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Thread: John Bloody Constantine

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    Bugbear in the Playground
    Join Date
    Mar 2008

    Default Re: John Bloody Constantine

    Here is my take on the John Constantine as a level 5 character using the Sphere of Power magic system. In short I have him written up as a level 5 hedgewitch with the Charlatanism and Font of Inspiration traditions (but acquired Spiritualism via the Hedgewitch secret: Amateur Spiritualist).

    John Constantine
    CR 4
    Male human hedgewitch 5
    CN Medium humanoid (human)
    Init +1; Perception +6
    AC 16, touch 16, flat-footed 10 (+4 Cha, +1 Dex, +1 hedgewitch)
    hp 36 (5d8+5+5 FCB)
    Fort +2, Ref +2, Will +5
    Speed 30 ft.
    Ranged destructive blast +4 touch (2d6 or 4d6 w/ 1sp)
    Caster Level 3; MSB +5, MSD 16, Concentration +9
    Tradition Addled (Drawbacks: Addictive Casting, Verbal Casting, Wild Magic; Boons: Easy Focus); CAB Cha
    Spell Points 10
    Conjuration sphere – DC 15, Range Close (35 ft), Talents Summoning
    - summoning (2sp, 3 HD)
    Destruction sphere – DC 15, Range Close (35 ft), Talents Fire Blast
    - destructive blast
    Divination sphere – DC 15, Range Medium (130 ft)
    - divine (destruction, fate, magic, unnaturals)
    - sense (read magic)
    Fate sphere – DC 15, Range Close (35 ft)
    - consecration (serendipity)
    - word (1sp, hallow)
    Str 8, Dex 12, Con 12, Int 14, Wis 12, Cha 19
    Base Atk +3; CMB +2; CMD 18
    Feats Counterspell, Extra Secret (Extra Spirit) x2, Ritual Caster
    Skills Appraise +10, Diplomacy +12, Knowledge (arcana) +10, Perform (act) +12, Sleight of Hand +9, Perception +6, Sense Motive +9, Spellcraft +10, Use Magic Device +12
    Languages Celestial, Common, Infernal
    Channel Spirit Allies (4): At a moment's notice John Constantine can adapt to a situation to do one of the following:
    • Gain any 1 sphere, sphere talent, or combat feat for 1 minute as a move action. (1 use)
    • Gain any 2 spheres, sphere talents, combat feats (or combination thereof) for 1 minute as a standard action. (2 use)

    Guile Pool (5): John Constantine may draw from his guile pool to do one of the following:
    • +2 bonus to a skill check as a free action. (1 guile point)
    • Gain Sneak Attack +3d6 for 1 round as swift action. (1 guile point)

    Inspiration Pool (5):
    • +1d6 bonus to any skill check as a free action. (1 inspiration point)
    • +2 insight bonus to attack and damage for 4 rounds against single target as move action. (1 inspiration point)

    Prescient Dodger: John Constantine may add 1 plus his Cha modifier to AC and CMD while unarmored.
    Spiritualist’s Knowledge: John Constantine may make Knowledge checks untrained, and may roll twice using the better result.
    Versatile Performance: John Constantine may use his Perform (Act) bonus, in place of Bluff or Disguise.
    John Constantine will use Channel Spirit Allies to gain any sphere talent or ability that the encounter requires. For example, if Constantine wants to become invisible, he will use 2 uses of Channel Spirit Allies to gain the Illusion sphere + Invisibility talent.
    John Constantine will use both Guile and Inspiration to boost any skill checks he makes.

    Spoiler: Manny - Conjuration Companion

    LG Medium outsider (angel)
    Init +1; Perception +0
    AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
    hp 19 (3d10+3)
    Fort +4, Ref +2, Will +3
    Special Defenses evasion
    Speed 30 ft.
    Melee 2 Slams +6 (1d4+3)
    Ranged destructive blast +4 touch (1d4 or 2d4 w/ 1 sp)
    Caster Level 1; MSB +3, MSD 14, Concentration +9
    Tradition Divine Petitioner (Drawbacks: Focus Casting, Prepared Caster, Verbal Casting, Aligned Combatant (Destruction), Aligned Protection (Protection), Altered Time (Time); Boons: Easy Focus); CAB Cha
    Spell Points 3
    Destruction sphere – DC 11, Range Close (25 ft), Talents Radiant Blast
    - destructive blast (radiant blast)
    Time sphere – DC 11, Range Close (25 ft), Talents Time Freeze
    - alter time (1sp, time freeze)
    Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 12
    Base Atk +3; CMB +6; CMD +7
    Feats Extra Magical Talent x2
    Skills Knowledge (planes) +4
    Languages Celestial
    Manny does not directly involve himself in the affairs of mortals, although that does not stop him from freezing time to give John Constantine a bit of cryptic advice before disappearing again. Mechanically, Manny uses 'Aid Another' or use a 'Knowledge (planes)' skill check to aid John.
    Last edited by Mehangel; 2017-02-03 at 03:53 PM.