domenica 29 settembre 2019

Minos Bonifar, Level 16

After his encounter with a redeeming inquisitor, Minos Bonifar roamed the world until he found a village of mongrelmen that worshiped a god called the Repentant (see my short story on Wayfinder #9). Minos stayed with them and became their shaman, with the promise that he could one day learn a ritual to become fully human, and in the hope to redeem his past misdeeds. So he shifted alignment and retrained his witch levels. His familiar was similarly replaced by a prankster nosoi in disguise, that watches upon his progress under his old quasit’s appearance. Minos has also become a mythic character with the bound path (see Legendary Games’ Path of the Bound)...
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Minos Bonifar CR 16
Dhampir unchained rogue (Bandit) 5/shaman (Spirit Warden) 10/soul warden 1/bound 1
CN Medium humanoid (dhampir)
Init +5; Senses darkvision 60 ft., low-light vision, Perception +22/+24

Defense
AC 25, touch 15, flat-footed 20 (+8 armor, +5 Dex, +2 natural)
hp 110 (16d8+32+3)
Fort +6, Ref +12, Will +14; +4 insight bonus vs. death effects and to avoid or remove negative levels; +2 racial bonus vs. disease and mind-affecting effects; +1 trait bonus vs. spells from the necromancy school or effects that deal negative energy damage
Defensive Abilities channel resistance 2, danger sense +1, evasion, hard to kill, resist level drain; DR 3/magic
Weaknesses light sensitivity

Offense
Speed 30 ft.
Melee (unholy) heartswood spear +18/+13, +20/+15 vs. undead (1d8+7 +2d6 vs. good and undead, x3), or +2 (unholy) heartseeker kinslayer stake +17/+12, +19/+14 vs. relatives (1d4+3 +2d6 vs. good and relatives)
Ranged +2 (unholy) heartseeker kinslayer stake +17, +19 vs. relatives (1d4+3 +2d6 vs. good and relatives)
Special Attacks ambush, channel damage/rebuke spirits 6/day (6d6, DC 18), debilitating injury, fangs (1d3+1), hexes (cauldron, deathly being +4/+2), monstrous insight +14, mythic power 5/day, shard soul 4/day (1d6+7, DC 22), sneak attack +3d6, surge +1d6, touch of the grave 7/day (1d4+7, DC 22), wandering hex (arcane enlightenment), wardpact
Shaman Spells Prepared (CL 11th, concentration +16)
6th Level- speak with soul (DC 21), (mass owl’s wisdomWS, undeath to deathS [DC 21])
5th Level- ancestral memory, blood tentacles, call spirit (DC 20) (contact other planeWS, possess objectS)
4th Level- fear (DC 19), greater false life, phantasmal reminder (DC 19), spirit-bound blade (death wardS, legend loreWS)
3rd Level- animate dead, bestow curse, deathwine*, speak with dead (DC 18), stricken heart (halt undeadS [DC 18], locate objectWS)
2nd Level- blood transcriptionAE, calm spirit (DC 17), mortal terror (DC 17), necrostasis (DC 17), scare (DC 17) (command undeadS [DC 17], tonguesWS)
1st Level- bane (DC 16), blend with surroundings (DC 16), chill touch (DC 16), doom (DC 16), hex vulnerability (DC 16), spirit call (detect undeadS, identifyWS)
0-Level- arcane mark, bleed (DC 15), purify food and drink, touch of fatigue (DC 15)
Spirit Bones

