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CRAFT POINTS
To craft an item in between adventures, a character with the appropriate item creation feat (such as Craft Magica Arms and Armor, Brew Potion, or Craft Staff; see below) can pay one-tenth the item's market price in craft points (minimum 1 point). He must also pay material costs as normal for creating the item. For a magic item the character must also pay the normal experience point cost for crafting the item. Once the character declares that he is spending these craft points and gold pieces (and experience points, for a magic item), the items is automatically completed one day later (typically the next morning).
Though this makes it appear as if the item was created "instantly," the assumption is that the character has actually been working on it for a while, but only now got around to finishing it. The system simply assumes that characters are always working on various projects in their spare time, even while gathered around the campfire after battling goblins on their latest adventure. Thus, when the time comes, they simply spend the requisite gold and craft points, and the item is "finished" one day later.
To spend Craft points toward the creation of an alchemical, masterwork, or magic item, you must have the requisite Craft feat or assist someone who does (see Assisting, below). Crafting nonmagical armor and weapons or simple items-tools, chests, saddles, and the like-doesn't require a Craft feat. Anyone who helps with the creation of such an item can contribute craft points at the normal rate.
For nonmagical items, you must make a successful Craft check (using the DCs given in the System Reference Document) to complete the item. For a masterwork item, use the DC of the item or of the masterwork component, whichever is higher. A failed check means you waste one-half of the gold pieces and craft points required for the item, but you may try again as soon as the next day if you still have enough gold pieces and craft points to complete the item. Magic items require no skill check to complete. These skill checks must be rolled using a secure method, on the enworld server.
To roll a craft check, you use the vb tags [ dice=1 ] 20 [ /dice ] without the spaces around the brackets. This rolls one twenty sided die, and stores the result in the post on the server (where it cannot be changed). This way, the dice rolls are secure, and public.
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Sample Crafted Items
Item Market Price Craft Cost _
Arrows, 100* 10 gp 3.33 gp, 1 craft
Acid 10 gp 3.33 gp, 1 craft
Lock, simple* 20 gp 3.33 gp, 2 craft
Scroll of cure light wounds 25 gp 12.5 gp, 1 xp, 2 craft
Greatsword* 50 gp 16.66 gp, 5 craft
Chainmail* 150 gp 50 gp, 15 craft
Masterwork Chainmail* 300 gp 100 gp, 30 craft
Potion of cure moderate wounds 300 gp 150 gp, 6 xp, 30 craft
Masterwork greatsword* 350 gp 116.66 gp, 35 craft
+1 chainmail~ 1,000 gp 500 gp, 40 xp, 100 craft
Ring of protection +1 2,000 gp 1,000 gp, 80 xp, 200 craft
+1 greatsword~ 2,000 gp 1,000 gp, 80 xp, 200 craft
Wand of fireball 11,250 gp 5,625 gp, 450 xp, 1,125 craft
Gloves of Dexterity +4 16,000 gp 8,000 gp, 640 xp, 1,600 craft
+5 chainmail~ 25,000 gp 12,500 gp, 1,000 xp, 2,500 craft
+5 greatsword~ 50,000 gp 25,000 gp, 2,000 xp, 5,000 craft
Robe of the archmagi 75,000 gp 37,500 gp, 3,000 xp, 7,500 craft
Tome of understanding +5 137,500 gp 68,750 gp, 5,500 xp, 13,750 craft
Staff of power 200,000 gp 100,000 gp, 8,000 xp, 20,000 craft
*Does not require a Craft feat
~The market price and craft costs for these items assume that you
already have the masterwork item to be enhanced
ASSISTING
In addition to the primary crafter-who must have the appropriate Craft feat-up to three assistants can contribute craft points to the creation of the item.
Assistants who have the appropriate Craft feat contribute craft points at full normal value. For untrained assistants (those who don't have the appropriate Craft feat), each craft point contributed counts as 1/2 point of assistance.
The primary creator must contribute at least half of the craft points required to create an item.
It doesn't matter who contributes the gold piece cost that goes towards creating the itme. Only the primary creator can contribute experience points toward the creaton of a magic item.
Researching Original Spells
A spellcaster of any type can research original spells. Doing so costs 1000 gold pieces and 100 Craft Points per level of the spell, and requires access to a library, temple or other institute appropriate for the character (it is assumed that Orussus has the necessary institutes for all character types). After that, the character must succeed at a Spellcraft check (DC 10 plus the spell's level). If the roll succeeds and the spell has been approved previously, the character learns the spell. Otherwise, the character must go through the research process again.
Spontaneous casters such as bards and sorcerers cannot exceed their spells known limit by researching a new spell. For 0 level spells, the costs are 500 gold pieces and 50 Craft Points.
Assisting in Spell Research
Characters can cooperate in spell research using the normal rules for assisting. Spellcasters are considered trained assistants, while non-spellcasters count as untrained assistants.
Training Animals
To spend Craft points toward training an animal or other creature, you must be trained in the Handle Animal skill or assist someone who does (see Assisting, below). Anyone who helps with the training can contribute craft points at the normal rate.
