sabato 28 agosto 2021

Patron Request: Urgoda Race from Oathbound - Wildwood

 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!

Urgoda (Monstrous Race, 32 RP)

Urgoda are Large simian creatures that some believe are related somehow to humans. They live in large caves and have a tribal culture that emphasizes survival and ferocity.

Type: Monstrous Humanoid (giant) (3 RP)

Size: Large (7 RP) Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.

Speed: Fast (1 RP) 40 ft.

Ability Score Modifiers: Specialized (1 RP) +2 Str, +2 Dex, -2 Int

Languages: Xenophobic (0 RP) Urgoda speak Undercommon and can learn Common, Draconic, Dwarven, Elven, Giant, Gnome, Terran if they have a high Intelligence score.

Defense Racial Traits

Iron Hide (Advanced Trait, 5 RP): Urgoda have a +4 natural armor bonus.

Spell Resistance, Greater (3 RP): Urgoda gain spell resistance equal to 11 + their class level.

Feat and Skill Racial Traits

Underground Tracker (1 RP): Urgoda gain a +2 bonus on Survival skill checks made to follow tracks underground.

Movement Racial Traits

Jumper (2 RP): Urgoda are always considered to have a running start when making Acrobatics checks to jump.

Offense Racial Traits

Bite (1 RP): An urgoda’s bite attack deals 1d4 points of damage.

Claws (Advanced Trait, 2 RP): Urgoda have 2 curved claws in their feet that deal 1d6 damage each.

Powerful Charge (Monstrous Trait, 2 RP): Whenever an urgoda charges, it deals twice the number of damage dice with its claws plus 1-½ times its Strength bonus.

Senses Racial Traits

Darkvision 60 ft.

Scent (4 RP)

mercoledì 25 agosto 2021

Aligned Subdomains: Div

 Only Ahriman would grant this subdomain to his worshipers…

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Div Subdomain

Associated Domain: Evil.

Replacement Power: The following power replaces the touch of evil power of the Evil domain. Divs are a race of neutral evil outsiders.

Cursed Gaze (Su): You can gaze at an opponent within 30 feet of you, weakening its resolve and defenses. A creature who fails a Fort save (DC = 10 + ½ your cleric level + your Charisma bonus) suffers an effect of your choice: confused for 1 round, shaken for 1 round, stunned for 1 round, or 1d4 points of damage. Any creature under the effects of protection from evil is immune to this power. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 4th— enervation, 6th— disintegrate, 6th— mage’s disjunction.

domenica 22 agosto 2021

Aligned Subdomains: Asura

 Not every aligned extraplanar race has a related subdomain in Pathfinder. Many of these don’t serve many gods, but this doesn’t mean that they shouldn’t have a subdomain of their own. Asura ranas are likely the only ones to grant this.

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Asura Subdomain

Associated Domains: Evil, Law.

Replacement Power: The following granted power replaces the scythe of evil power of the Evil domain or the staff of order power of the Law domain. Asura are a race of lawful evil outsiders.

Pervert Miracle (Su): At 8th level, as an immediate action, when a creature within 60 feet either casts a spell that would counter or remove an harmful spell or effect, you can attempt an opposed Charisma check against the caster. If successful, you convert the spell into its opposite against each original target as it’s cast.

Replacement Domain Spells: 3rd— nondetection, 4th— unholy ward, 6th— vengeful outrage.

sabato 21 agosto 2021

Patron Request: Ferrin Race from Oathbound Arena

 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!

Ferrin (Advanced Race, 11 RP)

Among all half-elemental races, ferrin are distinguished for the metallic smoothness and glow of their bodies, their love for both fighting and creating fine metal tools and jewelry, and their ability to sustain their bodies by eating any kind of metal. On the other hand, they never drink water and feel repulsed by the very sight of many liquids that can “give them rust”.

Type: Outsider (Native) (3 RP)

Size: Medium (0 RP) Ferrin have no bonus or penalties due to size.

Speed: Normal (0 RP) 30 ft.

Ability Score Modifiers: Specialized (1 RP) +2 Str, +2 Con, -2 Cha. Ferrin are strong and resistant but their metallic appearance can intimidate those who first meet them.

Defense Racial Traits

Improved Electricity Resistance (Advanced Trait, 3 RP): Ferrin gain resistance 10 to electricity.

Improved Natural Armor (Advanced Trait, 3 RP): Ferrin gain a +2 natural armor bonus.

Magical Racial Traits

Metal Affinity (1 RP) Ferrin are treated as 1 level higher when casting spells or using powers from the Metal school, domain powers of the Metal subdomain and revelations of the oracle’s metal mystery. This trait does not give members of this race early access to level-based powers; it only affects powers they could already use without this trait.

