sabato 27 giugno 2020

Patron’s Request: Sthenoides Race

Another race created for my patron Ronald J Paris. If you wish to request personalized stuff, please consider donating to my Patreon page!

Sthenoides (Standard Race, 11 RP)

Either male or female, shtenoides are the descendant of humanoids who survived the attack of a medusa or euryale but were contaminated and mutated by the monster’s venom. They carry the curse of their wicked origin, but may choose to use it for good and become heroes.

Sthenoides appear as humans with snakelike eyes and mostly green hair. A sthenoid can be born in a humanoid family even many generations after the medusa’s contamination.


Type Monstrous humanoid (3 RP)

Size Medium (0 RP)

Speed 30 ft. (0 RP)

Ability Score Modifier +2 Con, +2 Cha, -2 Str (0 RP)

Language Xenophobic (0 RP)


Defense Racial Traits

Poison Resistance (3 RP) Sthenoides gain a racial bonus on saving throws against poison effects equal to their Hit Dice.

Unblockable (3 RP) Sthenoides are immune to paralysis and petrification effects.


Magic Racial Traits

Snake Magic (2 RP): Sthenoides bloodragers with the medusa bloodline or sorcerers with the serpentine bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Meliae clerics with the Scalykind domain use their domain powers and spells at +1 caster level. This trait does not give a melia early access to level-based powers; it only affects powers that she could already use without this trait.


Senses Racial Traits

Darkvision 60 Ft. (2 RP)


Alternate Racial Traits

Freeze (3 RP) A sthenoid with this racial Trait can hold itself so still she appears to be a statue. A sthenoid that uses freeze can take 20 on her Stealth check to hide in plain sight as a stone statue. This racial trait replaces unblockable.

Master Sculptor (2 RP) A sthenoides with this racial trait gains a +2 racial bonus on Craft skill checks to work stone or create stone items. This replaces darkvision,

Venomous Bite (2 RP) As an extraordinary ability, some sthenoides gain a natural bite attack that deals 1d3 damage. A number of times per day equal to her Constitution modifier (minimum 1/day), a sthenoid can deliver a paralytic venom with her bite, as follows. This replaces snake magic.


Paralytic Venom: Injury; save Fort DC 10 + the ½ user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.


Favored Class Bonuses

Alchemist: Add +1 on Craft (alchemy) checks to craft poison and +1/3 on the DCs of poisons the alchemist creates.

Bloodrager: Add ½ to the bloodrager’s effective class level when determining the power of her bloodrager medusa bloodline powers.

Druid: Add a +1 bonus on wild empathy checks to influence reptilian animals and magical beasts.

Fighter: Add +1 to the fighter’s CMD when resisting a grapple or trip attempt.

Hunter: Add +1 to the effective level of the hunter’s animal companion when using the snake animal focus.

Oracle: Add 1/6 to the oracle’s level for the purpose of determining the effects of one revelation.

Ranger: The ranger’s animal companion gains a +½ resistance bonus on saving throws against poison. If the hunter replaces her animal companion, the new animal companion gains this bonus.

Rogue: The rogue gains +⅙ of a new rogue talent among the following: accurate poisoner, developed poison immunity, lasting poison, lingering poison, poison use, signature poison, suppress poison, swift poison.

Sorcerer: Add +½ to the number of times per day a sorcerer can use the serpent’s fang serpentine bloodline power. The sorcerer must possess the applicable power to select these bonuses.

Witch: Add ⅓ to the saving throw DC to resist the poison of the witch’s familiar.

mercoledì 24 giugno 2020

Gunnar Einarson, Esoteric Knight

Like Angela, this character (one of her companions) was very difficult to convert to Pathfinder from AD&D 2E. I tried at first with some levels of Oracle (Seer) and Rage Prophet, then with a Spirit Shaman from Kobold Press. When the psychic magic rules came out, I knew that was the way I wanted to go. But how? Which class to dip? Too much, too little? It took the very last books of First Edition and the Esoteric Knight prestige class to give me what I really had searched for.
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!

Gunnar Einarson CR 22

Male old barbarian (Armored Hulk) 12/esoteric knight 4/psychic 3/guardian 7

NG Medium humanoid (human)

Init +9, amazing initiative; Senses Perception +24


Defense

AC 37, touch 13, flat-footed 36 (+17 armor, +2 deflection, +1 Dex, +7 shield), +6 insight vs. critical hit confirmation from outsiders or aberrations while raging (world serpent totem unity), +4 vs. critical hit confirmation rolls (resilience of steel), +3 insight vs. outsiders or aberrations while raging (world serpent totem), +1 vs. charge attacks (indomitable stance), -2 while raging

hp 321 (12d12+3d6+4d10+171+35)

Fort +21, Ref +11, Will +16. +9 vs. spells, supernatural abilities, and spell-like abilities (superstition); +7 vs. mind-affecting effects (adamantine mind); +4 on Fort vs. nonlethal damage from hot or cold environments or suffocation (Endurance); +3 vs. spells and effects with an alignment descriptor or coming from an outsider or aberration while raging (world serpent spirit); +3 morale on Will while raging; +1 on Ref vs. trample attacks (indomitable stance)

Defensive Abilities emotional push 1/day (+4), ferocity, force of will, greater rage, hard to kill, mythic saves, rage 47 rounds/day, recuperation, rock catching (Medium); DR 2/—


Offense

Speed 40 ft.

