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domenica 8 marzo 2026

New Shaman Spirit: Dragon

To complement the Dragon oracle mystery!

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Dragon

A shaman who selects the dragon spirit is tall and imposing, with a hair and eye color matching the dragon type she identifies with. Little scales of the same color can be seen in some parts of her body. When she calls upon one of her spirit’s abilities, her eyes glow bright and her voice sounds hoarse and rumbling.

Upon selecting this spirit, the shaman must select an energy type (acid, cold, electricity, or fire) to be her associated element, which impacts her spirit powers and spirit hexes. A shaman must have the Dragon spirit as her primary spirit in order to qualify for the Dragon ApostleBL5 prestige archetype.

Bonus Spells: cause fear (2nd), resist energy (4th), fly (6th), fear (8th), spell resistance (10th), antimagic field (12th), true seeing (14th), form of the dragon III* (16th), overwhelming presenceUM (18th).

Hexes: A shaman who chooses the Dragon spirit can select from the following hexes.

Draconic Essence (Ex): The shaman gains Draconic ManifestationLoD as a bonus feat and a +4 insight bonus on Intimidate checks. She can use Draconic ManifestationLoD when using her dragon claws spirit power in the same way as a sorcerer with the draconic bloodline.

Draconic Majesty (Su): As a swift action, the shaman can manifest an aura of draconic might around herself. Enemies within 30 feet who can see the shaman when she activates this ability must attempt a Will save. Success means that the creature is immune to this ability for the following 24 hours. On a failed save, the opponent is shaken for 1d6 rounds. This is a mind-affecting fear effect. The shaman can use this ability three times per day, but she must wait 1d4+1 rounds between each use.

Dragon Magic (Su): The shaman can add a number of spells with the draconicLoD descriptor or with “dragon” in their name equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare. To cast these spells she must have a Charisma score equal to at least 10 + the spell’s level, but the saving throw DCs of these spells are based on her Wisdom rather than Charisma. When she casts these spells, they are always treated as divine. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new dragon magic spell.

Dragon Senses (Ex): The shaman’s senses take on a keen draconic edge. She gains either darkvision with a range of 60 feet or low-light vision. At 5th level, the shaman can select darkvision with a range of 60 feet or low-light vision if she does not yet have both, or she can add 60 feet to the range of her darkvision. At 11th level, the shaman gains blindsense with a range of 30 feet. If she already has blindsense, the shaman instead increases its range by 30 feet. At 15th level, the shaman gains either the scent ability or a +4 bonus on Perception checks.

Dragon’s Tail (Ex): The shaman can grow a scaly tail. This tail can be used only to make attacks of opportunity, but it allows the shaman to make one additional attack of opportunity each round. This tail attack deals an amount of bludgeoning damage equal to 1d8 (1d6 if the shaman is Small) + the shaman’s Strength modifier. At 10th level, the shaman can attempt a free trip combat maneuver check against any creature damaged by her tail attack. This does not provoke an attack of opportunity.

Spirit Animal: The shaman’s spirit animal has patches of colored scales on its body and a vaguely draconic aspect. Any touch attacks against the animal are resolved against its normal AC.

Spirit Ability: A shaman who chooses the Dragon spirit as her spirit or wandering spirit gains the following ability.

Dragon Claws (Su): The shaman can grow claws as a free action. These claws are treated as natural weapons, allowing her to perform two claw attacks as a full attack action using her full base attack bonus. Each of these attacks deals an amount of slashing damage equal to 1d4 (1d3 if the shaman is Small) + the shaman’s Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage die increases by 1 step, to deal an amount of slashing damage equal to 1d6 (1d4 if the shaman is Small) + the shaman’s Strength modifier. At 11th level, these claws deal an additional 1d6 points of damage of the shaman’s chosen energy type on a successful hit. The shaman can use these claws for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive.

Greater Spirit Ability: A shaman who chooses the Dragon spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

Breath Weapon (Su): The shaman gains resistance 5 to her energy type. In addition, she gains a breath weapon dealing 1d6 points of damage of her energy type per 2 shaman levels she possesses (minimum 1d6; Reflex half). The shape of the breath weapon is either a 30-foot cone or a 60- foot line, selected when gaining this power. The shaman can use this ability three times per day, but she must wait 1d4 rounds between each use.

True Spirit Ability: A shaman who chooses the Dragon spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.

Form of the Dragon (Su): The shaman’s kinship with dragonkind allows her to take on the form of a dragon. As a standard action once per day, the shaman can assume the form of a Large dragon, as per form of the dragon II*, with a duration of 10 minutes per oracle level. The shaman can instead have this ability function as per form of the dragon I*; if she does, the duration is 1 hour per level.

Manifestation: Upon reaching 20th level, the shaman’s draconic destiny unfolds. She gains immunity to paralysis, sleep, and damage of her energy type. The shaman counts as a dragon for the purposes of spells and magical effects. She can use her breath weapon an unlimited number of times per day, though no more often than once every 1d4+1 rounds. In addition, when using the form of the dragon power, the shaman can assume the form of a Huge dragon, as per form of the dragon III*.


