sabato 24 agosto 2019

Fiona, Martial Hedgewitch

This is another character from my novel. Warrior and nun, Fiona is Byron’s half-sister.
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Lady Fiona Wylde
Half-elf hedgewitch (Martial Hedgewitch) 1
CG Medium humanoid (elf, human)
Init +0; Senses low-light vision, Perception +6
Aura chaos and good

Defense
AC 17, touch 10, flat-footed 17 (armor +5, shield +2)
hp 9 (1d8+1)
Fort +1, Ref +0, Will +6. +2 racial bonus vs. enchantment spells and effects.
Immune sleep

Offense
Speed 30 ft.
Melee longsword +2 (1d8+2, 19-20) or shield bash (1d4+3)
Special Attacks channel energy, lay on hands 3/day

Magic
Caster Level 1; MSB +1; MSD 12; Concentration +5
Tradition Divine Petitioner (Drawbacks: Verbal Casting, Focus Casting, Prepared Caster, Aligned Combatant [Destruction], Aligned Protection [Protection]); +1 spell point per odd level gained in a spellcasting class); CAM Wis
Spell Points 6
Destruction Sphere - DC 14; Duration None; Range Close (25 ft), Touch; Talents Energy Aura, Fire Blast; Drawbacks Aligned Combatant, Energy Focus
- Destructive Blast (Energy Aura, Fire Blast)
Protection Sphere - DC 14; Duration Aegis (1 Hour), Ward (Concentration; 1 Round); Range Aegis (Touch), Ward (Up to 15 ft); Talents Repel Evil; Drawbacks Aligned Protection (evil)
- Aegis (Deflection)
- Ward (Barrier, Repel Evil)

Martial
Tradition Shield Master (Equipment sphere: Elvish Heritage, Shield Training; Shield sphere: Bashing Shield); PAM Wis
Equipment sphere - DC 14, Talents Armor Training, Elvish Heritage, Shield Training
- armor training (proficiency with medium and heavy armor)
- 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)
- shield training (discipline) (proficiency with all shields and shield bashes)
Shield sphere - DC 14, Talents Bashing Shield, Drawbacks none
- active defense (spend an attack of opportunity to increase your shield bonus to AC against that attack by +2)
- bashing shield (you do not lose your shield bonus to AC when making an attack with your shield)

Statistics
Str 15, Dex 10, Con 13, Int 10, Wis 18, Cha 11
Base Atk +0; CMB +2; CMD 13
Traits Bastard, Shield Bearer
Feats Defensive Combat Training, Skill Focus* (Sense Motive)
Skills Diplomacy +4, Heal +8, Knowledge (nature) +4, Knowledge (planes) +4, Knowledge (religion) +4, Sense Motive +9
Languages Common, Elven
SQ fey thoughts (Knowledge-nature, Perception), tradition (covenant), tradition benefit (detect evil), tradition power (lay on hands)
Gear heavy steel shield (20 gp), longsword (15 gp), scale mail (50 gp), warpriest’s kit (16 gp), 4 gp

Special Abilities

Destruction Sphere You can use destructive power. 

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.
Energy Focus You may only make a destructive blast of a single energy type. You may not gain any blast type talents, except with the bonus talent gained from this drawback.
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: Energy Aura (blast shape) You may spend a spell point to surround yourself with elemental energies as a move action. For a number of rounds equal to your casting ability modifier, any creature that ends its turn within 5 ft + 5 ft per 10 caster levels of you is affected by your destructive blast as if it had dealt minimum damage (so a 4d6 blast would deal 4 damage). A Reflex save negates this damage. You may only have one energy aura active at a time; casting it again ends the previous instance.

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.

Equipment: Armor Training You gain proficiency with light armor and medium armor. If you are already proficient with light armor, you instead gain proficiency with medium armor and heavy armor. You may take this talent up to two times.

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: Shield Training (discipline) You gain proficiency with all shields, including tower shields, and are proficient in all shield bashes. Associated Feat: Shield Proficiency, Tower Shield Proficiency.

Protection Sphere You are a user of the magics of preservation.

