mercoledì 10 novembre 2021

Karo, Faithful Shepherd (Updated)

This is NEARLY the last one of my Ultimate Spheres conversion and I love the way he looks now.

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Karo Meldur

Elf cleric (Faithful Shepherd) 1

NG Medium humanoid (elf)

Init +5; Senses low-light vision, Perception +3

Aura aura of good


Defense

AC +12, touch 11, flat-footed 11 (+1 armor, +1 Dex)

hp 8 (1d8)

Fort +2; Ref +1; Will +5

Defensive Abilities adoration 6/day; Immune blindness and dazzle effects


Offense

Speed 30 ft.

Melee longsword +1 (1d8+1, 19-20)

Ranged light crossbow +1 (1d8+1, 19-20)

Special Attacks channel positive energy 6/day (1d6 damage, DC 15), divine works (give heart)

Spell-Like Abilities (CL 1st; concentration +3)

At will- light


Magic

Caster Level 1 (2 with Fate, Life, Light, and Protection); MSB +1; MSD 12; Concentration +4

Tradition Inherent Divinity (Drawbacks: Emotional Casting, Verbal Casting, Aligned Protection [Protection], Luminous [Protection]; Boons: Easy Focus); CAM Cha

Spell Points 4

Fate Sphere - DC 13; Duration Concentration or 1 min/level; Range Consecration (20 ft.), Word (25 ft.); Talents None; Drawbacks None

- Consecration (Serendipity)

- Word (Hallow)

Life Sphere - DC 13; Duration None; Range Touch; Talents None; Drawbacks None

- Cure

- Invigorate

- Restore

Mind Sphere - DC 13; Duration None; Range Close (25 ft); Talents None; Drawbacks None

- Suggestion (Lesser, Greater)

Protection Sphere - DC 14; Duration Aegis (2 hours), Ward (Concentration; 2 rounds); Range Aegis (touch), Ward (up to 20 ft); Talents Peacebound, Repel Evil; Drawbacks Aligned Protection (evil), Luminous
- Aegis (Deflection, Peacebound)
- Ward (Barrier, Peacebound, Repel Evil)


Statistics

Str 12, Dex 12, Con 11, Int 12, Wis 14, Cha 16

Base Atk +0; CMB +1; CMD 12

Traits Defender of the Faith, Warrior of Old

Feats Imbued Strike, Run*

Skills Heal +6, Knowledge (planes) +5, Sense Motive +6

Languages Celestial, Common, Elven

SQ domains (Charm/Love, Glory/Heroism), fleet-footed, lightbringer, touch of glory 6/day (+1)

Gear cleric’s kit (16 gp), light crossbow (35 gp) with 20 bolts (2 gp), longsword (15 gp), potion of common cure (50 gp), silken ceremonial armor (30 gp), 12 gp


Special Abilities


Channel Energy (Su) Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + ½ the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.


Divine Works The faithful shepherd has been gifted by his deity with minor miracles he can use to protect and heal his allies - and to spread the good word. The faithful shepherd gains 1 divine work at 1st level, and an additional divine work every odd level after the 1st, for a total of 10 at 19th level. Each divine work may be chosen once only. She may choose from the following works:


Divine Works: Give Heart (Su) Whenever the faithful shepherd creates a ward, he may invigorate every ally within the area of the ward as a free action. This is considered only one use of the invigorate ability, regardless of the number of allies affected.


Domains: Charm/Love

Adoration (Su): As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as sanctuary, but only against one individual attack. You must use the ability after the attack is declared but before the roll is made. The creature attacking you receives a Will save to negate this effect. If a creature has more than one attack, this ability only affects one of the attacks. You can use the ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.


Domains: Glory/Heroism

You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Easy Focus When maintaining a sphere ability through concentration, you only need to spend a move action to maintain concentration instead of a standard action. This does not decrease the sphere ability’s casting time, only the action used to maintain concentration.

Emotional Casting Your magic requires heightened emotional states of mind to use. When subject to a non-harmless effect that invokes an emotion (such as fear effects, demoralization, spells with the emotion descriptor, or (charms) such as Fear or Hostility) you are unable to use magic. You may use the metamagic feat Logical Spell to overcome this drawback.

Fate Sphere You command cosmic forces including luck, destiny, and alignment. 


Fate: Consecration As a standard action, you may affect a 20-foot radius + 5 feet per 5 caster levels area centered on you with a consecration. This aura moves as you do. The effects of consecrations are subject to spell resistance. When you gain the Fate sphere, you gain the following consecration:

Fate: Serendipity (consecration) You bestow luck upon your allies. All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. This bonus lasts as long as you concentrate. You may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.

