A little while ago, I saw on FB an illustration of various small and tiny griffon variants- raccoon/crow, sparrow/mouse, and so on.
You know I love chimeric creatures.
So when the great designer and artist Jacob Blackmon (who, among many other things, has drawn the cover image for my Patreon page) offered to make the 5E stats and art of these creatures for Rogue Genius Games, and sent a manuscript to Owen Stephens, I jumped aboard offering to write the Pathfinder version. Owen accepted and you can see it here. I hope to write other monsters like this one in the future!
To celebrate, tomorrow I will post another special griffon variant created by me on my Patreon page. It will not be available to normal blog readers, so if you wish to see it, please consider donating!
mercoledì 27 marzo 2019
domenica 24 marzo 2019
New Martial Tradition for Spheres of Might: Hidden Master
While I was creating SoP characters for all my family, my younger asked me for a Streetfighter type ninja. The Ninjitsu martial tradition didn’t fit for that, so I created one for characters with less of the scoundrel and more of the master of martial arts. I used this for the build I’ll present next 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!
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!
New Martial Tradition: Hidden Master
Similar to a ninja, a hidden master is an accomplished monastic spy and an expert of conventional martial arts, fighting both with cunning and honor.
Bonus Talents:
Equipment: Finesse Fighting, Monk Weapon Training
Equipment: Finesse Fighting, Monk Weapon Training
Scout sphere
Open Hand Sphere
sabato 23 marzo 2019
The Forest Knight (Dual-Wielding Hunter)
This is a new version of the hunter character I made for my eldest son. He wanted:
-Lightning powers
-Two combat styles: two-weapon and archery
-A panther
-A hawk
-Panther and hawk merging to form a griffin mount!
Well, the Spheres of Power system allows to do all this! Enjoy!
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!
Beastmastery: Handle Animal You gain 5 ranks in the Handle Animal skill, plus 5 ranks per talent spent in the Beastmastery sphere (maximum equal to your total Hit Dice). If you possess skill ranks in Handle Animal, you may choose to retrain them, but you do not gain ranks when only temporarily gaining this package, such as through the armiger’s customized weapons class feature.
You also gain the following ability:
Beastmastery: Tame (Handle Animal) You may attempt to train an animal to readily obey your commands in and out of combat. This requires 8 hours and a creature of the animal type that has an attitude toward you of indifferent or better. This time may be divided as per the magic item crafting rules. You may only train one creature at a time with this ability. At the end of this period, make a Handle Animal check with a DC of 10 + the creature’s Hit Dice. If successful, the creature is now considered tame.
You may not tame a creature with more Hit Dice than you have ranks in Handle Animal. You may have multiple tame creatures under your control, but their total Hit Dice cannot exceed your ranks in Handle Animal. If you attempt to tame a creature that would exceed your Hit Dice cap, you must choose which other creatures to release. Animal companions and familiars, such as from class features, the Animal Companion talent, or the Pet talent, never count against this Hit Dice cap.
You may not use this ability on a creature with the swarm subtype. A creature with a template adds the challenge rating adjustment of the template to its HD (minimum increase +0) for determining if you may tame it and for how many creatures you can have tame. Variant creatures with increased challenge ratings (such as a pyrohydra compared to a normal hydra, if using the Broad Skills talent), treats the challenge rating increase of the variant as if it were a template for this purpose. A creature whose permanent Intelligence score is raised above 2 is no longer a valid target for this ability and is automatically released. This effect ends if you go two full days without spending at least 1 hour training your tame creatures.
This is treated as an extraordinary mind-affecting compulsion effect for the purposes of opposed control checks, such as another compulsion effect affecting your tame creature. Use your ranks in Handle Animal in place of your caster level for the opposed check.
Verbal Casting You must speak in a loud, clear voice to cast spells. Using magic alerts all nearby hearing creatures to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly.
-Lightning powers
-Two combat styles: two-weapon and archery
-A panther
-A hawk
-Panther and hawk merging to form a griffin mount!
