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domenica 17 luglio 2022

Minos Bonifar (Oracle/Rogue), Level 16

 The character begins his road to redemption, goes mythic, and changes his familiar but does not know it! The Bound mythic path is from Legendary Games, while I thank Four Horsemen Present: Mythic Archetypes from Rogue Genius Games for the familiar’s Mutable Appearance mythic ability. The Mask Alignment ability will appear in a future post about the god it worships.

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Minos Bonifar CR 16 MR 1

Dhampir oracle 15 (Spirit Guide)/unchained rogue 1 (Dreamthief)/bound 1

CN Medium humanoid (dhampir)

Init +10; Senses darkvision 60 ft., low-light vision; Perception +9/+10


Defense

AC 24, touch 16, flat-footed 18 (+4 armor, +6 Dex, +4 natural). +4 insight bonus during surprise rounds and when otherwise unaware of an attack

hp 110 (16d8+32+3)

Fort +7, Ref +13, Will +12. +4 insight during surprise rounds and when otherwise unaware of an attack; +2 racial vs. disease and mind-affecting effects

Defensive Abilities hard to kill, improved uncanny dodge, negative energy affinity, resist level drain, uncanny dodge

Weaknesses light sensitivity


Offense

Speed 30 ft.

Melee heartswood spear +14/+9/+4 (1d8+2, x3) or +12/+12/+7/+2 (1d8+2, x3/1d8) with Spear Dancing Style; +2 seeking wooden stake +19/+14/+9 (1d4+2)

Ranged heartswood spear +20 (1d8+2, x3) or +2 seeking wooden stake +19 (1d4+2)

Special Attacks ancestral weapon 15 min/day (+2, ghost touch), bleeding wounds (4 points of bleeding damage per round, DC 15), dreamstrike (horrifying strike, DC 16, shaken for 1d4 rounds), fangs (1d3), ghost blade (3 rounds), mythic power 5/day, surge +1d6, undead servitude 9/day (DC 23)

Oracle Spells Known (CL 15th; concentration +21)

7th Level (4/day)- control undeadM (DC 23), destruction (DC 23), ethereal jauntS, mass inflict serious wounds, repulsion (DC 23)

6th Level (7/day)- blade barrier (DC 22), circle of deathM (DC 22), cold ice strike (DC 22), greater heroismS, mass inflict moderate wounds (DC 22), speak with soul (DC 22)

5th Level (7/day)- call spirit (DC 21), major curse (DC 21), mass inflict light wounds (DC 21), slay livingM (DC 21), telekinesisS (DC 21), undeath ward (DC 21), wall of ectoplasm (DC 21)

4th Level (7/day)- blood crow strike, fearM (DC 20), greater infernal healing (DC 20), inflict critical wounds (DC 20), speak with haunt (DC 20), spiritual allyS, wall of bone

3rd Level (7/day)- animate deadM, black sword of war (DC 19), dark-light (DC 19), deeper darkness, heroismS, inflict serious wounds, speak with dead (DC 19)

2nd Level (8/day)- darkness, death knell (DC 18), deathwine, false lifeM, inflict moderate wounds (DC 18), lesser animate dead, spiritual weaponS, transmute wine to blood

1st Level (8/day)- cause fearM (DC 17), deathwatch, detect undead, doom (DC 17), infernal healing (DC 17), inflict light wounds (DC 17), murderous crow, unseen servantS

0-Level (at will)- bleed (DC 16), create water, detect magic, grasp, guidance, read magic, resistance, sotto voce (DC 16), vigor

Mystery Bones; Spirit Ancestors


Statistics

Str 10, Dex 22, Con 14, Int 12, Wis 16, Cha 22

Base Atk +11; CMB +11 (+13 with grapple); CMD 27

Traits House of Green Mothers Pupil, Final Embrace

Feats Blood Drinker (humans), Brew Potion*, Command Undead*, Diverse Palate, Familiar Bond, Improved FamiliarM, Improved Familiar Bond, Spear Dancing Style, Stealthy*, Two-Weapon Fighting, Weapon Finesse*, Weapon Focus (spear)

Skills Bluff +12, Craft (alchemy) +30, Disable Device +26, Escape Artist +14, Intimidate +25, Knowledge (religion) +20, Perception +9/+10, Sense Motive +7, Spellcraft +5, Stealth +39, Use Magic Device +10

Languages Common, Necril

SQ ancestors’ council 6/day, bonded spirit (ancestors, bones, dark tapestry, juju, lore, occult, shadow, slums, tribe), bound path (eldritch wish), dreamshard focus (Fear), mythic hex (cauldron), oracle curse (powerless prophecy), trapfinding +1

Gear alchemical blood (40 gp), amulet of natural armor +4 (32,000 gp), belt of physical might +4 (Dex, Con) (40,000 gp), heartswood spear (50,302 gp), cauldron of brewing (3,000 gp), headband of mental prowess +4 (Wis, Cha) (40,000 gp), lenses of darkness (12,000 gp), oracle’s kit (9 gp), portable alchemist’s lab (75 gp), robe of bones (2,400 gp), scholar’s ring (8,700 gp), deathless trapwarding spiritwalk armor (37,160 gp), staff of necromancy (82,000 gp), +2 seeking wooden stake (18,300 gp)