Fate: Word As a standard action, you may invoke a word of power, affecting a single creature or object within close range. Words are subject to spell resistance.
When you gain the Fate sphere, you gain the following word:

Fate: Hallow (word) You may spend a spell point to hallow a target for 1 minute per caster level. Choose an end of the alignment spectrum (good, evil, lawful, chaotic); you must choose an alignment that you possess. The target of this word gains a +1 sacred bonus (profane bonus if you are evil; if you are neither good nor evil you must choose whether you grant sacred or profane bonuses with this sphere) to attack rolls, AC, and saving throws made against targets of your opposed alignment (evil for good, lawful for chaotic, etc.). This bonus increases by 1 for every 10 caster levels possessed.

The target also gains immunity to any spell or sphere effect that possesses or exercises mental control over them (including enchantment charm effects and enchantment compulsion effects), so long as that effect originates from a creature who possesses your opposed alignment. If the target is already under the influence of such an effect, the target is allowed to attempt a new saving throw against the controlling effect. Success means the effect is suppressed for the duration of this word, but resumes when this word expires. This does not expel a controlling life force (such as a ghost or projected spirit), but it does prevent them from controlling the target.


Fate: Divine Force (consecration) You may fill an area with the influence of an alignment type you are connected to (good, evil, lawful, or chaotic). You must possess this alignment type. Creatures of that alignment’s opposite (good for evil, lawful for chaotic, etc.) within this area suffer one of the following detriments, chosen at random (Fortitude negates):

  1. blind 1 round

  2. deaf 2d4 rounds

  3. staggered 1d4 round

  4. sickened 1d4 round

  5. dazed 1 round

  6. shaken 1d4 round

As this power is cosmic in origin, it can affect undead, even though undead are usually immune to some of these conditions.

If you are true neutral, you may choose neutrality with this consecration, in which case all creatures at the extremes of the alignment spectrum (lawful good, lawful evil, chaotic good, and chaotic evil) suffer the ill effects. This is an instantaneous effect.


Keep the Flock The faithful shepherd gains the Life and Protection spheres as bonus magic talents.
This replaces domain bonus spells.

Life Sphere You wield the powers of life. All Life sphere effects are subject to spell resistance.


Life: Cure As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. To living creatures, this is a harmless positive energy effect, but it is harmful to undead and other creatures normally damaged by positive energy (Will half).

Life: Invigorate As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour (Will negates ([harmless]).

Life: Restore As a standard action, you may touch a target and spend a spell point to restore their health (Will negates (harmless)). When using restore, you must choose to restore mind, body, or soul. If affecting multiple targets, this choice becomes the same for all targets.
If restoring mind, this accomplishes all of the following:

  • Removes the dazzled condition.

  • Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.

  • Removes the staggered condition.

If restoring body, this accomplishes all of the following:

  • Removes the battered condition. (See Spheres of Might.)

  • Removes the fatigued condition or lessens exhaustion to fatigued.

  • Removes the sickened condition or lessens nauseated to sickened.

If restoring soul, this:

  • Heals 1d4 points of ability damage to one ability score of your choice.

If the condition targeted is part of an on-going effect, restore instead suppresses the condition for a number of rounds equal to your caster level. This cannot be used to remove curses or instantaneous effects.


Mind Sphere You gain the ability to alter the minds of others, causing them to act as you see fit. All (charm) and (cloud) effects are enchantment (compulsion) mind-affecting abilities.


Mind: Charm You may place charms on creatures. Charms require a standard action to use, have a range of close, and are subject to spell resistance. You may only use charms on targets that possess your own creature type (humanoid for humanoids, etc.) although the Expanded Charm talent changes this. Each charm has three strengths; lesser, greater, and powerful. Lesser charms are at-will abilities, but you may not target an individual creature more than once in a day with any individual lesser charm. Greater charms cost a spell point to use and powerful charms cost 2 points to use. You must possess the Powerful Charm talent before you may use any powerful charms.
When you gain the Mind sphere, you gain the following charm:


Mind: Suggestion (charm) You may plant thoughts into a target’s mind.

Lesser Charm: You may plant a suggestion in a target’s mind, which they obey as if the thought had been their own (Will negates). The suggested course of activity must be limited to a sentence or two and must be a very simple request. The creature performs the suggested action until it finishes, or for 1 hour per caster level, whichever comes first. If you choose, you can instead specify conditions the creature should look for, (i.e., “you should search the next person who enters this room, looking for weapons.”) If the condition is not met before this duration expires, the activity is not performed.
Greater Charm: This works as the lesser charm, but may be up to a basic request. Very simple requests cause the save to be made with a -2 penalty. The target cannot be asked to do anything it would not normally do.

