mercoledì 3 luglio 2019

The Honorable Juggernaut & Thanks to My Patrons!

The Merry Rider is the dad, The Metal Crusader is the mom, the Magic Knight is the son... and here’s the daughter, with a bloodline and an archetype I posted here previously. The stats for the Aelf race will be put out soon, too!
Also, as every month, thank you to Cecil Maye and Zabor, who donate $3 to my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

The Honorable Juggernaut
Aelf Bloodrager 1 (War Master)
CG Medium fey(dwarf, elf)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +5

Defense
AC 13, touch 10, flat-footed 13 (+3 armor)
hp 12 (1d10+2)
Fort +4, Ref +0, Will +3. +2 trait bonus on charm and compulsion effects.
Defensive Abilities ferocious rager; SR 7

Offense
Speed 41 ft.
Melee falchion +5 (2d4+3, 18-20)
Special Attacks bloodrage 9 rounds/day

Martial
Tradition Orcish Rider (Equipment: Orc Heritage; Beastmastery Sphere: Animal Companion, Armored Mount; Berserker sphere); PAM Cha
Beastmastery sphere - DC 13, Talents Animal Companion, Drawbacks none
- ride (defensive rider: when your mount is targeted by an attack or subject to a Ref save, spend an attack of opportunity to use a Ride check result in place of your mount’s AC or Ref save result)
- animal companion (gain the services of a loyal animal companion)
- armored mount (any creature you are mounted on gains a competence bonus to AC and CMD, plus a pool of temporary hit points)
Berserker sphere - DC 13, Talents Advancing Carnage, Drawbacks none
- berserking (take a penalty to AC in exchange for temporary hit points during a round)
- brutal strike (inflict the battered condition with a successful attack)
- advancing carnage (accept a penalty on attacks to make additional ones as cleave)
Equipment sphere - DC 13, Talents Orc Heritage
- orc heritage (proficiency with battle axe, dire flail, falchion, flail, greataxe, handaxe, heavy flail, orc double axe, orc skull ram, spiked chain, and throwing axe).

Statistics
Str 16, Dex 10, Con 14, Int 12, Wis 12, Cha 14
Base Atk +1; CMB +4; CMD 14
Traits Berserker of the Society, Child of Two Peoples
Feats Cleave*, Great Cleave*, Mounted Combat*, Weapon Focus (falchion)
Skills Handle Animal +6, Intimidate +6, Perception +5, Ride +4, Survival +5, Swim +7
Languages Common, Dwarven, Elven, Orc
SQ bloodline (orc), faerie born, fast movement, fey thoughts (Diplomacy, Perform)
Gear bloodrager’s kit (9 gp), falchion (75 gp), studded leather armor (25 gp)

Special Abilities

Beastmastery Sphere The Beastmastery sphere focuses on all forms of animal handling.
Unlike most other spheres which rest squarely on the related core rules, talents and abilities granted by the Beastmastery sphere override certain skill functions (particularly Handle Animal and Ride). No additional checks are required outside of those listed in the associated ability. Some abilities call out joint actions. These actions require both the user and his animal ally to pay the requisite action cost.
Animal Allies: Some talents and abilities reference animal allies; your animal companions, familiars, tame creatures, and any creature actively serving as your mount with an Intelligence score of 2 or less are considered your animal allies. Animal allies always act on your initiative.
Special: Animal companions, Conjuration sphere companions, drake companions, eidolons, and familiars cannot gain this sphere or talents from this sphere.
When you first take the Beastmastery sphere, choose one of the following packages: Handle Animal or Ride.
Beastmastery: Ride You gain 5 ranks in the Ride skill, plus 5 ranks per talent spent in the Beastmastery sphere (maximum equal to your total Hit Dice). If you possess skill ranks in Ride you may choose to retrain them, but you do not gain ranks when only temporarily gaining this package, such as through the armiger’s customized weapons class feature. When using the handle or push functions of the Handle Animal skill on a creature you are mounted on, you may substitute your Ride skill modifier for your Handle Animal skill modifier.
Additionally, you gain the following ability:

Beastmastery: Defensive Rider (Ride) When your mount is targeted by an attack or subject to a Reflex save, you may spend an attack of opportunity to make a Ride check and use the result in place of your mount’s AC or Reflex save result, if higher. Associated Feat: Mounted Combat.
Talents with the (ride) tag grant new ways to interact with your mount.
Talents possessing a tag or tags matching one of the Beastmastery packages cannot be taken unless you possess one of the tagged packages.

