Swaggalicious 'Swaggy' Sockslayer McFly the Third.
Race
Goblin
Classes/Levels
Ch. Bard 3 I HW 3. HP 24+2/24, AC 19, T18, FF 15. init +6. Saves: F +3, r +8, w +5. Perc. +6, SM + 5. Darkvision. SP 7/18. Conditions: sick 1 rnd. II Troop: HP 24/24. AC 18. FF 15. T13. S: F+4, R+6, W+1.
Gender
Male
Size
M
Age
16
Special Abilities
Darkvision 60 FT.
Alignment
CN
Deity
Desna/Lamashtu
Location
Cooking up some Rhymes
Languages
Goblin, Common
Occupation
Rapper, Cook, Ducttaper (goblin medic)
Strength
8
Dexterity
18
Constitution
12
Intelligence
10
Wisdom
12
Charisma
16
About Swaggy Sockslayer McFly III
Background:
Swaggy never had the easiest life.
Since spawning, he was picked on for being mismade, lacking the all the right welts, balloon heads and round bellies the Goblins liked to have. When momma Lamashtu was handing out those favored monstrous traits, he must have been a bad little Gob to make her skip him. Worse, he could talk like Longshankses and had difficulty adepting the Goblin dialect. Perhaps the Mother had hit him over the head one too many times as well?
And then there was his weird hobby. He liked to sing, and sing, and sing… until he got stabbed again and again and had to sticky tape the wound shut. Fortunately, if he was angry enough at the cut, the tape always seemed to work despite not ever working for the other gobbo’s. That was one talent that saved him from being shanked too often, along with being able to cook decently.
Still, he was unhappy. He was a bad fit for the tribe, and it felt like he was destined for more, like his two more talented friends managed to rise above the litters themselves. And he was never much of a help to them. If goblin pity existed, he knew he was only taken along and protected because they had it for him.
Then, one day, mucus hit the fan.
When out gathering enough delicious cave mold, rotten deer cacasses and whatever else would do well in the average Goblin Cauldron, he came across a lone Garundi longshank wandering near Sandpoint.
Figuring this was his one and only chance to prove himself a real Gob, he attacked!
As he ran forward with the knife, he had doubts. He wasn’t a particularly good shanker. And this Longshank didn’t exactly walk but strode forward, his every movement graceful, his every posture the pinnacle of confidence.
But he didn’t have a weapon. And he only wore Lonshank shorts and a white robe that left his chest completely bare.
Nothing could go wrong, right!? He’d show the tribe that-
He tripped.
Over white smoke?
Still thinking about what had gone wrong exactly, the brown Longshank – brownshank? – loomed over him, smoking a reaaaaaaly long pipe from behind strangely orangy glasses. The white mist of it hung around him like a curtain of absolute truth.
Then he spoke.
”B!$*! you ‘bout to mess with my flair?
Got some big balls to even dare!
Here for my Thassilohomian buddies for a battle of wit,
And what appears but this little s$~%?”
His tone was mesmerizing.
And he was on fire.
Literally – Swaggy screamed as his soul ignited from the burn and blackened his arms and skin.
The figure just watched and took another deep puff as Swaggy was roasted alive.
”Come now, you’re not really gonna die?
That was low effort, I didn’t even try.
Rise before the Doggfather and step up
Stop bein' such a weakling pup.”
And just as he spoke, the burning stopped. The pain faded away, and he found that he could stand.
”P-please don’t kill me, I’m just Swag the Fly.
Doggfather, I don’t want to die!”
The Bronshank’s eyes narrowed.
”’The fly’? From the great Dr. Twopack BigFly?
From the grave, this Gob would cry.
West Coast or south coast, they knew his name.
But now, you only give him shame.
Shut up yo mouth and follow in line,
And I will teach you to rap the rhyme.”
So it was that the pipe of sacred white smoke was handed to Swag, and he inhaled it all.
From this day fourth he was Swaggy McFly.
Two days and two nights they trained,
Whether in sun or when it rained.
Even without his forebears fame,
His voice could now set things aflame.
A promise was made that date,
That he’d return as Swag the Great.
And on that day, eachother they’d slay.
Verbally, as true rappers two.
Master and Apprentice, through and through.