Melee +5 defending guardian neutralizing planar broadsword +31/+26/+21/+16 (2d4+12), +34/+29/+24/+19 (chaotic, evil, good, and lawful) while raging, +32/+27/+22/+17 or +35/+30/+25/+20 (2d4+13) vs. charging creatures, +1d6 damage vs. earth creatures; unarmed strike  +25/+25/+20/+15/+10, (1d8+7, chaotic, evil, good, and lawful) while raging, +26/+26/+21/+16/+11 vs. charging creatures

Special Attacks mythic power 17/day, rock throwing (Medium, 210 ft., 2d4+10), surge +1d10

Spell-Like Abilities (CL 19th; concentration +23)

At will (spending mythic power)- magic stone, soften earth and stone, stone shape, spike stones (DC 18), telepathic bond (CL 14), sending (CL 14), wall of stone (DC 19), stoneskin, elemental body IV (earth only)

1/day- commune, detect thoughts (CL 3)

Psychic Spells Known (CL 5th; concentration +8)

2nd Level (5/day)- mindshock, share memory (DC 15)

1st Level (7/day)- burst of adrenaline, charm person (DC 14), mindlink, mind thrust I (DC 14), psychic reading

0-Level (at will)- detect magic, detect psychic significance, know direction, message, resistance, sift

Discipline Rapport


Statistics

Str 24, Dex 14, Con 25, Int 17, Wis 14, Cha 18

Base Atk +17; CMB +25 (+26 with overrun, +28 with sunder); CMD 39 (40 vs. overrun)

Traits Armor Expert, Bred for War

Feats Bear’s Balance*, Cleave, Diehard, Endurance, Extra Path AbilityM, Extra RageM, Extra Rage Power (x3), Iron Will, Mad Magic*, Power Attack, ToughnessM, Weapon FocusM (broadsword)

Skills Climb +26, Intimidate +27/+29, Knowledge (local) +25, Perception +24, Profession (mariner) +24, Sense Motive +24, Survival +24, Swim +26/+30

Languages Common, Giant, Halfling, Northern Common, Terran

SQ armored swiftness, emotional bond (4 allies), guardian’s call (absorb blow, -35), improved armored swiftness, indomitable stance, path abilities (adamantine mind +7, armored might +3, mighty hurler x3, mortal herald [Earth], mythic resolve, telepathic mindlink), phrenic amplifications (defensive prognostication, mindtouch), phrenic pool (5 points), psychic esoterica (battle mind, phantom’s armory), rage powers (auspicious mark, brawler, greater brawler, intimidating glare [helm of fearsome mien], moment of clarity, perfect clarity, superstition +9, world serpent spirit, world serpent totem, world serpent totem unity)

Gear +5 defending guardian neutralizing planar broadsword (162,320 gp), +5 adamant fitting impervious stoneplate (67,950 gp), +5 bolstering greater guarding heavy wooden shield (64,157 gp), barbarian’s kit (9 gp), belt of physical perfection +6 (144,000 gp), boots of the earth (5,000 gp), bracelets of stone (26,760 gp), cloak of resistance +3 (9,000 gp), headband of alluring charisma +6 (36,000 gp), helm of fearsome mien (5,000 gp), juggernaut’s pauldrons (40,000 gp), ring of phrenic prowess (20,000 gp), ring of protection +2 (8,000 gp), staff of earth and stone (85,800 gp), stonefist gloves (10,000 gp).

domenica 21 giugno 2020

P2 Feat: Ancestral Legacy (Half-elf)

This is another feat that is bound to appear sooner or later in Pathfinder 2nd Edition, but I didn’t want to wait.
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!

Ancestral Legacy Feat 1
Half-Elf
Prerequisites half-elf
You have more traits coming from your non-elf heritage. For example, if you are a half-elf half-satyr, you may have small cloven feet and/or little horns on your forehead. You gain the benefits of the heritage of your non-elf parent or ancestors. You typically can’t select a heritage that depends on or improves a feature you don’t have.
Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.

sabato 20 giugno 2020

New/Missing Warpriest Blessings

Angela (in this version) uses one of these, that is for the Peace domain I wrote for Pathways #77. Sooner or later I will write focused blessings for all subdomains existing...
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!