Well, the Spheres of Power system allows to do all this! Enjoy!
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!
The Forest Knight (Dual-Wielding Hunter)
Half-elf hunter (Greenrunner) 1
NG Medium humanoid (elf, human)
Init +3; Senses low-light vision, Perception +9
Defense
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +5, Will +3. +2 racial bonus vs. enchantment spells and effects.
Immune sleep
Offense
Speed 30 ft.
Melee longsword +3 (1d8, 19-20) or shortsword +1 (1d6, 19-20)
Ranged longbow +4 (1d8, x3)
Magic
Caster Level 1; MSB +1, MSD 12, Concentration +4
Tradition Hunter (Drawbacks: Verbal Casting); CAM Wis
Spell Points 4
Tradition Hunter (Drawbacks: Verbal Casting); CAM Wis
Spell Points 4
Fallen Fey Sphere - DC 13; Duration 1 minute/level; Range none; Talents none; Drawbacks none
- Fey-Link (nature-connection [forest])
Nature Sphere - DC 13; Duration 1 round, Concentration; Range Close (25 ft); Talents Speak with Animals; Drawbacks Nature Spirit
- Speak with Animals
Martial
PAM Wis
Beastmastery sphere - DC 13, Talents Animal Companion, Animal Empathy, Drawbacks none
- handle animal (tame: train an animal to readily obey your commands in and out of combat; animal empathy: improve the attitude of an animal)
PAM Wis
Beastmastery sphere - DC 13, Talents Animal Companion, Animal Empathy, Drawbacks none
- handle animal (tame: train an animal to readily obey your commands in and out of combat; animal empathy: improve the attitude of an animal)
- animal companion (gain the services of a loyal animal companion)
Statistics
Str 10, Dex 16, Con 13, Int 10, Wis 16, Cha 12
Base Atk +0; CMB +0; CMD 13
Traits Elven Serenity, Grove Neophyte
Feats Skill Focus* (Knowledge-nature), Weapon Finesse
Skills Handle Animal +5/+7, Heal +7, Knowledge (nature) +7, Perception +9, Perform (strings) +6, Ride +7, Survival +7
Languages Common, Elven
SQ animal focus 1 min/day, fey thoughts (Diplomacy, Perform), nature training
Gear hunter’s kit (15 gp), leather armor (10 gp), longbow (75 gp) with 20 arrows (1 gp) and 5 thistle arrows (5 gp), longsword (15 gp), short sword (10 gp), 9 gp
Special Abilities
Animal Focus (Su) At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.
The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter’s minutes of duration per day—it remains in effect until the hunter changes it. The companion’s aspect can be the same aspect the hunter has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.
If the hunter’s animal companion is dead, the hunter can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per day.
Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.
Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.
Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.
Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.
Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.
Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.
Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.
Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.
The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter’s minutes of duration per day—it remains in effect until the hunter changes it. The companion’s aspect can be the same aspect the hunter has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.
If the hunter’s animal companion is dead, the hunter can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per day.
Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.
Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.
Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.
Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.
Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.
Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.
Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.
Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.
Beastmastery Sphere The Beastmastery sphere focuses on all forms of animal handling.
Unlike most other spheres which rest squarely on the related core rules, talents and abilities granted by the Beastmastery sphere override certain skill functions (particularly Handle Animal and Ride). No additional checks are required outside of those listed in the associated ability. Some abilities call out joint actions. These actions require both the user and his animal ally to pay the requisite action cost.
Animal Allies: Some talents and abilities reference animal allies; your animal companions, familiars, tame creatures, and any creature actively serving as your mount with an Intelligence score of 2 or less are considered your animal allies. Animal allies always act on your initiative.
Special: Animal companions, Conjuration sphere companions, drake companions, eidolons, and familiars cannot gain this sphere or talents from this sphere.
When you first take the Beastmastery sphere, choose one of the following packages: Handle Animal or Ride. (chosen: Handle Animal)
Unlike most other spheres which rest squarely on the related core rules, talents and abilities granted by the Beastmastery sphere override certain skill functions (particularly Handle Animal and Ride). No additional checks are required outside of those listed in the associated ability. Some abilities call out joint actions. These actions require both the user and his animal ally to pay the requisite action cost.