* With the GM’s permission, a shaman can replace these spells with the equivalent version of an alternative form of the dragon spell. Once made, this choice cannot be changed.

domenica 17 novembre 2019

Loribel, the Forest Maiden

Let’s resume the normal programs with this cute little character that I made for my niece. I’ll present it when she will come next time to play with my kids.
The Grace spirit for shamans comes from Necromancers of the Northwest’s Archetypes of Intrigue, Vol. II - Gentry. The Spirit Speaker archetype comes from Lords of the Leaves - Elven Archetypes. The Bound mythic path is from Legendary Games.
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Loribel, the Forest Maiden
Elf shaman (Spirit Speaker) 1/bound 1
NG Medium humanoid (elf)
Init +4; Senses low-light vision, Perception +11

Defense
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 11 (1d8+3)
Fort +0, Ref +2, Will +5. +2 racial bonus vs. enchantment spells and effects.
Defensive Abilities hard to kill; Immune sleep

Offense
Speed 30 ft.
Melee rapier +2 (1d6+2, 18-20)
Ranged shortbow +2 (1d6, x3)
Special Attacks charming touch 5/day (DC 14), mythic power 5/day, surge +1d6
Shaman Spells Prepared (CL 1st, concentration +4)
1st Level- calm animals (DC 14), charm personS (DC 14), detect evil
0-Level- dancing lights, daze (DC 13), know direction
S spirit magic; Spirit Grace

Statistics
Str 10, Dex 14, Con 10, Int 13, Wis 16, Cha 14
Base Atk +0; CMB +0; CMD 12
Traits Totemist, Warrior of Old
Feats Alertness*, Weapon FinesseM
Skills Diplomacy +6, Heal +7, Knowledge (Nature) +5, Perception +11, Survival +7
Languages Common, Elven, Sylvan
SQ elven magic, mythic spiritualist, spirit animal (cat), spirit magic, step between
Gear padded armor (5 gp), rapier (20 gp), shaman’s kit (15 gp), shortbow (30 gp) with 20 arrows (1 gp) and 2 pheromone arrows (30 gp), 5 gp

Biscuit, Cat Spirit Animal (Sage)
N Tiny magical beast
Init +2; Senses low-light vision, scent; Perception +5
Defense
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 5
Fort +1, Ref +4, Will +3
Defensive Abilities improved evasion
Offense
Speed 30 ft.
Melee 2 claws +4 (1d2–4), bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
Statistics
Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 9
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Climb +6, Perception +5, Stealth +14; Racial Modifiers +4 Climb, +4 Stealth
SQ dazzling intellect, empathic link, sage’s knowledge, share spells
Special Abilities

Familiar The master of a cat familiar gains a +3 bonus on Stealth checks.

mercoledì 9 ottobre 2019

Minos Bonifar, Level 20

And this build is complete!
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Minos Bonifar CR 25
Dhampir unchained rogue (Bandit) 5/shaman (Spirit Warden) 10/soul warden 5/bound 10
CN Medium humanoid (dhampir)
Init +17; Senses darkvision 60 ft., low-light vision, Perception +27/+29

Defense
AC 35, touch 22, flat-footed 28  (+8 armor, +5 deflection, +7 Dex, +5 natural)
hp 220 (20d8+100+30)
Fort +16, Ref +21, Will +23; +4 insight bonus vs. death effects and to avoid or remove negative levels; +2 racial bonus vs. disease and mind-affecting effects; +2 bonus on Will vs. alignment, loyalties, or intention-detecting effects. +1 trait bonus vs. spells from the necromancy school or effects that deal negative energy damage
Defensive Abilities channel resistance 2, danger sense +1, evasion, force of will, hard to kill, immortal, mythic saves, recuperation, resist level drain, unstoppable; DR 3/magic
Weaknesses light sensitivity

Offense
Speed 30 ft.
Melee +5 (unholy) huntsman miserable heartswood spear +26/+21/+16, +28/+23/+18 vs. undead (1d8+12 +2d6 vs. good and undead, x3), or +3 (unholy) heartseeker kinslayer stake +22/+17/+12, +24/+19/+14 vs. relatives (1d4+6 +2d6 vs. good and relatives)
Ranged +3 (unholy) heartseeker kinslayer stake +22, +24 vs. relatives (1d4+6 +2d6 vs. good and relatives)
Special Attacks ambush, channel damage/rebuke spirits 9/day (8d6, DC 24), debilitating injury, fangs (1d3+3), hexes (cauldron, deathly being +4/+2), monstrous insight +14, mythic power 23/day, shard soul 6/day (1d6+7, DC 23), sneak attack +3d6, surge +1d12, touch of the grave 11/day (1d4+7, DC 23), wandering hex (arcane enlightenment), wardpact
Shaman Spells Prepared (CL 15th, concentration +23)
8th Level- blood mist (DC 26), destruction [DC 27] (control undead [DC 27], moment of prescience)
7th Level- contact entities IV, creeping doom (DC 25), verminous transformation (ethereal jaunt, vision)
6th Level- antilife shell, create undead, slay living (DC 25), speak with soul (DC 25), (mass owl’s wisdomWS, undeath to deathS [DC 25])
5th Level- ancestral memory, blood tentacles, call spirit (DC 23), mass charm person (DC 23), mass ghostbane dirge (DC 23) (contact other planeWS, possess objectS)
4th Level- fear (DC 23), giant vermin, greater false life, phantasmal reminder (DC 22), persistent vigor, spirit-bound blade (death wardS, legend loreWS)
3rd Level- animate dead, bestow curse, deathwine*, see beyond, speak with dead (DC 22), stricken heart (halt undeadS [DC 22], locate objectWS)
2nd Level- blood transcriptionAE, calm spirit (DC 21), hold person (DC 20), mortal terror (DC 20), necrostasis (DC 21), scare (DC 21) (command undeadS [DC 21], tonguesWS)
1st Level- bane (DC 19), blend with surroundings (DC 19), chill touch (DC 20), doom (DC 20), hex vulnerability (DC 20), spirit call (detect undeadS, identifyWS)
0-Level- arcane mark, bleed (DC 19), purify food and drink, touch of fatigue (DC 19)
Spirit Bones