Mithral Symbiosis (2 RP): Ferrin can use strong metals to repair damage to their bodies. Eating three ounces of mithral has on a ferrin the same effect of a cure light wounds spell.

Senses Racial Traits

Darkvision, 60 ft.

Weakness Racial Traits

Hydrophobia (-2 RP): Ferrin take a -4 penalty on saves against spells and effects with the water descriptor.

mercoledì 18 agosto 2021

New Feat: Outsider Companion

 The old version of the Diabolist prestige class included the stats for an imp companion and I thought it was very cool. We could let it as it was or use the stats as a blueprint for OTHER familiars-companions? Obviously the latter! I had to create some of them from scratch, though. You will see their monster stats in future books/posts.

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!

Outsider Companion

You have acquired an extraplanar being in piace of an animal companion.

Prerequisites: Knowledge (planes) 4 ranks; Knowledge (religion) 4 ranks; animal companion with an effective druid level of 4; must worship a deity.

Benefit: You replace your animal companion with a friendly outsider that serves the same deity you worship and must have an alignment within one step of yours. Your companion is loyal to you (though ultimately loyal to your patron deity).

The companion advances in level as a normal animal companion, though its hit dice, BAB, saving throws, and skill points are calculated as per an outsider. An outsider companion can select any feats it qualifies for; it doesn’t gain bonus tricks, but acquires new abilities as it advances in level, as specified in each outsider companion’s description. You also have an empathic link with your outsider companion, as if it were a familiar.

The following outsider companions are available:

Angirasa (Lawful Good)

Starting Statistics: Size Small; Speed 20 ft., fly 60 ft. (perfect); AC +1 soul armor; Attack slam (1d3); Ability Scores Str 11, Dex 10, Con 12, Int 14, Wis 15, Cha 13; Special Attacks blinding light (once every 1d4 rounds, dazzled for 1d4 rounds, Wis-based save to negate); Languages Celestial, Common, telepathy 100 ft.;Special Qualities no breath; positive energy affinity; spell-like ability (CL 2nd, Wis-based), at will—preserve grace.

4th-Level Advancement: Ability Scores Str +2, Dex +2; AC +1 soul armor; Special Qualities formless; subjective appearance; spell-like abilities (CL 2nd, Wis-based), at will- teleport (self only),1/day- lesser plane shift (Positive Energy Plane only).

Arbiter (Lawful Neutral)

Starting Statistics: Size Tiny; Speed 20 ft., fly 50 ft. (average); AC +1 natural armor; Attack short sword (1d3); Ability Scores Str 9, Dex 16, Con 12, Int 11, Wis 11, Cha 14; Languages truespeech; Special Qualities constant vigilance; constructed; locate inevitable; spell-like abilities (CL 2nd), constant—detect chaos, 3/day—command, protection from chaos.

4th-Level Advancement: Ability Scores Str +2, Dex +2; Special Attacks electrical burst; Special Qualities spell-like ability (CL 2nd), 3/day—make whole; spell-like ability (CL 12th), 1/week—commune.

Augur (Lawful Evil)

Starting Statistics: Size Tiny; Speed 20 ft., fly 50 ft. (perfect); AC +1 natural armor; Attack gore (1d4 plus bleed); Ability Scores Str 8, Dex 15, Con 10, Int 13, Wis 12, Cha 7; Special Attacks bleed (1d2);Languages Common, Infernal (cannot speak); Special Qualities spell-like abilities (CL 6th), constant—deathwatch,

at will—bleed, mage hand, open/close

3/day—inflict light wounds

4th-Level Advancement: Ability Scores Dex +2, Con +2; AC +1 natural armor; Special Qualities unnerving gaze (30 ft., shaken for 1 round, Con-based DC); spell-like ability (CL 12th), 1/week—commune.

Cacodaemon (Neutral Evil)

Starting Statistics: Size Tiny; Speed 5 ft., fly 50 ft. (perfect); AC +2 natural armor; Attack bite (1d4 plus disease); Ability Scores Str 10, Dex 11, Con 11, Int 8, Wis 13, Cha 12; Special Attacks disease (onset 1 day, frequency 1/day, effect 1d2 Wis, cure 2 consecutive saves, Con-based DC); Languages Abyssal, Common, Infernal, telepathy 100 ft.;Special Qualities spell-like abilities (CL 6th), constant—detect good, detect magic, 3/day—lesser confusion.

4th-Level Advancement: Ability Scores Str +2, Con +2; AC +2 natural armor; Special Qualities one alternate form (polymorph, lizard, octopus, small scorpion, or venomous snake); spell-like ability (CL 6th), at will—invisibility (self only), spell-like ability (CL 12th), 1/week—commune.