Animal Allies: Some talents and abilities reference animal allies; your animal companions, familiars, tame creatures, and any creature actively serving as your mount with an Intelligence score of 2 or less are considered your animal allies. Animal allies always act on your initiative.
Special: Animal companions, Conjuration sphere companions, drake companions, eidolons, and familiars cannot gain this sphere or talents from this sphere.
When you first take the Beastmastery sphere, choose one of the following packages: Handle Animal or Ride. (chosen: Handle Animal)
Beastmastery: Handle Animal You gain 5 ranks in the Handle Animal skill, plus 5 ranks per talent spent in the Beastmastery sphere (maximum equal to your total Hit Dice). If you possess skill ranks in Handle Animal, you may choose to retrain them, but you do not gain ranks when only temporarily gaining this package, such as through the armiger’s customized weapons class feature.
You also gain the following ability:
Beastmastery: Tame (Handle Animal) You may attempt to train an animal to readily obey your commands in and out of combat. This requires 8 hours and a creature of the animal type that has an attitude toward you of indifferent or better. This time may be divided as per the magic item crafting rules. You may only train one creature at a time with this ability. At the end of this period, make a Handle Animal check with a DC of 10 + the creature’s Hit Dice. If successful, the creature is now considered tame.
You may not tame a creature with more Hit Dice than you have ranks in Handle Animal. You may have multiple tame creatures under your control, but their total Hit Dice cannot exceed your ranks in Handle Animal. If you attempt to tame a creature that would exceed your Hit Dice cap, you must choose which other creatures to release. Animal companions and familiars, such as from class features, the Animal Companion talent, or the Pet talent, never count against this Hit Dice cap.
You may not use this ability on a creature with the swarm subtype. A creature with a template adds the challenge rating adjustment of the template to its HD (minimum increase +0) for determining if you may tame it and for how many creatures you can have tame. Variant creatures with increased challenge ratings (such as a pyrohydra compared to a normal hydra, if using the Broad Skills talent), treats the challenge rating increase of the variant as if it were a template for this purpose. A creature whose permanent Intelligence score is raised above 2 is no longer a valid target for this ability and is automatically released. This effect ends if you go two full days without spending at least 1 hour training your tame creatures.
This is treated as an extraordinary mind-affecting compulsion effect for the purposes of opposed control checks, such as another compulsion effect affecting your tame creature. Use your ranks in Handle Animal in place of your caster level for the opposed check.
Beastmastery: Animal Empathy (handle animal) You can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person, using your Handle Animal skill in place of Diplomacy. If you possess the wild empathy class feature, you may add your Handle Animal ranks to your levels in the class that grants the class feature (with a maximum equal to your Hit Dice) to determine the result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use this ability, you and the animal must be able to study each other, which means that you must be within 30 ft. of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use this ability, you and the animal must be able to study each other, which means that you must be within 30 ft. of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
Beastmastery: Animal Companion You gain the services of a loyal animal companion. Your effective druid level for this companion is equal to your base attack bonus -3 (minimum 1). If you already possess an animal companion or if you take this talent a second time, your effective druid level increases by 4, to a maximum of your character level. Your effective druid level stacks with those from other sources to a maximum of your character level. If you possess the Broad Skills talent, you may instead choose a vermin companion. Your companion always counts as an animal ally.
If the companion is suitable to serve as a mount, you do not take an armor check penalty on Ride checks while riding it. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat but does not gain the share spells special ability. If you already have an animal companion from another source, it gains Light Armor Proficiency as a bonus feat.
Should your companion die, you may find another after 1 week of mourning. This new companion does not gain the link, evasion, devotion, or improved evasion special abilities until the next time you gain a level or after 1 week serving as your animal companion, whichever comes first. This talent counts as possessing the mount class feature. Abilities that grant talents temporarily, such as taking the Extra Combat Talent feat with martial flexibility or gaining it from an armiger’s customized weapon can not be used to gain this talent.
