sabato 20 novembre 2021

Singel Dellingr, Radiant Mageknight

 Here’s a Sphere version of a yet-unposted secondary character from my novels.

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Singel Dellingr, Spring Dawn

Half-elf mageknight 1 (Warrior of Holy Light)

NG Medium humanoid (elf, human)

Init +1; Senses low-light vision, Perception +3


Defense

AC 18, touch 11,  flat-footed 17 (+5 armor, +1 Dex, +2 shield)

hp 12 (1d10+2)

Fort +4, Ref +1, Will +3. +2 vs. enchantment spells and effect

Immune sleep


Offense

Speed 30 ft.

Melee longsword +4 (1d8+2, 19-20)

Ranged shortbow +2 (1d6, x3) 

Special Attacks luminous smite (+3 attack, +1 damage)


Magic

Caster Level 1; MSB +1, MSD 12, Concentration +4
Tradition Divine Crusader (Drawbacks: Focus Casting, Prepared Caster, Verbal Casting; Aligned Combatant (Destruction), Aligned Protection (Protection); Boon: +1 spell point per odd level in casting classes); CAM Cha
Spell Points 5

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

- Cure (1d8+1)

- Invigorate

- Restore

Light Sphere - DC 13; Duration 1 minute (glow) or concentration (lens); Range Medium (110 ft.); Talents none; Drawbacks none

- Glow (bright light)

- Lens (telescope)

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

- Suggestion (Lesser, Greater)


Statistics

Str 14, Dex 12, Con 14, Int 10, Wis 13, Cha 16

Base Atk +1; CMB +3; CMD 14

Traits Radiant Healer, Unswaying Love

Feats Skill Focus* (Heal), Weapon Focus (longsword)

Skills Diplomacy +7, Heal +5, Knowledge (religion) +4, Spellcraft +4

Languages Common, Elven

SQ light in the darkness

Gear common cure (50 gp), heavy steel shield (20 gp), longsword (15 gp), paladin’s kit (11 gp), scale mail (50 gp), shortbow (30 gp) with 20 arrows (1 gp)


Special Abilities


Alignment The warrior of holy light must be of good alignment. If she ever ceases to be good, she loses the benefits of her luminous smite, lay on hands, and channel energy abilities until her alignment returns to good.


Focus Casting Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. The focus must be wielded or equipped to be used (for example, a wand must be held, a ring must be equipped in a ring slot, etc.) Using magic without your focus requires you to attempt a concentration check (DC 20 + ½ the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it. At the GM’s discretion, however, another caster’s focus may be used instead.

If you are carrying your focus when subject to a polymorph effect that would normally meld your equipment into your new form, your focus melds into your body as well, causing this drawback to function as the center of power drawback for the duration of the effect.

You may not select this drawback if you possess the Center Of Power or Galvanized drawbacks.


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.


Light in the Darkness A warrior of holy light gains the Light sphere as a bonus sphere at 1st level. If the warrior of holy light already possesses the Light sphere, she instead gains 1 magic talent from the Light sphere. A warrior of holy light may always gain a magic talent from the Light sphere in place of a bonus combat feat or mystic combat.

This replaces the magic talent normally gained at 1st level.


Light Sphere You may create and manipulate light.


Light: Glow As a standard action, you may cause an object or creature in medium range to glow for 1 minute per caster level, outlining it with light as a candle, which may be of any color you wish. This requires a touch attack or ranged touch attack, and is subject to spell resistance. The object or creature becomes outlined with light, giving it a -20 penalty on Stealth checks and negating all bonuses usually bestowed by invisibility, blink effects, darkness, or similar effects.

As a free action, you may cause any creature or object you have caused to glow that is within medium range to shed light as a torch, shedding normal light to 20 feet and increasing the light level by one step to a maximum of normal for 20 feet beyond this. Reducing this light is also a free action.

Whenever a glow effect interacts with a magical darkness effect (such as from the Dark sphere) the caster of the glow effect must succeed at a magic skill check against the MSD of the darkness effect’s caster. If he succeeds, the Light effect functions normally. If he fails, the Dark effect functions normally (outlines are swallowed, light sources are hampered, etc.). An area filled with normal or bright light from a glow effect is no longer considered an area of darkness for Dark sphere abilities.