Cassisian (Any Good)

Starting Statistics: Size Small; Speed fly 60 ft. (perfect); AC +1 natural armor; Attack slam (1d3); Ability Scores Str 3, Dex 9, Con 10, Int 6, Wis 11, Cha 10; Special Attacks breath weapon (15-ft. line, 1d6 cold or 1d6 fire, Ref half, usable every 1d4 rounds); Languages Celestial, Draconic, Infernal, truespeech; Special Qualities spell-like abilities (CL 3rd), constant–detect evil, know direction.

4th-Level Advancement: Ability Scores Dex +2, Con +2; AC +2 natural armor; Special Qualities one alternate form (polymorph, Small human-like angel, dove, dog, or Tiny fish); perfect memory; spell-like abilities (CL 3rd), 1/day—aid, daylight; spell-like ability (CL 12th), 1/week—commune.

Cythnigot (Chaotic Evil)

Starting Statistics: Size Tiny; Speed 40 ft., fly 60 ft. (good); AC +1 natural armor; Attack bite (1d6 plus spores); Ability Scores Str 10, Dex 10, Con 11, Int 11, Wis 8, Cha 7; Special Attacks spores (Con-based DC); Languages Abyssal, telepathy (touch); Special Qualities spell-like abilities (CL 6th), constant—detect law, detect magic, fly.

4th-Level Advancement: Ability Scores Str +2, Dex +2; Special Attacks horrific appearance (Cha-based DC); Special Qualities spell-like abilities (CL 6th), 1/day— soften earth and stone, warp wood; spell-like ability (CL 12th), 1/week—commune.

Doru (Neutral Evil)

Starting Statistics: Size Tiny; Speed 20 ft., fly 40 ft. (perfect); AC +2 natural armor; Attack bite (1d4 plus poison); Ability Scores Str 8, Dex 15, Con 8, Int 10, Wis 12, Cha 14; Special Attacks poison (Frequency 1/round for 5 minutes, Effect 1d2 Wis, Cure 2 consecutive saves, Con-based DC); Languages Abyssal, Celestial, Infernal; telepathy 100 ft. Special Qualities spell-like abilities (CL 6th), constant—detect good, detect magic, 3/day—charm person.

4th-Level Advancement: Ability Scores Dex +2, Con +2; AC +1 natural armor; Special Qualities see in  darkness, spell-like abilities (CL 6th), at will—invisibility(self only), 3/day—minor image, 1/day—suggestion; spell-like ability (CL 12th), 1/week—commune.

Esipil (Neutral Evil)

Starting Statistics: Size Tiny; Speed 30 ft.;; AC +1 natural armor; Attack bite (1d4), 2 claws (1d3); Ability Scores Str 8, Dex 14, Con 11, Int 9, Wis 12, Cha 12; Special Attacks bewildering assault, grab (Small), spirit touch; Languages Abyssal, Celestial, Common, Infernal; telepathy (touch);Special Qualities easy to call, emotional focus, spell-like abilities (CL 3rd), at will—cause fear, mage hand.

4th-Level Advancement: Ability Scores Dex +2, Con +2; Special Qualities change shape (tiny cat or dog; beast shape II); look of fear (Cha-based DC); spell-like ability (CL 3rd), 3/day— mirror image; 1/week—contact other plane.

Harbinger Archon (Lawful Good)

Starting Statistics: Size Tiny; Speed fly 50 ft. (perfect); AC +1 natural armor; Attack 3 blades (1d4); Ability Scores Str 6, Dex 13, Con 9, Int 10, Wis 13, Cha 12; Languages Celestial, Draconic, Infernal, truespeech; Special Qualities disassemble, spell-like abilities (CL 6th), constant—detect evil, at will—dancing lights (duration lasts until dismissed), 3/day—cure light wounds, protection from evil

4th-Level Advancement: Ability Scores Dex +2, Con +2; Special Qualities spell-like ability (CL 12th), 1/week—commune; wrath.

Imp (Lawful Evil)

Starting Statistics: Size Tiny; Speed 20 ft., fly 50 ft. (perfect); AC +1 natural armor; Attack sting (1d4 plus poison); Ability Scores Str 8, Dex 15, Con 10, Int 13, Wis 12, Cha 14; Special Attacks poison (Frequency 1/round for 5 minutes, Effect 1d2 Dex, Cure 1 save, Con-based DC);Languages Celestial, Draconic, Infernal;Special Qualities spell-like abilities (CL 6th), constant—detect good, detect magic, 1/day—augury.

4th-Level Advancement: Ability Scores Str +2, Dex +2; Special Qualities one alternate form (beast shape I, boar, rat, or raven, or beast shape III, young giant spider); spell-like abilities (CL 6th), at will—invisibility (self only), 1/day—suggestion; spell-like ability (CL 12th), 1/week—commune.