Statistics
Str 12, Dex 20, Con 14, Int 18, Wis 20, Cha 16
Base Atk +10, CMB +11 (+13 on grapple to pin an opponent), CMD 26
Traits Final Embrace, Necrotic Aura
Feats Alignment ChannelM (good), Blood Drinker (humans), Blood Salvage, Brew Potion*, Command Undead, Diverse Palate (monstrous humanoids), Improved Familiar, Prankster’s Disguise, Weapon Finesse*, Weapon Focus (spear)
Skills Bluff +21, Craft (alchemy) +24, Disable Device +22, Disguise +18, Heal +20, Intimidate +18, Knowledge (religion) +19, Perception +22/+24, Sense Motive +20, Spellcraft +19, Stealth +20, Use Magic Device +18
SQ finesse training (spear), focus item (magic spear), manipulative, mythic spiritualist, negative energy affinity, restless magic, rogue’s edge (Stealth), rogue talents (expanded finesse training [spear], fast stealth), spirit animal (nosoi called Rigil), trapfinding +2, unnatural mien, wandering spirit (lore)
Languages Abyssal, Common, Infernal, Necril, Undercommon
Gear 2 doses of alchemical blood (80 gp), alchemy crafting kit (25 gp), belt of physical perfection +2 (16,000 gp), blackwick cauldron (8,850 gp), fetish of natural armor +2 (7,000 gp), headband of mental superiority +4 (64,000 gp), heartswood spear (50,302 gp), robe of bones (2,400 gp), rogue’s kit (50 gp), shaman’s kit (15 gp), staff of hungry shadows (69,300 gp), +2 heartseeker kinslayer stake (32,300 gp), +5 ghost touch studded leather armor (64,175 gp), vampire slayer’s kit (500 gp), 3 gp

Rigil, Nosoi Spirit Animal (Prankster)
Effective Shaman Level 10
N Tiny outsider (extraplanar, psychopomp)
Init +3; Senses darkvision 60 ft., low-light vision, spiritsense; Perception +22

Defense
AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
hp 55
Fort +5, Ref +10, Will +10
DR 2/adamantine; Immune death effects, disease, poison; Resist cold 10, electricity 10

Offense
Speed 20 ft., fly 50 ft. (good)
Melee bite +15 (1d3–1)
Space 2-½ ft.; Reach 0 ft.
Special Attacks haunting melody
Spell-Like Abilities (CL 3rd; concentration +6)
Constant—blur (CL 10th)
At will—ghost sound (DC 13), invisibility (self only), mage hand, prestidigitation
3/day—speak with dead (6 questions, CL 12th)
1/day—hide from undead (DC 14), sound burst (DC 15)

Statistics
Str 8, Dex 16, Con 12, Int 11, Wis 13, Cha 16
Base Atk +10; CMB +11 (+13 with dirty trick); CMD 20 (22 vs. dirty trick)
Feats Alertness, Improved Dirty Trick*, Weapon Finesse
Skills Fly +17, Knowledge (history) +6, Knowledge (planes) +6, Perception +22, Profession (scribe) +7, Sense Motive +22, Stealth +25
Languages Abyssal, Celestial, Infernal
SQ autonomous link, change shape (raven or songbird [same statistics], beast shape II, or Tiny outsider), glib comedy, spirit touch
Special Abilities

Haunting Melody (Su) A nosoi’s song has the power to grip the spirits of those that hear it. All living and undead creatures within a 60-foot spread must succeed at a DC 14 Will saving throw or be fascinated. A creature that successfully saves is not subject to that nosoi’s song for 24 hours. This effect continues for as long as the nosoi sings and for 1 round thereafter. A nosoi can sing for a number or rounds per day equal to twice its Hit Dice. This is a sonic mind-affecting charm effect. This ability can affect undead creatures, even though the undead subtype makes such creatures immune to mind-affecting effects (though undead creatures with immunity to mind-affecting effects from a source other than their creature type are still immune). The save DC is Charisma-based.

sabato 28 settembre 2019

Prankster’s Disguise Feat

The first archetypes made specifically for familiars in Pathfinder had a dedicated feat each. The following ones, though, had not. Who else thinks that’s a shame? I do and intend to correct it!
But why just this feat at this time? Well... you will see tomorrow...
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Prankster’s Disguise (Familiar)
Your familiar is able to keep even its true identity hidden to others- and to you.
Prerequisite: Must have a familiar with the Prankster archetype.
Benefit: Your familiar gains the change shape universal monster ability (if it didn’t possess that already) and is able to transform itself at will into a different creature of its type and size. When disguised as a creature of a different alignment, the familiar will detect as that creature and have an aura of the corresponding alignment for the purpose of divination spells and effects. This is otherwise just a cosmetic change: the attacks, special qualities and magic abilities of the familiar are not altered.

mercoledì 25 settembre 2019

Minos Bonifar, Level 12

The Dhampir witch/rogue acquires his improved familiar!
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Minos Bonifar CR 12
Dhampir unchained rogue (Bandit) 5/witch (Hex Channeler) 7
CE Medium humanoid (dhampir)
Init +3; Senses darkvision 60 ft., low-light vision, Perception +18/+20

