Tanuki Nephilim • Champion 5 (Liberation)
Champion's Aura: 15 ft. Holy sanctification.
Ally in 15 ft aura takes damage → they resist 7, gain +2 AC, and can Step or attempt escape for free.
Reduce damage by shield's Hardness (Meteor Shield: 6). Shield takes remaining damage.
Dent at Broken Threshold (12), destroyed at 0 HP.
When hit by a Strike, immediately Raise Shield. If new AC would cause miss, attack misses!
When you Shield Block a melee attack, you can immediately attempt to Disarm the attacker (Athletics vs Reflex DC).
Great combo: Shield Block + free Disarm!
Transform into a teakettle (inanimate object). Gain +4 circumstance bonus to Deception to Hide as an object.
You can still perceive your surroundings normally while transformed.
Transform into humanoid priest form. Gain access to cantrips:
• Divine Lance: 2 actions, 60 ft, spell attack +11, 4d4 spirit
• Haunting Hymn: 2 actions, 15 ft cone, Basic Fort, 2d8 sonic (crit fail: deafened 1 min)
Touch ally to heal 30 HP, or touch undead to deal 30 vitality damage (no save).
Best single-action healing in the game!
Reduce ally's damage by 18. You take any remaining damage that wasn't reduced.
Stack with Liberating Step for massive damage reduction!
Striking: 2d6 damage dice.
Returning: When thrown, returns to your hand at end of turn.
Sisterstone: Magical meteor iron material.
Primary weapon - throw and Shield Block!
Shove: Can Shove on crit or as part of attack action.
Versatile P: Can deal Piercing damage instead.
Use when you need two-handed reach damage.
Bulwark: +3 bonus to Reflex saves vs damaging effects (instead of Dex modifier if lower).
Traits: Champion
When you Stride, you gain a +2 circumstance bonus to AC and saving throws until the start of your next turn.
Traits: Champion
You embody an aspect of your deity. Choose one of your deity's domains. You gain the domain's initial domain spell as a devotion spell.
Traits: Champion, Oath
You've sworn to defend allies and innocents. When adjacent allies take damage, you can use a reaction to grant them damage resistance equal to your level.
Traits: Tanuki
You can use your Change Shape ability to assume the form of an inanimate teakettle or similar object. While in this form, you gain tremorsense 30 feet.
Traits: Tanuki
You can use Change Shape to appear as a priest or monk. While disguised, you can cast divine lance and haunting hymn as innate primal cantrips.
Prerequisites: Trained in Athletics
Traits: General, Skill
You can wrestle creatures up to two sizes larger than you, and you don't take the normal penalty for attacking creatures larger than you with an Athletics check.
Prerequisites: Trained in Deception
Traits: General, Skill
When you critically succeed at a Lie check, the target's attitude improves by one step. Works once per conversation.
Traits: General
You move more quickly on foot. Your Speed increases by 5 feet.
Prerequisites: Shield Block
Traits: Archetype, Dedication
You are a stalwart shield bearer. You gain the Reactive Shield fighter feat and increase your max Bulk by 2.
Special: You cannot select another dedication feat until you have gained two other feats from the Bastion archetype.
Prerequisites: Bastion Dedication
Traits: Archetype
When you use Shield Block against a melee attack, you can attempt to Disarm the attacker as a free action.
Traits: Divine, Mythic, Revelation, Detection
Note: This is a homebrew/campaign-specific feat.
Your divine nature grants you supernatural insight into the words of others. You gain an innate sense for deception that transcends mundane perception.
Effect: You automatically know when a creature within 30 feet speaks a deliberate falsehood. This doesn't reveal what the truth is, only that they're lying. This ability works even if you don't share a language with the speaker, as you sense the spiritual discord of untruth.
This ability doesn't detect omissions, exaggerations, or misleading statements that are technically true. Creatures with immunity to divination effects or similar protections can block this ability.
Special: This is a constant effect that doesn't require an action or concentration.
Traits: Divination, Fortune, Mythic
Frequency: Three times per day
Trigger: You roll a d20 for a check, attack roll, or saving throw.
Cost: 1 Mythic Point
Note: This is a homebrew/campaign-specific feat.
Your divine connection grants you fleeting glimpses of branching futures, allowing you to choose the most favorable outcome from multiple timelines.
Effect: Before the GM declares the result of your roll, you can spend 1 Mythic Point as a free action to reroll the d20 and use the better result. You must decide to use this ability before knowing whether the original roll succeeded or failed.
This is a fortune effect and can't be used if another fortune or misfortune effect has already been applied to the roll.
Special: After using this ability three times in a day, you experience brief visions of potential disasters, imposing a –1 status penalty to Perception checks until your next daily preparations as your mind struggles to distinguish present from future.
Traits: Lineage, Nephilim
You descend from celestials, fiends, or monitors. Gain low-light vision (or darkvision) and access to nephilim feats.
Trigger: While you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to deflect the blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage.
Prerequisites: Trained in Thievery
You can Steal or Palm an Object that's closely guarded without taking the –5 penalty.
Trigger: An enemy hits you with a melee Strike.
You raise your shield immediately before the Strike. The shield applies its bonus to AC against the triggering attack.