You must make a successful Handle Animal check (using the DCs given in the System Reference Document) to complete the training. A failed check means you waste one-half of the craft points required for the training, but you may try again as soon as the next day if you still have enough craft points to complete the training.
Assisting in Animal Training
Characters can cooperate in training animals using the normal rules for assisting, except for the purpose of rearing wild animals.
Costs of Training Teach an Animal a Trick: 50 Train an Animal for a Purpose: 50 x the number of weeks required Rear a Wild Animal: 250 + 50 x the animal's HD
Dire Animals and Dinosaurs (and other special animals): Above value x 1.5 Non-Animals with Int 1 or 2: Above value x 2
GAINING CRAFT POINTS
A 1st-level character has 100 craft points. With each class level gained, he gains a number of craft points equal to his new levelx100. A 2nd level character can have as many as 300 craft points, and so forth, all the way up to 20th-level character, who would have a total of 21,000 craft points (assuming he never spent any).
Creatures with Intelligence of 3 or higher have craft points a character whose level equals their class levels + Hit Dice. A mind flayer (8 HD), for instance, has the craft points of an 8th-level character. If that mind flayer gained a class level, it would gain an additional 900 craft points-despite being at least reasonably intelligent, a griffon or pegasus is unlike to be in a position to craft an item or assist another character in crafting an item. The DM must use his best judgement when determing whether a character can use its craft points.
Creatures with Intelligence of 2 or lower (or without an Intelligence score) never gain craft points.
Familiars or special mounts never gain craft points, regardless of their Intelligence or Hit Dice.
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Craft Points Gained by Level
Character Craft Points Total Craft
Level Gained Points*
1st 100 100
2nd 200 300
3rd 300 600
4th 400 1,000
5th 500 1,500
6th 600 2,100
7th 700 2,800
8th 800 3,600
9th 900 4,500
10th 1,000 5,500
11th 1,100 6,600
12th 1,200 7,800
13th 1,300 9,100
14th 1,400 10,500
15th 1,500 12,000
16th 1,600 13,600
17th 1,700 15,300
18th 1,800 17,100
19th 1,900 19,000
20th 2,000 21,000
*Subtract any crat points already spent form this total, and add
any craft points gained from feats.
ITEM CREATION FEATS
Each time you gain an item creation feat, you gain additional craft points as noted on the table below. You dont' have to spend these craft points on items appropriate to the feat-you can spend them on any item. For example, Craft Magical Arms and Armor grants a bonus of 2500 craft points, which you can use to craft weapons, armor, potions, or any other item.
The table below gives appropriate new prerequisites for all item creation feats, including those in the System Reference Document.
Racial Paragon Classes
In most campaigns, the ideas of class and race are separate concepts. But with racial paragon classes, the line between the two becomes blurred. Racial paragons are, as their name suggests, nearly ideal examples of the strengths and abilities of the character's race. Unlike members of other classes, however, racial paragons are more than merely powerful individuals. They are strong in all the ways that their race is strong, while still vulnerable in the ways that their race is vulnerable. Beyond that, they possess powers or capabilities that supersede those of normal members of their race. While any elf might rise in power, prestige, and (in game terms) level, most do so by gaining levels in the standard character classes—only a few are so much in tune with their heritage and racial abilities that they become racial paragons.
Racial paragons rarely undergo the rigorous training or study that members of other classes commonly undertake between levels. Their experience, wisdom, and heroic abilities simply manifest in the form of superior innate racial abilities. Despite this strong association with race, racial paragons need not have specific views or special dedication to their race's beliefs or typical attitudes (although many do).
Obviously, a character can only take levels in the racial paragon class associated with his race. A human cannot take levels in dwarf paragon—only dwarves are capable of reflecting the highest virtues of dwarfhood by gaining levels in the dwarf paragon class. (Half-elves and half-orcs are an exception; see the Half-Elf Paragon and Half-Orc Paragon sections below.)
Like the fighter, the wizard, and the other standard character classes, the racial paragon classes have no prerequisites (other than being a member of the appropriate race). Paragon class levels can be taken any time a character gains a new level, even at 1st level (in which case they receive four times the normal number of skill points gained at each succeeding level). A character can multiclass freely between standard character classes, prestige classes for which he or she qualifies, and the character's appropriate racial paragon class.
It's possible for a powerful magic effect such as shapechange, reincarnate, or wish to change a character's race. If a character has already taken racial paragon levels in his original race, he can never become a paragon of another race. However, such shapechanging and form-altering magics also cause no loss of a paragon's class abilities—the class abilities gained from racial paragon levels are affected no more or less drastically than benefits gained from having levels in any other class.
Levels in racial paragon classes never result in XP penalties for multiclass characters. See below for the currently available racial Paragon classes
-Derived from OGC
Ranger Variant: Scent
At 4th level, the ranger can choose to either gain the Lesser Scent ability, or get an animal companion as per the normal progression.
Lesser Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Unlike normal Scent, however, lesser scent does not allow the creature to automatically detect scents; it must focus on the attempt, and its range is slightly smaller.
