mercoledì 13 febbraio 2019

Lady Angela de Darkenthal, Mahatma

Today, I’m beginning to introduce you my own characters, heroes of a novel I wrote and partially published (in Italian). I could post some bits of it here sooner or later.
This one -Angela the Peaceful Priestess- is among the characters that I found most difficult to translate in Pathfinder (she and her companions were originally built with 2.5E material). If you remember, a long time ago I told you about my difficulties in creating a real nonviolent priestly character in the game. I was speaking of her.
In fact, I had to create personally almost everything to make her in Pathfinder! She uses the Mahatma prestige class I published on this blog, and the new Virtuous Creeds I made for Flaming Crab Games’ Her Story book (with the mythic versions also posted here). She uses the Spring spirit I made for Everyman Options: Shaman Spirits from Everyman Games, and the compassionate oracle curse published first here, and then in Pathways #77 from Rite Publishing.
Yes- all of these were made in an effort to create her. It’s true that great problems give you the pulse to make new solutions.
I have other builds for her and her companions, that costed me less effort. You will see them, in time.
This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!
(A slightly different version of Angela, together with some translated excerpts of her story, is in The Book of Passion from Misfit Studios).

Lady Angela de Darkenthal (CR 22)
Female middle–aged human mahatma 10/oracle 9 (Spirit Guide)/hierophant 7
LG Medium outsider (good, human)
Init +5; Senses darkvision 30 ft., Perception +22
Defense
AC 34, touch 29, flat–footed 20 (+14 Charisma, +5 deflection, +5 natural)
hp 120 (9d8 + 10d6 + 19 + 21)
Fort +21, Ref +18, Will +32
Special Defenses force of will, hard to kill, mythic saves, recuperation, shield of goodness; SR 21 (magic mantle)
Offense
Speed 30 ft.
Melee compassionate holy peaceful (merciful thawing) quarterstaff +5 +10/+5/+0 (good, 2d6+4,  +2d6 vs. evil creatures [nonlethal damage], x2)
Special Attacks  censure evil (DC 29), mythic power 17/day, pacifying aura (DC 29), pacifying touch (DC 29), surge +1d10
Spell–like Abilities (CL 19, concentration +33)
At will (spending mythic power)entangle (DC 25), barkskin, plant growth, command plants, wall of thorns, repel wood, animate plants
1/day– charm person (DC 25), protection from chaos/evil; align weapon (good/law), calm emotions (DC 28), compassionate ally (DC 26), qualm (DC 26); charitable impulse (DC 29), magic circle against chaos/evil, suggestion (DC 29); heroism, holy smite, forced repentance (DC 28), order’s wrath; atonement, charm monster (DC 29), commune, dispel chaos/evil (DC 29); blade barrier (DC 30), geas/quest, hold monster (DC 30); dictum (DC 31), holy word (DC 31), insanity (DC 31); summon monster IX (good only)
Oracle Spells Known (CL 19, concentration +33)
9th Level (6/day): miracle (DC 33), overwhelming presenceM (DC 33)
8th Level (8/day): cure critical wounds, mass, euphoric tranquility (DC 34), holy aura (DC 32), spell immunity, greater, sunburst (DC 32)
7th Level (8/day): changestaff, cure serious wounds, mass, refuge, restoration, greater, resurrection, sunbeamM (DC 31)