As a parting gift before ascending the plane
The doggfather granted swaggy his pimpcane.
And with that, The rest was said.
In the village, he’d give the rest a toast.
And the first new shanker, would get a roast.
Armed with the pimpcane and the orange of truth,
Swag went on to reclaim his youth.
His name would resound through time,
As the Gobster who slayed his enemies with rhyme.
Goblin racial traits with eat anything alternative trait:
Standard Racial Traits
•Ability Score Modifiers: Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma.
•Type: Goblins are humanoids with the goblinoid subtype.
•Size: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
•Base Speed: Goblins are fast for their size, and have a base speed of 30 feet.
•Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc. See the Linguistics skill page for more information about these languages.
MOVEMENT RACIAL TRAITS
•Fast Movement: Goblins gain a +10 foot bonus to their base speed (this is already added to their Base Speed above.)
SENSES RACIAL TRAITS
•Darkvision: Goblins see perfectly in the dark up to 60 feet.
•Eat Anything Raised with little or no proper food, many goblins have learned to survive by eating whatever they happen across and can digest nearly anything without getting sick. Goblins with this trait gain a +4 on Survival checks to forage for food and a +4 racial bonus on saves versus effects that cause the nauseated or sickened conditions. This racial trait replaces skilled.
Character sheet basics:
Ability scores :
8 str, 18 dex, 12 con, 10 int, 12 wis, 16 cha.
Background: Descended from Heroes (Cha, free boost: dex), grants extra traits feat.
Feats: Extra magic talent (one extra sphere Talent), extra traits, Enlightened Noble(background feat).
Enlightened noble background feat:
"You excel in a particular area thanks to your noble family's field of expertise.
Scion of War: After rolling initiative, you can attempt a feint or demoralize check as an immediate action. This can only affect creatures that act after you in the initiative count."
Spellsave dc on level 1: 14 (Assuming caster level/2 is rounded up when calculating on level 1, since caster level for a caster can't be 0).
Destructive blast (Melee or undescribed range): +5 vs Touch AC, 1d6 fire damage. Hit: Reflex save or catch fire, take 1d6 fire damage at start of round until action is taken to remove it. Spend 1 SP to increase damage to 2d6.
Other offensive spells: see sphere powers below.
Defense
HP 17/17.
AC 18, T 17, FF 14. Saves: Fort +1, Ref + 7, will +4.
CMB: -1 (including goblin penalty). CMD: 14.
Cure Spell*
Range 25 ft, heal 1d8+2.
*When you use a Life sphere talent or ability on an ally other than yourself, you may spend one spell point to also give them an adrenaline surge. The ally may do one of the following as an immediate action:
-Make an attack at their highest base attack bonus
-Move their speed, provoking attacks of opportunity normally
-Make an Escape Artist check with a bonus equal to your caster level
-Draw, pick up, or ready a weapon or shield
-Stand up from prone
You may use this ability to surge multiple allies (other than yourself) at a time when you perform a Life sphere ability that affects multiple allies by spending a second spell point. Surges are resolved in initiative order.
Class features
Champion Jimmy bard:
-Start with a martial tradition (sergeant).
-Trades out bardic knowledge for access to a new sphere each level rather than three spheres every 4 levels.
-Start with one Flourish and one Bardic masterpiece (lingering flourish, inspire courage)
-Level 2: gain access to serenade of healing, noble scion background feat (war: can demoralise opponants coming after him in initiaie as a reaction after rolling initiative)
Hedgewitch:
-Takes two paths: astrologist and black magic.
-Gains the light and destruction spheres for free at level 1 from the paths. See sphere powers for full effects.
-Astrologist aura's are Sun and Moon.
-Spiritualism path benefit (level 2): roll all knowledge checks twice and take either result.
Overall effect: +1 spellpoint per casting level (x2 because gestalt).
Hedgewitch Class features in detail:
Black magic:
Curse: Blackened
Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch. You take a –4 penalty on weapon attack rolls, but you gain the Destruction sphere with the Energy Focus (fire) drawback as a bonus magic talent. At 5th level, gain an additional fire-based Destruction talent. At 10th level, your penalty on weapon attack rolls is reduced to –2. At 15th level, gain an additional fire-based Destruction talent.