The creature can detect opponents within 20 feet by sense of smell by making a successful Search check against DC as per Table S-1. If the opponent is upwind, the range increases to 40 feet; if downwind, it drops to 10 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
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Table S-1: Lesser Scent
Search DC Smell
-10 Troglodyte stench, skunk musk
0 Smoke, rotting garbage
5 Aromatic scents (burning bread, strong incense)
10 Normal scents
15 Subtle or vague scents
20 Barely noticeable scent
Search DC Modifier Condition
+5 Running water between creature with scent and source of scent
+1 Per 10 feet of distance
+5 Smeller distracted
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent.
Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location.
A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Perform (Gladitorial)
This use of the perform skill differs from the standard sub skills in a few ways.
Class Skill
In addition to those classes normally having perform as a class skill, Perform (Gladitorial) is available as a class skill to fighters and barbarians.
Number of Performers
Attempting to use Perform (Gladitorial) as a single performer (such as through weapon drills or sword dances) incurs a -5 penalty to the check.
Two performers working together can either use the aid another maneuver (if they are playing out a mock battle with a predetermined winner) or make opposed checks (or a series of opposed checks) to determine the outcome of a stylish and non-lethal competition.
A performer attempting to simultaneously make a gladitorial performance and engage in a lethal battle (whether it is against another gladiator or a non-performing opponent) takes a -1 penalty to all attack rolls and to AC as she must balance effectiveness with entertainment.
Synergy
A character with 5 ranks in Perform (Gladitorial) gains a +2 bonus to intimidate checks to demoralize an opponent.
Bardic Music
As a non-auditory performance, Perform (Gladitorial) cannot be used to activate a bardic music ability.
Circumstance Bonuses
Factors which give static bonuses to attack rolls (such as masterwork or magical weapons, weapon focus feats etc) add the same bonus to Perform (Gladitorial) checks. Temporary or variable factors to attack rolls (such as spells, Power Attack or Two-Weapon Fighting) have no effect on the perform check.
Arcane Awareness [General] Prerequisites: Spellcraft5 ranks, ability to cast Arcane spells spontaneously, limited number of known spells. Benefit: You can add one additional spell to your known spell list of at least one spell level lower than the highest level you can cast. The spell must be a spell you could normally add to your known spell list. Normal: You may only have as many known spells as your class and level allows. Special: You may gain this feat multiple times. Each time you do, choose a new spell.
-Created by Bront
Arcane Spontaneity [General]
Through practice and persistence you are able to work a single spell so well that you can channel raw magic into that form. Prerequisites: Knowledge (arcane) 5 ranks, Spell Mastery Benefit: When you take this feat you can choose one spell that you know through Spell Mastery. You can now spontaneously convert a prepared arcane spell of that level or higher into the mastered spell, similar to how a cleric spontaneously casts cure spells. If you wish to apply a metamagic feat to this converted spell you must follow the rules for Spontaneous Casting and Metamagic Feats. Normal: Arcane casters who prepare spells cannot spontaneously cast spells. Special: You may take this feat more than once. Each time you take it, you must select a different spell. A wizard may select this feat as one of their wizard bonus feats.
-Created by Erekose13
Blow of Steel [General] Prerequisites: Improved Unarmed Strike, Stunning Fist, Str 13 Benefit: You may expend a use of Stunning Fist to deal 1d6 additional damage on a sucessful unarmed attack. This attack must be declared before the attack roll is made.
-Created by fuzzy
Channeling Fist [General]
You deal your unarmed damage when making certain touch attacks. Prerequisites: Improved Unarmed Strike, Stunning Fist, Ability to channel positive or negitive energy. Benefit: When making an attack to deliver an inflict wounds spell (or a cure wounds spell against an undead), you may make a normal attack to additionally deal unarmed strike damage the same round as you cast the spell. Normal: You may only strike for unarmed damage with a touch attack spell if you wait until the following round. Special: A character with this feat can multiclass freely between cleric and monk, though he must continue to maintain his lawful allignment to progress in monk levels.
-Created by Kahuna Burger
Delmontes Technique: Piercing Whip [General]
You are so skilled in using a whip, that you can find chinks in almost any armor and strike there with enough force to deal damage. Prerequisites: Exotic Weapon Proficiency (Whip), Weapon Finesse. Benefit: When using a whip, you can deal damage to opponents with up to +4 armor or +6 natural armor. Your damage with a whip is increased to 1d4 (1d3 for Small characters) and is lethal damage. Normal: Without this feat, you can't deal damage with a whip to opponents with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher.
-Created by GnomeWorks
Delmontes Technique: Advanced Piercing Whip [General]
You have improved your skill with a whip, that you can find chinks in any armor and strike there with enough force to deal damage. Prerequisites: BAB +4, Delmontes Technique: Piercing Whip, Exotic Weapon Proficiency (Whip), Weapon Finesse. Benefit: When using a whip, you can deal damage to opponents regardless of armor or natural armor. Your damage with a whip is increased to 1d6 (1d4 for Small characters).
-Created by GnomeWorks
Delmontes Technique: Whip Mastery [General]
You have perfected the Delmontes Technique of wielding a whip. Prerequisites: Delmontes Technique: Advanced Piercing Whip, Delmontes Technique: Piercing Whip, Exotic Weapon Proficiency (Whip), Weapon Finesse. Benefit: Your damage with a whip is increased to 1d8 (1d6 for Small characters).
