domenica 29 novembre 2020

Tzivad the Cat Rider, Level 7

Here’s the second part of this new build. The character’s mount is still a horse for now, but this will soon change! Don’t forget to make me know if you like this version better or the previous one.
This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!
 

Tzivad, the Catrider CR 7

Piper bard (Archaeologist) 5/cavalier 2 (Beast Rider)

CG humanoid (elf, feyblood)

Init +4; Senses low-light vision, Perception +10


Defense

AC 20, touch 14, flat-footed 16 (+6 armor, +4 Dex). +1 vs. trap attacks

hp 44 (5d8+2d10+7)

Fort +6, Ref +8, Will +5. +1 Ref to avoid traps

Defensive Abilities trap sense +1, uncanny dodge

 

Offense

Speed 30 ft.

Melee carouser’s retort +11 (1d6+1, 18-20) or dagger +9 (1d4, 19-20)

Ranged shortbow +9 (1d6, x3) or dagger +9 (1d4, 19-20)

Special Attacks adaptive strike, archaeologist’s luck 17 rounds/day (+2), challenge 1/day (+2 damage, +1 morale bonus on ranged attacks against target), tactician 1/day (Drinking Buddy, 4 rounds)

Spell-Like Abilities (CL 7th, concentration +10)

1/day- cause fear (DC 14), charm person (DC 14), sleep (DC 14)

Bard Spells Known (CL 5th, concentration +8)

2nd Level (3/day)- absurdity (DC 16), allegro, animal trance (DC 16)

1st Level (5/day)- cure light wounds, enhance water, hideous laughter (DC 15), sleep (DC 15)

0-Level (at will)- daze (DC 14), ghost sound (DC 14), haunted fey aspect, lullaby (DC 14), summon instrument, unwitting ally (DC 14)

 

Statistics

Str 10, Dex 18, Con 13, Int 17, Wis 10, Cha 16

Base Atk +5; CMB +5; CMD 19

Traits Accelerated Drinker, Fortified Drinker

Feats Boon Companion, Brew Potion, Catch Off-Guard*, Drinking Buddy*, Weapon Finesse, Weapon Focus (rapier)

Skills Craft (alchemy) +17, Diplomacy +13, Handle Animal +13, Knowledge (nature) +15, Perception +10, Perform (string) +13, Profession (herbalist) +10, Ride +8, Stealth +14/+16

Languages Common, Dwarven, Elven, Sylvan, Treant

SQ bardic knowledge +2, clever explorer +2, forest slip, lore master 1/day, exotic mount, musical composition, order of the land, rogue talent (ki pool [1 point])

Gear alchemist’s lab (200 gp), apron of the careful chemist (5,200 gp), artistic ale (300 gp), bard’s kit (41 gp), carouser’s retort (3,060 gp), dagger (2 gp), dung grenade (100 gp), elven chain (5,150 gp), headband of vast intelligence +2 (4,000 gp), shortbow (30 gp) with 20 arrows (1 gp), 2 tangleshot arrows (40 gp), 2 trip arrows (50 gp), and 1 pheromone arrow (15 gp), spirit of wine (5 sp), tankard of the drunken hero (5,300 gp), 31 gp, 5 sp

 

Horse Companion (Daredevil), Equivalent Druid Level 6th

N Large animal

Init +3; Senses low-light vision, scent; Perception +6

 

Defense

AC 17, touch 13, flat-footed 13 (+3 Dex, +1 dodge, +4 natural, –1 size)

hp 45 (6d8+18)

Fort +8, Ref +8, Will +3

Defensive Abilities evasion

 

Offense

Speed 50 ft.

Melee bite +9 (1d4+6), 2 hooves +9 (1d6+6)

Space 10 ft.; Reach 5 ft.

 

Statistics

Str 22, Dex 17, Con 17, Int 3, Wis 12, Cha 6

Base Atk +4; CMB +11; CMD 18 (22 vs. trip)

Feats Dodge, Endurance*, Mobility*, Run, Valiant Steed

Skills Acrobatics +11, Perception +6, Survival +6

SQ artful acrobat +3, link, tricks (combat trained, break out, defend, entertain, fetch, get help, perform, stay)

sabato 28 novembre 2020

Patron Request: Krakodon Race for Pathfinder 1E

 As requested by Ronald J Paris!

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

Krakodon (Monstrous Race, 38 RP)

Reptilian, savage humanoids related to dragons and living in swamps, krakodon rarely venture into civilized lands and mostly despise the “weaker” and “inferior” races.


Type Humanoid (krakodon)

Size Large (7 RP): Krakodons gain a -1 size penalty to their AC, a -1 size penalty on attack rolls, a +1 penalty on combat maneuver checks and to their CMD, and a -4 size penalty on Stealth checks.

