sabato 31 ottobre 2020

Legendary Sylvan Trickster

 I like the Legendary revised classes from Legendary Games, and the Legendary Rogue is one of the best. Not every existing archetype was adapted for it, though,   so I’m trying to fill the gaps!

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Legendary Sylvan Trickster


Class Skills: A sylvan trickster adds Knowledge (nature) to her list of class skills and learns Sylvan as a bonus language. She does not gain Knowledge (dungeoneering) as a class skill.

This alters the rogue’s class skills.


Wild Empathy (Ex): A sylvan trickster can improve an animal’s attitude. This ability functions as the druid ability of the same name, using the sylvan trickster’s rogue level as her effective druid level.

This replaces the 1st-level skill specialty.


Fey Tricks: A sylvan trickster can select a witch hex in place of a rogue talent (included the 1st-level inherent talent). At 10th level, the sylvan trickster can select a hex or major hex in place of a rogue talent. At 18th level, a sylvan trickster can select a hex, major hex, or grand hex in place of a rogue talent. She cannot select any hex more than once.

This alters rogue talents.


Eldritch Secrets: When a sylvan trickster chooses the major magic or minor magic rogue talents, she must choose a spell of the appropriate level from the witch spell list instead of the sorcerer/wizard spell list. A sylvan trickster cannot change these spells using the magical revision rogue talent or any similar ability that makes use of a spellbook. However, when the sanctified rogue gains a new major magic or minor magic talent she can spend a day in meditation to change any of the witch spells she can cast using major magic or minor magic into witch spells of the appropriate levels.


Resist Nature’s Lure (Ex): At 4th level, a sylvan trickster gains resist nature’s lure as the druid ability of the same name.

This replaces the 4th-level instinct.


Fey Resistance (Ex): At 8th level, a sylvan trickster gains DR 2/cold iron. At 11th level and every 3 levels thereafter, this damage reduction increases by 2 (to a maximum of DR 10/cold iron at 20th level).

This replaces the 8th-level instinct.

mercoledì 28 ottobre 2020

Patron Request: Mistji Race for Pathfinder 1E

 Here’s another race I converted by request of my patron Ronald J Paris. It was already published on my Patreon page. If you like it and wish to ask me for some personalized material, please donate!

Mistji (Advanced Race, 12 RP)

Mistji are the descendants of humanoids who were exposed for generations to magic radiations from the First World, and became almost living incarnations of magic energy.

Type Fey (mistji) (2 RP)

Size Medium (0 RP)

Speed 30 ft. (0 RP)

Ability Score Modifier: Paragon (1 RP) +4 Int, -2 Str, -2 Dex, -2 Con. Great wizards and sorcerers, mistji are nevertheless frail and prone to ailments.

Language: Standard (0 RP) Mistji start the game knowing Common and Mistji. A mistji with a high Intelligence score can select Celestial, Draconic, Elven, Sylvan, and Undercommon as bonus languages.

Offense Racial Traits

Magic Toughness (2 RP) A mistji gains a +2 racial bonus on saving throws againstspells and spell-like abilities.

Magical Racial Traits

Arcane Focus (1 RP): Mistji gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.

Mistji Magic (2 RP): Mistji gain the following spell-like abilities:

1/day- dancing lights, detect magic, harvest season, read magic.

Senses Racial Traits

Low-Light vision

Skill and Feat Racial Traits

Eldritch Healer (2 RP): Mistji have a +2 racial bonus on all Heal skill checks.

Green Sage (2 RP) Mistji have a +2 racial bonus on all Knowledge (nature) skill checks.

domenica 25 ottobre 2020

Elemental Imbalance Curse Variant: Metal and Wood

 The Elemental Imbalance oracle curse is a good choice for an oracle with an elemental theme, but it covers only the four basic elements. What about oracles of Metal and Wood that would like it? Well, this is for them.

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Elemental Imbalance Curse- Variant

Metal- You gain vulnerability to fire, cannot benefit from any fire resistance or immunity, and cannot cast spells with the fire descriptor.

At 1st level, add fool’s gold to your spells known.

At 5th level, add glitterdust to your spells known.