Rigil, Mythic Nosoi Familiar (Prankster)

Effective Wizard Level 16

N Tiny outsider (extraplanar, mythic, psychopomp)

Init +3; Senses darkvision 60 ft., low-light vision, spiritsense; Perception +9


Defense

AC 24, touch 24, flat-footed 21 (+3 Dex, +9 natural, +2 size)

hp 55

Fort +6, Ref +10, Will +10

DR 5/adamantine and epic; Immune death effects, disease, poison; Resist cold 10, electricity 10


Offense

Speed 20 ft., fly 50 ft. (good)

Melee bite +16 (1d3+3)

Space 2-½ ft.; Reach 0 ft.

Special Attacks haunting melody, mythic powerM 1/day, surgeM +1d6

Spell-Like Abilities (CL 3rd; concentration +6)

At will—ghost sound (CL 16th, DC 13), invisibility (self only), mage hand (CL 16th), prestidigitation (CL 16th)

3/day—speak with dead (6 questions, CL 12th)

1/day—hide from undead (DC 14), sound burst (DC 15)


Statistics

Str 8, Dex 16, Con 12, Int 13, Wis 13, Cha 16

Base Atk +11; CMB +12 (+16 with dirty trick); CMD 21 (23 vs. dirty trick)

Feats Alertness, Greater Dirty Trick*, Improved Dirty Trick*, Weapon FinesseM

Skills Disguise +17, Fly +17, Knowledge (history) +7, Knowledge (planes) +7, Perception +9, Profession (scribe) +7, Sense Motive +7, Stealth +30

Languages Abyssal, Celestial, Common, Infernal

SQ autonomous link, change shape (raven or songbird [same statistics], beast shape II), glib comedy, mask alignmentM, mutable appearanceM, speak with master, spirit touch, unreliable narrator


Special Abilities


Haunting Melody (Su) A nosoi’s song has the power to grip the spirits of those that hear it. All living and undead creatures within a 60-foot spread must succeed at a DC 14 Will saving throw or be fascinated. A creature that successfully saves is not subject to that nosoi’s song for 24 hours. This effect continues for as long as the nosoi sings and for 1 round thereafter. A nosoi can sing for a number or rounds per day equal to twice its Hit Dice. This is a sonic mind-affecting charm effect. This ability can affect undead creatures, even though the undead subtype makes such creatures immune to mind-affecting effects (though undead creatures with immunity to mind-affecting effects from a source other than their creature type are still immune). The save DC is Charisma-based.


Mask AlignmentM (Godling) (Su) When you are  targeted with an effect that detects alignment or with any alignment-based effect, you can automatically identify the effect by attempting a Spellcraft check and expend one use of mythic power to mask your alignment as an immediate action. You can choose to emulate a different aura of your choice or to radiate no alignment aura. This affects only alignment detection, not effects that cause harm or are otherwise based on alignment. This effect lasts until you dismiss it or change your alignment aura again.


Mutable AppearanceM (Su): At 1st tier, the adaptable hero can alter the appearance of his form and gear. This acts as an at-will disguise self spell-like ability, except this is a transmutation effect and not an illusion. This still does not alter the abilities or mechanics of his form or equipment. Any attempt to dispel this spell-like ability takes a penalty equal to the hero’s mythic tier.

domenica 8 novembre 2020

Sarnakand the Magnificent, Level 12

The most difficult thing in this build was the companion. In 2.5E this character was a Myrikhan (neutral good paladin)/rogue/witch (from the classic Netbook of Witches and Warlocks!) with an agathinon as his advanced familiar. How to convert a little angel into a versatile/long-lasting shapechanger in Pathfinder, using as less 3PP/homebrew as possible? Well, this solution at last is perfect! Even if she’s no more a familiar (but she still could, by throwing in the Improved Familiar feat and the Familiar Cohort horrifically overpowered feat by Rogue Genius Games!). The object form spells are from Legendary Shifters.

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Sarnakand The Magnificent CR 12

Half-elf inquisitor 9 (Ravener Hunter, Sanctified Slayer)/swashbuckler 3 (Mysterious Avenger)

NG Medium humanoid (elf, human)

Init +9; Senses low-light vision, Perception +21


Defense

AC 25, touch 13, flat-footed 22 (+9 armor, +3 Dex, +3 shield)

hp 85 (9d8+3d10+24)

Fort +9, Ref +9, Will +11. +2 racial bonus vs. enchantment spells and effects

Defensive Abilities charmed life 3/day (+2); Immune sleep


Offense

Speed 30 ft.

