mercoledì 17 agosto 2022

Sarnakand the Magnificent (Updated), Level 16

 Here’s the character going mythic (always the Stranger path from Path of the Stranger) AND taking the Familiar Cohort feat from Legendary Inquisitors. I made many attempt before this one, and find it pretty balanced as it’s only an adaptation of Monstrous Companion. I pretty much LOVE the Skinchanger class from Legendary Games. It’s the best and most elegant among the existing shapeshifting options and I’ve made it canon in my Worldcenter setting (featured in my novel Il raduno dei sei).

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Sarnakand The Magnificent CR 16 MR 1

Half-elf inquisitor 13 (Ravener Hunter, Sanctified Slayer)/swashbuckler 3 (Mysterious Avenger)/stranger 1

NG Medium humanoid (elf, human)

Init +12; Senses low-light vision, Perception +31


Defense

AC 26, touch 14, flat-footed 21 (+8 armor, +4 Dex, +4 shield). +4 dodge vs. attacks made by traps

hp 130 (13d8+3d10+48+4)

Fort +12, Ref +11, Will +15. +4 vs. divination effects; +3 Ref to avoid traps; +2 racial bonus vs. enchantment spells and effects

Defensive Abilities charmed life 3/day (+4), hard to kill, painful reckoning, stalwart; Immune sleep


Offense

Speed 30 ft.

Melee +3 grayflame holy bastard sword +20/+15/+10 (1d10+5, 19-20; +1d6 vs. evil), disarming blade +17/+12/+7 (1d6+3, 18-20), or +1 prehensile whip +17/+12/+7 (1d3+3)

Ranged +1 hand crossbow +17 (1d4+1, 19-20)

Special Attacks avenger’s finesse, bane 18 rounds/day, channel positive energy 5/day (7d6, DC 20), deeds (derring-do, dodging panache +4, greater bane, kip-up, menacing swordplay, opportune parry and riposte, precise strike +3, swashbuckler’s initiative), hex (protective luck, 2 rounds), mythic power 5/day, panache (4 points), sneak attack +4d6, studied target +3, surge +1d6

Spell-Like Abilities (Cl 13th; concentration +17)

At will- detect chaos/evil/good/law

At will (spending mythic power)- remove fear

13 rounds/day- discern lies

Inquisitor Spells Known (CL 13th; concentration +19)

5th Level (2/day)- angelic aspect, geas/quest (DC 21)

4th Level (4/day)- cleansing fire, cure critical wounds, divine power, holy smite (DC 20), litany of admonition (DC 20)

3rd Level (5/day)- cleromancy, cure serious wounds, detect anxieties (DC 19), dispel magic, good hope, locate object, magic circle against evil, magic vestment

2nd Level (7/day)- castigate (DC 18), cure moderate wounds, flames of the faithful, hidden presence (DC 18), holy ice weapon, knock, shared training, zone of truth (DC 18)

1st Level (7/day)- bless, cause fear (DC 17), command (DC 18), cure light wounds, detect evil, divine favor, forbid action (DC 17), protection from evil, reveal secrets (DC 17)

0-Level (At will)- brand (DC 16), daze (DC 17), detect magic, guidance, light, oath of anonymity, read magic, sift, stabilize

Mystery Life


Statistics

Str 14, Dex 18, Con 16, Int 18, Wis 23, Cha 18

Base Atk +12; CMB +14; CMD 28

Traits Mathematical Prodigy, Mediator

Feats Alertness*, Allied Spellcaster*, Amateur Investigator, Barroom Brawler, Demon Hunter*, Eldritch HeritageM (Eldritch), Elemental Commixture*, Exotic Heritage* (Knowledge-engineering), Familiar Cohort, Improved Familiar, Sacred Geometry (Elemental Spell [cold, fire]), Shake It Off*, Turn Undead, Weapon Finesse*, Weapon Focus (bastard sword)

Skills Acrobatics +23, Bluff +23, Diplomacy +24, Disable Device +28, Intimidate +29, Knowledge (dungeoneering) +23/+29, Knowledge (engineering) +25/+31, Perception +31/+37, Sense Motive +35, Stealth +38