If the companion is suitable to serve as a mount, you do not take an armor check penalty on Ride checks while riding it. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat but does not gain the share spells special ability. If you already have an animal companion from another source, it gains Light Armor Proficiency as a bonus feat.
Should your companion die, you may find another after 1 week of mourning. This new companion does not gain the link, evasion, devotion, or improved evasion special abilities until the next time you gain a level or after 1 week serving as your animal companion, whichever comes first. This talent counts as possessing the mount class feature. Abilities that grant talents temporarily, such as taking the Extra Combat Talent feat with martial flexibility or gaining it from an armiger’s customized weapon can not be used to gain this talent.
Fallen Fey Sphere
Fallen Fey: Fey-Link As a swift action, you may change your creature type to Fey for 1 minute per caster level. You are treated as a Fey and no longer count as your previous creature type for all purposes including spells, magic items, etc. You still possesses any subtypes you previously possessed (thus, an elf using this ability would change from a humanoid with the elf subtype to a fey with the elf subtype).
Whenever fey-link is active, you may spend 1 spell point as a free action to gain the benefits of a fey-blessing until the end of the fey-link. There are no limit to the number of fey-blessings you may have active at a time, but each one must be activated separately, and all only endure until the end of the fey-link. Renewing a fey-link does not increase the duration of a fey-blessing, and ends all fey-blessings you currently possess.
When you gain the Fallen Fey sphere, you gain the following fey-blessing:
Fallen Fey: Nature-Connection (fey-blessing) You gain a +1 bonus on Initiative checks and Knowledge (geography), Survival, Stealth, and Perception skill checks made within one terrain of your choice. This bonus increases by +1 for every 5 caster levels you possess. Consult the Ranger list of favored terrains to see potential terrain types. You may gain this fey-blessing multiple times, gaining this bonus in a different terrain each time. Magic Talents marked as (fey-blessing) grant additional fey-blessings.
Whenever fey-link is active, you may spend 1 spell point as a free action to gain the benefits of a fey-blessing until the end of the fey-link. There are no limit to the number of fey-blessings you may have active at a time, but each one must be activated separately, and all only endure until the end of the fey-link. Renewing a fey-link does not increase the duration of a fey-blessing, and ends all fey-blessings you currently possess.
When you gain the Fallen Fey sphere, you gain the following fey-blessing:
Fallen Fey: Nature-Connection (fey-blessing) You gain a +1 bonus on Initiative checks and Knowledge (geography), Survival, Stealth, and Perception skill checks made within one terrain of your choice. This bonus increases by +1 for every 5 caster levels you possess. Consult the Ranger list of favored terrains to see potential terrain types. You may gain this fey-blessing multiple times, gaining this bonus in a different terrain each time. Magic Talents marked as (fey-blessing) grant additional fey-blessings.
Nature Sphere You can command the very terrain to do your bidding.
Nature Spirit You cannot use geomancing powers, only (spirit) talents. You cannot gain talents that augment the geomancing power, but you may select any (spirit) talent, even if it would normally require a geomancing package you do not possess. You must select a (spirit) talent with the bonus talent granted by this drawback.
Nature: Speak with Animals (spirit) You may spend a spell point to gain the ability to speak with animals for 1 minute per caster level. You can ask questions of and receive answers from animals, but the spell doesn’t make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.
Nature Training (Ex) A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.
Verbal Casting You must speak in a loud, clear voice to cast spells. Using magic alerts all nearby hearing creatures to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly.
Panther Animal Companion (Elemental Companion)
Equivalent Druid Level 1
N Small animal (air)
Init +5; Senses low-light vision, scent; Perception +5 (with falcon AF)
Defense
AC 17, touch 16, flat-footed 12 (+5 Dex, +1 natural, +1 size)
hp 11 (2d8+2)
Fort +4, Ref +8, Will +1
Offense
Speed 51 ft.
