venerdì 17 agosto 2018

Luciole Stoneglow, Level 7

Here’s the second part of the build. The Mythic Guided Hand feat makes up for our cleric’s lack of physical strength, and of course she uses Planar Channeling (appeared in the previous post) to have access to normal cleric channeling abilities. The Spontaneous Lifegiver mythic ability comes from The Mythic Hero’s Handbook (and it will not be the only one).
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Luciole Stoneglow, CR 8
Duskwalker cleric (Idealist) 7/hierophant 3
Female N Medium humanoid (android, human)/outsider (native)
Init +6; Senses darkvision 60 ft., Perception +4
Defense
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex); 22, touch 13, flat-footed 19 until the first hit
hp 54 (7d8+7+12)
Fort +6; Ref +5; Will +9. +4 racial bonus vs. negative energy, +3 vs. death, +2 vs. undead and sahkil abilities.
Defensive Abilities hard to kill, recuperation; Immune inhaled poisons and effects, undeath
Offense
Speed 30 ft.
Melee +1 grayflame fauchard +10 (1d10+7, 18-20)
Special Attacks channel positive energy 7/day (4d8, DC 17), gentle rest 7/day, mythic power 9/day, surge +1d6
Cleric Spells Prepared (CL 7th; concentration +11)
4th Level- bestow planar infusion II, greater positive pulse, reincarnateD
3rd Level- detect anxieties (DC 17), speak with deadD (DC 17), symbol of healing, wall of split illumination
2nd Level- early judgment (DC 16), ghostbane dirge (DC 16), mortal terror (DC 16), silence (DC 16), spear of purityD (DC 16)
1st Level- anticipate perilD, bane (DC 15), bless, cause fear (DC 15), doom (DC 15), sanctuary
0-Level- detect fiendish presence, resistance, stabilize, virtue
Domains Healing/Ostara, Repose/variant
Statistics
Str 8, Dex 16, Con 12, Int 11, Wis 19, Cha 16
Base Atk +5; CMB +4; CMD 17
Traits Heroic Return, Possessed
Feats Channel Smite, Guided HandM, Planar Channeling, Racial HeritageM (android)
Skills Heal +16, Knowledge (religion) +12
Languages Common
SQ amazing initiative, conduit, ghost hunter, invoke realm 7/day (25 ft. radius, 5 rounds, DC 17), inspired spell, life current, more alive than dead, mythic sustenance, planar bond (Boneyard), rebuke death 7/day (1d4+3 points), spontaneous lifegiver (accept affliction, instant clot, life shield)
Gear cleric’s kit (16 gp), +1 grayflame fauchard (8,314 gp), headband of alluring charisma +2 (4,000 gp), lesser ankh talisman (1,250 gp), lesser rod of metamagic, apocalyptic (3,000 gp), truefaith vestments (6,950 gp).

mercoledì 15 agosto 2018

New Feat: Planar Channeling

I love alternate channeling powers. I always sustained that there should be more flexibility in channeling abilities- and more choice. Channeling feats are great at that, and there can never be too many of them. So here’s another one specifically for my current build.
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Planar Channeling
You can invoke the power of your deity’s realm when channeling energy.
Prerequisite: Channel energy class feature, must worship and receive spells from a deity.
Benefit: You gain the invoke realm ability of an idealist cleric and can use it whenever you channel energy, in place of the usual effects. If you already possess the invoke realm ability, this feat instead allows you to channel energy as a standard cleric.

