About Dusk BloomCharacter Generation:
Starting Character Level: 1st Ability Score Generation: 20-point buy; even after racial adjustments, I don't want to see a final score lower than 8 or higher than 18 Classes: any spherecaster (SoP), practicioner (SoM), or champion (CotS) class, or a Paizo class (but must use an archetype from the Spheres system) Races: I feel like doing Core only Skills: we'll use Background Skills (that's an additional 2 skill points at every character level, which must be spent on background skills) Traits: standard 2 traits from different categories, + 1 campaign trait in addition to those Hit Points: max at 1st level; later levels will be 1/2 your Hit Die +1 (as is done in Pathfinder Society) Bonus Talents: beyond whatever talents are granted by your class, tradition (for practitioners/champions), and/or gaining the casting class feature the first time (for spherecasters/champions), you also gain 2 additional talents; each talent can be either a combat talent or a magic talent, as long as you have access to that type of talent already (no picking magic talents if you're a practitioner, nor picking combat talents if you're a spherecaster) Quick View Stats for Combat:
Initiative: +2 (Dex +2)
Ability Scores Score (bonus) [point buy] [racial] [level up]
DEFENSE:
AC: 16 touch 12, flat-footed 14 (+3 armor, +2 dex, +0 size, +1 shield) HP: 20 (Full first level = 8, 1/2 x 1 = 5, +2 Favored Class, +2 Con, +3 Toughness) Fort +1 (0 + 1), Ref +2 (0 + 2), Will +3 (3 + 0) OFFENSE:
Initiative: +2 (+2 Dex) Speed 30 ft Base Atk: +1 Melee:
Ranged: CMB: +3 (+1 BAB, +2 str) CMD: 15 (10, +1 BAB, +2 str, +2 dex)
Favored Class Bonus Hit points Feats:
Weapon Focus: Glaive Toughness Numb Mind (Necrosis)
Four Necrosis Feats: When you use this feat, you also gain a new saving throw against one of the above effects currently affecting you (your choice). Necrosis Feats:
Spoiler:
Tainted: Upon taking a Necrosis feat, the character’s body becomes contaminated with negative energy. From that point on, if the character dies, returning him to life proves to be more difficult. Any spellcaster who attempts to bring the character back from the dead must attempt an MSB check (DC = 10 + the slain character’s Hit Dice) or have the effect fail. Effects that may only bring a creature back that has died within 1 round (such as the Resuscitate talent) gain a +5 to this check. Each Necrosis feat beyond the first increases this DC by 1. Greater Power: Necrosis feats increase in power relative to the number of Necrosis feats a character possesses. Most necrosis feats grant far greater effects to characters with at least four necrosis feats. For necrosis feats that require an immediate action to activate them, you may activate as many Necrosis feats as you desire as part of the same immediate action (although you must spend the required spell points for each activated feat). Magical Infusion: A character gains a number of spell points equal to the number of necrosis feats he has. Traits:
Born Healer (Religion)
Family Ties: While not ethnically a Varisian, you have been raised among Varisians and they consider you one of their own. Furthermore, you managed to get in good with a group of Sczarni and consider them your new family. After being run out of the last place your Sczarni family camped, you tracked down a friend of the family in Sandpoint—a ruthless thug named Jubrayl Vhiski at the Fatman’s Feedbag. During your time with the Sczarni, you learned a few tricks of the trade. You gain a +1 trait bonus on Knowledge (local) checks and Knowledge (local) is always a class skill for you. In addition, you begin play able to speak and read Varisian. Transcendent Intuition (Magic)
SKILLS:
Class Skills: The (martial) hedgewitch’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana; Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha). Skills: (16 ranks – 12 Class, +4 int,) (+2 Background)
Languages: CLASS ABILITIES:
Class Skills: The (martial) hedgewitch’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (Arcana; Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha). Skill Ranks Per Level: 6 + Int modifier Weapon and Armor Training
Martial Tradition: Pikeman:
Casting
Combat Training: A martial hedgewitch may combine combat spheres and talents to create powerful martial techniques. Martial hedgewitches gain a combat talent at 1st level and every 2 levels thereafter and use their casting ability modifier as their practitioner modifier. Secrets: A martial hedgewitch may take the Extra Combat Talent feat or any feat which requires possessing combat talents in place of a secret. She must meet all the prerequisites for these feats as normal.
