mercoledì 18 settembre 2024

Judo for Gestalt

This is one of the few non-Pathfinder post on this page and the first dedicated to the Gestalt role playing game. I love it and some day people will declare that I sustained it from the very start. And I want to write for it and contribute to it. This is my first contribution: the martial art rules in the Core Rulebook cover most real-world combat styles, but how could I accept that the sport my children do and love was not there? So, here.

Sustain Gestalt everyone!

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Judo

Damage dice: d6

Damage type: B

Critical effect: Knockdown

Qualities: Grapple, Trip, Add your damage dice to successful grapple results (not just Str).

domenica 15 settembre 2024

Mythic Valkyrie Class Options

I forgot this in my homages to my friend Aaron Hollingsworth who created this class. I will definitely do more things for the Valkyrie.

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Mythic Valkyrie

Mythic valkyries are the supreme arbiters of battle, life, and death, bringing victory or a glorious demise to their allies, and assuring them of a luxurious afterlife.


Mythic Deathwatcher: This ability functions now as the mythic deathwatch spell.


Mythic Vanquish Foe: After the valkyrie strikes a creature with a vanquish foe attack, the valkyrie becomes aware of the creature’s alignment. If she then decides that the creature is no more her foe, the valkyrie may choose to deal no damage with the attack. If she chooses to do this, the vanquish foe ends and does not count against the valkyrie’s uses of vanquish foe per day.


Mythic Rage Powers: To take a mythic rage power, a valkyrie must have the non-mythic version of the rage power. No mythic rage power may be taken more than once.


Mythic Battle Training: The valkyrie suffers no more skill check penalties for wearing light and medium armor. She also adds ½ her tier (minimum 1) to Reflex saves made while wearing light and medium armor.


Mythic Aura of Courage: The range of the valkyrie’s aura of courage extends an additional five feet per mythic tier, and functions even if the valkyrie is unconscious (and for 24 hours after her death).


Mythic Improved Battle Training: The valkyrie suffers no more skill check penalties for wearing heavy armor. She also adds ½ her tier to her armor’s maximum Dexterity bonus.


Mythic Aid: The valkyrie adds her mythic tier to the number of times per day she can use her aid ability.


Mythic Lasting Death: A creature slain by the valkyrie cannot be brought back to life by spells and effects produced by non-mythic creatures.


Mythic Death Bearer: The valkyrie adds ½ her mythic tier (minimum 1) to the number of times per day she can use the spell-like abilities granted by this power.


Mythic Tongues: This ability functions now as the mythic tongues spell.


Mythic Aura of Wrath: The range of the valkyrie’s aura of wrath extends an additional five feet per mythic tier, and she may choose to active it by expending one use of mythic power.


Mythic Call Lightning Storm: This ability functions now as the mythic call lightning storm spell.


Mythic Ride of the Valkyrie: The sleipnir called by the valkyrie becomes a mythic creature and gains 1 mythic rank, plus 1 for every 4 mythic tiers of the valkyrie beyond 1st.


Mythic Breath of Life: This ability functions now as the mythic breath of life spell.


Mythic Aura of Tirelessness: The range of the valkyrie’s aura of righteousness extends an additional five feet per mythic tier, and functions even if the valkyrie is unconscious (and for 24 hours after her death).


Mythic Heal: This ability functions now as the mythic heal  spell.


Mythic Geas/Quest: This ability functions now as the mythic geas/quest spell.


Mythic True Valkyrie: The valkyrie adds her mythic tier to her deflection bonus on AC, and her plane shift ability functions now as the mythic versions of the spell. At will, the valkyrie can also expend two uses of mythic power to cast true resurrection.

sabato 14 settembre 2024

Killit Aurabuca, 20th Level

The last one of my 20th-level anniversary stats!

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Killit Aurabuca CR 25

Halfling opportunist 5/unchained rogue 8 (Vexing Dodger)/swashbuckler 7 (Flying Blade)/trickster 10

Female CG Small humanoid (halfling)

Init +18, amazing initiative, swashbuckler initiative; Senses Perception +28


Defense

AC 31,  touch 24, flat–footed 23 (+7 armor, +5 deflection, +6 Dex, +2 nimble, +1 size).

Fort +16, Ref +30, Will +19. +5 resistance/+6 Ref (cloak of quick reflexes), +4 racial vs. fear (fearless, Courageous Resolve), +3 racial (exceptionally lucky), +1 luck (stone of good luck)

hp 160 (13d8+7d10 +20+40)

Defensive Abilities charmed life 4/day, evasion, fearless, force of will, halfling luck, hard to kill, immortal, limb-climber -6, mythic saves, nimble +2, recuperation, sniper’s riposte, uncanny dodge, underfoot trickster, unstoppable; SR 19 (magic armor)


Offense

Speed 30 ft. (with magic boots)

Melee +4 glorious returning dagger +29/+24/+19/+14 (1d3+13, 17–20), +3 greater flamboyant returning dagger +28/+23/+18/+13 (1d3+12, 17–20), mwk shortsword +24/+19/+14/+9 (1d4, 19–20)