domenica 12 agosto 2018

Luciole Stoneglow, Level 1

Here begins a new masterwork after all this preparation! The Duskwalker race was perfect for the build I had in mind this time, and the Idealist cleric from Planar Adventures was just what I was searching for this particular Sailor Senshi (with some adjustment, that will follow). Since she incarnates both death and resurrection/reincarnation, her domains are Repose (with the variant power associated with Pharasma from the Haunted Heroes Handbook) and Ostara, from Jon Brazer Enterprises’ Book of the Faithful: Celtic Subdomains, granting the reincarnate spell. Her traits and first feat account for her difficult past and present, and help a build focused on channeling:  the conduit racial trait is from another JBE book, the Book of Heroic Races: Advanced Compendium.
All in all, this one could be a perfect Pharasmin cleric, except for her favored weapon: the fauchard is the nearest thing I found to the glaive/scythe she wields in the manga & anime.
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Luciole Stoneglow, CR 1
Duskwalker cleric (Idealist) 1/hierophant 1
Female N Medium humanoid (android, human)/outsider (native)
Init +3; Senses darkvision 60 ft., Perception +3
Defense
AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 13 (1d8+1+4)
Fort +3; Ref +3; Will +5. +2 racial bonus vs. negative energy, death, and undead and sahkil abilities.
Defensive Abilities hard to kill; DR 3/-- vs. small ranged piercing weapons (armor); Immune inhaled poisons and effects, undeath
Offense
Speed 30 ft.
Melee fauchard -1 (1d10-1, 18-20)
Special Attacks gentle rest 6/day, mythic power 5/day, surge +1d6
Cleric Spells Prepared (CL 1st; concentration +4)
1st Level- anticipate perilD, doom (DC 14), sanctuary
0-Level- detect fiendish presence, stabilize, virtue
Domains Healing/Ostara, Repose/variant
Statistics
Str 8, Dex 16, Con 12, Int 10, Wis 17, Cha 14
Base Atk +0; CMB -1; CMD 12
Traits Heroic Return, Possessed
Feats Racial HeritageM (android)
Skills Heal +9, Knowledge (religion) +6
Languages Common
SQ conduit, ghost hunter, invoke realm 6/day (10 ft. radius, 4 rounds, DC 13), inspired spell, more alive than dead, mythic sustenance, planar bond (Boneyard), rebuke death 6/day (1d4 points)
Gear cleric’s kit (16 gp), fauchard (14 gp), quilted cloth armor (100 gp), 10 gp.

sabato 11 agosto 2018

Duskwalker Character Traits

And here is the last thing I needed to create my new build. This Senshi must be able to reincarnate after sacrificing her life.
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Duskwalkers Traits

Bargain With The Grave (Duskwalker)
Category: Faith
You know how to argue with the powers of afterlife to rescue your allies’ lives. You cast all spells of the healing subschool at +1 caster level.

Bestow Judgement (Duskwalker)
Category: Faith
You mete out Purgatory’s justice on sinners. Once per day, you treat your level as 2 higher when using your judgement ability.

Death’s Fascination (Duskwalker)
Category Magic
Influenced by the charming catrina, you have the power of calming agitated spirits. You can cast calm emotions once per day, targeting one creature only.

Heroic Return (Duskwalker)
Category Race
You refuse to stay dead before your mission is complete. You gain the one-time ability to reincarnate at your death as per the cyclic reincarnation spell, except you return to life as an infant (the right spells can restore your true age).

Profound Knowledge (Duskwalker)
Category Social
Your time in the afterlife granted you sapience about the past. You gain a +1 bonus on Knowledge (history) checks and Knowledge (religion) checks. One of these skills (your choice) is always a class skill for you.

mercoledì 8 agosto 2018

Duskwalker Alternate Racial Traits

Another thing my new character will need. This post already appeared on my Patreon page last week! If you wish to see stuff in advance and have access to other stuff, please consider donating!

