#and that Something was to create a 20ft radius sphere from hell
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I CANNOT-
I was rewatching EP 45 and I got to the fighting the cobra part and I had to share cause I did not notice this the first time around (for context this is right before the "Run fellas" evil swamp hunger of Hadar spell)
look at Richie's face when Frost asks for someone to deal with the scarabs:
that my friends is the face of a man who is going to do Somethingâą about those goddamn scarabs
#and that Something was to create a 20ft radius sphere from hell#look at that smile#my man just got a Terrible Evil Awful idea#legends of avantris#once upon a witchlight#ep 45- through the looking glass#kind of spoilers? if you know you know type shit
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Spiritual Spotlight: Hanspur, the Water Rat (and Ashkaelae)
Chaotic Neutral God of Rivers, River Travel, and Smugglers
Domains: Chaos, Death, Travel, Water Subdomains: Exploration, Murder, Rivers, Trade
Inner Sea Faiths, pg. 58~63
Obedience: With the assistance of another priest of Hanspur or by yourself, simulate the act of drowning. You can do this by fully submerging yourself in a body of water, exhaling all of your breath, and painfully inhaling water instead of air. Alternatively, you can lie on your back with your head at a lower elevation than your legs while water is slowly poured on your face and up your nose. If you choose the latter method, you must cover your face with a cloth while the water is poured. When you conclude this simulated drowning, contemplate your life and how your goals coincide with the teachings of Hanspur and the Six River Freedoms. Benefit: You gain a +4 sacred or profane bonus on Survival checks attempted while on or near rivers.
Just reading this makes my sinuses burn and my lungs itch, and not just because itâs springtime and I have allergies! As anyone whoâs ever been in a body of water large enough to slap their face with a wave can attest to, inhaling large amounts of water sucks. While this Obedience requires only one wet breath, some... well, some pretty severe complications can arise from it, if your DM ponders even slightly what doing this to yourself every day would do. Dry drowning and secondary drowning are both real dangers from brief immersion, let alone concentrated efforts at simulating one of the worst fates someone can experience (I say this a lot but basically anything that deprives you of air is pretty terrible). The âsimulationâ will likely only last a few seconds while the rest of the hour is spent recovering from your experience and meditating, but even that may not be enough to offset the fluid likely building up in your lungs. Priests of Hanspur must sound atrocious, coughing themselves ragged every day! No wonder itâs recommended your ritual is overseen by another priest, either, because theyâd likely be skilled in helping you manage your symptoms.
Dangers of daily drownings aside, keeping up with the demands of this ritual is pretty easy so long as youâre somewhere with easy access to water. In Hanspurâs homelands, the River Kingdoms, this is pathetically simple! Everywhere else? Itâs a lot harder! While I do appreciate that thereâs a secondary ritual you can do if total immersion is impossible, but what happens if youâre stuck somewhere with no easy water access? Your waterskins wonât carry you for very long, even if you pilfer them from your party as well. Better invest in a Decanter of Endless Water! Or do something ridiculous like fill the partyâs Bag of Holding up so you can just hop in and out whenever you need to.
That benefit is also the weakest Iâve seen in a long time, granting a bonus to only a single skill type and only while near rivers. Survival checks arenât even all that commonly made, unless your DM is kind enough to let you use Survival to navigate with river rafts rather than Profession or Ride checks. Hanspur really doesnât want his faithful straying too far from the River Kingdoms, which is only further exacerbated by how his Boons work, so if youâre not the type to linger near rivers you may just want to skip him entirely.
Boons are gathered slowly, typically obtained when a given character has 12, 16, and 20 hit dice. Unlike fiend-worshipers, servants of the Eldest, and devoted of the Empyreal Lords, characters worshiping Neutral gods do not have catch-all classes⊠but Neutral-aligned characters can enter the Evangelist, Sentinel, and Exalted Prestige Classes earlier than Evil characters, classing in as early as level 6 (they need +5 BAB, 5 ranks in a single skill, or the ability to cast lvl 3 spells); entered ASAP, one can gain the Boons at levels 8, 11, and 14.Â
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EVANGELIST
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Boon 1: River Sage. Gain Hydraulic Push 3/day, River Whip 2/day, or Hydraulic Torrent 1/day.
Hydraulic Push and Hydraulic Torrent live in the same niche of âgiant water spouts what push stuff around,â with Torrent being obviously an order of magnitude more powerful than Push. While Push has a range of Close and can target only a single creature or square, Torrent is a 60ft line that Bull Rushes or attempts to destroy everything it encounters, so it really depends on if youâre thinking youâll need three small streams or one really, really big one. Notably, Torrent can Bull Rush targets of any size, unrestricted by the limits of your pathetic frame, while Push contains no such limiter removal and thus likely means you can only blast creatures up to a size larger than you.