At 10th level, add golden guise and heart of the metal to your spells known.

At 15th level, add wall of iron to your spells known.

Wood- You gain vulnerability to cold iron, cannot benefit from any cold iron resistance or immunity, and cannot cast spells that affect or create metal.

At 1st level, add thorn javelin to your spells known.

At 5th level, add wood shape to your spells known.

At 10th level, add command plants to your spells known.

At 15th level, add ironwood to your spells known.


sabato 24 ottobre 2020

Greek/Roman Deities: Hygeia

 One of Esculapius’ daughters, Hygeia represents that aspect of good health that today we call “hygiene”, after her name. She was largely worshiped in Rome as well as in Greece, and is also mentioned in the Oath of Hippocrates.

Stay safe and healthy, my friends.

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Hygeia (NG)

Favored Weapon: quarterstaff

Sacred Animal: Snake

Domains: Community, Good, Healing, Protection

Subdomains: Agathion, Education, Family, Medicine, Purity, Restoration

Inquisitions: Conversion, Restoration

Mysteries/Spirits: Life, Succor

Paladin Oaths: against Undeath

Witch Patron: Devotion, Healing, Protection, Recovery

Alternate Channeling: Protection, Self-Perfection

Clergy: alchemists, clerics, inquisitors, oracles, paladins, shamans, warpriests, witches

Spells Alchemists, clerics, oracles, and warpriests may use curative distillation as a 2nd-level spell.

Inquisitors, paladins, shamans, and witches may use curative distillation as a 3rd-level spell.

Clerics, oracles, and warpriests may use minor reversion as a 2nd-level spell, greater reversion as a 4th-level spell, and mass minor reversion as a 5th-level spell.

Alchemists, inquisitors, paladins, shamans, and witches may use minor reversion as a 3rd-level spell, greater reversion as a 5th-level spell, and mass minor reversion as a 6th-level spell.

mercoledì 21 ottobre 2020

The Snow Queen, Level 20

 Now Elsa is as she was at the end of Frozen 2, the perfect conduit to the spirit world.

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The Snow Queen CR 25

Human oracle 20 (Spirit Guide)/hierophant 10

NG Medium humanoid (cold, human)

Init +15/+17; Senses Perception +9


Defense

AC 37, touch 20, flat-footed 32 (+12 armor, +5 deflection, +5 Dex, +5 natural). +2 in cold environments, -2 in hot environments

hp 253 (20d8+120+40)

Fort +17; Ref +16; Will +25. +2 on Ref during winter months

Defensive Abilities force of will, hard to kill, ice armor (24 hours/day), immortal, mythic saves, recuperation, unstoppable; DR 5/magic, 5/piercing (7 in cold environments, 3 in hot environments); Immune ability score damage, blindness, charm, cold, critical hits, deafness, disease, drowning, electricity, poison, stunning, spells or attacks that affect physiology or respiration; SR 30

Weaknesses vulnerable to fire


Offense

Speed 30 ft., burrow (ice and snow only) 30 ft.

Melee winter’s reach +18/+13/+8 (1d6+3+1d6 cold)

Special Attacks blizzard 1/day (7 round, 24 10-foot cubes, 24d4 damage, DC 32), frigid blast 3/day (20d6, DC 30), hex (hypothermia, 3 round, DC 30), ice splinter 7/day (1d6+10), mythic power 23/day, surge +1d12

Spell-Like Abilities (CL 20th, concentration +30)

2/day- summon monster VIII (elder ice elemental)

Oracle Spells Known (CL 20th, concentration +30)

9th Level (7/day)- miracle (DC 29), mass icy prison (DC 32), polar midnightM (DC 32), summon monster IX

8th Level (7/day)- earthquake (DC 28), fire storm (DC 28), holy aura (DC 28), mass cure critical wounds, polar rayM, summon monster VIII, wandering weather

7th Level (7/day)- circle of clarity, control weather, frost mammoth, greater restoration, ice bodyM, mass cure serious wounds, refuge

6th Level (8/day)- animate objects, blade barrier (DC 26), cold ice strike (DC 30), cone of cold (DC 30), freezing sphereM (DC 30), mage’s decree, mass cure moderate wounds, summon monster VI