Duskwalker Alternate Racial Traits

Afterlife Affinity: Duskwalker oracles with either the ancestor or bones mystery who have this trait treat their Charisma score as 2 points higher for all mystery spells and class abilities. Duskwalker necromancers use their school powers and spells at +1 caster level. This racial trait replaces ghost hunter.
Bond To This World: Some duskwalkers won’t willingly return to the afterlife until all their loose ends in this world are fixed. They add reincarnate and cyclic reincarnation to their spell list, and are immune to any spells or effects able to bind dead or alive souls preventing them to return to their bodies. This racial trait replaces ward against corruption.
Calm Spirit: A duskwalker with this trait can soothe the pain of undead. She can use calm spirit once per day as a spell-like ability (caster level equal to the duskwalker’s class level). This racial trait replaces ghost hunter.
Deathwatch: Duskwalkers with a strong bond to the netherworld can use deathwatch once per day as a spell-like ability (caster level equal to the duskwalker’s class level). This racial trait replaces ghost hunter.
Detect Undead: Duskwalkers with this trait have detect undead always active. This racial trait replaces corruption resistance.
More Alive Than Dead: Some duskwalkers are nearer than most to their former life. A duskwalker with this racial trait counts both as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill, and is able to sire or bear children. A child born from a duskwalker parent will most times be another almost-human duskwalker or a full member of the other parent’s race. This racial trait alters the native subtype; additionally, a more alive than dead duskwalker begins game speaking only Common.
Otherworldly Judge: A duskwalker with this trait can use early judgement once per day as a spell-like ability (caster level equal to the duskwalker’s class level). This racial trait replaces ghost hunter.
Partake Of All: A few duskwalkers were influenced from aeons in their creation. These characters can communicate telepathically with all creatures within 30 feet they share a language with. This racial trait replaces ghost hunter.
Reincarnated Sage: Duskwalkers who retain the memories of their former lives as scholars and savants gain a +2 racial bonus on two Knowledge skill checks of their choice. This racial trait replaces skilled.
See Alignment: A duskwalker whose essence was influenced by shinigami gains the detect alignment ability of an inquisitor. This racial trait replaces corruption resistance.
Servant of Fear: Some duskwalkers have been corrupted by the sahkil’s nightmarish heresy. They gain a gaze attack that causes a creature within 30 feet to become shaken for 1 round. A successful Will saving throw negates this effect (DC = 10 + ½ the duskwalker’s level + her Charisma bonus). At 8th level, the target is frightened. At 16th level, it is panicked instead. This is a mind-affecting fear effect. This racial trait replaces ward against corruption.
Shadow Affinity: Some duskwalkers have been influenced by fetchling blood and gain the fetchlings’ shadow blending ability. Attacks against them in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance. This racial trait replaces ward against corruption.
Shepherd of the Dead: Duskwalker clerics or inquisitors with either the Death or Repose domain who have this trait cast their domain powers and spells at +1 caster level. This racial trait replaces ghost hunter.
Weapon Familiarity: Duskwalkers with this trait are proficient with the scythe and sickle. They treat the fauchard, kama, khopesh, lasso, sickle-sword, switchscythe, and other weapons symbolizing death in their culture as martial weapons. This racial trait replaces ghost hunter.

domenica 5 agosto 2018

Duskwalker Favored Class Bonuses

Let’s prepare ourselves to a new build (did you think that I would have left the Outer Senshi out?) with some love for another of the new planar races (these came just in time for this project!)

Duskwalker Favored Class Bonuses

Arcanist: Add 1/4 to the arcanist’s caster level when casting spells from the necromancy school.
Bard: Add one spell known from the wizard’s necromancy school spell list. This spell must be at least one level below the highest spell level the bard can cast. The spell is treated as being one level higher, unless it is also on the bard spell list.
Cavalier: Add +1 hit point to the cavalier's mount. If the cavalier ever replaces his mount, the new mount gains these bonus hit points.
Cleric: Add +½ to the cleric’s bonus on saves vs. either negative energy or death effects.
Druid: Add +1 bonus to the druid’s animal companion’s saves vs. either negative energy or death effects. If the druid ever replaces her animal companion, the new animal companion gains these bonuses.
Inquisitor: Add +⅙ to the number of times per day the inquisitor can use the judgment class feature.
Medium: The medium can violate his taboo without consequences ¼ times per day. If the medium takes this bonus at 1st level, when the medium’s spirit leaves his body because of a violated taboo, there are no consequences.
Sorcerer: Add one spell known from the sorcerer spell list that belongs to the necromancy school. This spell must be at least one level below the highest spell level the sorcerer can cast.
Summoner: Add +1/4 evolution point to the eidolon’s evolution pool. These bonus evolution points must be spent on the following evolutions only: basic magic, bleed, blindsight, channel resistance, lifesense, major magic, minor magic, no breath, sacrifice, see in darkness, shadow blend, shadow form, ultimate magic, undead appearance, or unnatural aura.
Wizard: Add one spell from the cleric, witch, or wizard spell list belonging to the necromancy school to the wizard’s spellbook. This spell must be at least one level below the highest spell level he can cast. This spell is treated as one level higher unless it also appears on the wizard spell list.