Lyrakien (Chaotic Good)

Starting Statistics: Size Tiny; Speed 30 ft., fly 80 ft. (perfect); Attack slam (1d2); Ability Scores Str 5, Dex 17, Con 10, Int 14, Wis 17, Cha 20; Special Attacks starlight blast; Languages Celestial, Draconic, Infernal, truespeech; Special Qualities spell-like abilities (CL 3rd), constant—detect evil, detect magic, At will—dancing lights, daze, summon instrument, ventriloquism, 1/day—cure light wounds, lesser confusion, silent image.

4th-Level Advancement: Ability Scores Dex +2, Con +2; Special Qualities traveler’s friend; spell-like ability (CL 3rd), constant— freedom of movement; spell-like ability (CL 12th), 1/week—commune.

Nosoi (Neutral)

Starting Statistics: Size Tiny; Speed 20 ft., fly 50 ft. (good); Attack bite (1d3); Ability Scores Str 8, Dex 14, Con 10, Int 11, Wis 13, Cha 16; Special Attacks haunting melody; Languages Abyssal, Celestial, Infernal; Special Qualities change shape (raven or songbird, beast shape II), spell-like ability (CL 3rd), 1/day—hide from undead.

4th-Level Advancement: Ability Scores Dex +2, Con +2; Special Qualities spell-like abilities (CL 3rd), at will—invisibility (self only), 1/day— sound burst, spell-like ability (CL 12th), 3/day—speak with dead; spirit touch.

Oozy Demodand (Chaotic Evil)

Starting Statistics: Size Small; Speed 30 ft., fly 40 ft. (average); AC +1 natural armor; Attack slam (1d3 + 1d6 acid); Ability Scores Str 8, Dex 11, Con 10, Int 7, Wis 12, Cha 10; Languages Abyssal, Celestial, Common; Special Qualities heretical soul, immune to critical hits, flanking, and sneak attacks, spell-like abilities (CL 6th), constant—detect good, detect magic, 1/day—lesser confusion.

4th-Level Advancement: Ability Scores Str +2, Dex +2; Special Qualities faith-stealing strike, spell-like ability (CL 12th), 1/week—commune.

Paracletus (Neutral)

Starting Statistics: Size Small; Speed fly 40 ft. (good); AC +1 natural armor; Attack slam (1d3 + 1d6 electricity); Ability Scores Str 6, Dex 12, Con 9, Int 11, Wis 13, Cha 12; Languages envisaging; Special Qualities extension of all, spell-like ability (CL 3rd), at will—sanctuary; void form.

4th-Level Advancement: Ability Scores Str +2, Dex +2; Special Qualities emotion aura; spell-like ability (CL 3rd), 3/day—calm emotions; spell-like ability (CL 12th), 1/week—commune.

Quasit (Chaotic Evil)

Starting Statistics: Size Tiny; Speed 20 ft., fly 50 ft. (perfect); AC +1 natural armor; Attack 2 claws (1d3 plus poison), bite (1d4); Ability Scores Str 8, Dex 12, Con 9, Int 11, Wis 12, Cha 11; Special Attackspoison (Frequency 1/round for 5 minutes, Effect 1d2 Dex, Cure 2 consecutive saves, Con-based DC); Languages Abyssal, Common, telepathy (touch); Special Qualities spell-like abilities (CL 6th), constant—detect good, detect magic, 1/day—cause fear.

4th-Level Advancement: Ability ScoresDex +2, Con+2; AC +1 natural armor; Special Qualities one alternate form (polymorph, bat, Small centipede, toad, or wolf); spell-like ability (CL 6th), at will—invisibility (self only), spell-like ability (CL 12th), 1/week—commune.

Raktavarna (Lawful Evil)

Starting Statistics: Size Tiny; Speed 20 ft., climb 20 ft., swim 20 ft.; AC +1 natural armor; Attack bite (1d4 plus poison); Ability Scores Str 7, Dex 14, Con 13, Int 12, Wis 13, Cha 14; Special Attacks poison (Frequency 1/round for 5 minutes, effect 1d2 Wis plus modify memory, cure 1 save, Con-based DC);LanguageCommon, Infernal, Undercommon;Special Qualities spell-like abilities (CL 6th), constant—comprehend languages, detect magic, detect thoughts, 1/day—charm person.

4th-Level Advancement: Ability Scores Dex +2, Con +2; AC +1 natural armor; Special Qualities one alternate form (Tiny animated object); master’s eyes; spell-like abilities (CL 6th), 1/day—suggestion; spell-like ability (CL 12th), 1/week—commune.

Shikigami (Lawful Neutral)

Starting Statistics: Size Tiny; Speed 30 ft.; AC +1 natural armor; Attack improvised weapon (1d4, 1d3 ranged); Ability Scores Str 8, Dex 11, Con 11, Int 11, Wis 17, Cha 14; Languages Common;Special Qualities improvised weapon mastery, merge with ward, spell-like abilities (CL 6th), 3/day—hide from animals, purify food and drink.

