sabato 6 luglio 2019

The Snowflame Adept

Today’s build is a Spheres of Power/Might conversion of the first character I played long ago in AD&D. She was an elf warrior/mage specialized with the two-handed sword. This is the most elegant  way I found to render her, and it’s almost perfect.
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The Snowflame Adept (Elemental-Focused Hedgewitch)
Elf hedgewitch (Martial Hedgewitch) 1
Init +3; Senses low-light vision, Perception +4

Defense
AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 8 (1d8)
Fort +0, Ref +3, Will +3

Offense
Speed 30 ft.
Melee elven curve blade +0 (1d10+1, 18-20)
Ranged shortbow +3 (1d6+1, x3)

Magic
Caster Level 1; MSB +1; MSD 12; Concentration +5
Tradition Traditional Magic (Verbal Casting, Somatic Casting x2, Material Casting, Prepared Casting); +1 spell point per level gained in a spellcasting class); CAM Int
Spell Points 5
Destruction Sphere - DC 14; Duration None; Range Close (25 ft), Touch; Talents Fire Blast, Frost Blast; Drawbacks Aligned Combatant (good)
- Destructive Blast (Fire Blast, Frost Blast)

Martial
Tradition Elven Duelist (Equipment sphere: Elvish Heritage, Finesse Fighting x2; Fencing sphere); PAM Int
Equipment sphere - DC 13, Talents Elvish Heritage, Finesse Fighting x2
- elvish heritage (discipline) (proficiency with elven branched spear, elven curve blade, longbow, longsword, rapier, scimitar, short sword, shortbow, two-bladed scimitar, and two-bladed sword)
- finesse fighting (x2) (use Dex bonus on attacks with finesse weapons; add ½ your BAB to damage)
Fencing sphere - DC 13, Talents Verbal Feint, Drawbacks none
- fatal thrust (deal +1d6 precision damage to a target that is flat-footed or has lost its Dex bonus to AC)
- verbal feint (you don’t need a weapon in order to attempt a feint check, and can feint targets within 30 ft.)

Statistics
Str 10, Dex 16, Con 11, Int 16, Wis 12, Cha 14
Base Atk +0; CMB +0; CMD 13
Traits Destructive Reservoir, Inspired
Feats Sphere Focus (Destruction)
Skills Bluff +6, Diplomacy +6, Knowledge (arcana) +7, Knowledge (nature) +5, Knowledge (planes) +7, Perception +4, Perform (wind) +6, Sense Motive +5, Spellcraft +7/+9, Use Magic Device +6
Languages Celestial, Common, Draconic,  Elven, Sylvan
SQ elven magic, tradition benefit (academia), tradition power (academia), tradition (academia)
Gear elven curve blade (fetish), haramaki, magus’ kit, moonrod, shortbow with 20 arrows, 4 gp.

Special Abilities

Destruction Sphere

Aligned Combatant Choose an end of the alignment spectrum that you possess (good, evil, lawful, or chaotic). Your destructive blast deals no damage to creatures who possess this alignment and full damage to creatures of the opposite alignment (evil for good, lawful for chaotic, etc.). Neutral creatures (those who possess neither your selected alignment nor its opposite) suffer half damage from your destructive blast.

Destruction: Destructive Blast As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within Close range. A destructive blast deals bludgeoning damage as indicated on the table below. This damage bypasses DR/magic, but being bludgeoning in nature, does not automatically bypass other forms of damage resistance. A ranged destructive blast counts as a ray attack.

Table: Destructive Blast Damage
Level    Damage
1st    1d6
3rd    2d6
5th    3d6
7th    4d6
9th    5d6
11th    6d6
13th    7d6
15th    8d6
17th    9d6
19th    10d6
When augmenting a destructive blast with Destruction talents, you may only apply 1 blast type talent and 1 blast shape talent to each individual destructive blast.
You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum: 2d6).

Destruction: Fire Blast (blast type) You may change the damage type of your destructive blast to fire. Targets who take damage from your fire blast must make a Reflex save or catch fire. A burning creature takes 1d6 damage the following round, plus 1d6 per round until the flames are extinguished. Each round the target may make another Reflex save to attempt to extinguish the flames. Rolling on the ground or using a blanket to smother the flames (a full-round action) grants the target a +4 bonus to that round’s saving throw.

Destruction: Frost Blast (blast type) You may change the damage type of your destructive blast to frost. Targets who take damage from your frost blast must make a Fortitude save or be staggered for 1 round.

Equipment: Elvish Heritage (discipline) You gain proficiency with the elven branched spear, elven curve blade, longbow, longsword, rapier, scimitar, short sword, shortbow, two-bladed scimitar, and two-bladed sword.
Equipment: Finesse Fighting You may use your Dexterity modifier in place of your Strength modifier when calculating your melee attack rolls with light weapons and weapons with the finesse weapon special feature. You may take this talent a total of two times. If taken a second time, whenever you make an attack using your Dexterity bonus on attack rolls and your Strength bonus on melee damage rolls, you may also add 1/2 your base attack bonus (minimum 1) as a bonus on that damage roll. Associated Feat: Weapon Finesse.