Light: Bright Light (glow) As a standard action, you may cause one of your glow effects within medium range to shed bright light. This may be done as part of the same standard action used to cause that object to glow. This produces bright light for 30 feet + 5 feet per 2 caster levels, and increases the light level by one step to a maximum of normal for 30 feet + 5 feet per 2 caster level beyond this. You must concentrate to maintain this effect, but may always spend a spell point as a free action to allow the bright light to continue without concentration for 1 minute per caster level or until the glow effect expires, whichever comes first. The bright light produced by this effect is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by daylight, but it may affect creatures with light blindness or other conditions.


Light: Lens (Lens) effects allow a user of the Light sphere to bend or alter light and its properties. The caster may place a lens as a standard action on any target (or sometimes a space) within the same range as their glow. This requires a melee or ranged touch attack when used on unwilling targets, and is subject to spell resistance. A lens lasts as long as you concentrate, but you may spend a spell point to allow a lens to remain for 1 hour per caster level without concentration.

When you gain the Light sphere, you gain the following lens:


Light: Telescope (lens) You give the target the ability to magnify incoming light, granting them a circumstance bonus to sight-based Perception checks equal to +2, +1 per 5 caster levels. In addition, the distance at which the DC for sight-based Perception checks increases improves by 10 feet per caster level (normally +1 per 10 feet).


Luminous Smite (Su) At 1st level, whenever the warrior of holy light uses the Light sphere to cause a weapon she is wielding to emit bright light, she may spend an additional spell point to empower that weapon against evil. A warrior of holy light may place a glow effect on an unarmed strike or natural attack in this manner. For as long as the bright light effect remains and the warrior of holy light wields the weapon, the warrior of holy light gains a bonus on all attack rolls made with that weapon against evil creatures. This bonus is equal to her casting ability modifier. In addition, the weapon deals an amount of additional damage equal to ½ the warrior of holy light’s class level (minimum 1) to all evil creatures.

At 7th level, the warrior of holy light may grant the benefits of Luminous Smite to a weapon, even when that weapon is being wielded by other creatures.

At 13th level, the warrior of holy light may spend 2 additional spell points instead of 1 when creating bright light to not only grant the benefit of luminous strike to the wielder of the glowing weapon, but also to all creatures within the area of bright light created by the glow effect. These benefits apply to all attacks made by the affected creatures. When using luminous smite in this manner, the warrior of holy light may place the effect not only on a weapon, but also on any object, or even a creature.

This replaces resist magic.


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


Mind: Charm You may place charms on creatures. Charms require a standard action to use and have a range of Close. You may only use charms on targets that possess your own creature type (humanoid for humanoids, etc.) although the Expanded Mind 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 is the same as the Suggestion 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.


Prepared Caster You must prepare your magic before you can use it. After resting to regain spell points, you must assign each of your spell points to a sphere you possess. You cannot spend more spell points in a given sphere in a day than you have assigned to that sphere. Class features and feats that use spell points (such as the Counterspell feat) are considered a single unified ‘sphere’ for this purpose.


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

Singel is built with a 20-point buy and 150 gp starting wealth. Favored Class Bonus is +⅙ of a new magic talent (human FCB). If using a lower point buy, you can lower Intelligence and Dexterity. If using a higher point buy (or rolling really well), your most important attributes are Charisma, Wisdom, and Strength. Wisdom is your casting statistic, affects the save DCs of all your magic talents and your spell pool, and is useful for diplomatic relationships; Wisdom bolsters your Will save, while Strength affects your combat ability. Constitution also gives you more hit points and bolsters your Fort save.


Playing Singel

A priestly knight of Baldur, Singel brings light in the darkness, love in despair, and peace in the heart of the dead. He is a compassionate soul, but also a strenuous fighter for good. Enemies who are not undead will be given a chance to surrender and redeem themselves, and will be resurrected or reincarnated If there’s hope for them.


Future Abilities

Magic Astral Projection*, Beacon of Hope*, Bless, Break Enchantment, Death Sphere* (Spiritual Voyager), Divination Sphere, Exorcism, Fate Sphere, Glory*, Project Spirit*, Protection Sphere* (Aligned Protection), Repel Evil*, Repelling Light*, Restore Health, Restore Senses, Restore Spirit, Resurrection, Resuscitate, The Sun*, Transfiguration*

Mystic Combats Arcane Weapon Focus, Banishing Strike, Imbued Weapon, Magic Power x4, Mystic Adaptation, Shining Armor

Feats Afterglow, Channel Life, Clarifying Channel, Extra Mystic Combat, Heavy Armor Proficiency, Imbued Strike, Seraphic Glow, Sunlight Strike, Turn Undead 

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