Melee bite +7 (1d4+1 plus trip), 2 claws +7 (1d2+1)
Statistics
Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 16 (20 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +9, Stealth +9
SQ link
Tricks combat training (attack, come, defend, down, guard, heel), stay
Build
The Forest Knight is built with a 20-point buy and 140 gp starting wealth. Favored Class Bonus is +1 ft. to the animal companion’s speed. If using a lower point buy, you can lower Strength and Intelligence. If using a higher point buy (or rolling really well), your most important attributes are Wisdom and Dexterity. Wisdom is your casting statistic and affects the save DCs of all your magic and martial talents and your spell pool, in addition to boosting your Will saves and Perception and Survival checks; Dexterity makes you a great finesse warrior and archer, increases your initiative and bolsters AC and Ride checks. Constitution is important too, since it increases your hit points, and Charisma fuels your Handle Animal ability and helps in dealing both with people and wilderness creatures.
The Forest Knight is built with a 20-point buy and 140 gp starting wealth. Favored Class Bonus is +1 ft. to the animal companion’s speed. If using a lower point buy, you can lower Strength and Intelligence. If using a higher point buy (or rolling really well), your most important attributes are Wisdom and Dexterity. Wisdom is your casting statistic and affects the save DCs of all your magic and martial talents and your spell pool, in addition to boosting your Will saves and Perception and Survival checks; Dexterity makes you a great finesse warrior and archer, increases your initiative and bolsters AC and Ride checks. Constitution is important too, since it increases your hit points, and Charisma fuels your Handle Animal ability and helps in dealing both with people and wilderness creatures.
Playing a Forest Knight
You are a protector and a destructor, whose justice is like lightning. You are an expert in two different combat styles, fighting with two weapons in melee and shooting a great number of arrows from a distance, and also hit your foes with multi-shaped bolts of electricity. Your familiar is a hawk and your animal companion is a panther; together they can assume the form of a powerful black griffon to take you to combat in the sky. You give most often the falcon animal focus to your animal companion.
Future Abilities
Magic Talents Alteration Sphere (Flesh Warper), Beastward, Chain Blast, Destruction Sphere (Energy Focus), Electric Blast*, Energy Aura, Energy Blade, Energy Bomb, Energy Leap, Energy Nova, Energy Sphere, Explosive Orb, Fusion, Grace of the Sidhe, Mass Alteration*, Natural Blessing, Size Change
Martial Talents Balanced Blows, Barrage Sphere, Blitz Focus, Dancing Display, Cyclone Cut, Defensive Whirl, Dual Wielding Sphere, Expert Reloading, Extra Beastmastery Package, Impossible Reload, Paired Proficiency, Pet, Pinning Punishment, Scout Sphere, Track the Scene
Feats Improved Familiar, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Planar Focus, Slashing Grace, Two-Weapon Defense, Two-Weapon Grace, Weapon Focus (longbow), Weapon Focus (longsword)
Skills: Handle Animal and Ride are your most needed skills. Fly is also very useful for airborne combat.
Give the Aerial template to your familiar for extra flying prowess and lightning attacks. Choose Tiger as your second animal focus.
Companion Future Abilities
Feats Agile Maneuvers, Devotion against the Unnatural, Flyby Attack, Improved Initiative, Skill Focus (Stealth), Weapon Focus (bite), Weapon Focus (claws)
Bonus Tricks bombard, break out, catfall, defend, deliver, detect, guard, sic’em, sneak
mercoledì 20 marzo 2019
Czandra of The Longhouse, Mystic Scion
This is the Spheres of Power version of the character I made for my patron S L Hall! Hope she likes the surprise.
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 (and maybe even receive homages like this), please consider donating!
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 (and maybe even receive homages like this), please consider donating!
Czandra of the Longhouse, War Poet
Human bloodrager 1 (Mystic Scion)
CG Medium humanoid (human)
Init +4; Senses Perception +4
Defense
AC +14, touch +10, flat-footed +14 (+4 armor)
hp 11 (1d10+1)
Fort +3, Ref +0, Will +0
Offense
Speed 40 ft.