Also of note, Torrent attempts to shatter everything it comes into contact with until it runs into something or someone it cannot destroy or push past. The Strength score the Torrent uses is equal to your caster level plus your casting ability modifier, meaning it will start out barely stronger than you are but will eventually be able to punch holes in iron and shatter stone. Hell, with a lucky roll, it may be able to do that anyway. Your choice on which two to take wholly depends on if you want to push three Medium critters around or launch one Colossal one.
What? River Whip? I donât see any spell like that here! Lets move on! (alright alright; i just donât like it. itâs good as an emergency weapon but more or less anything else is better in any scenario)
Boon 2: River Scion. As a free action you can breathe underwater, as if affected by Water Breathing, for a number of hours per day equal to the number of Hit Dice you possess. These hours need not be used consecutively, but must be used in 1-hour increments.
A disappointingly weak Boon. Really, what else is there to see or say? If you need to go underwater, this ability is great and has zero downsides. If you donât, this Boon doesnât exist. Itâs a very binary Boon that relies on your environment, which means that if youâre overjoyed if youâve remained in the River Kingdoms, but in a desert or jungle or mountain peak, youâre going to be extremely disappointed upon hitting level 11.
Boon 3: Riverâs Embodiment. 1/day as a standard action, you can transform yourself into a Huge water elemental, as per Elemental Body IV. You can stay in this form for 1 minute per Hit Die you possess, and can dismiss this effect as a free action.
Finally, a transformation ability that doesnât suck! What does suck is that this is a level 7 spell being granted to you 1/day, when other Boons are equivalent to level 9 spells in power. Hanspur could have at least given you a little bonus on top of it, or made it 2/day, but itâs hard to complain about the force you become under Elemental Body IV. You become immune to bleed, critical hits, Sneak Attacks, and on top of it all get insurmountable DR 5, and the stack of stats you get? Mmmm-mm! Chefâs kiss!
+6 AC, +8 Con, +4 Str, all for the price of -2 Dex (more than made up for with the +AC). And, of course, a swim speed and the power to collapse yourself into a destructive Vortex, but those are only useful if youâre in water, while the rest of the stat buffs are far more universally useful. Youâre not exactly the destructive and terrifying Fire Elemental or the deceptively sneaky Earth Elemental, but a wall of surging water can still wreak all manner of havoc on your enemies, your new dual slams able to smash ships (and bones) to pieces, and since Water Elementals are capable of speech and gesture, you can merely bask in your new tank stats while still casting spells.
Thereâs also the much more amusing but niche use of transforming while already polymorphed by a hostile effect, as having a new polymorph effect used on you while youâre already changed can end the first automatically.
While I wish the effect was usable more often, or at least broken into 1-minute increments, I canât call it a bad Boon by any means.
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EXALTED
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Boon 1: River Guide. Gain Obscuring Mist 3/day, Haunting Mists2/day, or Aqueous Orb 1/day.
I love the name of this ability because two of the three spells do the opposite of guiding people. Now Iâm a big fan of Obscuring Mist; itâs a simple staple in my list for almost every caster I make just because of how versatile it is! But now that I know thereâs an alternative, it may have competition. Both Obscuring Mist and Haunting Mists do roughly the same thing, but one could argue that Haunting Mists does it better; in addition to granting concealment and shutting off an enemyâs eyes, it deals 1d2 Wisdom damage and shakes up anyone starting their turn inside the mist... But as a Figment spell with the Fear descriptor, there are a great many creatures immune to its unique power, and True Seeing allows one to see through it perfectly, whereas Obscuring Mist remains impenetrable to the apex predator of the Illusion school.
While it cannot be dispelled by wind or motion like a tangible fog, itâs important to note that thereâs no way to protect specific creatures from the sanity-damaging effects of Haunting Mists, and its casting distance of 20ft and 20ft spread means that you will likely always be caught in its radius. The range means using it offensively is painfully limited, unless you want to cast it from invisibility after sneaking into the middle of an enemy formation, which... you probably, definitely donât want to make a habit of.
Itâs great for covering your retreat, but not your advance or setup like the normal Mist is.