4th-Level Advancement: Ability Scores Dex +2, Con +2; Special Qualities spell-like abilities (CL 6th), at will—invisibility(self only), statue (self only), spell-like ability (CL 12th), 1/week—commune with nature.

Silvanshee (Neutral Good)

Starting Statistics: Size Tiny; Speed 30 ft., fly 90 ft. (good); AC +1 natural armor; Attack bite (1d3), 2 claws (1d2); Ability Scores Str 3, Dex 13, Con 10, Int 10, Wis 12, Cha 13; Special Attacks pounce;Languages Celestial, Draconic, Infernal, truespeech; Special Qualities cat’s luck; spell-like abilities (CL 2nd), constant—know direction, speak with animals, at will—dancing lights, prestidigitation, stabilize.

4th-Level Advancement: Ability Scores Dex +2, Con +2; Special Attacks heroic strength; Special Qualities lay on hands; spectral mist; spell-like ability (CL 2nd), 1/day—dimension door (self plus 5 lbs. of objects only); spell-like ability (CL 12th), 1/week—commune.

Spirit Oni (Neutral Evil)

Starting Statistics: Size Tiny; Speed 10 ft., fly 30 ft. (good); AC +1 natural armor; Attack bite (1d4), gore (1d4 plus poison); Ability Scores Str 6, Dex 17, Con 10, Int 13, Wis 12, Cha 15; Special Attacks poison (Frequency 1/round for 5 minutes, Effect 1d2 Cha, Cure 2 consecutive saves,Con-based DC); Languages Common;Special Qualities spell-like abilities (CL 6th), constant—detect magic, At will—mage hand, 1/day—command, sleep.

4th-Level Advancement: Ability Scores Dex +2, Con +2; Special Qualities mask symbiosis, spell like ability (CL 6th), at will—invisibility (self only), spell-like ability (CL 12th), 1/week—commune.

Tripurasura (Lawful Evil)

Starting Statistics: Size Tiny; Speed 20 ft.; AC +1 insight bonus; Attack sting (1d4 plus poison); Ability Scores Str 8, Dex 12, Con 10, Int 13, Wis 15, Cha 13; Special Attacks poison (Frequency 1/round for 5 minutes, Effect 1d2 Wis, Cure 1 save, Con-based DC); Languages Common, Infernal;Special Qualities spell-like abilities (CL 6th), constant—detect magic, at will—feather fall.

4th-Level Advancement: Ability Scores Dex +2, Con +2; Special Qualities one alternate form (alter self, any Small humanoid); elusive; spell-like abilities (CL 6th), 3/day—levitate, locate object, spider climb; spell-like ability (CL 12th), 1/week—commune.

Voidworm (Chaotic Neutral)

Starting Statistics: Size Tiny; Speed 20 ft., fly 50 ft. (perfect); Attack bite (1d3), tail slap (1d3 plus confusion); Ability Scores Str 7, Dex 15, Con 8, Int 8, Wis 8, Cha 13; Special Attacks confusion (1 round, Cha-based DC); Languages Common, Protean;Special Qualities spell-like abilities (CL 6th), constant—detect law, at will—dancing lights, ghost sound, prestidigitation, 3/day—obscuring mist.

4th-Level Advancement: Ability Scores Dex +2, Con +2; Special Qualities one alternate form (beast shape II, any Tiny animal); spell-like abilities (CL 6th), 3/day—blur (self only), 1/day—suggestion; spell-like ability (CL 12th), 1/week—commune.

domenica 15 agosto 2021

Killit Aurabuca, Halfling Savant

 I was re-reading my older posts and found that one hero of Worldcenter was not yet presented here in any form. So here she is in the Spheres of Might version (the newest options allow builds much nearer to my original concept).

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!

Killit Aurabuca

Halfling Savant 1

CG Small humanoid (halfling)

Init +3; Senses Perception +3

Defense

AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)

hp 11 (1d10+1)

Fort +4, Ref +4, Will +2; +2 racial vs. fear

Offense

Speed 20 ft.

Melee dagger +5 (1d3) or shortsword +5 (1d4, 19-20)

Ranged dagger +5 (1d3) or sling +5 (1d3)

Special Attacks fatal thrust +1d6, strain +2

Martial
Tradition
Thief (Equipment sphere: Dagger Bravo, Rogue Weapon Training; Fencing Sphere; Scoundrel sphere); PAM Cha

Equipment sphere - DC 13, Talents Dagger Bravo, Rogue Weapon Training

- dagger bravo (increase critical threat and range of a dagger sized for you)

-rogue weapon training (proficient with the blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip; +2 competence bonus to Sleight of Hand checks made to conceal a weapon on your person).