Aligned Protection Choose an end of the alignment spectrum that you possess (good, evil, lawful, or chaotic). Your wards and aegis only provide protection against creatures of the opposite alignment (evil for good, lawful for chaotic, etc.). Creatures who possess your selected alignment or are neutral (those who possess neither your selected alignment nor its opposite) are not stopped by your barriers, hindered by your wards, and your aegis provides no protection against attacks that originate from those creatures.

Protection: Ward As a standard action, you may create an ward centered on yourself with a radius of up to 10 ft + 5 ft per caster level, but can also be made so small as to only cover yourself. Wards remain as long as you concentrate, but you may spend a spell point to allow them to remain for 1 round per caster level without concentration. Wards remain in the location they were created, even if you move. When you gain the Protection sphere, you gain the following ward:

Protection: Barrier (ward) You may create a ward that creates a mostly-transparent wall at its perimeter, stopping attacks, movement, breath weapons, and any spells or sphere effects that must travel to their destination (such as destructive blasts, ghost strikes, or spells that require ranged touch attacks).
Other spells or sphere effects, however, such as teleportation effects, mind-altering magic, and gaze attacks may all bypass this ward. Ethereal creatures are technically stopped by the barrier, but can usually find a way around it (as the barrier does not cut through objects, and so usually stops at ground level).
A barrier has hit points equal to 4 + your caster level and a Break DC of 15 + ½ your caster level. If an attack is directed at a target through the barrier, the attack first deals its damage to the barrier itself. If this damage is enough to destroy the barrier, the attack continues on to its intended target, although damage dealt to the barrier is subtracted from any damage done to the target or targets. Burst-effect attacks such as splash weapons, fireball spells, or others attempting to travel through the barrier explode at the barrier’s edge and also must overcome the barrier’s hp to damage targets on the other side. If you maintain your barrier through concentration, its HP is renewed each round on your turn.
Unless explicitly stated otherwise, barriers created with the Protection sphere are transparent force effects and block line of effect, but do not block line of sight or teleportation. Barriers can grant cover, but not concealment (unless explicitly stated otherwise).

Protection: Aegis As a standard action, you may touch a creature and spend a spell point, granting them an aegis for 1 hour per caster level. Unwilling targets are allowed a Will save to resist gaining an aegis.
Multiple aegises of the same talent can be placed on a single creature, and the creature can benefit from them when they are providing different effects. This means Armored Magic can give a target both armor and shield, and Energy Resistance can grant resistance to multiple energy types to the same target.
You gain the following aegis when you gain the Protection sphere:

Protection: Deflection (aegis) You grant the target a +1 Deflection bonus to AC, +1 per 5 caster levels.

Protection: Repel Evil/Good/Law/Chaos (ward) You may create a ward that repels creatures of one end of the alignment spectrum (good, evil, lawful, chaotic), chosen by you when this ward is created. All creatures of that alignment cannot cross the edge of this ward unless they succeed at a Will save. Once a creature has succeeded at this Will save, they may cross the barrier without trouble and are immune to your repel ward for 24 hours. If a creature is already within this warded area when it is created, or if the ward is moved into their space, they instantly become immune to the ward, as if they had succeeded at their saving throw. You cannot repel an alignment that you yourself possess.

Shield Sphere Practitioners of the Shield sphere master shields, bucklers, and tower shields, leveraging more power and utility out of such equipment than most warriors ever dream of. All practitioners of the Shield sphere gain the following ability:
Shield: Active Defense If you are using a shield and you are attacked by a creature you are aware of while not flat-footed, you may spend an attack of opportunity to increase your shield bonus to AC against that attack by +2. This decision must be made before the roll is made. For every 4 points of base attack bonus you possess, the increase to your shield bonus provided by this talent increases by 1. Talents with the (deflect) tag grant additional effects to this ability. Each use of active defense may only benefit from one (deflect) talent. You may expend your martial focus to use active defense in place of spending an attack of opportunity.

Shield: Bashing Shield You do not lose your shield bonus to AC when making an attack with your shield. Additionally, you may make shield bash attacks with a buckler as if it were a light shield. Reduce the damage as if the shield bash was one size smaller when used this way. Associated Feat: Improved Shield Bash.

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.
Choosing the martial hedgewitch archetype replaces one of the character’s traditions.