Aqueous Orb is a good choice if your party is getting screwed over by the mist more than the enemy, creating a big olâ 10ft ball of water that intercepts and engulfs anything that moves into it, or which it moves into. It deals 2d6 nonlethal damage whenever it rams into a creature and a further 2d6 to everything it has engulfed each round, but the damage isnât so much the main draw as the fact itâs a massive, roving Sphere of Grappling, snaring and drowning any creature it manages to get ahold of if they fail the Reflex save. Itâs a fun little spell thatâs great for mopping up and controlling minions, especially ones you donât actually want to kill, and even at its worst it can become a makeshift barrier in a narrow hallway since thereâs no written way to actually move through it beyond wasting 2, 3, or more rounds by slamming into it and swimming through to the other side while your party books it in the other direction.
Boon 2: River Traveler. As a free action, you can grant yourself and any allies within 30 feet of you a swim speed of 60 feet. This effect lasts for 1 round per Hit Die you possess or until you dismiss it as a free action, whichever comes first. Your allies must remain within 30 feet of you or lose this benefit. In addition, you gain a +2 profane or sacred bonus on saves against spells with the Water descriptor.
See, this should have been added to River Scion as a bonus. River Scion and River Traveler feel like they could have combined into a single Boon to make something decent, but as it is they both fall into the same niche: Solves the encounter theyâre meant to solve, useless otherwise. This ability is noteworthy for having no restrictions about how many times it can be used, essentially letting you switch swimming off and on at will. The fact it doesnât take an action is incredibly important, because using the massive 60ft swim speed the ability grants actually removes the bonus, as getting further than 30ft from you makes it fizzle.
I donât really understand why it would grant 60ft of movespeed if theyâre restricted to a 30ft bubble, nor do I understand the purpose of the bubble in the first place. It makes exploration a slog, and escape scenarios more finicky than they should be. Since it can be activated whenever you need to as a free action, the duration feels unneeded. Thereâs so much about this ability that conflicts with itself that it bugs me too much to say much in the way of positives. The +2 to saves vs Water spells is a fun little ribbon, though most Water spells tend to be harmless utility spells rather than ones youâd need to make a save against.
Boon 3: Riverâs Depths. 1/day as a standard action, you can cause one creature within 30 feet to begin drowning, filling its lungs with water. The target of this ability can attempt a Fortitude save (DC = 10 + 1/2 your HD + your Wis mod) to negate the effect. If the target succeeds, it is staggered for 1 round. If it fails, the target immediately begins to suffocate. On the targetâs next turn, it falls unconscious and is reduced to 0 hit points. One round later, the target drops to â1 hit points and is dying. One round after that, the target dies. Each round, the target can attempt a Fortitude save to end the effect. This ability affects only living creatures that must breathe and cannot breathe underwater. This is a curse effect.
Now this oneâs just insulting, being a technically weaker version of a level 5 spell, Suffocation. Itâs weaker in four ways: 1) It fails against creatures which are amphibious which, if youâre in the River Kingdoms, is many. 2) Itâs curse effect, which can mean some creatures are resistant or immune to it. 3) It has a 30ft range, unlike Suffocationâs range of Close (25ft + 5ft/level). And, finally, 4) Just ONE successful save ends the effect entirely, while Suffocation continues to torment and stagger the victim for 3 rounds until its effects finally expire.
Itâs hard to ignore fact that itâs a basically a Save-Or-Die with excellent DC scaling, but I canât get over it being weaker than an existing level 5 spell! ... Granted, Suffocation could probably get away with being bumped an extra level or two higher given how frighteningly effective it is at shutting down any creature who needs to breathe even if they succeed their save. Iâm probably slamming down too hard on an ability that, again, is a Save-Or-Die at best and an unavoidable stagger at worst (good for making some emergency repairs against a powerful full-attacker), and for extra fun can be used without any components involved, so you can just drop it on someone out of the blue and theyâll have no idea who just tried to kill them. While I am disappointed it doesnât meet the power of other Boons, itâs undeniably effective against a large portion of the creatures youâll be fighting, even at 1/day.
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SENTINEL
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Boon 1: River Warden. Gain Wave Shield 3/day, Masterwork Transformation 2/day, or Quench 1/day.
Wave Shield is one of those rare spells that are amazing to have, but not especially good to prepare or to waste a precious Spells Known slot on. Itâs an immediate action spell that grants insurmountable DR and Fire Resistance equal to half your caster level in response to a single incoming attack, which isnât stupendous at low levels but is a generous equivalent to immediate, on-demand temporary HP as you get higher and higher level. If a creature relies on a lot of little hits rather than a few big ones, blocking even one of them can save you in the long run, and if your DR cancels out the damage from a poisoned or diseased attack, all the better!