When using a whip, you do not provoke an attack of opportunity when making an attack due to using a whip.
When using a whip, you threaten a distance of 10 feet.
-Created by GnomeWorks
Delmontes Technique: Returning Throw [General]
You can throw a boomerang in such a way as to make it return to you after a throw. Prerequisites: Wis 13+, Quick Draw, Exotic Weapon Proficiency (Boomerang) Benefit: When you throw a boomerang, if it returns, it returns to whatever square you are in when it returns. However, you must still make an attack roll and hit AC 10 to catch it. Normal: Without this feat, if your boomerang returns, it returns to the square from which it was thrown.
-Created by GnomeWorks
Delmontes Technique: Trick Throw [General]
You can throw a boomerang in such a way as to make it return on every throw. Prerequisites: Dex 13+, Quick Draw, Exotic Weapon Proficiency (Boomerang). Benefit: When you throw a boomerang, it always returns to the square from which it was thrown, regardless of whether or not it hits its target. However, you must still make an attack roll and hit AC 10 to catch it, and you must throw a seperate boomerang for each attack you have. Normal: Without this feat, your boomerang does not return to you if you hit your target.
-Created by GnomeWorks
Delmontes Technique: Deft Catch [General]
You have learned the secret of catching boomerangs on every return. Prerequisite: BAB +6, Delmontes Technique: Trick Throw, Delmontes Technique: Returning Throw. Benefit: When you throw a boomerang, it always returns to you, and you do not need to make an attack roll to catch it; you do so automatically. Your damage with a boomerang increases to 1d6 (1d4 for small characters).
-Created by GnomeWorks
Delmontes Technique: Swift Throw [General]
You can throw a boomerang in such a way as to make it return fast enough for you to make multiple attacks with it. Prerequisites: BAB +8, Delmontes Technique: Deft Catch. Benefit: When you throw a boomerang, it returns fast enough for you to make multiple attacks with a single boomerang. Your damage with a boomerang increases to 1d8 (1d6 for small characters). Normal: You must throw a seperate boomerang with each attack you have.
-Created by GnomeWorks
Delmontes Technique: Boomerang Mastery [General]
You have mastered the art of throwing boomerangs.
Prerequisite: Delmontes Technique: Swift Throw. Benefit: When you throw a boomerang, you no longer provoke an attack of opportunity due to using a ranged weapon. When wielding a boomerang, you threaten a range of 10 feet, and can throw your boomerang for an attack of opportunity within that range.
-Created by GnomeWorks
Improved Demoralize [General]
You can demoralize more foes from farther away. Prerequisites: Indimidate 5 ranks, Base Attack Bonus +2 Benefits: You can demoralize at a range of 10 feet, plus five feet for each point of charisma modifier. You may choose to demoralize as many foes as are in range and who can see and hear you (though if you choose to demoralize fewer, they much be the closest foes) by taking a cumulative -2 penalty to your intimidate check for each additional foe you wish to demoralize. You make a single intimidate check, which is opposed seperately by each foe's modified level check. Normal: You can only demoralize one opponent at a time, whom you must threaten in melee combat.
-Created by Kahuna Burger
Greater Demoralize [General]
You take less time to demoralize your foes, and the effects linger. Prerequisites: Improved Demoralize, Intimidate 9 ranks, Base Attack Bonus +6 Benefits: It takes only a move action to demoralize foes in combat (though you can still only make one such check per round). Additionally, foes who you successfully demoralize remain shaken for an additional number of rounds equal to your charisma modifier. Normal: Demoralizing in combat requires a standard action, and foes are shaken for only one round.
-Created by Kahuna Burger
Ki Critical [General] Prerequisites: Ki Strike (magic), BAB +8, Stunning Fist, Wis 13, Improved Unarmed Strike, Improved Critical (Unarmed) Benefit: Your critical multiplier is increased to x3 on unarmed attacks.
-Created by Fuzzy
Leadership [General]
This feat acts just as described in the SRD, with the following exceptions:
A cohort can enter an adventure only if the GM approved it. The cohort is controlled by the player. The GM may restrict the cohort's action at any time.
Followers represent a number of non-combattants under the character's wings. They can be employees who run and guard the character's shop, followers of the church of the character, or a theatre troop who perform with the character. They will never appear in an adventure and so will never be statted.
Only the "Has a familiar, special mount, or animal companion", "Recruits a cohort of a different alignment", "Caused the death of a cohort" modifiers to the leadership score are applied. All other are not applied.
Cohort Creation
Cohort creation must follow all the PC creation rules with these two exceptions:
25 point buy
NPC starting wealth of the Cohort level
The cohort can be created either by the player or a DM, at the player's discretion. This choice is made by the player. In either case, the creation must follow the creation rules above.