Energy Focus
Choose a blast type group. You may only make destructive blasts from that blast type group. You must select a (blast type) talent from the chosen blast type group with the bonus talent granted by this drawback. You may not select any other (blast type) talents outside the chosen blast type group.
Fire Blast (blast type, fire)
Your destructive blast deals fire damage. Any creature struck by the attack or that failed their Reflex saving throw if one was required must succeed at a Reflex save or catch fire. A burning creature takes 1d6 damage the following round, plus 1d6 per round until the flames are extinguished. Each round the target may attempt another Reflex save to attempt to extinguish the flames. Rolling on the ground or using a blanket to smother the flames (a full-round action) grants the target a +4 bonus to that round’s saving throw.
Covetous
You find yourself drawn to the luster of wealthy living. You must wear fine nonmagical clothing and jewelry worth at least 50 gp + 100 gp per character level you have beyond 1st. If you do not have sufficient wealth to purchase this additional equipment, you feel a strong desire (but are not compelled) to sell existing items or steal from others to obtain it. You are sickened whenever you do not meet this requirement; you are also sickened for 24 hours after anything worth 25 gp x your character level or more is taken from you against your will. Use Magic Device becomes a class skill for you. At 5th level, you gain a +4 insight bonus on Appraise checks, Spellcraft checks to identify magic items, and Use Magic Device checks. At 10th level, you gain the Creation sphere as a bonus magic talent. At 15th level, you add half your oracle level to your CMD against steal combat maneuvers and to the DC of Sleight of Hand checks to take items from you.
Hedgewitch powers:
Astrology (path 1):
Gain the Light Sphere as a bonus talent, and with drawback: glow only, you get irradiance for free.
Class Skills: Knowledge (geography) (Int), Knowledge (planes) (Int), Perception (Wis).
Path Power: The astrologer gains the ability to channel the power of celestial objects, projecting different celestial auras to aid her allies. She may only project a single celestial aura at a time. Projecting a celestial aura is a swift action, and its effects last until she dismisses it as a free action or she activates another aura. The effects of her auras apply to all allies (including herself) who are currently within 30 feet. In addition to any other benefits, all auras increase the light level within the area by one step to a maximum of normal light. This ability functions only while she is conscious, not if she is unconscious or dead. She gains two auras of her choice from the following list:
•Moon Moonlight is the light of revelry and lunacy, lending strange invigoration and vitality to all bathed within it. This aura provides a +1 bonus to Fortitude saves, and increases by +1 for every 5 hedgewitch levels she possesses. In addition, the aura provides one temporary hit point, plus an additional temporary hit point for every two hedgewitch levels she possesses. These temporary hit points automatically refresh at the start of her turn. These temporary hit points only persist on allies who remain within the area of this aura.
•Planet Drawing on the resilience of the planets and their atmospheres, the astrologer gains the ability to avoid the cold of space and deflect the heat of the stars. This aura provides resistance equal to 5 plus her hedgewitch level to either cold or fire damage, chosen when the aura is projected.
•Star The astrologer calls on a guiding star, its light illuminating her path and keeping her alert, fixated on the goal ahead. This aura grants a +1 bonus to Perception and initiative checks, and increases by +1 for every 5 hedgewitch levels she possesses.
•Sun By channeling the power of the blazing sun, the astrologer projects an aura that grants a bonus 1d4 fire damage to weapon damage rolls, and increases by an additional 1d4 damage for every 5 hedgewitch levels she possesses.
2
Path Secrets: A hedgewitch with the astrology path adds the following secrets to those she may select:
•Celestial Revelation: The astrologer gains one oracle revelation from the heavens, lunar, or solar mystery, using her hedgewitch level as her effective oracle level when meeting its prerequisites or determining its effects.
•Extra Aura: The astrologer gains a celestial aura from the path power list. If she does not possess the path power, she may use this aura as if she does. She can take this secret multiple times, gaining a new aura each time she selects it.
•Heaven’s Reach: The radius of the astrologer’s celestial aura increases by 10 feet. She can take this secret up to two times, and the effects stack.
•Wax and Wane: The astrologer has greater control over the light of her celestial aura. As a free action she can adjust the light level it provides, increasing the level of light by up to two steps up to a maximum of bright light or shedding no light at all.