Melee glaive +5 (1d10+4, x3)
Ranged chakram +1 (1d8+3)
Special Attacks bloodrage (5 rounds/day), singing sword 3/day (thundering)
Magic
Caster Level 1; MSB +1; MSD 12; Concentration +5
Tradition Song-Wielder (Drawbacks: Verbal Casting, Skilled Casting [Perform/sing]), Virtuoso; CAM Cha
Spell Points 4
Destruction Sphere - DC 13; Duration None; Range Close (25 ft), Touch; Talents Energy Wall, Reverberating Blast; Drawbacks Energy Focus
- Destructive Blast (Energy Wall, Reverberating Blast)
Statistics
Str 16, Dex 10, Con 12, Int 13, Wis 10, Cha 16
Base Atk +1; CMB +4; CMB 14
Traits Glint-Tongued, Talented
Feats Improved Initiative, Weapon Focus (glaive)
Skills Intimidate +9, Knowledge (arcana) +5, Perception +4, Perform (sing) +8, Spellcraft +5, Survival +4
SQ bloodline (maestro), fast movement
Gear bloodrager’s kit (9 gp), chakram (1 gp), glaive (8 gp), lamellar leather armor (60 gp), liquid life (20 gp), 7 gp
Special Abilities
Bloodline Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family’s past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.
When choosing a bloodline, the bloodrager’s alignment doesn’t restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn’t dictate or limit his thoughts and behavior.
The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character’s bloodrager level as the caster level.
At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table: Bloodrager. These spells cannot be exchanged for different spells at higher levels.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.
When choosing a bloodline, the bloodrager’s alignment doesn’t restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn’t dictate or limit his thoughts and behavior.
The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character’s bloodrager level as the caster level.
At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table: Bloodrager. These spells cannot be exchanged for different spells at higher levels.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.
Bloodline: Maestro
The spiritual power of art and song runs strongly through your family line. This may be the result of ancient pacts made with azata patrons, or even an inheritance from a lillend or trumpet archon ancestor. It could also be the lingering taint of a less savory heritage, such as from a harpy or a forefather driven to madness by the disquieting gibbering of a shoggoth. However it came to be, you are able to use sound and song as weapons when you bloodrage.
Bonus Feats: Antagonize, Battle Cry, Cry Challenge, Dazzling Display, Deceitful, Persuasive, Skill Focus (Perform).
Singing Sword (Su): At 1st level, as a swift action up to three times a day you can infuse your attacks with sonic power. When you do, your melee attacks gain the thundering weapon special ability for 1 round. At 12th level, you can use this ability five times per day, and the effect is treated as thunder burst.
Bloodrage: At 1st level, the mystic scion gains the unchained barbarian’s rage ability. This counts as the unchained barbarian’s rage class features for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
If the mystic scion would acquire a rage power via any means, he may choose an unchained barbarian rage power instead.
This modifies bloodrage.
If the mystic scion would acquire a rage power via any means, he may choose an unchained barbarian rage power instead.
This modifies bloodrage.
Destruction Sphere You can use destructive power.
Destruction: Destructive Blast As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within Close range. A destructive blast deals bludgeoning damage as indicated on the table below. This damage bypasses DR/magic, but being bludgeoning in nature, does not automatically bypass other forms of damage resistance. A ranged destructive blast counts as a ray attack.
Table: Destructive Blast Damage
Level Damage
1st 1d6
3rd 2d6
5th 3d6
7th 4d6
9th 5d6
11th 6d6
13th 7d6
15th 8d6
17th 9d6
19th 10d6
When augmenting a destructive blast with Destruction talents, you may only apply 1 blast type talent and 1 blast shape talent to each individual destructive blast.
You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum: 2d6).
Table: Destructive Blast Damage
Level Damage
1st 1d6
3rd 2d6
5th 3d6
7th 4d6
9th 5d6
11th 6d6
13th 7d6
15th 8d6
17th 9d6
19th 10d6
When augmenting a destructive blast with Destruction talents, you may only apply 1 blast type talent and 1 blast shape talent to each individual destructive blast.