-Adjustments to OGC by Velmont
Light Armor Optimization [General]
Through focused training and practice, you are able to get more benefit out of light armor. Prerequisites: Armor Proficiency (Light), BAB +1 Benefit: When wearing light armor, increase its Max Dex bonus by 1 and decrease its Armor Check penalty by 1. Increase the Armor bonus of the armor by 1 instead of reducing the Armor Check penalty if this reduction would reduce the penalty below 0. Special: A fighter may select this feat as one of his bonus feats. Medium armor made of mithril counts as light armor for the purpose of interacting with this feat.
-Created by IcyCool
Greater Light Armor Optimization [General]
Through focused training and practice, you are able to get more benefit out of light armor. Prerequisites: Armor Proficiency (Light), Light Armor Optimization, BAB +3 Benefit: When wearing light armor, increase its Max Dex bonus by 1 and decrease its Armor Check penalty by 1. Increase the Armor bonus of the armor by 1 instead of reducing the Armor Check penalty if this reduction would reduce the penalty below 0. These reductions and bonuses are cumulative with (stack with) those granted by Light Armor Optimization. Special: A fighter may select this feat as one of his bonus feats. Medium armor made of mithril counts as light armor for the purpose of interacting with this feat.
-Created by IcyCool
Medium Armor Optimization [General]
Through focused training and practice, you are able to move more easily in medium armor. Prerequisites: Armor Proficiency (Light), Armor Proficiency (Medium), BAB +1 Benefit: When wearing medium armor, reduce its Armor Check penalty by 1 and increase the Speed in the speed column by 5ft, to a limit of their unarmored base speed. For example, a human fighter with this feat and wearing chainmail would have an adjusted speed of 25ft, but a dwarf fighter with this feat would still have a speed of 20ft. A dwarven barbarian with fast movement would have a speed of 25ft. Special: A fighter may select this feat as one of his bonus feats. Heavy armor made of mithril counts as medium armor for the purpose of interacting with this feat. Medium armor made of mithril counts as light armor for the purpose of interacting with this feat.
-Created by IcyCool
Greater Medium Armor Optimization [General]
Through focused training and practice, you are able to move more easily in medium armor. Prerequisites: Armor Proficiency (Light), Armor Proficiency (Medium), Medium Armor Optimization, BAB +3 Benefit: When wearing medium armor, reduce its Armor Check penalty by 1 and increase the Speed in the speed column by 5ft. For example, a human fighter with this feat and wearing chainmail would have an adjusted speed of 30ft, but a dwarf fighter with this feat would still have a speed of 20ft. A dwarven barbarian with fast movement would have a speed of 30ft. These bonuses are cumulative (stack with) those granted by Medium Armor Optimization. Special: A fighter may select this feat as one of his bonus feats. Heavy armor made of mithril counts as medium armor for the purpose of interacting with this feat. Medium armor made of mithril counts as light armor for the purpose of interacting with this feat.
-Created by IcyCool
Metal Fist Strike [General] Prerequisites: Simple Weapon Proficiency (Spiked Gauntlets), Weapon Focus (Spiked Gauntlets), Flurry of Blows. Benefit: You may treat the Spiked Gauntlet as a special monk weapon. In addition, you may use your unarmed strike damage instead of your spiked gauntlet damage while still benefitting from the spiked gauntlet's enhancements and special materials. Normal: When attacking with spiked gauntlets, you do base 1d4 damage as a medium character.
-Created by IcyCool
Metal Fist Mastery [General] Prerequisites: Metal Fist Strike Benefit: You may add your unarmed strike damage to your spiked gauntlet damage while still benefitting from the spiked gauntlet's enhancements and special materials. Special: You must have at least one hand free to use this feat. Normal: When attacking with spiked gauntlets, you do base 1d4 damage as a medium character, and do not add your unarmed strike damage.
-Created by IcyCool
Mighty Punch [General]
You know how to put your full weight behind a punch. Prerequisite: Str 13+, Improved Unarmed Strike, Power Attack. Benefit: When making an attack with both hands free, you can treat your unarmed strikes as if coming from a one-handed weapon being used with two-hands.
Mighty Punch cannot be used in conjunction with a flurry of blows or when making an when using an off-hand attack such as with Two Weapon Fighting or Multiweapon Fighting.
Mighty Punch cannot be used when grappling. Normal: You treat your unarmed attacks as a light weapon.
-Created by GPEKO
Mounted Cleave [General]
Prerequisites: Str 13+, Power Attack, Cleave, Mounted Combat, Ride-by attack, 5 Ranks Ride skill Benefit: If you gain an oppertunity to cleave while charging on a mount, you may instead continue your charge into another opponent in line with your current charge. This attack is considered a charge in every respect, and all feats and bonuses involved in the charge work as normal (Spirited Charge, Ride-by Attack, Lance charging damage bonus, etc.). You may not excede your normal movement restrictions on a charge. You can use this ability as often as you may normaly cleave (once with normal cleave, as many times as otherwise legaly available with Great Cleave). Special: A fighter may select Mounted Cleave as one of his fighter bonus feats. Example: Sir Joe is charges a goblin 20' on his horse, and kills it with his attack. He may continue to charge the second goblin 10' directly in line of his charge. If the goblin was 40' behind the first one, he could not charge since he would be moving farther than his allowable charge distance. Likewise, he could not charge a goblin that would require him to change the direction of his charge.