Itâs not an especially strong spell given how it only works once before fading away, but itâs better than the other two options by a country mile. Masterwork Transformation is something youâll rarely need more than a few times in a campaign before masterwork items fall into your laps (or you can simply buy them), and by the time you gain this ability it will likely no longer matter. That being said, if youâre in a low-wealth campaign or have been forced to scavenge for your gear, Masterwork Transformation will save you THOUSANDS of gp over the course of your life, because as a spell-like, the material components are ignored and thus you can slowly upgrade your entire partyâs armaments for free. Given its ability to affect a generous 50 pieces of ammunition per casting as well means the Ranger and Gunslinger will adore you, and you can work in tandem with a mystic craftsman (PC or otherwise) to get all of your favorite gear enchanted without discarding your precious family heirloom sword for that masterwork one you looted.
Not to mention the simple joy in taking all the gear off a bandit clan, Masterworking all of it, and selling it for a tidy profit.
Compared to the combat utility of Wave Shield and noncombat utility of Masterwork Transformation, itâs hard to make a case for Quench, which falls into the category of âniche spellâ like Water Breathing and Water Walking in that it will instantly solve a handful of scenarios and be utterly useless in the rest. Yes, you may need to put out a forest fire or stop a building youâre in from burning to a crisp, but youâll have to decide if itâs worth giving up three emergency DR 4/-- and Fire Resistance 4 bandages... as the martial-focused Sentinel. If you plan on fighting a fire that day or encountering a magic item that can generate fires (which Quench shuts off for 1d4 hours) and no one else in your party bothered learning Quench, by all means, but as the Sentinel having the DR is probably better in most cases.
Boon 2: River Champion. 3/day as a standard action, you can sculpt water into the form of a melee weapon that you are proficient with. You must have enough water to form the weapon, an amount equal to the weaponâs normal weight. Once formed, the weapon behaves as a weapon of its type with an enhancement bonus of +1, which increases by 1 for every 5 additional HD you have beyond 5 (max +4). This weapon deals double damage to creatures with the Fire subtype. The weapon dissolves into ordinary water after a number of rounds equal to your HD or as soon as it leaves your hand, whichever happens first.
Boons which call weapons to your hand are alright in cases where your signature weapon has been taken from you, and by the time you receive this ability you will have a signature weapon, but such times tend to come few and far between. This one also has the additional caveat that you donât actually create the weapon from nowhere, there must already be water around to make it, at least enough water to match the weaponâs typical weight. The good news is that a gallon of water weighs about 8 pounds, and a trident--Hanspurâs holy weapon--weighs only 4, with most other weapons barely ever approaching 10, so you can reasonably carry around an emergency weapon in a waterskin or in your backpack... And you know, now that I think about it, itâs kind of cool to be able to turn a glass of water into a dagger.
But when will you need to? How often do you find yourself bereft of a usable weapon often enough to need an emergency armament like this? I can see the niche in front of me, making a new weapon as-needed against creatures whose DR makes them difficult to damage with your normal gear or taking advantage of that delicious little tidbit about doing double-damage to fire-based creatures, but they take your whole standard action to make and last for only a single combat (if that), and you canât even shuffle around the +1 bonuses for additional effects!
Donât get me wrong, itâs by no means bad (unless youâre both in a waterless area and havenât filled your waterskin), especially at 3/day, but I canât help but wonder when youâd actually need it at level 11+ when you likely already have a primary weapon and several backups.Â
Boon 3: Riverâs Renewal. When completely submerged in water, you gain Fast Healing 2. You can recover a total number of hit points equal to twice your HD in this manner each day. At 20 HD, if you fall below 0 hit points and your body is fully submerged in a river, you automatically stabilize.
As a final Boon, I wish the Fast Healing had a higher threshold than just 28 points a day (+2 per level). In combat it likely wonât matter, and while out of combat itâs a decent amount of healing, usually enough to spare a couple spell slots from your healers or some potions, itâs just not all that impressive for a third and final Boon. Sentinels are the only followers of Hanspur who donât get some method to easily navigate the seas, so taking advantage of this Boon to its fullest extent relies on an outside method of gaining water breathing or a swim speed.
Funnily enough, you can carry around a Bag of Holding filled with water and use it as a recuperative pod in case you donât have access to a deep puddle, which is dubiously useful but not entirely terrible. HOWEVER, the little addition at the end is also a kick in the teeth; why does that only happen at level 20? Why canât that be a base part of the Boon? Itâs just insul--Wait, it only works if youâre submerged in a river, too? You canât stabilize with some good old pond water? The mighty ocean? Canât take a dip in a bathtub to stop bleeding out? Come on, Hanspur!!! Be a little more generous to your worshipers!
I dunno, maybe Iâm underselling the out-of-combat healing this Boon offers, but it just doesnât feel worth it to put up with the Water Rat for your entire adventuring career just for an extra 1/8th of an HP bar.
You can read more about him here.
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