sabato 4 agosto 2018

Amina Omneris, Level 20

Here at last is the last part of this build! You may already have noticed that our paladin uses the beauty/love/lust variant channeling: she is more a warrior than a healer, and this is also why I gave her three levels in the Inheritor’s Crusader prestige class, increasing her smiting and courage abilities but not the curative ones. Mythic flair is a champion ability from Legendary Games’ Mythic Hero Handbook.
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Amina Omneris CR 25
Ganzi (valkyrie-blooded) inheritor’s crusader 3/paladin (Chosen One, Oath Against Grotesquery) 17/VMC swashbuckler/champion 10
Female LG outsider (native)
Init +17; Senses darkvision 60 ft., Perception +6
Aura good
Defense
AC 36, touch 25, flat-footed 26 (+11 armor, +5 deflection, +7 Dex, +3 dodge), +20 with smite evil (+30 vs. lawful evil beings)
hp 224 (20d10+60+50)
Fort +29; Ref +27; Will +32. +9 Charisma, +5 resistance, +2 racial vs. polymorph, +2 trait vs. charms and compulsions
Defensive Abilities aura of courage, aura of great courage, aura of resolve, aura of righteousness, beauty unyielding, defy death, destroyer of tyranny, divine grace, force of will, hard to kill, immortal, incredible parry, mythic saves, nimble +3, recuperation, unstoppable; DR 5/evil; Resist acid 5, electricity 5, sonic 5; Immune charm, compulsions, fear; SR 22, 31 vs. transmutation
Offense
Speed 60 ft.
Melee +5 holy sun blade +37/+37/+32/+27 (+39/+39/+34/+29 vs. evil creatures) (1d10+20, 17-20; 2d10+40, 17-20, x3 vs. creatures of the Negative Energy Plane)
Special Attacks aura of justice, channel positive energy (DC 27, 4d6 + channel bonus/penalty +5 vs. charm and fascination), mythic power 23/day, perfect strike, precision, smite evil 7/day (+9/+40, +9/+60 vs. lawful evil beings), sudden attack, surge +1d12, sword against injustice
Spell-Like Abilities (CL 20th, concentration +29)
At will- detect evil
Paladin Spells Prepared (CL 17th, concentration +26)
4th Level- blade of light, break enchantment (DC 22), brightest light, chains of light (DC 22), sacred nimbus
3rd Level- cure moderate wounds, daylight, detect desires, magic circle against evil, prayer
2nd Level- eagle’s splendor, enchantment sight, holy javelin, litany of eloquence, light lance, suppress charms and compulsions
1st Level- bless, cure light wounds, divine favor, grace, knight’s calling (DC 19), sanctuary (DC 19), unbreakable heart
Statistics
Str 17, Dex 24, Con 16, Int 18, Wis 19, Cha 28
Base Atk +20; CMB +23; CMD 40 (50 vs. disarm and sunder with heavy blades)
Traits Birthmark, Demon Smiter
Feats Alertness, Amateur Swashbuckler, Boon Companion, Extra Path AbilityM, Greater Weapon Focus, Iron WillM, Mythic Weapon FinesseM, Weapon FocusM (heavy blades), Weapon SpecializationM (heavy blades)
Skills Acrobatics +27, Diplomacy +32, Intimidate +32, Knowledge (religion) +24, Sense Motive +33, Survival +26
Languages Abyssal, Celestial, Common, Draconic, Infernal, Protean
SQ always a chance, amazing initiative, champion of honor, deeds (dodging panache, precise strike), divine emissary, fleet warrior, ganzi oddity (weaponplay), impossible speed (+100 ft.), lay on hands 15/day (8d6), legendary champion, mercies (dazed, deceived, ensorcelled, frightened, shaken), mythic flair, mythic smite, mythic weapon training (heavy blades), panache (max 9 points), religious mentor, restore true beauty, swashbuckler finesse, swashbuckler weapon training 1
Gear +5 holy sun blade (200,335 gp), belt of physical perfection +4 (64,000 gp), bracelet of silver smite (16,000 gp), 2 flasks of bottled sunlight (400 gp), +5 crusading radiant celestial armor (49,900 gp), gem of brightness (13,000 gp), headband of mental superiority +6 (144,000 gp), necklace of netted stars (42,000 gp), paladin’s kit (11 gp), potion of cure serious wounds (750 gp), radiant panel (12,000 gp), ring of shooting stars (50,000 gp), ring of splendid security (180,000 gp), rod of flaring, greater (24,500 gp), scintillating garment (14,000 gp), staff of charming (17,600 gp), staff of illumination (51,500 gp), 4 gp.