Fencing Sphere- DC 13, Talents none, Drawbacks none
- fatal thrust (+1d6 precision damage vs. a target within 30 ft. that you are flanking, is flat-footed, or has lost its Dexterity bonus to AC).

Scoundrel sphere - DC 13, Talents none, Drawbacks none
- swift hands (use your Dexterity with dirty trick or steal maneuvers and use your ranks in Sleight of Hand as your base attack bonus for dirty trick or steal maneuvers; apply any enhancement bonuses to your unarmed strikes to dirty trick and steal combat maneuvers)
- marked target
(batter a creature as a swift action and inflict a -1 penalty on Perception checks for 1 round; apply trick talents to steal or dirty trick combat maneuvers or Sleight of Hand checks)

Statistics

Str 10, Dex 16, Con 13, Int 13, Wis 12, Cha 16

Base Atk +1; CMB +0 (+7 with dirty trick and steal); CMD 13

Traits Helpful, Inspiring

Feats Weapon Finesse

Skills Acrobatics +9, Bluff +8, Diplomacy +7, Disable Device +4, Sleight of Hand +8, Stealth +4, Use Magic Device +4

Languages Common, Elven, Halfling

SQ flexible combat training, insights 3/day (conditioning, skill mimicry, talent shift; DC 13)

Gear dagger (2 gp), leather armor (10 gp), rogue’s kit (50 gp), shortsword (10 gp), sling with 10 bullets (1sp), smoke pellet (25 gp), 7 gp, 9 sp

Special Abilities

Equipment: Dagger Bravo Whenever you wield a dagger properly sized for you, its critical range is changed to 18-20/x2 (although its critical multiplier cannot be increased) and its range increases to 30 feet. At +10 base attack bonus, its range increases to 50 feet. Associated Feat: Weapon Focus (dagger)

Equipment: Rogue Weapon Training (discipline) You gain proficiency with the blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip. Additionally, you gain a +2 competence bonus to Sleight of Hand checks made to conceal a weapon on your person. At +10 base attack bonus, this competence bonus increases to +4.

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.

Flexible Combat Training (Ex) A savant may combine combat spheres and talents to create powerful martial techniques.

Savants are considered Proficient combatants. When they gain their first level in the savant archetype, savants may choose either Charisma, Intelligence or Wisdom as their practitioner modifier. Whenever a savant rests for 8 hours (or the equivalent), he may change any and all combat talents gained from savant levels, choosing new spheres and new talents.

Combat talents gained as part of levels taken in other classes, as part of his martial tradition, or combat talents gained from taking the Extra Combat Talent feat are not eligible to be changed in this fashion.

Insights (Ex) Savants have learned to master their own bodies, pushing themselves in truly remarkable ways and using this knowledge, they may help or harm others as well. A savant may use insights a number of times per day equal to his practitioner modifier, which refreshes when he rests for 8 hours (or the equivalent). Whenever an insight calls for a saving throw, the DC is equal to 10 + ½ the savant’s level + the savant’s practitioner modifier. A savant may only use insights of his level or lower. Unless noted, using an insight is a free action that may be taken even when it isn’t the savant’s turn.

  • Conditioning: At 1st level, the savant may spend a use of insight when making a Strength, Dexterity, or Constitution-based ability check or skill check (but not an attack roll, combat maneuver roll, or save) to roll twice and take the best result.
  • Skill Mimicry: At 1st level, when the savant sees a creature make a Strength or Dexterity-based skill check, he may spend a use of insight to use that creature’s modifier on checks made for that skill for a number of minutes equal to his practitioner modifier. This bonus includes attribute, class, feat, trait, and class skill bonuses but not other bonuses, such as circumstance, competence, insight, sacred, nor any bonus granted by a spell or magic item.
  • Talent Shift: At 1st level, the savant may spend a use of insight to swap one talent gained from flexible combat training for another talent. Any prerequisites of the talent must still be met. He keeps this talent for a number of rounds equal to his practitioner modifier; afterwards the talent is lost. The original talent is regained after a 10 minute rest.

Scoundrel Sphere Masters of subtlety and guile, practitioners of the Scoundrel sphere know how to best manipulate opponents into dropping their guard before taking them for everything they have. When you gain the Scoundrel sphere, you gain 5 ranks in the Sleight of Hand skill, plus 5 ranks per additional talent spent in the Scoundrel sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Sleight of Hand 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.

All practitioners of the Scoundrel sphere gain the following abilities:

Scoundrel: Swift Hands You may use your Dexterity in place of your Strength when attempting a dirty trick or steal maneuver and may use your ranks in the Sleight of Hand skill in place of your base attack bonus when determining your combat maneuver bonus to perform a dirty trick or steal maneuver. In addition, you may apply any enhancement bonuses to your unarmed strikes to your dirty trick and steal combat maneuvers.