Fencing Sphere Fencers are quick fighters who use nimble footwork and expert feints to open up their target before landing a fatal blow.
When you gain the Fencing sphere, you gain 5 ranks in the Bluff skill, plus 5 ranks per additional talent spent in the Fencing sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Bluff skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.

Fencing: Fatal Thrust Whenever you make an attack action or an attack of opportunity against a target that is within 30 ft. and that you are flanking, that is flat-footed, or that has lost its Dexterity bonus to AC (such as through a successful feint), you deal an additional +1d6 precision damage to the target. This damage is not multiplied on a critical hit. This damage increases by an additional 1d6 precision damage for every 5 points of base attack bonus you possess.
A fencer may apply the effects of a single (exploit) talent to any fatal thrust.

Fencing: Verbal Feint You may throw people off their guard with simple motions and well-placed words. You do not need a weapon in order to attempt a feint check, and can feint targets within 30 ft. Only targets that can hear you may be targeted with a verbal feint.

Material Casting Your magic requires the expenditure of specific materials: precious metals, rare components, etc. The exact nature of this material should be worked out with the GM, but as a rule of thumb, this should cost a silver piece worth of materials per caster level per ability used.

Prepared Caster You must prepare your magic beforehand to use it. After resting to regain spell points, you must assign each of your spell points to a sphere you possess. You cannot spend more spell points in a given sphere in a day than you have assigned to that sphere.

Tradition: Academia
Class Skills: Knowledge (Geography), Knowledge (Nature), Knowledge (Planes)
You understand the theory behind magic, letting you accomplish feats akin to those of the greatest of wizards.
Tradition Benefit Treat your class level as your caster level when meeting the prerequisites of, and crafting items with, any Item Creation feat as well as when using and researching rituals. This stacks normally with caster levels gained from other sources.
Tradition Power You gain 1 extra spell point for every 2 hedgewitch levels possessed.
In addition, you may bind one masterwork item to yourself as a fetish. You may enchant this item as if you possessed the prerequisite Item Creation feat, provided you meet that Item creation feat’s other prerequisites, such as minimum caster level. You may change your fetish at any time by spending 8 hours binding a new one, but doing so causes your previous fetish to lose all of its magic, becoming an ordinary masterwork item again.

Somatic Casting You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.

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.

Build
The Snowflame Adept is built with a 20-point buy and 150 gp starting wealth. Favored Class Bonus is +½ to two Knowledge skills of the hedgewitch’s choice. If using a lower point buy, you can lower Strength and Constitution. If using a higher point buy (or rolling really well), your most important attributes are Intelligence and Dexterity. Intelligence is your casting statistic and affects the save DCs of all your magic and martial talents and your spell pool; Dexterity makes you a great finesse warrior and archer, increases your initiative, and bolsters AC. Wisdom is useful too, to resist magic domination and make the right choices in combat.

Playing a Snowflame Adept
You are a living contradiction, the incarnation of both passion and logic, fire and ice, martial combat and magic prowess. Guided by your free spirit and desire for adventure, you left the elven lands to explore the realms inhabited by other races and strange monsters. Even if you know how to defend yourself with a bow in ranged combat, your specialization is in your people’s traditional weapon, the beautiful and agile curved blade, the only two-handed finesse sword, that gives you the look of a graceful and lethal hurricane in battle; but you are equally adept at striking your foes with bolts of ice or fire, or both at the same time.

Future Abilities
Magic Talents Admixture, Energy Blade, Energy Bomb, Energy Nova, Energy Satellite, Energy Sphere, Energy Wall, Expanded Geomancing, Explosive Orb, Hurricane Blast, Nature sphere (Fire and Water packages), Telekinesis sphere, Warp sphere, Waterlord.
Martial Talents Chest Strike, Fan Favorite, Gladiator sphere, Read Foe, Self Confidence, Skewer, Theatrical Boast, To The Hilt, Uncowed, Unlikely Feint
Tradition Secrets Amateur Combatant, Armor Training, Champion Feat (Mystic Focus), Combat Expertise x4, Extra Spell Points, Familiar, Weapon Training.
Feats Agile Maneuvers, Arcane Armor Mastery, Arcane Armor Training, Combat Expertise, Elven Battle Training, Endurance, Free Spirit, Greater Weapon Focus (elven curve blade), Improved Mystic Assault, Mystic Assault, Swordplay Style, Weapon Focus (elven curve blade), Weapon Specialization (elven curve blade).
Skills Knowledge and Spellcasting are the most useful skills for you. Acrobatics, Survival and Ride are important to cross great distances on horseback. Diplomacy and Intimidate are also crucial skills for an elven warrior in strange lands.

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