Flowing
Associated Blessing: Water
Replacement Blessing: The following minor blessing replaces the ice strike ability of the Water blessing.
Go With the Flow (minor): At 1st level, you can touch a creature and suppress its strong emotions. The target is affected as the calm emotions spell, except it can still take violent actions and violent actions against the target do not end the effect. This effect lasts a number of rounds equal to ½ your warpriest level (minimum 1).
Peace
Associated Blessing: Community
Replacement Blessing: The following minor blessing replaces the communal aid ability of the Community blessing.
Soothe (minor): At 1st level, you can speak a few words to placate rage and fear in a creature within 30 feet. This works as calm emotions, but on one target only. This power only calms a creature affected by spells or effects causing confusion, fear, and rage. The effect lasts for 1 minute.
Redemption
Associated Blessing: Good
Replacement Blessing: The following minor blessing replaces the battle companion ability of the Good blessing.
Aura of Sanctification (minor): At 10th level, as an immediate action, you can emit a 30-foot-radius aura of sanctification for 1 minute. Within this aura, effects that are specifically harmful to good-aligned creatures are inverted so that they no longer harm good creatures and instead harm evil creatures. Similarly, effects that are specifically beneficial to evil creatures instead become beneficial only to good creatures.

mercoledì 17 giugno 2020

Patrons Request: Siren (New Player Race)

As requested by Ronald J Paris and published on my Patreon page. You can request stuff too if you donate!

Magical Beast Type (5 RP)
Magical beasts come in a great variety of shapes, but mostly they are arcane fusions of two or more natural creatures. Magical beast characters are usually from races that have human parts or a high intelligence.
A magical beast race has the following traits:
-Magical beasts have the darkvision 60 feet racial trait.
-Magical beasts have the low-light vision racial trait.
-Magical beasts eat, breathe, and sleep.

Siren (Monstrous Race, 47 RP)
Milder relatives to harpies, sirens are great, beautiful birds with womanly faces and an enchanting voice. Despite their appearance, both male and female sirens exist, and they reproduce by laying eggs. Some of them are fabled to lure and eat humanoids, but most are relatively innocuous for weaker races unless threatened and a few even become adventurers, usually choosing the bard or skald’s path.

Type: Magical beast (5 RP)
Size: Medium (0 RP)
Speed: 30 ft. (0 RP)
Ability Score Modifier: Specialized (+2 Wis, +2 Cha, -2 Str (1 RP)
Languages: Auran, Common (0 RP)

Defense Racial Traits
Monstrous Mind (Monstrous Trait, 4 RP): Sirens are immune to mind-affecting effects.

Magic Racial Traits
Siren Magic (Monstrous Trait, 22 RP): Sirens can use cause fear and charm person three times per day each as spell-like abilities. At 6th level, they can use deep slumber three times per day. At 8th level, they can use shout three times per day.

Movement Racial Traits
Flight (Advanced Trait, 10 RP): 60 feet (good maneuverability)

Offense Racial Traits
Natural Attack (1 RP): talon, 1d6.
Siren Song (Monstrous Trait, 12 RP): When a siren sings, all non-sirens within a 300-foot spread must succeed on a DC 19 Will save or become enthralled (see below). The effect depends on the type of song the siren chooses, and continues for as long as the siren sings and for 1 round thereafter. A creature that successfully saves cannot be affected again by any of that siren’s songs for 1 hour. These are sonic, mind-affecting effects. The save DC is Charisma-based. Enthralled creatures behave in one of the following four ways, which the siren chooses when she begins singing.
Captivation: A siren’s song has the power to infect the minds of those that hear it, calling them to the siren’s side. When a siren sings, all creatures aside from other sirens within a 300-foot spread must succeed on a DC 16 Will saving throw or become captivated. A creature that successfully saves is not subject to the same siren’s song for 24 hours. A victim under the effects of the captivating song moves toward the siren using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the harpy simply stands and offers no resistance to the harpy’s attacks. This effect continues for as long as the siren sings and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is Charisma-based.
Fascination: Affected creatures are fascinated.
Obsession: An obsessed victim becomes defensive of the siren and does all he can to prevent harm from coming to her, going so far as attacking his allies in her defense. The victim is not controlled by the siren, but views her as a cherished ally. This is a charm effect.
Slumber: The victim immediately falls asleep, rendering the creature helpless. While the siren is singing, no noise will wake the sleeping creature, though slapping or wounding him does. The creature continues sleeping for 1d4 minutes after the siren stops singing, but can be awakened by loud noises or any other normal method.

Senses Racial Traits
Darkvision 60 ft. (2 RP)
Low-Light Vision (1 RP)

Weakness Racial Traits
No Arms (Monstrous Trait, -8 RP): Sirens have no arms. Their talons can wield weapons or be used to make natural attacks, but are not dexterous enough to perform fine manipulation.