Spell Pool
Magic Talents
Maiden, Mother, Crone (Su): A triple goddess commands the powers of Life, Death, and Fate, seeing the strands of people’s lives and manipulating them to her desires. At first level, a triple goddess gains 2 of the following spheres, or magic talents contained within these spheres:Life, Death, and Fate. The triple goddess uses her class level as her caster level with these three spheres. This stacks normally with caster levels gained from other sources. Secret: Amateur Traveler
Temporal Traveler Tradition Benefit: You gain the Time sphere as bonus magic talent. If you already have this sphere, you may choose any talent you qualify for from the Time sphere in its place. SPHERES Life Sphere:
This section also includes vitality talents. A caster with one or more vitality talents may grant a bonus to any ally they use a Life sphere ability on as a free action made when they use that sphere ability. This includes using Fount of Life and granting effects with a duration, such as Revitalize. The bonus lasts for up to 1 minute, or until the ally takes damage from either failing a saving throw or being hit with an attack roll. In the case of abilities with a duration, the minute starts when the ability is used, and ends 1 minute later at the latest, even if the triggering ability is still in effect. If a caster possesses multiple vitality talents, only one talent takes effect when they use a Life sphere ability on an ally, but a single Life sphere ability that affects multiple allies may affect different allies with different vitality talents. A creature can benefit from a vitality talent attached to a Life ability, even if they don’t actually gain anything from the Life ability (such as using cure on a creature at full hit points). Invigorate [Core]
Cure [Core]
Restore [Core]
Death Sphere:
Ghost Strike [Core]
Exhausting Strike [Core]
Reanimate [Core]
You may have a total number of reanimated creatures active at any one time whose combined Hit Dice does not exceed twice your caster level. If you attempt to reanimate a creature that would push your total beyond this limit, your reanimated creatures cease to be reanimated sequentially from oldest to newest until the Hit Dice total is low enough to permit the new reanimated creature. You cannot reanimate a creature with more Hit Dice than twice your caster level, and creatures with more than 20 racial Hit Dice can never become skeletons or zombies. Fate Sphere:
Consecration [Core]:
Serendipity [Core]
Motif:
Martial Focus
When you have martial focus, you can expend your focus as part of any single Fortitude or Reflex saving throw you make thereafter. When you expend your focus in this manner, your saving throw is treated as if you rolled a 13, similarly to taking 10 on a skill check, except that the number you add to your saving throw is 13. You can also expend your martial focus to gain the benefit of certain combat talents and class features, as described in their entry, while other talents and abilities may require you to currently have martial focus. Once you have gained martial focus, you remain focused until you expend your focus, become unconscious, or go to sleep (or enter a meditative trance). Guardian Sphere:
You gain a delayed damage pool equal to your 3 x your base attack bonus. When you receive damage, as part of taking the damage you may redirect all or part of it to your delayed damage pool. Apply damage reduction and resistance before redirecting the damage. You may not redirect damage that would exceed the maximum capacity of the damage pool. Your delayed damage pool empties at the end of your turn each round, inflicting any damage stored in the pool on you, bypassing any damage reduction or resistance you possess and resetting to 0. Any additional effects of the attack, such as poison, are still incurred immediately even if the entire damage of the attack is redirected to the delayed damage pool. Any healing you receive in excess of your maximum hp automatically reduces the amount of damage in your delayed damage pool. Should you lose access to the Guardian sphere, any damage (or other effects if you possess certain talents) is incurred at the end of your turn. Patrol: As long as you have martial focus, as a full-round action you may increase your threatened area by 5 ft., +5 ft. for every 4 points of base attack bonus you possess. This increased threatened area is applied after the effects of the reach weapon special feature. Until the beginning of your next turn, you may make attacks of opportunity against any creature in this threatened area that provokes attacks of opportunity. You may move to bring the creature that provokes the attack of opportunity within your reach as part of these attacks, provided your total movement before your next turn does not exceed your base speed. Any movement you make provokes attacks of opportunity as normal. Associated Feat: Combat Patrol.