6th Level (9/day): blazing rainbow, cure moderate wounds, mass, dispel magic, greater, heal, heroes’ feastM
5th Level (9/day): atonement, break enchantment, breath of life, cure light wounds, mass, hymn of mercy, wall of light (DC 29), wall of thorns
4th Level (9/day): brightest light, charm monsterM (DC 28), cure critical wounds, dismissal (DC 28), grove of respite, imbue with spell ability, kiss of the first world (DC 28), restoration, stay the hand (DC 30)
3rd Level (9/day): accept affliction, create food and water, charitable impulse (DC 29), cure serious wounds, daylight, magic circle against evil, neutralize poison, plant growth, speak with plants, suggestion (DC 29), symbol of healing
2nd Level (10/day): abeyance, animal trance (DC 26), burst of radiance (DC 26), charm animal (DC 26), compassionate ally (DC 26), cure moderate wounds, daze monster (DC 28), enthrallM (DC 30), lesser restoration, mantle of calm (DC 28), peacemaker’s parley (DC 30), soothing word, touch of mercy (DC 28)
1st Level (10/day): bless, calm animals (DC 27), charm personM (DC 25), calm emotionsM (DC 27), command (DC 29), commune with birds, compel hostility (DC 27), cure light wounds, detect animal or plants, detect undead, goodberry, kaleidoscope of butterflies, peace bond, protection from evil, sanctuary (DC 27), speak with animals, unbreakable heart
0–Level (at will): create water, detect fiendish presence, detect magic, detect poison, enhanced diplomacy, guidance, light, purify food and drink, read magic, resistance, stabilize, virtue
Mystery life; Spirit spring
Statistics
Str 8, Dex 6, Con 13, Int 19, Wis 24, Cha 38
Base Atk +11; CMB +10; CMD 24
Languages Common, Celestial, church sacred language, Elven, Infernal, Sylvan
Traits Peace Maker, Redeemer
Feats Brew Potion, Call Truce, Cry of Mercy, Damned Love (completed), Divine Interference, Extra Revelation (x2), Merciful Spell, Mythic Spell LoreM, Peacemaker, Persuasive*M, Skill Focus* (Diplomacy), Virtuous Creed (Mercy), Virtuous CreedM (Peace), Voice of the Sybil*M
Skills Diplomacy +54, Handle Animal +31, Heal +27, Knowledge (history) +20, Knowledge (local) +20, Knowledge (nature) +20, Knowledge (nobility) +20, Knowledge (religion) +20, Linguistics +20, Perception +23, Perform (oratory) +40, Sense Motive +23, Use Magic Device +27
SQ amazing initiative (+7), aura of good, avatar of peace, bonded spirit (heavens, life, nature, passion, spring, wood), divine surge (inspired spell), expert diplomat, life touch (1d4+9 hp, 10/day), mahatma domain, merciful channel 17/day (5d6), merciful weapon, nature magic, path abilities (animal friend, divine countenance, divine source x2 [Charm/Kindness, Good/Redemption, Law], endless bounty, flower in your footsteps, mortal herald [Plant domain]), oracle’s curse (compassionate), revelations (energy body [1d6+19 hp, 19 rounds/day], enhanced cures, healing hands)
Gear amulet of natural armor +5 (50,000 gp), cape of effulgent escape (14,000 gp), compassionate holy peaceful quarterstaff +5 (200,300 gp), dryad sandals (24,000 gp), headband of mental superiority +6 (144,000 gp), mantle of spell resistance (90,000 gp), potion of cure moderate wounds (300 gp), potion of magic vestment +5 (3,000 gp), ring of protection +5 (50,000 gp), staff of life (109,400 gp).

