mercoledì 15 gennaio 2020

Blackcap 15, Level 20

This build is done- next time, something new!
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Blackcap Fifteen CR 25
Human mortal usher 10/spiritualist (Phantom Blade) 10/VMC oracle/guardian 10
NG Medium humanoid (human)/outsider (native)
Init +15; Senses Perception +31
Aura catrina’s calm (DC 26)

Defense
AC 33, touch 20, flat-footed 28 (+8 armor, +5 deflection, +5 Dex, +5 natural)
hp 263 (20d8+120+50)
Fort +23, Ref +15, Will +27
Defensive Abilities cling to life, force of will, hard to kill, immortal, invincible stand, lesson learned, mythic saves, parry spell, quick recovery, recuperation, shrug it off, spirit shield 14 hours/day (+8), sudden block, to the death, true defender, unstoppable, yamaraj-feather cloak; DR 2/--; Immune death effects, electricity; Resist cold 20; SR 18

Offense
Speed 30 ft., fly 60 ft. (good)
Melee falchion two-handed +28/+23/+18 (2d4+17, 18-20), falchion one-handed +26/+21/+16 (2d4+14, 18-20), unarmed strike +24/+19/+14 (1d10+10), and/or morrigna wrappings (+5 brilliant energy disruptive whip) +25/+20/+15 (1d3+11)
Special Attacks ancestral weapon 14 min/day (+1 ghost touch machete, +21, 1d6+7, 19-20), avenging maneuver, blood of heroes 4/day (5 rounds, +3), burst through, mythic power 23/day, olethros’ agent, reaping strike +5d6, spell combat, spellstrike, surge +1d12, symbolic bolt 12/day (+26, cold/negative energy/positive energy 1d6+10, untyped 1d3+10)
Spell-Like Powers (CL 15th, concentration +20)
At will- detect fiendish presence (CL 20), detect undead
3/day- calm spirit
1/day- see invisibility (lasts 10 minutes)
Spiritualist Spells Known (CL 15th, concentration +24)
5th Level (5/day)- awaken the devoured (DC 24), banishing blade (DC 24), dismissal (DC 24), planar adaptation
4th Level (6/day)- dimension door, hasten judgment (DC 23), shadow step, speak with haunt (DC 23)
3rd Level (7/day)- analyze aura, fly, heroism, protection from natural attacks, spirit-bound blade
2nd Level (7/day)- absurdity (DC 21), blur, calm spirit (DC 21), force sword, protection from arrows, purge spirit (DC 21)
1st Level (8/day)- anticipate peril, burst of adrenaline, detect evil, expeditious retreat, feather fall, sanctify corpse
0-Level (at will)- detect magic, detect psychic significance, message, resistance, stabilize, virtue
Mystery Ancestor

Statistics
Str 22, Dex 20, Con 22, Int 17, Wis 28, Cha 20
Base Atk +14; CMB +20; CMD 35
Traits Deathtouched, Hard to Kill
Feats Alertness*, Companion Figurine, Greater Weapon Focus* (falchion), Hollow Soul, Improved Unarmed Strike* (with phantom weapon harbored), Improved Vital StrikeM*, Iron Will, Planar HeritageM (duskwalker), Spiritual Training, Symbolic Mastery, Vital StrikeM*, Weapon FocusM* (falchion), Weapon SpecializationM* (falchion)
Skills Acrobatics +25, Fly +28, Heal +32, Intimidate +28/+31, Knowledge (planes) +26/+28, Knowledge (religion) +26/+28, Perception +31, Sense Motive +36, Use Magic Device +28
Languages Common
SQ amazing initiative, etheric focus, interplanar prestige, legendary hero, nosoi plague mask, oracle’s curse (legalistic), phantom weapon (falchion called Moonslash; bonus +4, Cha 17, Int 13, Ego 18, ectoplasmic pool [13 points], phantom tether, phantom touch, quick manifest, quick reshape, reshape, telepathy, weapon of the mind)
Gear belt of physical perfection +6 (144,000 gp), combat sandals (18,000 gp), cloak of etherealness (55,000 gp), intelligent figurine of the body double (214,000 gp), headband of mental superiority +6 (144,000 gp), ring of protection +5 (50,000 gp), ring of the recalled soul (150,000 gp), robe of the overmind (75,000 gp), senate aid badge (1,500 gp), spectral shroud (26,000 gp), spiritualist’s kit (50 gp). talisman of true faith (3,000 gp).

domenica 12 gennaio 2020

Blackcap 15, Level 12

Our hero becomes prestigious- and this was a must too!
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Blackcap Fifteen CR 15
Human mortal usher 2/spiritualist (Phantom Blade) 10/VMC oracle/guardian 6
NG Medium humanoid (human)/outsider (native)
Init +9; Senses Perception +7

Defense
AC 20, touch 14, flat-footed 16 (+4 armor, +4 Dex, +2 natural)
hp 135 (12d8+48+30)
Fort +13, Ref +8, Will +15
Defensive Abilities cling to life, force of will, hard to kill, lesson learned, mythic saves, recuperation, shrug it off, sudden block