Scoundrel: Marked Target

You may make a melee touch attack against a creature as a swift action; if this attack is successful, the creature is battered and takes a -1 penalty on Perception checks for 1 round. For every 4 ranks in Sleight of Hand you possess, this penalty is increased by 1.

Trick: Whenever you perform a steal or dirty trick combat maneuver, or make a Sleight of Hand check to take an object from a target unnoticed, you may apply one (trick) talent to it. (Trick) talents cannot be applied to maneuvers performed as a free action.

Strain (Ex) At 1st level, as a free action a savant may increase his base attack bonus by 2 until the end of his turn. Doing so is extremely taxing, leaving him fatigued for 1 round. This bonus increases by +1 at 5th level, and by an additional +1 for every 4 levels thereafter to a maximum of +6 at 17th level.

When activating this ability, if he fails to deal damage or succeed on a combat maneuver before the beginning of his next turn, he must make a Fortitude save equal to 10 + class level or be dazed instead of fatigued. These conditions bypass immunity. If the savant is already fatigued, he is instead exhausted and if exhausted, he instead falls unconscious for the same duration.

How to Play Killit

Killit is young and optimistic. She sees the thief’s way as a game more than a job, and is always ready to learn new things and give a chance to anyone she meets. Deep down she doesn't think there is something as a really evil creature, but is more than capable to defend herself and her friends when it’s needed. Killit is a regular ray of hope in the lives of those she loves, and many times she has found a way out of unbearable odds when wiser and smarter sages weren’t able to.

Future Abilities

Martial Talents 100,000 Arrows, Barrage sphere, Blitz Focus, Bouncing Shot, Dagger Dancer, Distracting Shot, Fast Draw, Improved Grifting, Intercepting Shot, Lethal Precision, Master Thief, Sniper sphere, Versatile Fighter

Feats Agile Maneuvers, Blinding Flash, Cloak and Dagger Style, Cloak and Dagger Subterfuge, Cloak and Dagger Tactics, Courageous Resolve, Defensive Combat Training, Extra Combat Talent (x3), Lucky Halfling, Lucky Strike, Nimble Moves, Throw Anything, Vital Strike

sabato 14 agosto 2021

New Exit: Legendary Spiritualists!

 Heiya! It has been a long time since my last publication! Legendary Spiritualists by Legendary Games is 90% mine, and I worked a whole year on it. Hope you like it!
As always, tomorrow I'll post a little bit of extra content that didn't fit in the book on my Patreon page. If you want to read it, please consider donating!

mercoledì 11 agosto 2021

Deities of Worldcenter: Eala (Part 4)

The Hellknight Obedience Feat is a great idea, but why should devil-worshiping knights be the only ones to benefit from it? In Worldcenter, many chivalric orders exist, both religious and laical, and each one has its distintive obedience. Eala maintains one as well, albeit an informal 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!

Chivalric Obedience (Eala)

Favored Weapon: Bastard sword or greatsword

Spar with someone you disagree with or disapprove, trying to deal or receive as little damage as possible. Talk with your partner all along, trying sincerely and politely to find an agreement with them. If you can’t find such a partner, spar alone, while remembering a famous tragic story and devising a new, original happy ending for it; then tell the story with the new finale to someone, encouraging them to spread it. You gain a +2 sacred bonus on saving throws vs. divine spells and effects from other faiths.

Chivalric Boons

1) Diplomatic Assessor (Ex): You are able to quickly judge someone’s values, morality and affiliation. You gain the Sense Loyalties feat as a bonus feat, and can use it after three rounds of interaction only.

2) Judge of the Redemptress (Su): You gain an inquisition you don’t already possess from Eala’s allowed inquisitions list. You treat your character level as your inquisitor level for using this inquisition’s powers.

3) Destiny Awaits (Sp): When in battle, you can cast ascension on your non-mythic allies 1/day.

domenica 8 agosto 2021

Deities of Worldcenter: Eala (Part 3)

 I didn’t want Eala to miss anything. She is an ascended mortal, so she has both a Deific and Celestial Obedience… and more.

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!

Celestial Obedience

Quietly meditate on recent events trying to recognize any prejudice, yours or of another; strive to understand your friends and enemies’ point of view, and envision a way to harmonize them with yours. Keep a holy symbol of any one deity in front of you and repeat “I will not let you influence creatures to do wrong”. Bury the symbol in the ground when your meditation ends. Gain a +2 sacred bonus on saves vs. mind-affecting effects, and a +2 sacred bonus on all rolls made to dispel or remove such effects from others.


Mystery Cultist Boons

1) Blessed By The Snowflame (Sp): entropic shield 3/day, holy ice weapon 2/day, or remove curse 1/day. You must choose if the ice/fire spells deal fire or cold damage every time you perform the obedience.