domenica 10 febbraio 2019

Magical Wild Shape feat chain

The last fall, I was searching for a way a Druid could wild shape into an unicorn, and created these. Later, I found a 3PP feat that satisfied me more. I’ll leave them here nonetheless- for those who need or would like them.
This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

Greater Magical Wild Shape
You can emulate powerful magical beasts with your wild shape.
Prerequisites: Wild shape class ability, equivalent druid level 12th, Improved Magical Wild Shape, Magical Wild Shape
Benefit: You can assume a Diminutive or Huge magical beast’s form with your wild shape ability, as magical beast shape. Feats that apply to your animal form apply to your magical beast form as well.

Improved Magical Wild Shape
Your ability to control magic beasts’ shapes has increased.
Prerequisites: Wild shape class ability, equivalent druid level 10th, Magical Wild Shape
Benefit: You can assume a Tiny or Large magical beast’s form with your wild shape ability, as beast shape IV. Feats that apply to your animal form apply to your magical beast form as well.


Magical Wild Shape
You are able to wild shape in the form of a magical beast .
Prerequisites: Wild shape class ability, equivalent druid level 8th
Benefit: You can assume a Small or Medium magical beast’s form with your wild shape ability, as beast shape III. Feats that apply to your animal form apply to your magical beast form as well.

sabato 9 febbraio 2019

Occultist Variant Multiclassing

While I was trying to find the right class to choose for Sailor Neptune this summer, I came out with this before deciding for an outright divine occultist. I kept it for another time, and here it is. I hope to provide VMC for all classes that lack it, sooner or later.
This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

Occultist Variant Multiclassing
A character who chooses occultist as his secondary class gains the following secondary class features.
Implement School: At 1st level, he selects one implement school. For all powers of that implement school, he treats his character level as his effective occultist level.
Resonant Power: At 3rd level, he gains a pool of mental focus equal to his Intelligence modifier (minimum 1). He also gains access to the resonant power of his implement school.
Base Focus Power: At 7th level, he gains the base focus power of his implement school.
Object Reading: At 7th level, he gains the object reading class feature.
Focus Power: At 15th level, he gains a focus power from his implement school. He treats his character level as his effective magus level when determining whether or not he can select a focus power.
Improved Focus Power: At 19th level, he gains one additional focus power from his implement school.

mercoledì 6 febbraio 2019

New “Exit”: Waterlord for Spheres of Power Wiki

On Monday, I submitted my fourth contribution to the Spheres of Power Wiki: the Waterlord, a Commander class build created with the rules of Spheres of Might!
It also is a conversion :) from my favored nanga/anime of all times... Punma/Cyborg 008 from Cyborg 009.


(This is my favored version of him).
Expect many other conversions from that manga and many other Spheres ideas here in the future!
To celebrate, tomorrow you will see another bit of Spheres-related content created by me, for patrons only, on my Patreon page. This will be not disclosed for normal blog readers, so if you wish to see it, please consider donating!

domenica 3 febbraio 2019

The Elementalist Sorcerer & Thank You to my Patrons!

There was once upon a time Diablo II... and my favored character was the Sorceress, who could master the power of fire, ice, and lightning.
There also was a book for AD&D 2E called Diablo II Adventure Game, that converted the Diablo classes to archetypes ("kits", as they were then called) for the D&D system. The Sorceress was a kind of wizard. Not overwhelming.
I tried to rewrite the Mystic class for Forgotten Realms as an "elemental witch", but it was too heavy and toilsome. Well, now the Sorcerer exists, and the elemental bloodline is just what I needed. I just had to find a way to combine different elements.
And here it is. Another ancient dream become reality. Hope you like it.
Also, this is the day of the month I publicly thank those who donate 3 $ or more on my Patreon page. So a big thank you to:
Cecil Maye
S L Hall
Zabor
If you wish to see stuff in advance and have access to other rewards, please consider donating!

Elementalist Sorcerer

There are sorcerers in whose veins flows not only the power of one element, but many.

Bloodline: An elementalist sorcerer must have the elemental bloodline.

Diminished Spellcasting: An elementalist sorcerer can cast one fewer spell per day of each level than normal. If this reduces the number to 0, she can cast spells of that level only if her Charisma score grants her bonus spells of that level. Her number of sorcerer spells known is unchanged.
This ability alters the sorcerer’s spellcasting.

Elemental Spell (Ex): An elementalist sorcerer gains Elemental Spell as a bonus feat at 1st level. She gains it again at 7th and 13th level, each time applying it to a different element. This replaces eschew materials and the 7th- and 13th-level bloodline feats.

Scion of Many Elements: At 1st level, an elementalist sorcerer chooses two elements instead of one. Every time she uses her bloodline arcana, bloodline powers, and bloodline spells, she chooses which element she uses them with. At 10th level, she can select a third element to use her bloodline abilities with.

sabato 2 febbraio 2019

Ciel Splendor, the Curer Level 20

And after so many months, here’s my very last Sailor build! What new project would you like to see, starting tomorrow?
This build uses Legendary Games’ Path of the Bound and, like the previous two, Necromancers of the Northwest’s Mythic Mastery: Angelic Heritage.
(I could redo some of the builds I already did in the future, as fitter Paizo or 3PP rules come out).
This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