Speed 30 ft. (0 RP)

Ability Score Modifier: Specialized (1 RP) +2 Str, +2 Con, -2 Int, -2 Cha.

Language: Xenophobic (0 RP) Krakodons start the game knowing Draconic and Krakodon. A krakodon with a high Intelligence score can learn Abyssal, Common, Infernal, or Undercommon as bonus languages.


Defense Racial Traits

Natural Armor (2 RP) Krakodons gain a +1 natural armor bonus to their Armor Class.

Improved Natural Armor x2 (Advanced Trait, 2 RP) The krakodon’s natural armor bonus increases by +2.

Krakodon Immunities (2 RP) Krakodon are immune to natural diseases. They also gain a +4 racial bonus on saving throws against poison.


Feat and Skill Racial Traits

Survivalist (6 RP) Krakodons gain a +3 bonus on Knowledge (nature) and Survival skill checks.


Movement Racial Traits

Powerful Swimmer (Advanced Trait, 1 RP) Krakodons receive a +10 foot bonus to their swim speed.

Swim (2 RP) Krakodons have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.

Swamp Child (6 RP) Krakodons gain a +4 racial bonus on Stealth and Swim checks.


Offense Racial Traits

Bite (1 RP) Krakodon gain a natural bite attack, dealing 1d4 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.

Claws (2 RP) Krakodon receive two claw attacks, dealing 1d6 damage.

Slapping Tail (3 RP) Krakodon have a tail they can use to make attacks of opportunity. The tail is a natural attack that deals 1d10 points of damage plus 1-½ times the user’s Strength modifier and has reach.


Senses Racial Traits

Darkvision 120 ft. (3 RP)

mercoledì 25 novembre 2020

Tzivad the Cat Rider, Level 1

 This is a new take on a character that I stated here a while ago as an Alchemist/Skald/Oenopion Researcher. I tried to make him more streamlined and less MAD. He’s still a merry fellow loving a drink, and still can make and imbibe his own potions and throw alchemical bombs, but I tried to save the simplest aspects of his personage. Do you like it more this way or the other?

This post already appeared here for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

Tzivad, the Catrider CR 1

Piper bard (Archaeologist) 1

CG humanoid (elf, feyblood)

Init +3; Senses low-light vision, Perception +0


Defense

AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)

hp 9 (1d8+1)

Fort +1, Ref +5, Will +2


Offense

Speed 30 ft.

Melee rapier +3 (1d6, 18-20) or dagger +3 (1d4, 19-20)

Ranged dagger +3 (1d4, 19-20)

Special Attacks archaeologist’s luck 7 rounds/day (+1)

Spell-Like Abilities (CL 1st, concentration +4)

1/day- cause fear (DC 14), charm person (DC 14), sleep (DC 14)

Bard Spells Known (CL 1st, concentration +4)

1st Level (2/day)- cure light wounds, ferment

0-Level (at will)- daze (DC 14), haunted fey aspect, lullaby (DC 14), unwitting ally (DC 14)


Statistics

Str 10, Dex 16, Con 13, Int 14, Wis 10, Cha 16

Base Atk +0; CMB +0; CMD 13

Traits Accelerated Drinker, Fortified Drinker

Feats Weapon Finesse

Skills Craft (alchemy) +6, Diplomacy +7, Handle Animal +4, Knowledge (nature) +7, Perform (string) +7, Profession (herbalist) +4, Ride +4, Stealth +7/+9

Languages Common, Dwarven, Elven, Sylvan

SQ bardic knowledge +1, forest slip, musical composition

Gear bard’s kit (41 gp), dagger (2 gp), leather armor (10 gp), rapier (20 gp), shortbow (30 gp) with 20 arrows (1 gp), spirit of wine (5 sp), tankard (2 cp), 4 sp, 2 cp

domenica 22 novembre 2020

Wildblooded Bloodline: Eldritch

This is my homebrew rule that I used for Sarnakand’s build. I needed a bloodline to represent someone’s descent from a long line of witches- and not necessarily hags. After all, why shouldn’t good witches get some love?
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Eldritch (Wildblooded Bloodline)

Arcane spellcasters from your family received power by mysterious patrons, and these took interest in you too when you were born.


Associated Bloodline: Arcane.


Bloodline Arcana: You count as a witch and as having the hex and patron class features for feats prerequisites and can join a witch coven. You select a patron at 1st level and add that patron’s granted spells to your sorcerer spell list (but not add them automatically to your spells known).


Bloodline Powers: You are versed in hexes and obscure practices.