Beastmastery: Animal Companion You gain the services of a loyal animal companion. Your effective druid level for this companion is equal to your base attack bonus -3 (minimum 1). If you already possess an animal companion or if you take this talent a second time, your effective druid level increases by 4, to a maximum of your character level. Your effective druid level stacks with those from other sources to a maximum of your character level. If you possess the Broad Skills talent, you may instead choose a vermin companion. Your companion always counts as an animal ally.
If the companion is suitable to serve as a mount, you do not take an armor check penalty on Ride checks while riding it. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat but does not gain the share spells special ability. If you already have an animal companion from another source, it gains Light Armor Proficiency as a bonus feat.
Should your companion die, you may find another after 1 week of mourning. This new companion does not gain the link, evasion, devotion, or improved evasion special abilities until the next time you gain a level or after 1 week serving as your animal companion, whichever comes first. This talent counts as possessing the mount class feature. Abilities that grant talents temporarily, such as taking the Extra Combat Talent feat with martial flexibility or gaining it from an armiger’s customized weapon can not be used to gain this talent.
Beastmastery: Armored Mount Any creature you are mounted on gains a competence bonus to armor class and combat maneuver defense equal to ½ your ranks in Ride (rounded down, minimum +1). In addition, your mount gains a pool of temporary hit points that regenerate at a rate of 1 per minute up to a maximum amount equal to your ranks in Ride; your mount starts at 1 temporary hit point when you mount and these hit points disappear immediately if you begin your turn not mounted on that creature.

Berserker Sphere Berserkers are indomitable warriors with boundless reservoirs of endurance and unmatched destructive potential. Practitioners of the Berserker sphere gain the following abilities:
Berserker: Berserking As a free action at the start of each turn, you may choose to take a -2 penalty to AC in exchange for 3 temporary hit points. The penalty and the temporary hit points end at the start of your next turn. For every point of base attack bonus you have, the granted temporary hit points increase by 1.

Berserker: Brutal Strike As a special attack action, you may make a melee attack against a target. Creatures damaged by a brutal strike gain the battered condition until the end of your next turn. You may expend martial focus to have the attack deal additional damage equal to twice your base attack bonus.
Each brutal strike may be modified by a single (exertion) talent.

Berserker: Advancing Carnage Whenever you make a melee attack using the attack action, you may choose to take a -2 penalty on all attack rolls made that round. If your attack hits, you may make an additional attack as a free action against a creature that is adjacent to the first and also within your reach. If this additional attack hits, you may make another additional attack against a new target adjacent to the struck target. You may continue attacking targets adjacent to your most recent struck target as long as you still have a valid target for this ability, but you cannot attack the same creature twice. The number of additional attacks made with this ability cannot exceed 1/2 your base attack bonus (minimum 1).
You can take this talent a second time, allowing you to take a single 5-ft. step as a free action after making an attack when using this ability. If doing so places a creature within your threatened area, that creature becomes a legal target for your additional attack(s) as long as it meets all the other prerequisites. Your movement with this talent cannot exceed your move speed. Associated Feats: Cleave, Great Cleave, Cleave Through when taken twice.