Tradition: Covenant
Class skills: Knowledge (Religion), Knowledge (Planes), Knowledge (History).
Whether as a member of a mystery religion, a follower of totemic spirits, or a researcher into ancient gods, your power comes through study and devotion to powers unseen.
Tradition Benefit
Select an alignment from the following list: chaos, evil, good, or law. This must be an alignment you possess (if you are neutral, you may choose any of the above alignments for this purpose). You gain an aura of your chosen alignment as a cleric of equal level. In addition, you may detect your opposite alignment (good and evil oppose one another, just as law and chaos oppose one another) as if using the detect alignment Divination ability. To use this ability, you must spend a move action and focus on a single item or creature within 60 feet. You do not detect alignment in any other object or creature when using this ability in this way.
Tradition Power
If you are of good alignment (or neutral and choose to channel positive energy) you may touch a creature as a standard action (or yourself as a swift action) and heal that target 1d6 hit points per 2 hedgewitch levels (minimum: 1d6). You may use this ability a total number of times per day equal to 3 + ½ your hedgewitch level. You may use this ability to harm undead, which is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.
If you are evil (or neutral and choose to channel negative energy), this ability instead harms living creatures and heals undead. This counts as negative energy.
This ability counts as possessing the lay on hands or touch of corruption class features (depending on whether you channel positive or negative energy) for the purpose of qualifying for and using feats that modify these abilities.
You may also expend two uses of this ability to channel energy, as the cleric class feature. As a standard action, you release a wave of energy through your holy (or unholy) symbol, affecting all creatures of one type (living or undead, your choice) within 30 ft, healing or harming them just as if you had touched them, except creatures that take damage from channeled energy may make a Will saving throw (DC 10 + ½ your hedgewitch level + your casting ability modifier) to halve the damage. You may choose whether or not you wish to include yourself in this effect. This requires a holy (or unholy) symbol to use, and counts as possessing the channel energy class feature when qualifying for and using feats.

Build
Fiona is built with a 4d6 roll, discard lower system and 105 gp starting wealth. Favored Class Bonus is +⅙ of a new magic talent (human FCB). If using a lower point buy, you can lower Dexterity and Intelligence. If using a higher point buy (or rolling really well), your most important attributes are Strength and Wisdom. Wisdom is your casting statistic and affects the save DCs of all your magic talents and your spell pool, in addition to bolstering your Will saves and the skill checks of many useful abilities; Strength is your combat ability and increases your CMB and CMD. Charisma is important too for diplomatic relationships and to intimidate your enemies in combat, and Constitution increases your hit points and Fortitude saves.

How to Play Fiona
Born to a noble human family, Fiona is in truth the daughter of a wood elf; her parents were forcibly separated so that her mother could marry the man chosen by her family. Angry for the wrongs received, she vowed to find her real father and live true to the purest ideals of both her parent races. She became a knightly nun to displease her evil stepfather, but soon found that it suited her.
Fiona is angry, prone to revenge, and desirous to create a durable understanding between elves and humans. She’s devout to the god of Destruction and Renewal, and fiercely opposed to all evil and any tyranny.

Future Abilities
Magic Talents Deathless, Distant Teleport, Energy Cloud, Energy Resistance, Energy Sphere, Energy Wall, Greater Blast, Heat Metal, Holy Smite*, Iron Shield, Nature Barrier, Nature Sight, Nature Sphere (Fire package), Planeshift*, Rebuff, True Teleport*, Unseeing Teleport, Warp Sphere
Martial Talents Defend Other, Guardian Sphere (Challenge package), Indomitable, Interposing Shield, Shield Expert, Shielded Focus, Smashing Counter, Soul’s Shield, Versatile Shield
Secrets Amateur Combatant, Champion Feats (Shielded Casting), Channel Feat (Turn Undead), Combat Expertise (Channeled Shield Wall, Weapon Focus [longsword]), Combat Talent (Cover Ally, Extensive Defense), Divine Portfolio, Greater Divinity, Weapon Training
Feats Bashing Finish, Blessed Striker, Greater Shield Focus, Guarded Charge, Saving Shield, Shield Specialization, Shielded Stand, Two-Weapon Fighting, Warrior Priest

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