Ranged +4 glorious returning dagger +29 (1d3+13, 17–20), +3 greater flamboyant returning dagger +28 (1d3+12, 17–20), +3 distance sling +26/+21/+16/+11 (1d3)

Special Attacks +4 circumstance bonus on critical hit confirmation rolls with daggers (halfling rogue favored class option), aim for the eye, combat trickery, debilitating injury, deeds (derring–do, disrupting counter, opportune parry and riposte, precise strike +7, precise throw, subtle throw, superior feint, swashbuckler’s grace, swashbuckler’s initiative, targeted throw), distracting climber +6 (DC 15), exploitive maneuver, fickle attack, fistful of daggers, flying blade training +1, mythic power 23/day, opportunity attacker, precision critical, ricochet, sneak attack +6d6, supreme trickster, surge +1d12, treacherous critical, trickster attack (deadly throw +10), weapon familiarity

Spell–Like Abilities (CL 20th, concentration +9)

At will (spending mythic power)– faerie fire, heat metal (DC 21), daylight, fire shield, flame strike (DC 23), fire seeds (DC 25), sunbeam (DC 26), sunburst (DC 27), prismatic sphere (DC 28)

1/day- commune


Statistics

Str 10, Dex 22, Con 13, Int 19, Wis 16, Cha 28

Base Atk +16; CMB +15 (+17/+23 with dirty trick, +26 with steal); CMD 40 (42 vs. dirty trick, 54 vs. steal)

Traits Helpful, Inspiring

Feats AcrobaticM, Blinding Flash (DC 26), Combat Expertise (+5/–5), Courageous Resolve, Defensive Combat TrainingM, Divine Fighting Technique* (Eliun’s Light Dagger– initial benefit), Greater Steal, Improved Dirty Trick*, Improved StealM* Lucky Halfling, Nimble MovesM*, Quick DrawM, Throw AnythingM, Weapon Finesse*, Weapon Focus (dagger), Weapon Specialization* (dagger)

Skills Acrobatics +37/+39/+42, Bluff +32, Climb +30/+32, Diplomacy +32, Disable Device +16, Escape Artist +29/+31, Knowledge (local) +14, Perception +28, Sense Motive +19, Sleight of Hand +29, Stealth +33, Use Magic Device +25

Languages Common, Dwarven, Halfling

SQ excellent aid +3, fit in, finesse training (dagger), improved trap spotter, keen senses, legendary hero, panache (9 points), path abilities (aim for the eye, combat trickery, faster than the eye –10, fickle attack, mortal herald [Sun/Light], path dabbling [fistful of daggers], precision critical, ricochet, sniper’s riposte, treacherous critical), rogue’s edge (Acrobatics), rogue talents (combat swipe, combat trick, trap spotter, uncanny dodge), sure–footed, swashbuckler finesse, underfoot agility +2

Gear +4 glorious returning dagger (98,302 gp), +3 greater flamboyant returning dagger (98,302 gp), +3 distance sling (32,300 gp), 20 sling bullets (1 sp), 10 halfling little starstones (5 cp), 10 halfling sharpstones (1 gp), 10 halfling softstones (1 sp), 10 halfling spongestones (10 gp), 2 smoke bullets (200 gp), mwk short sword (310 gp), +5 spell resistance +19 leather armor (100,160 gp), bag of tricks (rust, 8,500 gp), bracelet of good luck charms (16,000 gp), cloak of quick reflexes +5/+6 (37,500 gp), headband of mental superiority  +6 (144,000 gp), gem of brightness (13,000 gp), gloves of swimming and climbing (6,250 gp), manual of bodily health +2 (55,000 gp), ring of protection +5 (50,000 gp), ring of shooting stars (50,000 gp), robe of useful items (7,000 gp), rogue’s kit (50 gp), security belt (12,500 gp), seven–league boots (80,000 gp), staff of illumination (51,500 gp), stone of good luck (20,000 gp).

mercoledì 11 settembre 2024

Anton der Braas the Wolf, Level 20

The crime lord of Worldcenter is more charming than ever! Will he continue as a rogue or maybe an arcane trickster?

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Anton Der Braas, the Wolf (CR 25)

Male old unchained rogue 16 (Phantom Thief)/magus 4 (Spire Defender)/stranger 10

N Medium humanoid (human)

Init +19/+24, amazing initiative; Senses Perception +36


Defense

AC 36, touch 26, flat–footed 27 (cannot be caught flat-footed), (+7 armor, +5 deflection, +9 Dex, +5 natural)

hp 233 (20d8+100+40)

Fort +16, Ref +24, Will +16. +2 on Ref (weasel familiar), +2 resistance bonus(cape of daring deeds), -2 vs. earth-based attacks (ring of air elemental command)

Defensive Abilities evasion, force of will, go where you wish, hard to kill, immortal, improved evasion, improved uncanny dodge, mythic saves, recuperation, uncanny dodge, unstoppable


Offense

Speed 30 ft.