Statistics
Str 16, Dex 24, Con 20, Int 20, Wis 26, Cha 22
Base Atk +12, CMB +15 (+17 on grapple to pin an opponent), CMD 32
Traits Final Embrace, Necrotic Aura
Feats Alignment Channel (good), Blood DrinkerM (humans), Blood Salvage, Boon CompanionM, Brew Potion*, Command Undead, Diverse Palate (monstrous humanoids), Improved Familiar, Prankster’s Disguise*, Turn AlignmentM, Spell FocusM (necromancy), Undead Master*, Weapon Finesse*, Weapon FocusM (spear)
Skills Bluff +25, Craft (alchemy) +27, Disable Device +27, Disguise +23, Heal +26, Intimidate +23, Knowledge (religion) +23, Perception +27/+29, Sense Motive +25, Spellcraft +22, Stealth +26, Survival +25, Use Magic Device +22
SQ alignment insight, amazing initiative, binding ritual, channel casting (command undead, decompose corpse, detect undead, hide from undead, necromantic burden, sanctify corpse), corpse whisperer, exorcist, finesse training (spear), flexible terms, focus item (magic spear), harvest, interplanar prestige, legendary hero, manipulative, mythic hex, mythic spellcasting, mythic spiritualist, negative energy affinity, purifier, restless magic, rogue’s edge (Stealth), rogue talents (expanded finesse training [spear], fast stealth), spirit animal (nosoi called Rigil), they made me do it, trapfinding +2, true pact, undead imposition, unnatural mien, wandering spirit (lore)
Languages Abyssal, Common, Infernal, Necril, Protean, Undercommon
Gear 2 doses of alchemical blood (80 gp), alchemy crafting kit (25 gp), amulet of natural armor +5 (50,000 gp), belt of physical perfection +6 (144,000 gp), blackwick cauldron (8,850 gp), bracers of armor +8 (64,000 gp), headband of mental superiority +6 (144,000 gp), ring of protection +5 (50,000 gp), ring of resistance +5 (37,500 gp), robe of bones (2,400 gp), rod of thanatopic spells (32,500 gp), lesser rod of threnodic spells (9,000 gp), rogue’s kit (50 gp), shrouded demise (4,410 gp), shaman’s kit (15 gp), +5 huntsman miserable heartswood spear (200,302 gp), staff of necromancy (82,000 gp), +3 heartseeker kinslayer stake (50,300 gp), vampire slayer’s kit (500 gp), 68 gp

Rigil, Nosoi Spirit Animal (Prankster)
Effective Shaman Level 20
N Tiny outsider (extraplanar, psychopomp)
Init +3; Senses darkvision 60 ft., low-light vision, spiritsense; Perception +25

Defense
AC 25, touch 15, flat-footed 22 (+3 Dex, +10 natural, +2 size)
hp 110
Fort +7, Ref +12, Will +12
DR 2/adamantine; Immune death effects, disease, poison; Resist cold 10, electricity 10

Offense
Speed 20 ft., fly 50 ft. (good)
Melee bite +17 (1d3–1)
Space 2-½ ft.; Reach 0 ft.
Special Attacks haunting melody
Spell-Like Abilities (CL 3rd; concentration +6)
Constant—blur (CL 14th)
At will—ghost sound (DC 13), invisibility (self only), mage hand, prestidigitation
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 15, Wis 13, Cha 16
Base Atk +12; CMB +13 (+17 with dirty trick); CMD 22 (24 vs. dirty trick)
Feats Alertness, Greater Dirty Trick*, Improved Dirty Trick*, Weapon Finesse
Skills Bluff +30, Disguise +39, Fly +17, Knowledge (history) +8, Knowledge (planes) +8, Perception +25, Profession (scribe) +7, Sense Motive +24, Stealth +26
Languages Abyssal, Celestial, Infernal
SQ autonomous link, change shape (raven or songbird [same statistics], beast shape II, or Tiny outsider), glib comedy, 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.