Visualizzazione post con etichetta Amazing Races: Ifrit. Mostra tutti i post
Visualizzazione post con etichetta Amazing Races: Ifrit. Mostra tutti i post

sabato 5 gennaio 2019

Hearth, the Tamer Level 5

And here’s the last member of the Asteroid Quartet. She dabbles in Legendary Games' Path of the Stranger (to give her proficiency with the whip), and has a racial traits from Fat Goblin Games' Amazing Races: Ifrit.
And we're not done with the Sailor Builds yet!
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Hearth, CR 5
Ifrit skald (Hunt Caller) 5/trickster 1
Female CG Medium outsider (native)
Init +3; Senses darkvision 60 ft., Perception +7
Defense
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 35 (5d8+5+4)
Fort +6, Ref +5, Will +4
Defensive Abilities hard to kill, uncanny dodge; Resist fire 5
Offense
Speed 30 ft.
Melee +1 whip +7 (1d3+4)
Special Attacks mythic power 5/day, raging song 15 rounds/day (inspired rage +2, song of marching, song of the senses), rage power (lesser beast totem), surprise strike, surge +1d6
Spell-Like Abilities (CL 5th, concentration +9)
1/day- detect magic, mage hand, mending, prestidigitation
Skald Spells Known (CL 5th, concentration +9)
2nd Level (3/day)- alpha instinct, animal messenger, animal trance (DC 17), summon nature’s ally II
1st Level (5/day)- implant urge (DC 15), hypnotism (DC 16), reveal secrets (DC 15), summon monster I, summon nature’s ally I
0-Level (at will)- dancing lights, daze (DC 14), haunted fey aspect, lullaby (DC 14), summon instrument, unwitting ally (DC 14)
Statistics
Str 10, Dex 16, Con 13, Int 12, Wis 9, Cha 18
Base Atk +3; CMB +3; CMD 16
Traits Know the Land, Wishful Thinking
Feats Friend to Animals (DC 16), Nature Soul, Scribe Scroll*, Weapon FinesseM
Skills Acrobatics +11, Bluff +12/+14, Handle Animal +12, Intimidate +12, Knowledge (nature) +14,  Perception +7, Perform (percussions) +12
Languages Celestial, Common, Ignan
SQ as you wish, bardic knowledge +2, hypnotic, path dabbling (whiplash), versatile performance (Handle Animal), wilderness magic
Gear beast-training kit (15 gp), cloak of woodland creatures (3,500 gp), +1 glamered leaf armor (4,350 gp), masterwork drum (100 gp), 2 potions of charm animal (100 gp), 2 potions of cure light wounds (100 gp), skald’s kit (37 gp), +1 whip (2,301 gp)

mercoledì 20 giugno 2018

Espirita De La Feu, The Flaming Priestess Level 1

And here's the first part of my next build in the Sailor series! Shaman was an obliged choice this time for her class. I gave her the Mostly Human trait partly to allow to add cleric fire and abjuration spells to her list. The Glinting Eyes race trait is from Abandoned Arts' Amazing Races: Ifrit! The Miko archetype (without which this build wouldn't have been possible) is from Legendary Games' Asian Archetypes: Magical. The Extra Familiar feat is from Kobold Press' Advanced Feats: The Witch's Brew.


Espirita De La Feu, The Flaming Priestess CR 1
Ifrit shaman (Miko) 1/hierophant 1
Female CG Medium humanoid (human)/outsider (native)
Init +1; Senses low-light vision, darkvision 60 ft., Perception +5
Defense
AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 14 (1d8+2+4)
Fort +2; Ref +1; Will +4.
Defensive Abilities hard to kill; Resist fire 5
Offense
Speed 30 ft.
Melee kumade +0 (1d6, x3)
Special Attacks beast’s fury, mythic power 5/day, surge +1d6, touch of flames 5/day (1d6 damage)
Spell-like Abilities (CL 1st, concentration +3)
1/day- burning hands (DC 13)
Shaman Spells Prepared (CL 1st, concentration +3)
1st Level- burning handsM S (DC 13), detect evil, protection from evil
0th Level- detect magic, guidance, spark (DC 12)
Spirit Flame
Statistics
Str 10, Dex 12, Con 14, Int 10, Wis 14, Cha 15
Base Atk +0; CMB +0; CMD 11
Traits Fiery Glare, Spirit Sense
Feats Alertness, Extra Familiar, Mythic Spell LoreM
Skills Appraise +7, Intimidate +3, Perception +5 (+7 to avoid being surprised or to locate invisible or incorporeal creatures), Sense Motive +5
Languages Common
SQ glinting eyes, mostly human, mythic companion, ofuda, spirit animal, spirit magic
Gear firepowder (3 pouches) (30 gp), kumade (5 gp), padded armor (5 gp), scroll of cure light wounds (50 gp), shaman’s kit (15 gp)

Fuan, Raven Spirit Animal (Sage)
Effective Wizard Level 1
N Tiny animal
Init +2; Senses low-light vision; Perception +6
Defense
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 7
Fort +1, Ref +4, Will +4
Defensive Abilities improved evasion; Immune fire
Weaknesses vulnerable to cold
Offense
Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks beast’s fury, surge 1d6 1/day
Statistics
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Skills Fly +6, Knowledge (planes) + 2, Knowledge (religion) +2, Perception +6
Languages Common
SQ dazzling intellect, sage's knowledge, empathic link, share spells
Special Abilities

Familiar: The master of a raven familiar gains a +3 bonus on Appraise checks.

Kyofu, Raven Spirit Animal (Ambassador)
Effective Wizard Level 1
N Tiny animal
Init +2; Senses low-light vision; Perception +6
Defense
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 7
Fort +1, Ref +4, Will +4
Defensive Abilities improved evasion; Immune fire
Weaknesses vulnerable to cold
Offense
Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks beast’s fury
Statistics
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Persuasive, Skill Focus (Perception), Weapon Finesse
Skills Intimidate +4, Fly +6, Perception +6
Languages Common
SQ empathic link, enhanced personality, persuasive, share spells
Special Abilities

Familiar: The master of a raven familiar gains a +3 bonus on Appraise checks.