- Created by Bront
Natural Talent [General]
A particular skill just comes naturaly to you. Benefit: Choose one skill when you take this feat. You gain a +2 bonus to the skill, and the skill costs 1 point per rank to purchase, regardless what type of skill it is for your current class. Rank limits for class or cross class skills still apply, and this does not make the skill a class skill. Previously spent skill points are not refunded. Normal: Buying a cross class skill cost 2 skill point per rank. Special: This feat may be taken multiple times, each time applying to a different skill.
-Created by Bront, With help from Icycool
Research Specialist [General]
You have a knack for researching original spells Prerequisites: Must have researched at least one original spell. Benefits: You gain 1000 craft points, half of which may only be used to research original spells. In addition, spontaneous spellcasters gain an extra spell known of the level they can currently cast minus one, or lower. That spell must be a spell they researched themselves.
You gain a +2 bonus to Spellcraft checks made to research original spells. Special: You may select this feat multiple times. Each time you select it, you gain an additional 500 craft points. The other benefits do not stack.
A wizard may select this feat as one of her bonus feats gained at every 5th level.
-Created by Knight Otu
Slice Through [General]
You may strike your opponent when tumbling through them. Prerequisites: Dex 13+, Dodge, Mobility, Spring Attack, 5 Ranks Tumble, BAB +6 Benefit: As a standard action you can make a normal melee attack against your opponent while tumbling through his square if you succeed your tumble check. The attack happens while in the opponent's square(s), so does not gain any benifits from flanking. You must tumble in a straight line, and be able to make it through to the other side of the opponent as if tumbling normaly (one-half speed). All other rules for tumbling through an opponent's square apply. Normal: Tumble at one-half speed through an area occupied by an enemy (over, under, or around the opponent) as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you stop before entering the enemy-occupied area and provoke an attack of opportunity from that enemy.
-Created by Bront, based on material by Astros
Talented Crafter [General]
You have an extraordinary talent for item creation. Prerequisites: Any item creation feat. Benefits: You gain 500 craft points, which may be used to craft items of any kind. Special: You may select this feat multiple times. Each time you select it, you gain an additional 500 craft points.
A wizard may select this feat as one of her bonus feats gained at every 5th level.
-Derived from OGC
Two Blades as One [General]
You coordinate the strikes of two light weapons, bringing them down in the same spot to emulate the impact of a two handed strike. Prerequisites: Str 13, Dex 15, Power Attack, Two weapon fighting, Weapon Focus Benefit: As a full attack action or part of a charge attack, you can make a single attack (at a -2 penalty) with two light weapons for which you have the Weapon Focus feat. This attack is treated in all ways (including feat use and strength bonus to damage) as if you were striking with a single two-handed weapon with a base damage equal to the sum of both weapons. Precision based damage effects and weapon specialization damage are added only once, but magical enhancements to damage from either weapon are added together. If the weapons have different enhancement bonuses to hit, only the lesser is used in the single attack roll.
If striking a foe with damage reduction, both weapons must be able to overcome it, or the DR is applied normally (but only once) to the damage dealt. Special: A fighter may select Two Blades as One as one of his fighter bonus feats.
-Created by Kahuna Burger
Two-Weapon Trip [General]
You are a master of the quarterstaff, double-axe or urgosh, able to use the weapon more effectively than others in combat. Prerequisites: Weapon Proficiency (appropriate weapon), Weapon Focus (appropriate weapon), Two-Weapon Fighting, Dex 15, Bab +1 Benefit: You can make trip attacks with a quarterstaff, double axe, or urgosh provided you meet the prerequisites for the weapon in question. When you make trip attacks, make a melee touch attack against your target. You don’t provoke an attack of opportunity. If you are tripped during your own trip attempt, you can drop your weapon to avoid being tripped. Normal: Only weapons marked as Trip weapons or unarmed strikes can be used to make trip attacks. Special: A fighter may select Two-Weapon Trip as one of his fighter bonus feats. This feat applies to any of the listed weapons with which you meet the prerequisites.
-Created by Erekose13
Energy Manipulation [METAMAGIC] Benefit: You can alter a spell so that it utilizes a different energy type from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell level of an energy manipulated spell depends on the energy type being utilized.
Code:
Cold, Fire, Electricity, Acid Base spell level + 1
Sonic Base spell level + 2
If the original spell was not subject to spell resistance then the modified spell is also not subject to spell resistance. Examples: Burning Hands (1st level [Fire]) changed to [Cold] is a 2nd level spell. Burning Hands changed to [Acid] is a second level spell, but is still subject to spell resistance. Burning Hands changed to Sonic is a 3rd level spell.
Acid Arrow (2nd level [Acid]) changed to [Fire] is a 3rd level spell. Acid Arrow changed to sonic is a 4rd level spell. All variations of Acid Arrow are not subject to spell resistance.