Picked powers: Moon Aura and Sun aura, reflavored as a healing bard song and a bard song that puts weapons on fire, like Jack Black from master exploder.
Black Magic
The black magician has delved into magic theories and practices some believe are better left untouched.
Class Skills: Disguise (Cha), Intimidate (Cha), Knowledge (planes).
Path Benefit: The black magician chooses an oracle curse. She gains this curse and its associated benefits, using her hedgewitch level as her effective oracle level. If she already possesses an oracle’s curse (or gains one later), this instead allows her hedgewitch levels to stack with the levels of the class that grants access to the oracle’s curse.
If your curse provides you with spells known (for example, Haunted), you instead gain a bonus spell point at the levels you would normally gain those spells.
Path Power: As a standard action, the black magician may curse a target within 30 feet. She may bestow a number of curses in a day equal to 3 + 1/2 her hedgewitch level. Targets may attempt a Will save (DC 10 + 1/2 her hedgewitch level + her casting ability modifier) to negate the curse. As a curse, only effects such as the Break Enchantment talent or spells like remove curse can remove a curse before its duration ends, and treat the black magician’s class level as her caster level for the purpose of removing one of her curses. The black magician may always dismiss her own curses as a free action.
At 1st level, she may give a target a -2 penalty to attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to her casting ability modifier. This improves to -4 at 9th level. This does not stack with itself.
At 5th level, she may cause the target to roll twice whenever it makes an attack roll, skill check, ability check, or saving throw and take the lower result for a number of rounds equal to her casting ability modifier.
At 9th level, she may give a target 6 points of ability drain to one ability score of her choice. This does not stack with itself.
At 13th level, she can permanently blind or deafen the target.
At 17th level, she can permanently confuse the target.
Path Secrets: A hedgewitch with the black magic path adds the following secrets to those she may select:
•Curses: The black magician increases the number of times she may bestow curses per day by 2. If she cannot bestow curses, she may bestow curses 2 times per day, as the black magic path power. She may select this secret multiple times. The effects stack.
•Hexcrafter: The black magician gains a witch or shaman hex of her choice, treating her hedgewitch levels as witch/shaman levels and her casting ability modifier as her Intelligence/ Wisdom modifier when determining the effects. This does not grant access to major hexes or grand hexes. She may gain this secret multiple times. Each time it is taken, she gains an additional witch hex.
Skills:
Muse: song grants 1 free rank in perform sing every level. Warleader sphere grants 1 free rank influence every level, which can be retrained if he already has it (1 free rank). His leadership sphere grants half BAB as an additional bonus to influence. The houserule is that perception equals HD + wis.
With this, he essentially has 8 skill points per level, plus technically one for perception, even without an int modifyer or FCB.
Skills with ranks: influence 2, sense motive 1, perform sing 2, UMD 2, linguistics 1, knowledge: civilization 1, nature/religion/arcana/lore all (1), stealth 1, escape artist 2. (and 'perception 2', without the class bonus), arcrobatics (1)
> Influence +8, sense motive +5, perform sing +10, use magic device +8, perception +2, Knowledge: civilization +4, stealth +8, escape artist +9, acrobatics +8, linguistics +4, knowledge: occult +4, religion +4, nature +4, arcana +4, lore +4.
*Swaggy rolls all knowledge checks twice.
Destruction sphere powers:
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 medium* range. A destructive blast is subject to spell resistance, and while it bypasses DR/magic, it does not automatically bypass other forms of damage reduction if it deals physical damage (bludgeoning, slashing, or piercing). A ranged destructive blast counts as a ray attack.
A basic destructive blast deals 1d6 bludgeoning damage for every odd caster level.
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).
Destruction Talent Types
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. If a blast type or blast shape grants a combat maneuver check, that maneuver ignores normal size limitations.
Drawback: energy focus (fire). (=Fire effect must be added to destructive blast).
Talent from drawback: Fire Blast (blast type, fire)
Your destructive blast deals fire damage. Any creature struck by the attack or that failed their Reflex saving throw if one was required must succeed at a Reflex save or catch fire. A burning creature takes 1d6 damage the following round, plus 1d6 per round until the flames are extinguished. Each round the target may attempt another Reflex save to attempt to extinguish the flames. Rolling on the ground or using a blanket to smother the flames (a full-round action) grants the target a +4 bonus to that round’s saving throw.