Defense
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 61 (7d6+5d8+12)
Fort +4, Ref +9, Will +11; +2 racial bonus vs. disease and mind-affecting effects; +1 trait bonus vs. spells from the necromancy school or effects that deal negative energy damage
Defensive Abilities danger sense +1, evasion, resist level drain
Weaknesses light sensitivity

Offense
Speed 30 ft.
Melee bloodstone impaler +12/+7 (1d8+4, x3), or +1 heartseeker stake +11/+6 (1d4+1)
Ranged +1 heartseeker stake +11 (1d4+1)
Special Attacks ambush, channel negative energy 4/day (2d6, DC 14), debilitating injury, fangs (1d3), hexes (cauldron, evil eye- 5 rounds, DC 16), sneak attack +3d6
Witch Spells Prepared (CL 7th, concentration +11)
4th Level- animate deadP (CL 8)
3rd Level- deathwine (CL 8), swarm of fangs, vampiric touch (CL 8)
2nd Level- blood armor, blood transcription, command undeadP (CL 8, DC 16), contact entity I
1st Level- alchemical tinkering, detect undeadP, ill omen, implant urge (DC 15), ray of sickening (CL 8, DC 15)
0-Level- arcane mark, bleed (CL 8, DC 14), putrefy food and drink, touch of fatigue (CL 8, DC 14)
Patron Plague

Statistics
Str 10, Dex 17, Con 12, Int 18, Wis 20, Cha 12
Base Atk +7, CMB +7 (+9 on grapple to pin an opponent), CMD 20
Traits Final Embrace, Necrotic Aura
Feats Alertness*, Alignment Channel (good), Blood Drinker (humans), Blood Salvage, Brew Potion*, Command Undead, Improved Familiar, Weapon Finesse*, Weapon Focus (spear)
Skills Bluff +15, Craft (alchemy) +20, Disable Device +17, Disguise +13, Heal +17, Intimidate +13, Knowledge (arcana) +15, Perception +18/+20, Sense Motive +16, Spellcraft +15, Stealth +14, Use Magic Device +12
SQ finesse training (spear), manipulative, negative energy affinity, rogue’s edge (Stealth), rogue talents (expanded finesse training [spear], fast stealth), trapfinding +2, witch’s familiar (quasit called Rigil)
Languages Abyssal, Common, Necril, Undercommon
Gear alchemical blood (40 gp), alchemy crafting kit (25 gp), blackwick cauldron (8,850 gp), bloodstone impaler (23,302 gp), bracers of armor +5 (25,000 gp), headband of mental prowess +4 (Int, Wis) (40,000 gp), laubo powder (2,800 gp), rogue’s kit (50 gp), witch’s kit (21 gp), +1 heartseeker stake (8,300 gp)

Rigil, Quasit Familiar
Effective Witch Level 7
CE Tiny outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +7
Defense
AC 20, touch 14, flat-footed 18 (+2 Dex, +6 natural, +2 size)
hp 30; fast healing 2
Fort +3, Ref +8, Will +7
Defensive Abilities improved evasion; DR 5/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10
Offense
Speed 20 ft., fly 50 ft. (perfect)
Melee 2 claws +11 (1d3–1 plus poison), bite +11 (1d4–1)
Space 2-1/2 ft., Reach 0 ft.
Spell-Like Abilities (CL 6th)
At will—detect good, detect magic, invisibility (self only)
1/day—cause fear (30-foot radius, DC 11)
1/week—commune (six questions)
Statistics
Str 8, Dex 14, Con 11, Int 11, Wis 12, Cha 11
Base Atk +7; CMB +7; CMD 16
Feats Improved Initiative, Weapon Finesse
Skills Bluff +13, Fly +20, Intimidate +13, Knowledge (planes) +6, Perception +12, Stealth +13
Languages Abyssal, Common; telepathy (touch)
SQ change shape (2 of the following forms: bat, Small centipede, toad, or wolf; polymorph)
Special Abilities
Poison (Ex) Claw—injury; save Fortitude DC 13; frequency 1/round for 6 rounds; effect 1d2 Dexterity; cure 2 consecutive saves. The DC includes a +2 racial bonus.