Hexer (Su): At 9th level, you gain one common hex and may use it as a witch of your sorcerer level. At 17th level, you gain another hex or major hex. At 20th level, you gain another hex, major hex, or grand hex. This bloodline power replaces new arcana.

sabato 21 novembre 2020

Sarnakand the Magnificent, Level 20

 And it is complete and perrrrfect (at least I think it is!)

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Sarnakand The Magnificent CR 25 MR 10

Half-elf inquisitor 17 (Ravener Hunter, Sanctified Slayer)/swashbuckler 3 (Mysterious Avenger)/stranger 10

NG Medium humanoid (elf, human)

Init +27; Senses low-light vision, Perception +33/+41


Defense

AC 42, touch 23, flat-footed 34 (+8 armor, +5 deflection, +7 Dex, +1 dodge, +5 natural, +6 shield); +5 vs. traps

hp 209 (17d8+3d10+80+40)

Fort +22, Ref +23, Will +27. +5 Ref vs. traps; +2 racial bonus vs. enchantment spells and effects

Defensive Abilities charmed life 3/day (+7), force of will, hard to kill, immortal, mythic saves, painful reckoning, recuperation, skeptical eye, stalwart, trap sense +5, unstoppable; Immune sleep; SR 22 (magic ring)


Offense

Speed 30 ft.

Melee +5 grayflame guided holy throwing bastard sword one-handed +30/+25/+20 (1d10+13, 19-20; +1d6 vs. evil), +4 grayflame guided holy bastard sword two-handed +30/+25/+20 (1d10+13,19-20; +1d6 vs. evil), rapier of battlefield movement +24/+19/+14 (1d6+9, 18-20), or +1 prehensile whip +23/+18/+13 (1d3+8)

Ranged +2 huntsman hand crossbow +23 (1d4+2, 19-20)

Special Attacks avenger’s finesse, bane 22 rounds/day, channel positive energy 8/day (9d6, DC 25), deeds (derring-do, dodging panache +7, go where you wish, greater bane, kip-up, menacing presence, menacing swordplay, menacing whisper, mythic presence, opportune parry and riposte, precise strike +3, swashbuckler’s initiative), exploit weakness, hexes (protective luck [3 rounds], witch’s charge), mythic power 23/day, panache (7 points), sneak attack +5d6, studied target +4, surge +1d12

Spell-Like Abilities (CL 17th; concentration +24)

At will- detect chaos/evil/good/law

At will (spending mythic power)- remove fear, remove paralysis, remove curse, paragon surge, break enchantment, primal scream, transformation, mind blank, freedom

17 rounds/day- discern lies

Inquisitor Spells Known (CL 17th; concentration +25)

6th Level (3/day)- holy word (DC 24), legend lore, mass cure moderate wounds

5th Level (5/day)- angelic aspect, atonement, dispel evil (DC 23), geas/quest (DC 25), holy ice (DC 23), mass cure light wounds

4th Level (5/day)- aura sight, cleansing fire, conditional curse (DC 22), cure critical wounds, dismissal (DC 22), divine power, holy smite (DC 22), litany of admonition (DC 22)

3rd Level (7/day)- cleromancy, contagious zeal, cure serious wounds, detect anxieties (DC 21), dispel magic, good hope, locate object, magic circle against evil, magic vestment

2nd Level (7/day)- castigate (DC 22), cure moderate wounds, flames of the faithful, hidden presence (DC 22), holy ice weapon, intimidating cackle, knock, power word, smile, shared training

1st Level (7/day)- bless, cause fear (DC 19), command (DC 22), cure light wounds, detect evil, divine favor, forbid action (DC 21), protection from evil, reveal secrets (DC 21)

0-Level (At will)- brand (DC 18), daze (DC 21), detect magic, guidance, light, oath of anonymity, read magic, sift, stabilize

Mystery Life


Statistics

Str 16, Dex 24, Con 18, Int 22, Wis 26, Cha 24

Base Atk +15; CMB +18; CMD 35

Traits Mathematical Prodigy, Mediator

Feats Alignment Channel, Allied Spellcaster*, Amateur InvestigatorM, Barroom BrawlerM, Demon Hunter*, Disarming Threat Deed, Dodge*, Eldritch HeritageM (Eldritch), Elemental Commixture*, Elemental Spell x2 (cold, fire), Enforcer*, Exotic Heritage* (Knowledge-engineering), Leadership, Precise Strike*, Shake It Off*, Turn Undead, Weapon FinesseM, Weapon FocusM (bastard sword)