Second Talent: Ranged blast (destructive blast range increases to medium).
Mind Sphere Powers:
Fear (charm)
You may warp a target’s mind with fear.
Lesser Charm: You cause the target to become shaken for 1 round per caster level (Will negates).
Greater Charm: You cause a target to become frightened for 1 round per caster level (Will negates). On a successful save, they are still shaken for 1 round per caster level.
Powerful Charm: This is the same as the greater charm, except the target becomes panicked instead of frightened. On a successful save, they are still shaken for 1 round per caster level.
Expanded Charm
Your charms may affect creatures of any creature type, instead of just your own. This does not allow you to affect creatures immune to mind-affecting effects with your charms.
Mass Charm [mass]
When using a charm, you may spend an additional spell point to charm an additional 1 creature per 2 caster levels (minimum 1) at the same time. Each target must be within range and must be affected by the same charm. Once created, each charm is considered a separate sphere effect.
Blatant Side-Effects
Your mind-affecting magic acts more like a hammer than a scalpel, and produces odd, unintended changes in your target, effectively giving your mind-affecting effects a signature, recognizable trait. Deadpan speech patterns accompanied by an echo and a change in vocabulary, strange glowing halos, curious tremors in the earth whenever the target draws near, the temporary growth of horns or antlers, or even inexplicably vibrant, sometimes swirling, eyes are just some of the traces that your magical mind-affecting effects might leave on their targets.
These side effects vanish without a trace when a target is no longer under the effect of one of your mind-affecting effects, making it incredibly obvious when you are influencing someone’s mind and when you are not. Whatever the nature of the signs, a person speaking to or observing a target so affected will recognize the creature’s signs with a DC 10 Perception check, and may know (either through personal history or a DC 10 Spellcraft check) that the target is under mental control. In addition, a DC 15 Sense Motive check will suggest mental coercion and allow someone to detect the enchantment at work, as will a DC 5 Sense Motive check for incredibly blatant mind-affecting effects (such as the Enthrall or Mind Control talents or the dominate person spell).
Empath
You do not gain the Suggestion charm. You must select a (charm) talent with the bonus talent granted by this drawback.
Light Sphere Powers:
Glow
As a standard action, you may cause an object or creature in medium range to glow for 1 minute per caster level, outlining it with light as a candle, which may be of any color you wish. This requires a touch attack or ranged touch attack, and is subject to spell resistance. The object or creature becomes outlined with light, giving it a -20 penalty on Stealth checks and negating all bonuses usually bestowed by invisibility, blink effects, darkness, or similar effects.
As a free action, you may cause any creature or object you have caused to glow that is within medium range to shed light as a torch, shedding normal light to 20 feet and increasing the light level by one step to a maximum of normal for 20 feet beyond this. Reducing this light is also a free action.
Whenever a glow effect interacts with a magical darkness effect (such as from the Dark sphere) the caster of the glow effect must succeed at a magic skill check against the MSD of the darkness effect’s caster. If he succeeds, the Light effect functions normally. If he fails, the Dark effect functions normally (outlines are swallowed, light sources are hampered, etc.). An area filled with normal or bright light from a glow effect is no longer considered an area of darkness for Dark sphere abilities.
Bright Light
As a standard action, you may cause one of your glow effects within medium range to shed bright light. This may be done as part of the same standard action used to cause that object to glow. This produces bright light for 30 feet + 5 feet per 2 caster levels, and increases the light level by one step to a maximum of normal for 30 feet + 5 feet per 2 caster level beyond this. You must concentrate to maintain this effect, but may always spend a spell point as a free action to allow the bright light to continue without concentration for 1 minute per caster level or until the glow effect expires, whichever comes first. The bright light produced by this effect is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by daylight, but it may affect creatures with light blindness or other conditions.