Bloodline Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family’s past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.
When choosing a bloodline, the bloodrager’s alignment doesn’t restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn’t dictate or limit his thoughts and behavior.
The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character’s bloodrager level as the caster level.
At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table: Bloodrager. These spells cannot be exchanged for different spells at higher levels.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.
Orc Bloodline An orc chieftain was among your ancestors, or maybe you have been adopted as a honorary member by an orcish tribe and underwent a rite of blood mingling. Whatever the reason, the bestial ways of orcs overtake you during a bloodrage.
Bonus Feats: Diehard, Endurance, Great Fortitude, Intimidating Prowess, Improved Overrun, Power Attack, Toughness.
Bloodline Powers
Ferocious Rager: At 1st level, you are considered both as your race and an orc for all prerequisites, even when you are not bloodraging. In addition, when you are brought below 0 hit points while in a bloodrage, but you are not killed, you can fight on for 1 more round per bloodrager level you possess as if disabled. When this time ends, unless brought to above 0 hit points, you immediately fall unconscious and begin dying. This does not stack with the ferocity racial ability.

Bloodrage (Su) The bloodrager’s source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Fast Movement (Ex) A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.
Furious Combatant: A war master gains the Berserker sphere (or a talent from that sphere) as a bonus talent at 1st level. This replaces blood sanctuary.

Equipment: Orc Heritage (discipline) You gain proficiency with the battle axe, dire flail, falchion, flail, greataxe, handaxe, heavy flail, orc double axe, orc skull ram, spiked chain, and throwing axe.

Gorthek Companion
N Medium animal
Init +0; Senses darkvision 60 ft., low-light vision; Perception +4

Defense
AC 13, touch 9, flat-footed 14 (+4 natural, –1 size)
hp 11 (2d8+2)
Fort +6, Ref +3, Will +0

Offense
Speed 40 ft.
Melee gore +4 (1d8+3)

Statistics
Str 16, Dex 11, Con 13, Int 2, Wis 10, Cha 5
Base Atk +1; CMB +4; CMD 14
Feats Great Fortitude
Skills Perception +4
SQ link

Build
The Honorable Juggernaut is built with a 20-point buy and 105 gp starting wealth. Favored Class Bonus is +1 ft. speed per level (elf bonus). If using a lower point buy, you can lower Dexterity, Intelligence, and Wisdom. If using a higher point buy (or rolling really well), your most important attributes are Charisma and Strength. Charisma is your casting statistic and affects the save DCs of all your magic and martial talents and your spell pool, and it also raises your social skill check bonus; Strength makes you a fearful combat machine. A high Wisdom is recommended too, to increase your Will save and many useful skill checks.

How to Play a Honorable Juggernaut
The beautiful progeny of an elven artist-trickster and a dwarven forger-templar, you were born with the mark of the fey and raised to be a perfect princess and mage. Instead, you found in yourself a certain savage vein since your tender years. Many in your mother’s family had known the taste of berserk rage before, but this was something new, something that brought to surface an unexpected heritage. Dad always jokingly blamed mom afterwards for being the descendant of an orc without knowing. As for yourself, you gladly embraced every part of you, finding it no more strange than being born of two so different races. With an angelic face and a brute’s strength, for any enemy within the reach of your falchion you are the princess of destruction; for your friends after the battle, a great drinking mate; and in social occasions, a lovable and refined lady. You often search to approach both fey and orcs in a friendly way, to try diplomatic solutions and maybe forge friendships between them and your native peoples, which can enrich all cultures.

Future Abilities
Martial Talents Advancing Carnage (2nd), Beat Down, Bell-Ringer, Bloody Counter, Bone Breaker, Deathless, Heavy Swing, Leg-Smasher, Savage, Skirmish Rider
Feats Boon Companion, Critical Focus, Deathless Initiate, Endurance*, Extra Combat Talent, Fight On, Great Fortitude*, Improved Critical, Improved Overrun*, Intimidating Prowess*, Ride-By Attack, Spirited Charge, Staggering Critical, Toughness*

Companion Future Abilities
Feats Ferocious Beast, Forceful Charge, Improved Bull Rush, Improved Natural Attack (gore), Improved Sunder, Power Attack, Toughness

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