-Created by SlagMortar
Academy Graduate [Background]
You are a Graduate of the Academy of the Chromatic Order and have been taught in a rigorous ciriculum by the best professors in the land. This gives you an edge in certain skills. Prerequisites: Must be taken at first level. Benefits: You get a +2 bonus to Knowledge (arcana) and Spellcraft checks. Special: This feat can be substituted for Skill Focus (Spellcraft) or Skill Focus (Knowledge – Arcana) for the purposes of meeting the prerequisites of the Loremaster, the Archmage, and similar arcane Prestige classes.
-Created by Manzanita
Weapon Cost Dmg (S) Dmg (M) Crit Rng Inc Weight TypeMelee WeaponsLight Martial Weapons
Shortscythe 6 gp 1d3 1d4 x4 N/A 2 lb Piercing or Slashing
One-Handed Martial Weapons
Halfscythe 12 gp 1d4 1d6 x4 N/A 4 lb Piercing or Slashing
Two-Handed Exotic Weapons
Goblin Ranseur* 50 gp 1d6/1d4 1d8/1d6 x3 N/A 10 lb Piercing
Ranged WeaponsExotic Ranged Weapons
Boomerang * 15 gp 1d3 1d4 x2 30 ft. 1 lb. Bludgeoning
Boomerang: The boomerang is a curved wooden stick designed specifically for throwing. The boomerang returns at the end of a character's turn during which it is thrown. To catch a returning boomerang, the thrower must be in the square from which the boomerang was thrown, and must have at least one hand free (holding nothing). The thrower makes an attack roll using the attack bonus used to make the attack against AC 10. If successful, he catches the boomerang. Failure indicates that the boomerang falls to the ground nearby, using the grenade-like weapons diagram (page 138, PH) to determine the exact position.
In addition, since it is not designed for melee, you are treated as nonproficient with it and take a –4 penalty on attack rolls if you use a boomerang as a melee weapon.
A boomerang is a light weapon.
-Created by Gnomeworks
Halfscythe: The Halfscythe has a handle the same length as one on a longsword, but with no form of guard between the haft and the blade. The blade of a halfscythe is curved like a scythe and double edged, with the interior blade often being designed with serrated edges.
-Created by Creamsteak
Ranseur, Goblin: A goblin ranseur is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a goblin ranseur in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
When using a goblin ranseur, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).
-Created by WizWrm
Shortscythe: A shortscythe is a small curved blade affixed to a one-handed grip similar to a kukri, however, it is curved much further at first and then the blade straightens out into a sharp point. Both sides of the blade are sharp, with the interior blade commonly being serrated like a saw blade.
-Created by Creamsteak
Last edited by Living Enworld Judge : 08-04-05 at 12:06 AM.
Artifice Domain Deities: Gundar Granted Power: Gain +4 bonus on Craft checks. The character casts conjuration (creation) spells at +1 caster level. (Those with access to both the Artifice and Creation domains cast conjuration [creation] spells at +3 caster level.) Artifice Domain Spells
1 Animate Rope 2 Wood Shape 3 Stone Shape 4 Minor Creation 5 Fabricate 6 Major Creation 7 Hardening* 8 True Creation* 9 Prismatic sphere
-Derived from OGC
Blood Domain Deities: Taurusk Granted Ability: Once per day, you can heal wounds by drinking the blood shed by a recently slain creature. This blood must be fresh, with no more than an hour having passed since the source died. The blood can be called from any body within 20 feet with a clear line of sight, moving around any obstruction. After drinking one pint of this blood as a full-round action, the cleric converts 1d4 points of lethal damage to non-lethal damage per level. Blood Domain Spells
1 Grease (creates blood, may confer a +2 circumstance bonus on Initmidate checks) 2 Rage 3 Neutralize Poison 4 Cure Serious Wounds 5 Blood Oath, Lesser (as Geas, Lesser) 6 Blood Tell* 7 Blood Oath, Greater (as Geas, Greater) 8 Waves of Exhaustion 9 Energy Drain
-Created by Sparky
Charm Domain Deities: Ulura Granted Power: The character can boost his or her Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute. Charm Domain Spells
1 Charm person 2 Calm emotions 3 Suggestion 4 Heroism 5 Charm monster 6 Geas/quest 7 Insanity 8 Demand 9 Dominate monster
-Derived from OGC
Communication Domain Deities: Russna Domain Power: Once per day you gain an enhancement bonus to equal to your cleric level to a single Bluff, Diplomacy, Forgery, Gather Information or Sense Motive check.
Choose to add any of the following - Bluff, Forgery, Gather Information, Sense Motive or Speak Language - to your list of cleric class skills.