Offense
Speed 30 ft.
Melee falchion two-handed +17/+13 (2d4+14, 18-20), falchion one-handed +15/+10 (2d4+12), or unarmed strike +15/+11 (1d10+8)
Special Attacks avenging maneuver, blood of heroes 2/day (2 rounds, +1), burst through, mythic power 15/day, olethros’ agent, reaping strike +1d6, spell combat, spellstrike, surge +1d8
Spell-Like Powers (CL 11th, concentration +13)
At will- detect fiendish presence (CL 12), detect undead
2/day- calm spirit
1/day- see invisibility (lasts 10 minutes)
Spiritualist Spells Known (CL 11th, concentration +16)
4th Level (3/day)- dimension door, hasten judgment (DC 19), speak with haunt (DC 19)
3rd Level (5/day)- analyze aura, fly, heroism, spirit-bound blade
2nd Level (5/day)- absurdity (DC 17), blur, force sword, protection from arrows, purge spirit (DC 17)
1st Level (7/day)- anticipate peril, burst of adrenaline, detect evil, expeditious retreat, feather fall, sanctify corpse
0-Level (at will)- detect magic, detect psychic significance, message, resistance, stabilize, virtue
Mystery Ancestor

Statistics
Str 19, Dex 18, Con 18, Int 10, Wis 20, Cha 14
Base Atk +8; CMB +12; CMD 26
Traits Deathtouched, Hard to Kill
Feats Alertness*, Companion Figurine, Hollow Soul, Improved Unarmed Strike* (with phantom weapon harbored), Iron Will, Planar HeritageM (duskwalker), Vital Strike*, Weapon FocusM* (falchion), Weapon SpecializationM* (falchion)
Skills Heal +20, Intimidate +17/+20, Knowledge (planes) +15, Knowledge (religion) +15, Sense Motive +24, Use Magic Device +17
Languages Common
SQ amazing initiative, etheric focus, interplanar prestige, oracle’s curse (legalistic), phantom weapon (falchion called Moonslash; bonus +3, Cha 15, Int 11, Ego 14, ectoplasmic pool (+[10 points], phantom tether, phantom touch, quick manifest, reshape, telepathy, weapon of the mind) 
Gear amulet of natural armor +1 (8,000 gp), badge of authority (1,500 gp), belt of physical perfection +4 (64,000 gp), +3 glamered resonating silken ceremonial armor (18,880 gp), potion of cure serious wounds (750 gp), sandals of the lightest step (5,000 gp), unfettered shirt (10,000 gp), spiritualist’s kit (50 gp)

sabato 11 gennaio 2020

Blackcap 15, Level 7

Second part of the build! Why he has the Companion Figurine feat, you say? Well... just wait and see... XD
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Blackcap Fifteen CR 8
Human spiritualist (Phantom Blade) 7/VMC oracle/guardian 3
NG Medium humanoid (human)/outsider (native)
Init +5; Senses Perception +6

Defense
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 natural)
hp 57 (7d8+7+15)
Fort +7, Ref +4, Will +11
Defensive Abilities hard to kill, lesson learned, recuperation, shrug it off, sudden block

Offense
Speed 30 ft.
Melee falchion +12 two-handed (2d4+6, 18-20), falchion one-handed +10 (2d4+5, 18-20), or unarmed strike +10 (1d8+5)
Special Attacks avenging maneuver, blood of heroes 1/day (2 rounds, +1), mythic power 9/day, olethros’ agent, spell combat, spellstrike, surge +1d6
Spell-Like Powers (CL 7th, concentration +9)
At will- detect fiendish presence, detect undead
1/day- calm spirit
Spiritualist Spells Known (CL 7th, concentration +11)
3rd Level (2/day)- analyze aura, heroism
2nd Level (4/day)- absurdity (DC 16), blur, force sword, protection from arrows
1st Level (4/day)- burst of adrenaline, detect evil, expeditious retreat, feather fall, sanctify corpse
0-Level (at will)- detect magic, detect psychic significance, message, resistance, stabilize, virtue
Mystery ancestor

Statistics
Str 17, Dex 14, Con 12, Int 10, Wis 18, Cha 14
Base Atk +5; CMB +8; CMD 20
Traits Deathtouched, Hard to Kill
Feats Alertness*, Companion Figurine, Improved Unarmed Strike* (with phantom weapon harbored), Iron Will, Planar HeritageM (duskwalker), Weapon FocusM* (falchion)
Skills Heal +14, Intimidate +12, Knowledge (planes) +10, Knowledge (religion) +10, Sense Motive +16, Use Magic Device +12
Languages Common
SQ amazing initiative, etheric focus, phantom weapon (falchion called Moonslash; bonus +2, Cha 13, Int 9, Ego 10, ectoplasmic pool [7 points], oracle’s curse (legalistic), phantom touch, quick manifest, reshape, telepathy, weapon of the mind)
Gear amulet of natural armor +1 (2,000 gp), badge of authority (1,500 gp), belt of physical might +2 (Str, Dex) (10,000 gp), +2 resonating silken ceremonial armor (9,180 gp), potion of cure serious wounds (750 gp), spiritualist’s kit (50 gp)