Irradiance (light)
Your glow sheds ionizing radiation along with visible light. When you cause a target to glow you may choose to make it sickened, giving it a -2 penalty to attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
By spending a spell point to create bright light you can increase the intensity of the radiation. All creatures in the area of this bright light must succeed at a Fortitude save or be nauseated for one round. They must attempt this saving throw each round they are within this area. Creatures that succeed on their saving throw are still sickened for that round.
Light Drawback: Glow focus (Cannot make lenses)
Life Sphere Powers:
Effects: See Defense. Talents: Adrenaline surge, Ranged healing, mass healing. Drawbacks: Limited restoration.
War sphere powers:
Totem
As a standard action, you may place a totem. A totem is an effect on a 50-foot + 5 feet per 2 caster level radius area centered on you, but does not move as you do (if a totem is created entirely on top of a vehicle, it will move with that vehicle but only extend to the edge of the vehicle’s space). Creatures who leave this area lose the effects of your totem. You must concentrate to maintain a totem, but may always spend a spell point as a free action to allow a totem to remain for 1 minute per caster level without concentration.
You must remain within long range of the center of your totems when maintaining them through concentration. If you move beyond this range, the totem ends. The effects of a totem are subject to spell resistance.
When you gain the War sphere, you gain the following totem:
Totem Of War
You and your allies gain a +2 circumstance bonus to all weapon damage rolls. This bonus increases by 1 for every 5 caster levels.
Rally
A rally is a magical effect you may enact as an immediate action, targeting a creature within the area of effect of one of your totems (or with whom you share a mandate, as detailed below), granting the target bonuses or allowing them to take certain actions. You must be within long range of a target to rally that target. If a rally targets a specific creature, it is subject to spell resistance.
Some rallies can be used in response to other events, in which case the rally occurs before the triggering event completes, unless noted otherwise. Rallies that work from triggers can only be used when that trigger occurs, and can only affect those allies that the trigger applies to.
When you gain the War sphere, you gain the following rally:
Commanding Aid
You may use the aid another action on the target. You must use your caster level + your casting ability modifier in place of your melee attack bonus for this purpose, and may aid them against any creature also within range of your rally.
Drawbacks: Personal conflict x 2 (Attached to orange of destiny 'microphone' pimpcane of previous rappers, which functions as his Totem).
Personal Conflict
You can only create totems attached to creatures. You must choose Totemic Aura as the bonus talent gained from this drawback. Turning any totem you create into a fixed totem (such as through the use of the Redeployment talent) dispels it. You can create mandates and rallies normally.
You may take this drawback twice. If taken twice, you may only attach totemic auras to yourself. If taken twice, you must choose Call To Arms with the bonus talent gained from this drawback.
Call To Arms
You may create a totem or mandate as a move action, or spend an additional spell point to create one as a swift action. You may not use this talent to both create a totem or mandate as a move action and a swift action in the same round.
Martial tradition: Sergeant
Trained in leading a group of men into battle, sergeants are adept at commanding their men to act as a unit.
Bonus Talents
•Leadership sphere (squad leader drawback), (cohort) package, Squad
•Warleader sphere
•Variable: Sergeants gain two talents from the Equipment sphere.
leadership Sphere:
-Grants a bonus to diplomacy/influence equal to (BAB/2).
Squad (cohort)
You may recruit a troop in place of a single creature. Use the base statistics of a cohort, but apply the troop subtype. Your troop does one die of damage, increasing by one die at 3 ranks in Diplomacy and again every 3 ranks thereafter. This damage becomes magical when you reach 5 ranks in Diplomacy. Once per turn, a single creature that receives this troop damage or the damage from a special ability granted by the squad’s profession may be affected as if the damage was an attack action for the purpose of sphere effects that apply to or modify attack actions. If a Leadership sphere talent would grant a cohort an attack, the squad may inflict its troop damage on all creatures within its reach.
Unlike normal troops, a cohort troop must spend a standard action to inflict its troop damage. Troop damage is normally only inflicted with melee attacks, though some professions give special abilities that have range. Effects that restore hit points to a single creature may target the troop, but have all healing reduced to 1/4 its normal amount (minimum 1); if the effect targets multiple creatures, the healing is instead reduced to 1/2 (minimum 1).
Effects that heal in an area of effect grant 1.5 times their normal healing. A cohort troop may be given improved gear, though any change requires at least 10 pieces of identical equipment.