Melee +3 grayflame bastard sword one-handed +16/+11 (1d10+4, 19-20), +3 grayflame bastard sword two-handed +16/+11 (1d10+4,19-20), +1 rapier +13/+8 (1d6+1, 18-20), or mwk whip +13/+8 (1d3+1)

Ranged +1 hand crossbow +13 (1d4+1, 19-20)

Special Attacks avenger’s finesse, bane 14 rounds/day, channel positive energy 3/day (5d6, DC 16), deeds (derring-do, dodging panache +2, kip-up, menacing swordplay, opportune parry and riposte, precise strike +3, swashbuckler’s initiative), panache (2 points), sneak attack +2d6, studied target +2

Spell-Like Abilities (Cl 9th; concentration +11)

At will- detect chaos/evil/good/law

9 rounds/day- discern lies

Inquisitor Spells Known (CL 9th; concentration +13)

3rd Level (4/day)- cure serious wounds, good hope, magic circle against evil, magic vestment

2nd Level (5/day)- castigate (DC 16), cure moderate wounds, flames of the faithful, hidden presence (DC 16), holy ice weapon, knock, shared training 

1st Level (6/day)- cause fear (DC 15), command (DC 16), cure light wounds, detect evil, divine favor, forbid action (DC 15), protection from evil, reveal secrets (DC 15)

0-Level (At will)- brand (DC 14), daze (DC 15), detect magic, guidance, light, oath of anonymity, read magic, sift, stabilize

Mystery Life


Statistics

Str 12, Dex 16, Con 14, Int 18, Wis 18, Cha 14

Base Atk +9; CMB +10; CMD 23

Traits Mathematical Prodigy, Mediator

Feats Barroom Brawler, Demon Hunter*, Eldritch Heritage (Eldritch), Elemental Commixture*, Elemental Spell (fire), Exotic Heritage* (Knowledge-engineering), Leadership, Shake It Off*, Turn Undead, Weapon Focus (bastard sword)

Skills Acrobatics +18, Bluff +17, Diplomacy +18, Intimidate +21, Knowledge (arcana) +20/+24, Knowledge (dungeoneering) +19/+23, Knowledge (engineering) +21/+25, Perception +21, Sense Motive +23, Stealth +18

SQ ancestral skill, arcane bond (bastard sword), charged by nature, combat healer 1/day, cunning initiative, demon hunter, holy magic, monster lore, secret identity, solo tactics, stern gaze +4, track +4

Gear bane baldric (5,000 gp), +3 grayflame bastard sword (32,335 gp), belt of physical perfection +2 (16,000 gp), blouse of the boastful bastard (8,000 gp), +2 buckler (4,155 gp), burglar’s bracers (1,050 gp), vicious caltrops (50 gp), celestial armor (22,400 gp), effortless lace (2,500 gp), +1 hand crossbow (2,400 gp) with 20 bolts (2 gp), headband of vast intelligence +4 (16,000 gp), inquisitor’s kit (30 gp), plume of panache (1,000 gp), potion of cure moderate wounds (300 gp), +1 rapier (2,320 gp), sleeve holster (100 gp), spring-loaded wrist sheath (5 gp), trapspringer’s gloves (4,000 gp),  mwk whip (301 gp), 32 gp


Reja, Monster Cohort

Female cassisian transmuter 6 (Bonded Wizard)/VMC sorcerer

NG Small outsider (angel, extraplanar, good)

Init +1; Senses darkvision 60 ft., detect evil, low-light vision; Perception +8
Aura lesser protective aura

Defense

AC 15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 size) (+2 deflection vs. evil)
hp 42 (2d10+6d6+8)
Fort +6, Ref +6, Will +7; +4 vs. poison; +2 resistance vs. evil
DR 5/cold iron or evil; Immune acid, cold, petrification; Resist electricity 10, fire 10

Offense
Speed fly 60 ft. (perfect)
Melee slam +7 (1d3-2) or mwk light mace +9 (1d4-2)
Special Attacks breath weapon (15-ft. line, 1d6 cold or 1d6 fire, Reflex DC 12 half, usable every 1d4 rounds), hardened fists 4 rounds/day

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

Wizard Spell Prepared (CL 6th; concentration +7)

3rd Level- beast shape I, monstrous physique I, object form I

2nd Level- alter self, flurry of snowballs, quick change, sonic scream (DC 13)

1st Level- alarm, burning hands (DC 12), celestial healing, feather fall, icicle dagger

0-Level- chameleon scales, ray of frost, read magic, scrivener’s chant

Opposition Schools Illusion, Necromancy; Bloodline Shapechanger


Statistics
Str 7, Dex 13, Con 12, Int 13, Wis 11, Cha 12
Base Atk +5; CMB +2; CMD 13 (can’t be tripped)
Feats Iron Will, Weapon Finesse, Weapon Focus (light mace)

Skills Diplomacy +8, Fly +17, Knowledge (planes) +9, Knowledge (religion) +9, Perception +8, Sense Motive +8, Stealth +12
Languages Celestial, Draconic, Infernal; truespeech
SQ arcane bond (light mace), augment 4/day (3 rounds; +2 ability, +2 AC), bonded force (3 points), change shape (2 of the following forms: Small human-like angel, dove, dog, or Tiny fish, polymorph), hidden bond, perfect memory, physical enhancement +2

Gear headband of vast intelligence +2 (4,000 gp), holy water (25 gp), mwk light mace (305 gp), potion of cure moderate wounds (300 gp), wizard’s kit (21 gp)


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.