You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum: 2d6).
Energy Focus You may only make a destructive blast of a single energy type. You may not gain any blast type talents, except with the bonus talent gained from this drawback.
Destruction: Energy Wall (blast shape) You may spend a spell point to shape your destructive blast into either a wall up to 20 ft per caster level or a hemisphere with a radius up to 5 ft per 2 caster levels (minimum: 5 ft). This wall extends up to 20 ft high and lasts for 1 round per caster level. The wall does not block line of effect, line of sight, projectiles, or thrown objects. Creatures passing through your wall suffer your destructive blast’s damage and effects as normal. Creatures standing in the wall’s space when it is created are allowed a Reflex save to avoid damage.
Destruction: Reverberating Blast (blast type) You may spend a spell point to make your destructive blast become a thundering sonic boom, dealing sonic damage. Affected targets must pass a Fortitude save or suffer a penalty to concentration checks and all mental skill checks equal to ½ your caster level for 1d4 rounds.
Fast Movement (Ex) A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.
Skilled Casting You must create your magic through singing, drawing, or some other activity. Your magic is tied to a particular Perform, Profession, or Craft skill (although with GM permission another skill may be substituted). You must succeed at a skill check to use any sphere ability. The DC of this skill check is 15 + the ability’s caster level. For every 2 points by which this skill check falls short of this DC, the ability manifests at -1 caster level. If this reduces the ability to a caster level below 0, the manifested ability fails and any spell points used are lost.
A caster with Skilled Casting must be able to perform their skill to use their magic, which is similar to but not the same as possessing other drawbacks. For example, a caster who must draw to create magic must have at least one hand free, although unless he also possesses Somatic Casting he may do so while wearing heavy armor without a chance of arcane spell failure. Likewise, a caster who uses music to create magic must be able to speak, but unless he also possesses Verbal Casting he can do so quietly and not break stealth.
A caster with Skilled Casting must be able to perform their skill to use their magic, which is similar to but not the same as possessing other drawbacks. For example, a caster who must draw to create magic must have at least one hand free, although unless he also possesses Somatic Casting he may do so while wearing heavy armor without a chance of arcane spell failure. Likewise, a caster who uses music to create magic must be able to speak, but unless he also possesses Verbal Casting he can do so quietly and not break stealth.
Verbal Casting You must speak in a loud, clear voice to cast spells. Using magic alerts all nearby hearing creatures to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly.
Virtuoso Your magic is blended into your performance making it more difficult to identify. Whenever you make a Skilled Casting check, onlookers make their Spellcraft check against your result or against the typical DC (whichever is higher) to identify the sphere talent or ability. In addition, if they fail their check by 5 or more, they interpret your casting as nonmagical activity.
In addition, if you purchase this boon with either somatic casting or verbal casting in addition to Skilled Casting, you do not automatically alert nearby creatures to the casting of your sphere talents or abilities by those drawbacks alone. Creatures specifically observing you for the purpose of detecting spellcasting are still entitled to their Spellcraft check as written above. You must possess the Skilled Casting drawback to select this boon.
In addition, if you purchase this boon with either somatic casting or verbal casting in addition to Skilled Casting, you do not automatically alert nearby creatures to the casting of your sphere talents or abilities by those drawbacks alone. Creatures specifically observing you for the purpose of detecting spellcasting are still entitled to their Spellcraft check as written above. You must possess the Skilled Casting drawback to select this boon.
Future Abilities
Magical Talents Chain Blast, Demolition, Enchanting Music, Energetic Affliction, Energy Leap, Fallen Fey Sphere, Guided Strike, Mutable Blast, Rebuff, Sculpt Blast
Feats Antagonize*, Arcing Strike, Battle Cry*, Bear’s Balance, Blasting Charge, Cry Challenge*, Dazzling Display*, Enchanting Performance, Furious Focus, Iron Will, Lingering Performance, Ostentatious Rager, Power Attack, Skill Focus* (Perform)
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