Chandra, Silvanshee Familiar (Emissary) (Wizard Level 20)
Male NG Tiny outsider (agathion, extraplanar, good)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +10
Defense
AC 24, touch 14, flat-footed 22 (+2 Dex, +10 natural, +2 size)
hp 112
Fort +13, Ref +8, Will +13; +4 vs. poison
Defensive Abilities improved evasion, share will; DR 5/evil or silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 25
Offense
Speed 30 ft., fly 90 ft. (good)
Melee bite +24 (1d3–4), 2 claws +24 (1d2–4)
Special Attacks emissary’s smite, heroic strength, pounce
Spell-Like Abilities (CL 2nd; concentration +3)
Constant—know direction, speak with animals
At will—dancing lights, guidance, prestidigitation, stabilize
1/day—dimension door (self plus 5 lbs. of objects only)
1/week—commune (6 questions, CL 12th)
Statistics
Str 3, Dex 15, Con 12, Int 15, Wis 12, Cha 13
Base Atk +20; CMB +20; CMD 26 (30 vs. trip)
Feats Improved Initiative, Weapon FinesseB
Skills Acrobatics +25, Climb +7, Fly +6, Knowledge (arcana) +7, Knowledge (nobility) +4, Knowledge (religion) +25, Knowledge (planes) +7, Perception +10, Sense Motive +24, Stealth +19; Racial Modifiers +4 Acrobatics, +4 Perception, +4 Stealth
Languages Abyssal, Celestial, Draconic, Infernal, Sylvan; speak with animals, truespeech
SQ cat’s luck, change shape (cat, beast shape II),  flight, inspiring word 1/day, lay on hands (1d6, 1/day, always as a 2nd-level paladin), lay on paws, spectral mist
Special Abilities
Cat’s Luck (Su) Chandra adds his Charisma modifier as a luck bonus on all his saving throws. Once per day as a standard action, he can also grant this bonus to one ally within 30 feet for 10 minutes.
Heroic Strength (Su) Once per day, Chandra can grant himself a +8 enhancement bonus to Strength for 1 minute.
Inspiring Word (Sp): As a standard action, Chandra can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for 10 rounds.
Spectral Mist (Su) Chandra can assume an eerie, mist-like form roughly the size and shape of a cat. This ability has the same effect as a gaseous form spell, except Chandra retains his own DR and supernatural abilities and can move at his normal speed. He can remain in mist form up to 5 minutes per day. This duration does not have to be consecutive, but it must be used in 1-minute increments.