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Milo of Clyde, Detective of Despair

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Legendary lawbringer keeping criminals accountable with his uncannily good luck.

How to read this stat block

Summoning Rules[T]

The following describes the requirements and rituals for binding the vestige.

Spirit Level: 1st
Constellation: Scholar
Alignment: LG
Binding DC: 14
Totems: You gain a totem bonus on the spirit’s binding check if you meet some or all of these conditions. (+2 insight bonus for at least one, +4 for all)

  • defile [thief 3rd vestige] sigil. You then cannot establish a bond with them for 24 hours
  • You possess knowledge of local laws and customs, requiring 2 ranks in Knowledge (local).
  • You have committed no serious violations of the law within the past 24 hours before sealing your pact with the vestige

Ceremony: You swear an oath to uphold both the letter and spirit of any laws of all lands that you visit.

Manifestation: A dog saunters into Milo Clyde’s seal. Sitting down and patiently waiting for you to start the negotiations.

Granted Abilities

The vestige grants the following abilities.

Major Granted Abilities

Beating the DC by 10 or more grants access to the Capstone Empowerment

Lucky Break: You gain Milo Clyde’s lucky streak as an immediate action, gaining an insight bonus on all saving throws and to your AC equal to half your binder level (minimum +1) until the end of the turn. After using this ability, it becomes expended for 5 rounds.

Capstone Empowerment: You can target one ally within 30 feet with Milo’s lucky break instead of targeting yourself.

Minor Granted Abilities

Deft Fingers: While you are bound to Milo Clyde, you gain an insight bonus on Disable Device and Sleight of Hand checks equal to half your binder level. In addition, you can disarm magical traps as a rogue.

Lead Slinger: While bound to Milo Clyde, you are proficient with all types of crossbows and firearms and you can reload a crossbow, firearm, or sling as an immediate action. At 10th level, you no longer need to spend an action to reload these weapons.

Milo’s Truthtelling: You force one target to tell you the truth with a touch as a standard action. If you hit the target with a melee touch attack, it cannot speak deliberate and intentional lies for 1 minute per binder level you possess. The target is aware of this ability’s effects and may avoid answering questions to which they would normally respond with a lie, or may be evasive as long as they remain within the boundaries of the truth. A successful Will save negates this effect. This ability is a mind-affecting compulsion effect. A creature that succeeds on its saving throw cannot be the target of this ability for 1 day.

Street Savvy: While you are bound to Milo Clyde, you gain an insight bonus on Perception, Sense Motive, and Survival checks equal to half your binder level.

Signs and Influence

The spirit affects you in the following ways:

Physical Sign: Your voice deepens, and acquires a raspy texture. When you activate one of Milo Clyde’s granted abilities, worry-lines sprout across your brow.

Personality: You strive to uphold the law both in letter and in spirit. You may never willingly break a just law.

Favored Ally: Any (any creature that has been the victim of a crime within 72 hours of your pact with Milo Clyde)

Favored Enemy: Any (any creature that has committed a serious crime within 72 hours of your pact with Milo Clyde)

Vestigial Bond (Companion)

You gain a dog animal companion. If your binder level is 7th or greater, this creature possesses the celestial creature template. This granted ability replaces lead slinger.