The squad gains abilities based on profession:
Student: 1d6 troop damage, with the bomb special ability.
Bomb: as a standard action, deal 1d6 + 1d6 per three levels acid or fire (chosen at the time of use) damage to a 10 foot radius + 5 feet per 5 ranks in Diplomacy inside a 30 feet range +5 feet per 5 ranks in Diplomacy, Reflex save against your sphere DC for half.
Thief: 1d8 troop damage, with the low blow special ability.
Low Blow: Creatures that take damage from must succeed on a Reflex save against your sphere DC or be staggered until the end of their next turn.
Warrior: 1d10 troop damage, with the batter special ability.
Batter: Creatures that take damage from the troop are battered until the end of the troop’s next turn.
Woodsman: 1d6 troop damage, with the volley special ability.
Volley: as a standard action, deal 1d6 + 1d6 per three levels piercing damage to a 10 foot radius + 5 feet per 5 ranks in Diplomacy inside a 100 foot range, Reflex save against your sphere DC for half.
If you possess the Healers talent, your troop cohort may restore 1d6 hit points per two Hit Dice it possesses (minimum 1d6) to itself a number of times per day equal to your practitioner ability modifier with 1 minute worth of effort.
If you possess the Messengers talent, you may dispatch up to 2 messengers at a given time from a troop cohort.
Warleader sphere:
When you gain the Warleader sphere, you gain 5 ranks in the Diplomacy skill, plus 5 ranks per additional talent spent in the Warleader sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Diplomacy skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.
Tactics
Tactics are coordinated battle plans that require continuing direction from the practitioner to maintain. A creature must have line of sight to, and be able to see, the practitioner to benefit from a tactic. Beginning a tactic is a move action, and it can be maintained each round as a move or swift action. Once activated, you may switch between any tactics you know each time you use a swift action to maintain an ongoing tactic. Tactics affect all allied creatures within a radius of 10 ft. + 5ft. per rank in Diplomacy you possess, and may be centered on any square you have both line of sight and line of effect to. You may recenter an ongoing tactic at a new location as part of the swift action used to maintain it. The benefits of your tactics end immediately if you are helpless, killed, paralyzed, rendered unconscious, or stunned.
When you first gain the Warleader sphere, you gain the following tactic:
Aggressive Flanking
While within the affected area of this tactic, allied creatures are considered to be flanking as long as they both threaten the same creature, regardless of their comparative positioning.
Shouts
Shouts are sound-based effects centered on the practitioner that affect creatures in an area of effect centered on the practitioner with a radius of 10 ft. + 5 ft. per 2 ranks in Diplomacy the practitioner possesses. The practitioner may choose whether or not to include himself in the effects of his shout. The effects of shouts last for a number of rounds equal to 1 + 1 for every 4 ranks in Diplomacy you possesses, and use your ranks in Diplomacy instead of your base attack bonus when determining any saving throws. Unless otherwise noted, using a shout is a standard action.
Deaf characters or characters otherwise lacking the ability to hear gain a +5 bonus on all saves against shout effects, and must attempt a saving throw against a shout even if its effects would be beneficial. Practitioners in the area of a silence spell or otherwise unable to make a sound cannot use shouts until they are once more able to be heard.
While some shouts only affect allies or enemies, others affect all targets within their area of effect. When performing such a shout, you may spend a move action to warn your allies to cover their ears and negate the effects, but doing so gives enemies within the area of effect a +5 bonus to their saving throw against the shout’s effects. Some shouts may require you to expend your martial focus, as described in their entry.
When you first gain the Warleader sphere, you gain the following shout:
Fierce Shout
When you use this shout, you and all affected allies gain a +1 morale bonus on damage rolls on their first attack each turn. For every 2 ranks in Diplomacy you possess, this morale bonus to damage is increased by +1. This is a mind-affecting emotion effect.
Equipment Sphere: two free talents.
Unarmored Training
Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess.
This bonus to AC applies even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the monk or similar abilities.'
Arcane Armor
When wearing armor or using shields you are proficient with, decrease your total chance of arcane spell failure by 10%. You may take this talent multiple times, decreasing your chance of arcane spell failure by 10% each time (minimum 0).