Lancer Sphere:
Impale
This impalement may be broken when you lose control of the weapon used for the attack (such as by being disarmed), or by the impaled creature making a combat maneuver check as a standard action with a DC equal to your CMD. If you control the weapon being used to impale a creature, you may choose to automatically remove the weapon as a move action. When the impaled creature loses the impaled condition, they take bleed damage equal to the damage dice of the weapon used to impale the creature. If a creature is impaled by a weapon that is not controlled by another creature, they are able to move, but all movement speeds they possess are reduced by 1/2 (minimum 5 ft.). You must make an opposed Strength check against the impaled creature to move as a part of the move action (this Strength check is made by your mount if you are mounted), moving up to half of your base speed while the impaled creature is dragged along with you (this movement does not provoke attacks of opportunity). If you are impaling two or more creatures, you must make an opposed Strength check against all currently impaled creatures in order to move, and if you are subjected to forced movement, you must make an opposed Strength check against all impaled creature; failing this check against any impaled creature forces you to release any weapons you’re using to impale a creature (or to end impaling a creature with your unarmed strikes or natural attacks) immediately, while success drags any impaled creatures with you during this forced movement. You can also choose to release the weapon as a free action without dealing damage (although you cannot release natural weapons). A creature may attempt a grapple check against an impaled creature’s CMD to assume control of the weapon impaling that creature as long as another creature is not controlling it. If so, the creature making the attempt receives a +4 bonus on the grapple check. Talents with the (impale) tag can only be used against creatures who are impaled by this ability when you are controlling the impaling weapon. Time Sphere:
Alter Time [Core] The base Time sphere grants you two ways to alter time. All alter time effects require a standard action to activate unless otherwise stated and have a range of touch. Effects that target an area are centered on you. Effects maintained through concentration require you to remain within Close range of the target or location after placing the effect. Haste [Core]
Slow [Core]
When using the slow ability, you may choose to prevent the target from making attacks of opportunity for the duration of the effect instead of causing them to be staggered. All other costs and restrictions of the slow ability apply as normal. Some Time talents are marked (time). These talents grant you additional alter time abilities. Talents:
2 “campaign bonus talents” --- Empowered Reanimate --- Lingering Necromancy 2 magic spheres from among Life/Death/Fate from Triple Goddess --- Life sphere --- Death sphere 2 magic talents/spheres from caster 1st level --- Fate sphere --- Necrotic Feeding 1 fate talent from drawback --- Greater Serendipity 1 combat talent – martial hedgewitch ---Cruel Vibration 1 sphere – Lancer – from martial tradition 1 sphere – Guardian – from martial tradition 2 equipment talents (Pikeman Training, Polearm Mastery) from martial tradition ---2nd level---
Cruel Vibration
Empowered Reanimate [Core]
Greater Ghost Strike [Core]
Greater Serendipity
Lingering Necromancy
Necrotic Feeding (ghost strike)
Pikeman Training (discipline)
Polearm Mastery
Drawbacks:
Sphere-specific: Neutrality (Fate)[Core] - You lack a strong connection to any alignment type. You cannot use the hallow word. General
Galvanised: Your magic was forged by war, and is integrated with your fighting abilities. To use or concentrate on your abilities, you must wielding a martial or exotic weapon with at least some metal components (even some metal decorations on a wooden weapon are sufficient). You must be able to attack with the weapon, and have proficiency with it. The weapon itself has no special properties, but can not have the broken condition.
Magical Signs: When using any sphere power, your faces shakes and tansmutes, with three faces washing across your features. Mental Focus: Your magic requires you to have a focus that is not always possible to achieve. You normally have focus, but lose it whenever you fail a save versus mind-affecting magic, have a critical hit confirmed on you, or a condition causes you to lose the ability to concentrate (such as being nauseated or helpless or failing an enforced concentration check such as from being entangled). Using magic without your mental focus requires you to make a concentration check (DC 20 + 1/2 caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If focus is lost, the caster can refocus by meditating as a full-round action that provokes attacks of opportunity. Wild Magic, Variant : You have a base wild magic chance of 10%. This wild magic chance does not stack with wild magic chance from other sources. GEAR:
3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less. Weapons: xxx
18 gp., 15 lbs. Armor:
30 gp., 25 lbs. Skill Equipment:
Miscellaneous:xxx
Total equipment cost: xxx
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