mercoledì 8 gennaio 2020

Blackcap 15, Level 1

I’m going to convert more manga characters to Pathfinder, and this time it will be BLEACH!
Of course shinigami are all more or less powerful psychopomps/agents of the Death God, so as outsiders there would be no sense in stating them as characters. But the MORTAL protagonists are another thing!
So let’s start with the main hero. The name I gave him is drawn from the manga itself (an episode cover in which the main group were portrayed as rock stars) and is a nearly literal translation of his name. Race and class seemed almost given here, don’t you think? It was hard to represent his unique mix of powers, though. For commodity, I supposed that shinigami powers are psychic, hollow/fullbringer powers are arcane, and Quincy powers are divine. You’ll see.
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Blackcap Fifteen CR 1
Human spiritualist (Phantom Blade) 1/VMC oracle/guardian 1
NG Medium humanoid (human)/outsider (native)
Init +1; Senses Perception +5

Defense
AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 13 (1d8+5)
Fort +3, Ref +1, Will +7
Defensive Abilities hard to kill, sudden block

Offense
Speed 30 ft.
Melee falchion +2 (2d4+3, 18-20) or unarmed strike +2 (1d6+2)
Special Attacks avenging maneuver, mythic power 5/day, olethros’ agent, spell combat, surge +1d6
Spiritualist Spells Known (CL 1st, concentration +4)
1st Level (2/day)- detect undead, sanctify corpse
0-Level (at will)- detect magic, detect psychic significance, resistance, stabilize

Statistics
Str 15, Dex 12, Con 11, Int 10, Wis 16, Cha 14
Base Atk +0; CMB +2; CMD 13
Traits Deathtouched, Hard to Kill
Feats Alertness*, Improved Unarmed Strike* (with phantom weapon harbored), Iron Will, Planar HeritageM (duskwalker)
Skills Heal +7, Intimidate +6, Knowledge (planes) +4, Knowledge (religion) +4, Sense Motive +9, Use Magic Device +6
Languages Celestial, Common
SQ oracle’s curse (legalistic), phantom weapon (falchion called Moonslash; bonus +0, Cha 10, Int 6, Ego 5, phantom touch, telepathy, weapon of the mind)
Gear armored kilt (20 gp), spiritualist’s kit (50 gp)

domenica 5 gennaio 2020

Amateur Occultist Feat

There should be more multiclassing feats. And there should be more Anateur feats, like Amateur Gunslinger, Investigator, or Swashbuckler.
Just give me time.
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Amateur Occultist
Though you are not a complete occultist, you have developed the ability to use one object important to you as an implement.
Prerequisites: 1 rank in Use Magic Device, no levels in a class that has the mental focus class feature.
Benefits: You gain a pool of mental focus equal to your Intelligence modifier. Choose an item that has a special significance to you and one school of magic. You can use that item as an occultist’s  implement, expending mental focus to activate one focus power of the selected school, even if it’s a school not normally associated to that type of item. This focus power works only with your chosen object. You don’t qualify for any feat that affects mental focus or implements. Your pool of mental focus refreshes each day, typically after you get a restful night’s sleep.
Special: If you gain levels in a class that has the mental focus class feature, you can immediately trade this feat for the Extra Mental Focus feat.

sabato 4 gennaio 2020

Mythic Touch of Fate Feat

I love The Genius Guide to Feats of Multiclassing from Rogue Genius Games. I just would like that there were more of these feats, and that all of them were made mythic. So I will begin to do it a bit at a time! Let’s begin with one related to one of my favored classes.
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Touch of Fate (Mythic)
God's and spirits increased their influence on your life when you gained mythic power.
Prerequisite: Touch of Fate.
Benefit: You gain one additional revelation from the mystery tied to Touch of Fate for every five levels you have beyond 5th. For the first revelation you selected with the non-mythic version of this feat, use your full character level to determine its effect; you can select and use your other revelations as if you were an oracle of your character level –2.

mercoledì 1 gennaio 2020

Oracle Corruption Curse: Psychomethabolic and Thanks to My Patrons!

Here’s another corruption curse that was missing and COULD NOT MISS, since it fulfills my dream to have a psychic casting Oracle! Do you think that I could waive the initial penalty, the madness? Casting psychic spells could already be both an advantage and a disadvantage for a divine caster? Hmmm...
Also, happy New Year and, as every month, a big thank you to Zabor and Cecil Maye, who donate every month $ 3 or more to my Patreon page!

Psychometabolic (Corruption Curse)
Your mind was awakened to fulfill its real psychic potential, but this gift also brought a burden. You are affected by a lesser madness (see Horror Adventures) that can’t be cured by any means.The spells you cast are considered occult spells rather than divine, and you use emotion and thought components rather than verbal and somatic.
At 5th level, add detect thoughts and mindlink to your list of spells known.
At 10th level, add thought shield IV to your list of spells known.
At 15th level, add tower of iron will III to your list of spells known.