate it as a zombie or skeleton (depending on the composition of the body in question) for 1 minute per caster level. This creature gains the zombie or skeleton template and obeys your commands, although only simple commands such as “go”, “stay”, “attack”, or “guard” are understandable. A reanimated body cannot speak and has no knowledge or ability to think and so cannot answer questions or reveal anything it knew in life. When the duration expires, the body collapses until reanimated again. It does not regain hit pints between reanimations. If reduced to 0 hp, the body collapses and is destroyed; it cannot be reanimated again.
You may have a total number of reanimated creatures active at any one time whose combined Hit Dice does not exceed twice your caster level. If you attempt to reanimate a creature that would push your total beyond this limit, your reanimated creatures cease to be reanimated sequentially from oldest to newest until the Hit Dice total is low enough to permit the new reanimated creature. You cannot reanimate a creature with more Hit Dice than twice your caster level, and creatures with more than 20 racial Hit Dice can never become skeletons or zombies.

Easy Focus When maintaining a sphere ability through concentration, you only need to spend a move action to maintain concentration instead of a standard action. This does not decrease the sphere ability’s casting time, only the action used to maintain concentration.

Painful Magic Your magic consumes you the more you rely on it. You must pass a Fortitude save (DC 10 + 1/2 the ability’s Caster Level) whenever you use magic, or be sickened for 1 round. If you use magic while sickened, you must pass a Fortitude save (DC 10 + 1/2 the ability’s Caster Level) or be nauseated for 1 round.

Traditions Hedgewitches draw power from their traditions, blending magic and hidden knowledge to powerful effect. A hedgewitch chooses two traditions at 1st level, gaining their class skills, tradition benefits, tradition powers, and their tradition masteries at 20th level. In addition, each tradition grants access to a number of secrets the hedgewitch may choose whenever she gains a secret.

Tradition: Black Magic
Class Skills: Knowledge (Planes), Intimidate, Disguise
You have delved into magic theories and practices some believe are better left untouched.
Tradition Benefit
Choose an oracle curse.You gain this curse and its associated benefits, using your hedgewitch level as your effective oracle level. If you already possess an oracle’s curse (or gain one later), this instead allows your hedgewitch levels to stack with the levels of the class that grants access to the oracle’s curse.
Note that some oracle curses (such as haunted) grants a benefit that is not easily translated to the Spheres of Power system, and would most likely not be an advisable choice.
Curse of Vampirism You crave the taste of fresh, warm blood.
Effect
You take damage from positive energy and heal from negative energy as if you were undead. At 5th level, you gain channel resistance +4. At 10th level, you add vampiric touch to your list of 3rd-level oracle spells known and undead anatomy II to your list of 5th-level oracle spells known. At 15th level, you gain damage reduction 5/magic.
Tradition Power
As a standard action, you may curse a target within 30 ft. You may bestow a number of curses in a day equal to 3 + ½ your hedgewitch level. Targets may make a Will save (DC 10 + ½ hedgewitch level + casting ability modifier) to negate the curse. Treat your hedgewitch level as your caster level for the purpose of removing one of your curses.
You may always dismiss your own curses as a free action.
At 1st level, you may give a target a -2 penalty to attack rolls, skill checks, and saving throws for a number of rounds equal to your casting ability modifier. This improves to -4 at 9th level. This does not stack with itself.

Tradition: Charlatanism You’ve learned to use showmanship to enhance your magic and magic to enhance your showmanship, until few can tell where one ends and the other begins.
Class Skills: Sleight of Hand, Disable Device, Disguise.
Tradition Benefit You gain versatile performance, as the bard ability. Choose one type of Perform skill. You can use your bonus in that skill in place of your bonus in its associated skills. When substituting in this way, you may use your total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not you have ranks in that skill or if it is a class skill.
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
Tradition Power You gain a guile pool, containing a number of guile points equal to 3 + ½  your hedgewitch levels. This pool replenishes after roughly 8 hours of rest; these hours do not need to be consecutive. If you gain a guile pool from another source, these levels combine when determining the number of guile points possessed, although you may add either 3 or that class’s listed ability score modifier to the guile pool, not both. You may use guile points from this pool to power the abilities of every class you possess that grants a guile pool.
You may spend a guile point as part of any skill check to grant yourself a +2 bonus to that skill check. At 10th level, this bonus increases to +4.
When successfully making an attack against a creature within 30 ft that is flat-footed or denied its Dexterity bonus to AC, you may spend a guile point as a swift action to deal sneak attack damage to that creature, as a rogue of equal level (1d6 at 1st level, 2d6 at 3rd level, etc.) This stacks with any rogue levels you possess, or any sneak attack dice gained from other sources. This sneak attack may be affected by rogue talents, as usual.

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.

Wild Magic, Variant You have a base wild magic chance of 10%. This wild magic chance does not stack with wild magic chance from other sources. You may not possess both this drawback and the Wild Magic general drawback found in Spheres of Power.

Build
The Blood Shaman is built with a 20-point buy and 105 gp starting wealth. Favored Class Bonus is +⅕th of a Blood or Death sphere talent. 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 and martial talents and your spell pool, and bolsters your Will saves; in addition, it fuels the clerical abilities you gain from the Covenant tradition. Charisma is useful for channeling energy and intimidate enemies; Strength is your combat statistic, Dexterity increases your Armor Class and Ref saves and complements the rogue talents and guile you gain from the Charlatanism tradition, and Constitution gives you more hit points and increases your Fort save. Lastly, Intelligence gives you a lot of useful skill points to spend in various Knowledge skills, as well as in Heal and Intimidate.

How To Play a Blood Shaman
Bittered from your unholy birth, you pursued a solitary life, surrounded by the undead you reanimated, before finding a tribe of outcasts you could keep care of. You now are in search for redemption, but also of revenge against the vampire who sired you and of a way to become fully human. You learned to craft alchemical blood to free yourself from the curse of your vampiric thirst.

Future Abilities
Magic Talents Absorb Blood, Alchemical Creation*, Bleeding Wounds*, Creation Sphere (Material Focus [blood]), Divination Sphere, Drain*, Exsanguinating Strike, Ghost Sight, Greater Reanimate, Hemorrhage, Improved Bleed, Manipulate Alchemy*, Manipulate Health, Manipulate Undead, Mass Reanimate*, See Hazard, Self Control*, Summon Spirit, Sustenance, Trapfinding, Vampiric Strike
Secrets Channel Feat x3 (Alignment Channel, Command Undead, Versatile Channeler), Extra Healing, Familiar, Greater Hexcrafter (Witch’s Brew), Hexcrafter (Cauldron), Priestly Initiate, Trickery x2 (dampen presence, eerie disappearance)
Feats Brew Potion*, Crimson Theurgy, Eldritch Heritage, Exotic Heritage, Exsanguinating Strike Mastery, Greater Grapple, Improved Familiar, Improved Grapple, Improved Unarmed Strike, Reservoir
Skills Knowledge, Heal, Intimidate, and Craft (alchemy) are the best skills for a blood shaman. Stealth and Disguise complement well his roguish abilities.
Channel negative energy with Priestly Initiate. Your familiar is a raven that later becomes a nosoi with Improved Familiar: give him the Transformation feat instead of Alertness so it can assume the guise of a quasit.

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