Samurai sheepdog book of many things vol 104

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Samurai sheepdog book of many things vol 104

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Army of Undead (Su): At 15th level, as long as a plague knight has at least 12 points of his blood debt dedicated to his weapons, he can convert 60 points of his blood debt to cast summon nature’s ally V, but only to create 1d4+1 creatures Those creatures gain undead traits, a +7 bonus to AC, attacks, and saves, and a +3 bonus to damage These bonuses also apply to the knight’s undead companion At 18th level, the knight can cast summon nature’s ally VI instead, and his bonuses increase to +9 and +4 At 20th level, the knight can cast summon nature’s ally VII instead, and his bonuses increase to +10 and +5 This replaces blood possession Vigilante The following archetype is available to characters with levels in the vigilante class Heralds of Emotion (Archetype) When enemies stir, I turn to my light I speak my oath, then leave to fight The heralds of emotion are heroes and villains who hold to an ancient belief that the true power of one’s emotions can be harnessed and used to create magical effects In an effort to avoid a prophesied war that could irreparably damage reality, these vigilantes are chosen in secret for the strength of their emotional control (or lack thereof) Each is tasked with balancing reality in favor of their chosen emotion, and each must so at times against the will of others Heralds are usually referred to by their chosen emotion, such as herald of anger or herald of loathing While they can live their lives in a social identity of their choosing, to access their true power, heralds of emotion must bear the mark of their emotion, act in accordance to their oath, and be ready to face tough decisions should their dedication be called into question Herald of Will The heralds of will were the first organized heralds of emotion Formed as a force meant to protect countless realities from chaos, fear, and oppression, they unfortunately failed Now, the leaders of the group have joined with the collective and are rebuilding their ranks with races from the various shattered worlds As a herald a will, a vigilante must guard her secret identity closely to avoid drawing the attention of other heralds of emotions, particularly fear, who can openly counter their magic Bonded Item (Sp): Each herald of will gains a bonded item (usually a ring, but this is not necessary) through which she channels her willpower and creates magical effects This functions as the sorcerer’s arcane bloodline class feature, except the herald only benefits from the item while in her vigilante persona, and she requires the bonded item to change into her vigilante persona While a herald of will wears or wields her bonded item, she can spend willpower (see below) to change into or out of her vigilante persona as a full-round action Doing so creates an inaudible flash of light that may draw attention to the herald’s presence A second point of willpower can be spent to reduce the flash to a slight glow This alters dual identity and replaces the social talent gained at 1st level Willpower: A herald of will gains a pool of willpower that she can use to create various effects through her bonded item At the start of each day, a herald of will gains a number of points of willpower equal to her Charisma modifier (minimum 1) Her willpower goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though some feats and magic items may affect this maximum A herald of will spends willpower to accomplish deeds (see below), and regains willpower in the following ways Critical Hit with a Conjured Creature or Weapon: Each time the herald or a creature she summons confirms a critical hit while in the heat of combat, the herald regains point of willpower The herald must wield her bonded item (if it’s a weapon) or a weapon she conjures to gain this effect Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the herald’s character level does not restore willpower Killing Blow: When the herald or a creature she summons reduces a creature to or fewer hit points with a firearm attack while in the heat of combat, the herald regains point of willpower The herald must wield her bonded item (if it’s a weapon) or a weapon she conjures to gain this effect Destroying an unattended object, reducing a helpless or unaware creature to or fewer hit points, or reducing a creature that has fewer Hit Dice than half the herald’s character level to or fewer hit points does not restore any willpower This replaces vigilante specialization Vigilante Talents: At 2nd level, a herald of will chooses two vigilante talents, designating one as active and the other in reserve As a swift action, the herald can spend point of willpower to change one of her active vigilante talents for a reserve talent She gains an additional reserve talent at 5th, 11th, and 17th level This alters vigilante talents and replaces startling appearance, frightening apperance, and stunning appearance These abilities can be regained by spending a vigilante talent at 6th, 12th, and 18th level or higher, respectively In addition, a herald of will gains access to the following vigilante talents Conjure Creature (Sp): The herald chooses a summon monster or summon nature’s ally spell with a spell level of no more than half her vigilante level She can spend willpower to cast that spell as a sorcerer of her level Each time the herald casts this spell beyond the 1st each day, she spends additional willpower to so This talent can be chosen more than once The progression is tracked separately for each spell level of summon monster or summon nature’s ally chosen Conjure Weapon (Sp): The herald spends point of willpower as a swift action to create a masterwork weapon of her choice that only she can wield She is considered proficient with this weapon while she wields it She can spend an additional point of willpower to treat the weapon as a magic weapon with an enhancement bonus equal to 1/3 of her vigilante level (maximum +5) If she loses her grip on the weapon (when disarmed or by throwing it, for example), the herald can summon it back to her hand with a move action The weapon lasts for up to minute per vigilante level, or until dismissed Herald’s Battery A herald’s battery is a magic item resembling and functioning as a bullseye lantern It costs 312 gp and contains point of willpower a herald of will can spend as if it were her own Once spent, the lantern must be recharged with the herald’s own willpower as part of a minute ritual More powerful lanterns, able to store between and extra willpower, can be purchased for the cost of a magic weapon with an equal enhancement bonus 103

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