Positive Channeling A faithful shepherd must choose positive energy as the energy she channels with her channel energy class feature. The faithful shepherd uses her casting ability modifier in place of Charisma to determine uses per day, saving throw DC, and all other effects when channeling energy.
This alters channel energy.


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 aegises and wards 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 aegises provide no protection against effects that originate from those creatures.


Luminous Your Protection sphere abilities take on the form of an aura or field of light. The light is not powerful enough to be used as a light source, but makes the presence of the protection ability obvious to anyone within 30 feet. Creatures wearing an aegis you created can not benefit from stealth, invisibility, or concealment. Effects that dispel light (such as Dark effects) dispel your Protection sphere abilities as well. You must use the bonus talent gained from this drawback to gain an (aegis) talent.
Incompatible: Crystalline, Limited Protection (ward), Second Skin, Shielding


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, and aegis is subject to spell resistance.
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: Ward As a standard action, you may create a ward centered on yourself with a radius of up to 10 feet + 5 feet 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 (however, if the ward is created entirely on top of a vehicle, it will move with that vehicle). If a ward affects targets inside it, its effects are subject to spell resistance.
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 of force at its perimeter. While this barrier does not block line of sight, it does block line of effect; thus, while you could still target a creature through the barrier (such as for an attack that attempts to break the barrier and still deal damage to the creature on the other side), the barrier does stop attacks, movement, breath weapons, and any spells or sphere effects that rely on line of effect until the barrier is destroyed. 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). Creatures inside a space where a barrier is created are shunted to the nearest empty space on the outside.
A barrier has hit points equal to twice your caster level and a Break DC of 15 + ½ your caster level. A barrier can hold weight, up to 2,400 lbs. + 250 lbs. per caster level; beyond that, a barrier simply shatters as if broken with a Strength check. If a barrier is broken anywhere, the entire effect ends.
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 hit points to damage targets on the other side. If you maintain your barrier through concentration, its hit points are renewed each round on your turn.


Protection: Peacebound (aegis, ward) You may create a ward that renders all creatures within incapable of causing violence. Any violent action or targeted offensive magical effect created within the ward fails and the target’s action is wasted (Will negates). If any target succeeds at this Will save, the ward’s effect immediately ends for all. When a Peacebound ward is broken in this fashion, all creatures within become immune to that caster’s Peacebound ward for 24 hours.
You may also create an aegis that makes the target immune to violent actions or magic. Any such action made against the target requires the attacker to succeed at a Will save or lose that action. If a creature succeeds at this Will save they are immune to the effects of that casting of this aegis. If the bearer of the Peacebound aegis takes an offensive action against any creature, the aegis immediately ends.


Protection: Repel Evil (ward) You may create a ward that repels creatures of one end of the alignment spectrum (chaotic, evil, good, lawful), 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.


Verbal Casting You must speak in a loud, clear voice to cast spells. Using magic alerts all nearby hearing creatures to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly.

Build
Karo is built with a 20-point buy and 140 gp starting wealth. Favored Class Bonus is +⅓ use of a 1st-level domain power. If using a lower point buy, you can lower Strength and Constitution. If using a higher point buy (or rolling really well), your most important attributes are Wisdom and Charisma. Charisma is your casting statistic and affects the save DCs of all your magic and martial talents and your spell pool, in addition to making you more persuasive in social situations, boosting your channel energy save DCs, and many useful skill bonuses. A high Wisdom is desirable too, to increase your Will save and boosting your domain powers.


How to Play Karo

You are a servant of the Supreme God, and fostering goodness in the world is the most important thing to you. Even if you are an accomplished combatant yourself, you feel that your role is mostly to support well-intentioned heroes chosen by your deity, either by inspiring, strengthening, or healing them. Peace between all beings is your highest purpose, but you know that it can be achieved only by fighting evil- even if this fight does not necessarily have to be a violent one.


Future Abilities

Magic Talents Atonement, Beacon of Hope, Bless, Break Enchantment, Diagnose, Divination sphere, Divine Force, Glory, Inspiration, Light sphere, Perfect, Prismatic Radiance*, Restore Health, Restore Senses, Restore Spirit*, Resurrection, Resuscitate

Divine Works ask for a sign, divine guidance, divine inspiration, grant protection, holy presence, instill virtue, omniscience, serve life, show mercy

Feats Champion’s Strike, Change of Heart, Channel Alignment, Channel Smite, Disciple of the Sword, Endless Possibilities, Extra Magic Talent, Sunlight Strike, Weapon Focus (longsword)

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