Skills Acrobatics +30, Bluff +30, Diplomacy +31/+41, Disable Device +38, Intimidate +38, Knowledge (arcana) +29/+37, Knowledge (dungeoneering) +29/+37, Knowledge (engineering) +31/+39, Perception +33/+41, Sense Motive +39, Stealth +45, Survival +30/+38

SQ amazing initiative, ancestral skill, applied engineering, arcane bond (bastard sword), charged by nature, combat healer 4/day, confidence, cunning initiative, demon hunter, holy magic, inspiration (5 points), legendary hero, metamagic adept 4/day, monster lore, mortal herald (Liberation/Self-Realization), mythic panache, sardonic wit, school power (enchantment), secret identity, solo tactics, streetwise seeker, stern gaze +8, talented slayer (combat trick, ranger combat style [Menacing], trapfinding), track +8, whiplash

Gear amulet of natural armor +5 (50,000 gp), bane baldric (5,000 gp), boots of elvenkind (2,500 gp), +5 grayflame guided holy throwing bastard sword (200,335 gp), belt of physical perfection +6 (144,000 gp), blouse of the boastful bastard (8,000 gp), burglar’s bracers (1,050 gp), +5 buckler (25,155 gp), vicious caltrops (50 gp), cape of free will +2/+3 (6,000 gp), +2 huntsman hand crossbow (18,400 gp) with 20 bolts (2 gp), headband of mental superiority +6 (144,000 gp), inquisitor’s kit (30 gp), plume of panache (1,000 gp), rapier of battlefield movement (30,320 gp), ring of splendid security (180,000 gp), +5 greater shadow studded leather armor (58,910 gp), trapspringer’s gloves (4,000 gp), +1 prehensile whip (4,801 gp), spring-loaded wrist sheath (5 gp)


Cinder, Monster Cohort

Male faerie dragon sorcerer 12 (Wildblooded)

CG Tiny dragon
Init +8; Senses darkvision 60 ft., low-light vision; Perception +16

Defense
AC 21, touch 18, flat-footed 15 (+5 Dex, +1 dodge, +3 natural, +2 size)
hp 90 (3d12+12d6+15+12)
Fort +9, Ref +13, Will +15
Immune paralysis, sleep; SR 13

Offense
Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee bite +17 (1d3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks breath weapon (5-ft. cone, euphoria, Fort DC 12 negates, usable every 1d4 rounds)
Spell-Like Abilities (CL 3rd; concentration +8)
8/day- lullaby (CL 12th, DC 15)

3/day- greater invisibility (self only)
Spells Known (CL 15th; concentration +20)
7th (4/day)- limited wish (DC 22), mass invisibility

6th (6/day)- cloak of dreams (DC 23), cold ice strike (DC 21), dream reality (DC 21)

5th (7/day)- charm person (DC 22), compelling rant (DC 22), cone of cold (DC 20), dreamB, seeming (DC 20)

4th (7/day)- amnesia (DC 21), cloud shape, confusion (DC 21), divinationB, stoneskin

3rd (7/day)- air geyser (DC 18), blink, deep slumberB, haste, stinking cloud (DC 18)

2nd (7/day)- auguryB, blur, euphoric cloud (DC 17), fool’s gold (DC 17), twilight haze, web (DC 17)

1st (8/day)- charm person (DC 18), color spray, grease (DC 16), mage armor, silent image (DC 16), sleepB (DC 18)
0 (at will)- breeze, dancing lights, daze (DC 17), detect magic, flare (DC 15), ghost sound (DC 15), haunted fey aspect, mage hand, open/close

Bloodline Dreamspun/Visionary

Statistics
Str 11, Dex 21, Con 13, Int 16, Wis 17, Cha 20

Base Atk +9; CMB +12; CMD 22 (26 vs. trip)
Feats Acrobatic, Believer’s Boon (Good/Azata), Dodge, Eschew Materials*, Greater Spell Focus (enchantment), Heighten Spell*, Improved  Natural Armor, Spell Focus (enchantment), Weapon Finesse, Weapon Focus (bite)
Skills Acrobatics +19 (+11 when jumping), Bluff +18, Diplomacy +18, Fly +31, Perception +16, Sense Motive +16, Stealth +25, Swim +25, Use Magic Device +18
Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.

SQ bloodline arcana, combat precognition +3, elysium’s call (1 round), visions

Gear ioun stone (pearly white spindle) (20,000 gp), ring of resistance +1 (1,500 gp)


Special Abilities


Breath Weapon (Su) 5-foot cone, euphoria for 1d6 rounds, DC 12 Fort negates. Creatures affected by euphoria are staggered, sickened, and immune to fear effects for the duration. A faerie dragon can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.

Spells A faerie dragon casts spells as a 3rd-level sorcerer.