2) On Wings of Goodness (Su): You can sprout feathery or insect wings of any color or pattern you like and fly for a number of minutes per day equal to your character level, with a speed of 60 feet and good maneuverability. If you already can fly, then your flight speed increases by 30 feet and your maneuverability betters by one category.

3) Elemental Mount (Sp): Once per day, you can summon a mighty ice or fire elemental to act as your mount. You have a +20 bonus on Ride checks with it. This functions as summon elemental steed, but there’s no chariot attached to the elemental and only you can ride it. Your elemental mount stays 20 minutes for every level you possess.

sabato 7 agosto 2021

Deities of Worldcenter: Eala (Part 2)

 Here are the deific obediences for my new goddess. The greater swandragon will be descripted in a future post.

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!

Deific Obedience (Eala)

Keep one hand above a flame and hold a little block of ice in the other. Spend time meditating on the fundamental good in everything, the coincidence of opposites, and the inconsistency of evil. Imagine an impossible task for yourself (such as suspend to a web strand, cooking a meal with cold, or helping two star-crossed lovers to marry) and try to find a way to accomplish it when someone is watching. Gain a +2 sacred bonus on all saving throws against fire and cold effects, and a +2 sacred bonus on the save DC of fire and cold effects you originate.

Evangelist Boons (Favored classes: bard, cavalier, inquisitor, magus, wizard)

1) Defender of Hope (Sp): ice armor 3/day, flames of the faithful 2/day, or good hope 1/day. You must choose if the ice/fire spells deal fire or cold damage every time you perform the obedience.

2) Celestial Squire (Su): You gain a monster cohort with a NG or CG alignment as if you had the Leadership feat. If you already have that feat, you gain a +2 bonus on your Leadership score. You have an empathic link with your celestial squire, as a wizard/witch with their familiar. If you already had a familiar, it instead gains enough levels in a key class to become your cohort (a familiar with a “special” role, like a cassisian, can take levels in any classes, and its advancement follows the same rules for monsters with class levels). The creature retains all the special abilities and the Intelligence score of the familiar, but also has the statistics and abilities of a cohort.

3) Flesh of Frost and Flame (Sp): fiery body or ice body 1/day.

Exalted Boons

1) Elemental Adept (Sp): snowball 3/day, elemental touch 2/day, or elemental aura 1/day. You must choose if the ice/fire spells deal fire or cold damage every time you perform the obedience.

2) Guided by My Conscience (Ex): You gain Guided Hand as a bonus feat, even if you don’t meet the prerequisites. You can add either your Wisdom or Charisma bonus to your attack rolls with the bastard sword or greatsword (whichever is higher).

3) Flamesnow (Sp): Once per day, you can unleash a frightening combination of a blizzard and rain of fire upon your enemies. This functions as a storm of vengeance, but replacing acid damage with cold damage and lightning damage with fire damage.

Sentinel Boons

1) Rampart Against Corruption (Sp): challenge evil 3/day, lesser angelic aspect 2/day, or holy whisper 1/day.

2) Knight of Purity (Su): Extended bestow grace of the champion 1/day, self only. This spell is not considered to have the lawful descriptor.

3) Angelic Protector (Su): You add your levels in sentinel to levels in a class that grants a bonded mount or animal companion, and your mount or animal companion is replaced by a greater swandragon monstrous companion, as per the feat. If you don’t have a bonded mount or animal companion, you gain a +4 sacred bonus on your AC against the attacks of evil outsiders.

mercoledì 4 agosto 2021

Thanks to my patrons!

 Thank you like every month to Zabor, Ronald J Paris, and Ecaeka Ecaicio, my most generous patrons!

Another Patron-requested piece tomorrow on my Patreon page. Please don’t miss it!

domenica 1 agosto 2021

Deities of Worldcenter: Eala, the Snowflame (part 1)

 This is an important figure in my setting (and the ascended form of my very first character) so I developed her VERY well!

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!

Eala

The Redemptress, Snowflame, Knight of Creation

Alignment CG

Areas of Concern Fire, forbidden relationships, free thinking, free will, half-breeds, ice, overthrowing fate, paradox

Domains Chaos, Fire, Good, [Ice] Liberation, Water

Subdomains Angels (Good), Azata (Chaos), Azata (Good), [Deva (Good)] Freedom, Ice, [Independence], Paradox (Chaos), Redemption, Revolution

Apocryphal Subdomains: Hubris, Legend, Self–Realization

Favored Weapon Bastard sword, greatsword

Symbol Flame-wreathed snowflake

Sacred Animal(s) Swan

Sacred Color(s) Red, white

Divine Gift: Eala grants the character a permanent bonus on saves against charm and compulsion effects equal to his Charisma bonus (minimum 1).