5th Level (8/day)- ancestral memory, cleansing fire, flame strike (DC 25), hymn of mercy (DC 25), icy prisonM (DC 29), mass cure light wounds, holy iceM (DC 29), sacred nimbus, summon monster V (ice elementals only)

4th Level (8/day)- alter river, cure critical wounds, death ward, frigid souls (DC 28), frosty aura, greater positive pulse (DC 24), ice stormM, path of glory, restoration

3rd Level (12/day)- cure serious wounds, dispel magic, elemental aura (cold) (DC 27), elemental speech, life current (DC 23), magic circle against evil, magic vestment, remove curse, sleet stormM

2nd Level (13/day)- abeyance, calm spirit (DC 22), communal endure elements, cure moderate wounds, elemental touch (cold) (DC 26), frost fallM (DC 26), holy ice weapon, shatter (DC 22), snow shape, summon monster II

1st Level (13/day)- bless, cure light wounds, endure elements, frostbiteM, ice armor, magic weapon, peace bond, protection from evil, sanctuary (DC 21), songbird

0-Level (at will)- create water, detect magic, detect poison, guidance, light, mending, purify food and drink, read magic, resistance, stabilize, vigor, virtue

Mystery Winter; Spirit Frost


Statistics

Str 10, Dex 20, Con 22, Int 18, Wis 24, Cha 30

Base Atk +15; CMB +15; CMD 30

Traits House of Green Mothers’ Pupil, Rich Parents

Feats Alertness, Elemental FocusM (cold), Elemental Spell (cold), Empower Spell, Extra Path AbilityM, Extra Revelation (x2), Familiar Bond, Greater Elemental FocusM, Improved FamiliarM, Reach Spell, Rime Spell, Widen SpellM

Skills Diplomacy +33, Handle Animal +27, Heal +30, Knowledge (nature) +27, Knowledge (nobility) +27, Knowledge (religion) +27, Perform (sing) +30, Spellcraft +27, Survival +27

Languages Aquan, Arial, Common, Ignan, Terran

SQ amazing initiative, bonded spirit (ancestors, flame, frost, lore, stone, tribe, waves, wind), divine surge (inspired spell), final revelation, legendary hero, oracle’s curse (reclusive), path abilities (divine metamastery x3, divine potency x3, domain immunity, mythic domain, mythic spellcasting, overcome curse), revelations (blizzard, child of winter, cold aura, ice armor, ice shape 13/day [34 cu. ft.], servant of winter)

Gear amulet of natural armor (50,000 gp), belt of physical might +6 (Con, Dex) (90,000 gp), cape of free will +5/+6 (37,500 gp), crystal tiara (264,000 gp), headband of mental superiority (144,000 gp), oracle’s kit (9 gp), potion of cure moderate wounds (300 gp), prophet’s pectoral (6,000 gp), lesser ring of revelation- child of winter (10,000 gp), ring of protection +5 (50,000 gp), winter’s reach (228,000 gp), 191 gp


Small Ice Elemental Familiar

Equivalent Wizard Level 20
N Small outsider (air, cold, elemental, extraplanar, water)
Init +0; Senses darkvision 60 ft., snow vision; Perception +6

Defense
AC 27, touch 11, flat-footed 26 (+26 natural, +1 size)
hp 126

Fort +7, Ref +6, Will +13
Defensive Abilities improved evasion; Immune cold, elemental traits
Weaknesses vulnerable to fire

Offense
Speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft.
Melee slam +16 (1d4+1 plus 1d3 cold)
Special Attacks numbing cold (DC 12)

Statistics
Str 12, Dex 10, Con 13, Int 17, Wis 13, Cha 11
Base Atk +15; CMB +15; CMD 25 (can’t be tripped)
Feats Power Attack
Skills Diplomacy +20, Knowledge (local) +5, Knowledge (nature) +26, Knowledge (planes) +8, Perception +6, Sense Motive +6, Spellcraft +5, Stealth +9, Survival +21, Swim +11

Languages Aquan, Common, Ignan, Terran

SQ ice glide, icewalking, speak with master