Ciel Splendor, the Curer CR 25
Aasimar (Angelkin) bard (Arcane Healer) 20/VMC Cavalier/bound-trickster 10
Female CG Medium outsider (native)
Init +19; Senses darkvision 60 ft., Perception +29
Defense
AC 33, touch 22, flat-footed 26 (+6 armor, +3 deflection, +7 Dex, +2 insight, +5 natural)
hp 223 (20d8+100+30)
Fort 15, Ref 23, Will 22. +4 vs. bardic performance, sonic, and language-dependent effects
Defensive Abilities endure elements (magic ring), force of will, hard to kill, immortal, mythic saves, recuperation, unstoppable
Offense
Speed 30 ft.
Melee +5 glitterwake holy returning  starknife +29/+24/+19 (1d4+18)
Ranged +5 glitterwake holy returning starknife +29/+24/+19 (1d4+18)
Special Attacks bardic performance 51 rounds/day (countersong, deadly performance [DC 29], dirge of doom, distraction, fascinate [8 creatures, DC 29], frightening tune [DC 29], inspire competence +10, inspire courage +5, inspire greatness [+2 HD, +3 on attacks, +2 on Fort saves], inspire heroics +5 [6 allies], mass suggestion [DC 29], soothing performance [3d8+25], suggestion [DC 29]), challenge 1/day (+18 damage, +5 morale bonus on saves), channel energy 5/day (15d6 damage, DC 39), for the faith +9 (4/day), haunting melody, heavenly choir, holy channel, mythic power 23/day, surge +1d12, surprise strike
Spell-Like Abilities (CL 20th; concentration +29)
1/day- alter self, commune
Spending bardic performance rounds- cure light wounds, cure moderate wounds, cure serious wounds
Spending mythic power- cure light wounds, cure moderate wounds, cure serious wounds, cure critical wounds, breath of life, heal, regenerate, cure critical wounds (mass), heal (mass)
Bard Spells Known (CL 20th; concentration +29)
6th Level (6/day)- deadly finale (DC 25), eyebite (DC 25), mass charm monster, mass eagle’s splendorM, subjective reality
5th Level (7/day)- bard’s escape, greater heroismM, resonating word (DC 23), song of discord (DC 24), stunning finale (DC 24)
4th Level (7/day)- apathy (DC 23), break enchantment, brightest light, cure critical wounds, heroic finaleM, wandering star motesM (DC 23)
3rd Level (7/day)- arcane concordance, cure serious wounds, exquisite accompaniment, find fault, daylight, reviving finaleM
2nd Level (7/day)- blistering invectiveM (DC 21), cure moderate wounds, heroismM, planetariumM (DC 20), raiment of command (DC 21), unadulterated loathing (DC 21)
1st Level (8/day)- aspect of the nightingale, charm person (DC 20), cure light wounds, detect charm, songbird, starsightM
0-Level (at will)- dancing lightsM, flare (DC 19), ghost sound (DC 19), light, scrivener’s chant, spark (DC 18)
Statistics
Str 18, Dex 25, Con 21, Int 16, Wis 22, Cha 28
Base Atk +15; CMB +19; CMD 36 (46 vs. sunder and disarm with light blades)
Traits Caretaker, Chip on the Shoulder
Feats Clarifying Channel, Combat Medic*, Dual PathM, Ensemble*, Guided StarM, Mythic Spell LoreM, Starry GraceM, Weapon Finesse, Weapon FocusM (starknife)
Skills Bluff +32, Disguise +32, Heal +30, Intimidate +32, Knowledge (planes) +37, Perception +29, Perform (keyboard) +34, Perform (sing) +32, Sense Motive +29
Languages Abyssal, Celestial, Common, Infernal, Sylvan
SQ amazing initiative, angelic wings 10 min/day, bardic knowledge +10, calling 4/day, celestial crusader, eldritch wish, greater tactician, healing touch (10d10), inspiring healing, heartsong, jack of all trades, legendary hero, menacing presence, mortal herald (Healing), order of the star, path dabbling (mythic weapon training [thrown weapons]), supreme trickster, tactician, unending performance
Gear amulet of natural armor +5 (50,000 gp), bard’s kit (41 gp), belt of physical perfection (144,000 gp), falcon crown (42,000 gp), gloves of personal purity (1,000 gp), grounding rod (12,000 gp), headband of mental superiority +6 (144,000 gp), 2 potions of cure serious wounds (1,500 gp), ring of shooting stars (50,000 gp), robe of stars (82,000 gp), +5 glitterwake holy returning starknife (200,324 gp), soothing keytar (45,000 gp), specialized healer’s satchel (treatment) (3,000 gp), staff of electricity (31,900 gp), star ring (17,500 gp), western star (4,000 gp), wizard’s mail (52,100 gp).

Variant Magic Item
Soothing Keytar: As a soothing lyre, but grants a +2 bonus on Perform (keyboard) checks.