Equipment:
Gear: buckler, Dagger, exactly 69 Gp of useless jewelry, 4 travel rations, pendant with half-squeezed orange, Hilt of finely-wrought dagger, piece of polished mirror, string with lots of buttons signifying rap battle victories.
Troop Stats:
-Base stats: 12 str, 16 dex, 13 con, 9 int, 11 wis, 10 cha . 2 hit dice (24 hp at level 3), Saves +4 fort, +6 ref, +0 will. Gear/ac = Studded leather, spears/javelins, heavy shields = 18 AC, FF 15, Touch 13. BAB +3, but seems irrelevant since it’s a troop. Base attack deals 2d6 damage. Ranged attack can be used once/combat within 100 feet, does 2d6 damage in 10-feet spread within 100 feet, reflex save DC 15 for half.
-Troop is proficient with medium armor and all shields, no money yet for medium armor, though. Have to buy 10 suits to upgrade ac. (costs 500 gp to upgrade troop ac by 2 atm by buying 10 scale mails).
-Feat: extra combat talent, warden martial tradition (shield and guardian sphere, no drawbacks).
-Delayed damage pool of max 6 damage, empties at end of turn.
-Chosen spheres are defiant boar stance and interposing shield. They gain 2 temp HP when dealing damage with an attack and have DR2/- when using Active Defense.
-Active defense is the Shield Sphere main ability and can be used to increase your ac by 2 (and gain DR2/-) as an AoO when attacked.
Challenge
As a move action, you may issue a challenge to a creature you can see. You may expend martial focus to reduce this to a swift action. A creature must be able to perceive your challenge to be affected by it. The creature takes a -2 penalty on attack rolls that do not include you as a target and a +2 bonus on attack rolls targeting only you. Creatures receiving this effect are aware of it, though do not gain insight to its duration. This penalty (but not bonus) increases by 1 for every 4 points of base attack bonus you possess. The challenge lasts for a number of rounds equal to 3 + 1/2 your base attack bonus. When you issue a new challenge, any previous challenge you have active ends. Multiple challenges do not stack; if a creature is affected by challenges from more than one creature, they suffer no penalty against the source of any challenge against them and likewise gain the bonus against the sources of all of the challenges. Creatures with no Intelligence score (Intelligence score of (-)) cannot be targeted by your challenge.
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.
Talents with the (zone) tag grant additional effects to this ability. Each patrol may only benefit from one (zone) talent.
Delayed damage:
You gain a delayed damage pool equal to your 3 x your base attack bonus (=9). 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.
Delayed damage is max 9.
Defiant Boar stance
-Defiant boar removes (bab) (=3) damage from delayed pool when dealing damage with an attack.
Interposing Shield
Creatures benefiting from your active defense bonus (including yourself) gain DR/- equal to the bonus from active defense against attacks that hit despite active defense. This damage reduction stacks with damage reduction from other sources.
Active Defense
If you are using a shield and you are attacked by a creature you are aware of while not flat-footed, you may spend an attack of opportunity to increase your shield bonus to AC against that attack by +2. This decision must be made before the roll is made. For every 4 points of base attack bonus you possess, the increase to your shield bonus provided by this talent increases by 1. Talents with the (deflect) tag grant additional effects to this ability. Each use of active defense may only benefit from one (deflect) talent. You may expend your martial focus to use active defense in place of spending an attack of opportunity.
Blockade
When affected by an area attack, you may spend your martial focus as an immediate action to use your shield to cushion the blow, granting you the benefits of the evasion ability (regardless of armor worn), and adding your shield bonus (but not your active defense bonus) to your Reflex saving throw against the triggering effect. If you already possesses evasion, you instead gain improved evasion.
All allied creatures in a cone originating from your space and facing away from the effect’s point of origin gain the benefits of this ability. Medium creatures create a 15-ft. cone. For every 4 points of base attack bonus and for every size category you are larger than Medium, the size of the cone increases by 5 ft. The size of the cone decreases by 5 ft. (minimum 5 ft.) for every size category you are smaller than Medium.
-Feat: Extra combat talent x2 . Takes Defiant Boar stance at level 1 from the guardian martial sphere, as extra's Interposing shield and Blockade from the shield sphere.