Melee +5 scimitar of the striking wing +30/+25/+20 (1d8+14, 18–20), +5 fate-stealing prehensile shocking burst whip +29/+24/+19 (1d8+14+1d6 electricity, +1d10 electricity burst on a critical hit), dagger of a thousand bites +25/+20/+15 (1d4+10, 19–20), bladed ring +24/+19/+14 (1d3+4)

Ranged dagger of a thousand bites +25 (1d4+10, 19–20)

Special Attacks deeds (derring-do, dodging panache +7, opportune parry and riposte, menacing swordplay), mythic power 23/day, spell combat, spellstrike, surge +1d12

Spell–Like Abilities (CL 20th; concentration +27)

At will oath of anonymity (CL 16th)

At will (spending mythic power)– whispering wind, wind wall, gaseous form, air walk, control winds (DC 17), wind walk, elemental body IV (air only), whirlwind (DC 25), winds of vengeance

1/day– animate rope (CL 16th), commune

Magus Spells Prepared (CL 4th, concentration +11)

2nd Level– gust of wind (DC 19), invisibility, rope trick

1st Level– blade lash, burning hands (DC 18), feather fall, jump, magic missile

0-Level– detect magic, mage hand, prestidigitation (DC 17), read magic


Statistics

Str 19, Dex 28, Con 20, Int 25, Wis 21, Cha 25

Base Atk +15; CMB +24; CMD 38 (42 vs. disarm, sunder and losing grip [gloves of dueling)

Traits Ambitious, Reckless

Feats AcrobaticM, Agile Maneuvers, Amateur SwashbucklerM*, Brilliant Planner*, Combat Expertise* (+4/-4), Criminal Reputation*, Dazzling DisplayM, Defiant Luck, Dervish Dance, Dodge*, Enrage Opponent*, Equipment Trick* (rope), Extra Arcana (x2), Inexplicable Luck, Two-Weapon FightingM, Weapon Finesse*, Weapon Focus (cutlass), Weapon FocusM (whip)

Skills Acrobatics +47, Bluff +30/+35, Diplomacy +38/+42/+46, Escape Artist +40, Fly +38, Intimidate +38/+42, Knowledge (arcana) +30, Knowledge (dungeoneering) +30, Knowledge (local) +38, Knowledge (nobility) +30, Perception +36, Profession (gambler) +28, Sense Motive +28/+33, Sleight of Hand +32, Spellcraft +38, Stealth +40

Languages Auran, Common, Dwarven, Elven, Giant, Gnome, Halfling, Sylvan

SQ arcane pool (9 points), arcane augmentation +1, broad education, finesse training (dagger, whip), magus arcana (familiar, flamboyant arcana, spell blending), path abilities (apparent demise, cape glider, confidence, deadly dodge, mortal herald [Air/Wind], mythic panache, nimble glide, sardonic wit, take your best shot, whiplash), refined education (Acrobatics, Diplomacy, Escape Artist, Intimidate, Knowledge/local, Perception, Spellcraft, Stealth), rogue talents (always prepared, celebrity perks, combat trick, familiar, improved evasion, intrigue feats, major magic, minor magic, panache [7 points], renown), social sense +5, stranger maneuver (surprise strike)

Gear +5 scimitar of the striking wing (69,000), +5 fate-stealing prehensile shocking burst whip (130,801 gp), dagger of a thousand bites (24,502 gp), +5 wizard’s mail (61,100 gp), amulet of natural armor +5 (50,000 gp), belt of physical perfection +6 (144,000 gp), bladed ring (19 gp), blessed book (12,500 gp), blouse of the boastful bastard (8,000 gp), cape of daring deeds (9,000 gp), daredevil boots (1,400 gp), effortless lace (2,500 gp), elixir of luck (3,600 gp), escape ladder (4,000 gp), gloves of dueling (15,000 gp), headband of mental superiority +6 (144,000 gp), monster almanac (4,000 gp), plume of panache (1,000 gp), poison pill ring, silver (100 gp), ring of air elemental command (180,000 gp), ring of protection +5 (50,000 gp), rod of enemy detection (11,750 gp), rope of climbing (3,000 gp), rogue’s kit (50 gp), signet ring (5 gp), stylish hat (50 gp), thieves’ ring (300 gp), 323 gp.


Ooth, Weasel Familiar (Pilferer)

Effective Wizard Level 20

N male Tiny magical beast

Init +2; Senses low-light vision, scent; Perception +24


Defense

AC 24, touch 14, flat-footed 22 (+2 Dex, +10 natural, +2 size)

hp 116

Fort +9, Ref +13, Will +10

SR 25


Offense

Speed 20 ft., climb 20 ft.

Melee bite +19 (1d3 – 4 plus attach)

Space 2–½ ft.; Reach 0 ft.

Spell–Like Abilities (level 20th, concentration +17)

Constant– nondetection (DC 23)


Statistics

Str 3, Dex 15, Con 10, Int 15, Wis 12, Cha 5

Base Atk +15; CMB +15 (+19 with steal); CMD 21 (23 vs. steal, 25 vs. trip)

Feats Greater Steal, Improved Steal, Weapon Finesse

Skills Acrobatics +33, Climb +10, Escape Artist +25, Stealth +39; Racial Modifiers +4 Stealth, +8 Acrobatics

SQ empathic link, scry on familiar, share spells, sneak +10, speak with master