SQ ancestral skill, arcane bond (familiar), charged by nature, combat healer 2/day, cunning initiative, demon hunter, holy magic, inspiration (4 points), metamagic adept 3/day, monster lore, mortal herald (Liberation/Self-Realization), secret identity, solo tactics, stern gaze +6, talented slayer (trapfinding +6), track +6

Gear bane baldric (10,000 gp), +3 grayflame holy bastard sword (72,335 gp), belt of physical perfection +4 (64,000 gp), blouse of the boastful bastard (8,000 gp), burglar’s bracers (1,050 gp), +3 buckler (9,155 gp), vicious caltrops (50 gp), disarming blade (17,820 gp), effortless lace (2,500 gp), +1 hand crossbow (2,400 gp) with 20 bolts (2 gp), headband of mental superiority +4 (64,000 gp), inquisitor’s kit (30 gp), plume of panache (1,000 gp), +5 greater shadow studded leather armor (58,910 gp), +1 prehensile whip (4,801 gp), spring-loaded wrist sheath (5 gp)


Reja, Familiar Cohort (Equivalent Wizard Level 16)

Female cassisian skinchanger 10 (Lycanthrope Aspirant)

NG Small outsider (angel, extraplanar, good)

Init +1; Senses darkvision 60 ft., detect evil, low-light vision; Perception +15
Aura lesser protective aura

Defense

AC 15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 size) (+2 deflection vs. evil)
hp 70 (2d10+10d8)
Fort +7, Ref +8, Will +7; +4 vs. poison; +2 resistance vs. evil
Defensive Abilities evasion; DR 5/cold iron or evil, 2/silver in animal or hybrid form; Immune acid, cold, petrification; Resist electricity 10, fire 10

Offense
Speed fly 60 ft. (perfect)
Melee light mace +12/+7 (1d8–2), slam +11 (1d3–2), or unarmed strike +11/+6 (1d2–2)

Special Attacks breath weapon (15-ft. line, 1d6 cold or 1d6 fire, Reflex DC 11 half, usable every 1d4 rounds), hidden strike +3d8

Spell-Like Abilities (CL 3rd; concentration +4)
Constant–detect evil, know direction
1/day–aid, daylight
1/week–commune (six questions, CL 12th)

Skinchanger Spell Prepared (CL 7th; concentration +9)

3rd Level- elemental body III

2nd Level- monstrous physique II, vermin shape II

1st Level- detect magic, object form I, read magic


Statistics
Str 7, Dex 13, Con 10, Int 10, Wis 11, Cha 14
Base Atk +9; CMB +6; CMD 17 (can’t be tripped)
Feats Alertness, Dodge, Form Finesse*, Improved Unarmed Attack*, Iron Will, Powerful Shape, Weapon Finesse, Weapon Focus (heavy mace)

Skills Diplomacy +17, Fly +23, Knowledge (planes) +15, Knowledge (religion) +15, Perception +15, Sense Motive +15, Stealth +16
Languages Celestial, Draconic, Infernal; truespeech
SQ beast persona (falcon, ferret, horse, hippogriff; +6), change shape (2 of the following forms: Small human-like angel, dove, dog, or Tiny fish, polymorph), deliver touch spells, empathic link, greater skinchange, perfect memory, shapeshifter’s empathy +12, share spells, skinchange 6/day (animal focus, extra form [dragon], humanoid form, limited beast form, hybrid form, versatile hybrid form; DC 17), social talents (instant disguise, natural communicator, quick disguise), stalker talents (evasive)


Special Abilities


Perfect Memory (Ex) Though they are not particularly intelligent, cassisians have perfect memories and remember everything they see or hear. They can faultlessly recite conversations they heard hundreds of years before. They also have the power to erase portions of their own memories, which they do (usually under orders from superior angels) to protect sensitive information.

Lesser Protective Aura (Su) A cassisian has a lesser form of the protective aura possessed by more powerful angels. This protective aura grants the cassisian a +2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures. This aura extends to a radius of 5 feet, but can only benefit one additional creature other than the cassisian at any one time. A cassisian’s protective aura is fragile, and as soon as an evil creature successfully strikes the cassisian, or as soon as the cassisian fails a saving throw against an evil source, its protective aura fades away and is no longer applicable. The cassisian can reactivate its protective aura by spending 1 minute concentrating upon the task.


 

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