Add Message to the list of Orisons. Communication Domain Spells
1 Comprehend Languages 2 Speak with Animals 3 Tongues 4 Speak with Dead 5 Sending 6 Speak with Plants 7 Stone Tell 8 Project Image 9 Demand
-Created by Sparky
Community Domain Deities: Sela Granted power: +2 bonus on diplomacy checks and +1 leadership score for the purpose of accumulating followers. Community Domain Spells
1 Bless 2 Status 3 Prayer 4 Imbue with Spell Ability 5 Telepathic Bond 6 Hero's Feast 7 Refuge 8 Mass Cure Critical Wounds 9 Miracle
-Created by Pbartender
Creation Domain Deities: Gundar Granted Power: Cast conjuration (creation) spells at +2 caster level. (Those with access to both the Artifice and Creation domains cast conjuration (creation) spells at +3 caster level.) Creation Domain Spells
1 Create Water 2 Minor Image 3 Create Food and Water 4 Minor Creation 5 Major Creation 6 Heroes’ Feast 7 Permanent Image 8 True Creation* 9 Genesis*
-Derived from OGC
Darkness Domain Deities: Halor, Mishtuli, Seto Granted Power: Free Blind-Fight feat. Darkness Domain Spells
1 Obscuring mist 2 Blindness 3 Blacklight* 4 Armor of darkness* 5 Summon monster V (only summons 1d3 shadows) 6 Prying eyes 7 Nightmare 8 Power word, blind 9 Power word, kill
-Derived from OGC
Weather Domain Deities: Halor Granted Power: Survival is a class skill. Weather Domain Spells
1 Obscuring Mist 2 Fog Cloud 3 Call Lightning 4 Sleet Storm 5 Ice Storm 6 Control Winds 7 Control Weather 8 Whirlwind 9 Storm of Vengeance
-Derived from OGC
Armor Of Darkness Abjuration [Darkness]
Level: Darkness 4 Components: V, S, DF Casting Time: 1 action Range: Touch
Target: Creature touched Duration: 10 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)
The spell envelops the warded creature in a shroud of shadows. The shroud can, if the caster desires, conceal the wearer’s features. In any case, it grants the recipient a +3 deflection bonus to Armor Class plus an additional +1 for every four caster levels (maximum bonus +8). The subject can see through the armor as if it did not exist and is also afforded darkvision with a range of 60 feet. Finally, the subject gains a +2 bonus on saving throws against any holy, good, or light spells or effects. Undead creatures that are subjects of armor of darkness also gain +4 turn resistance.
-Derived from OGC
Ashnar's Mark (Private Spell) Abjuration
Level: Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Permanent (D) (see text) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)
The caster chooses one of his spells that is currently active, and makes the target immune to that particular casting. This immunity is like an unbeatable spell resistance (similar to spell immunity), and reduces any hit point damage by the spell to 0. The immunity neither extends to other spells cast by the caster (including other instances of the same spell), nor grants any protection against spells cast by other casters. The spell must have a duration other than instantaneous, must still be active when Ashnar’s mark is cast, and, at the time of casting, may be no farther than close range (25 ft. + 5 ft./2 levels) from the caster. A caster may have no more than 1 Ashnar’s mark per caster level in existance.
When the spell that a Ashnar’s mark protects against ends in any way, that Ashnar’s mark ends, too.
-Created by Knight Otu
Ashnar's Pyromagical Enhancement, Lesser (Private Spell)
Transmutation [Fire]
Level: Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round (cannot be extended)
All spells of level 3 or lower the caster casts while this spell is in effect are empowered by the destructive power of fire. This has a number of effects, depending on the nature of the spell being altered:
If the spell has the fire descriptor and deals energy damage, it deals an additional amount of fire damage equal to the caster level, to a maximum of 10.C
If the spell deals energy damage without dealing fire damage, it instead deals fire damage, and gains the fire descriptor, but loses any other energy descriptor.
If the spell has the fire descriptor, but deals no damage, it is instead cast at the normal caster level +1. The caster may choose to forgoe this option and deal damage instead.
If none of the above conditions is met, the caster may have the spell deal 1d6 points of fire damage to its target.
Note: The duration of Ashnar's Lesser Pyromagical Enhancement cannot be extended or otherwise made longer than 1 round.
-Created by Knight Otu
Ashnar's Pyromagical Enhancement (Private Spell)
Transmutation [Fire]
Level: Sor/Wiz 4 Duration: 2 rounds (cannot be extended)
This spell works exactly as Ashnar's Lesser Pyromagical Enhancement, except as noted above, and as follows.
The spell affects spells of up to level 5 with one of the following effects.
If the spell has the fire descriptor and deals energy damage, it deals an additional amount of fire damage equal to the caster level, to a maximum of 15.
If the spell deals energy damage without dealing fire damage, it instead deals fire damage, and gains the fire descriptor, but loses any other energy descriptor.
If the spell has the fire descriptor, but deals no damage, it is instead cast at the normal caster level +2. The caster may choose to forgoe this option and deal damage instead.
If none of the above conditions is met, the caster may have the spell deal 3d6 points of fire damage to its target.
Note: The duration of Ashnar's Pyromagical Enhancement cannot be extended or otherwise made longer than 2 rounds.
-Created by Knight Otu
Ashnar's Pyromagical Enhancement, Greater (Private Spell)
Transmutation [Fire]
Level: Sor/Wiz 8 Duration: 3 rounds (cannot be extended)
This spell works exactly as Ashnar's Lesser Pyromagical Enhancement, except as noted above, and as follows.
The spell affects spells of up to level 9 with one of the following effects.
If the spell has the fire descriptor and deals energy damage, it deals an additional amount of fire damage equal to the caster level, to a maximum of 20.
If the spell deals energy damage without dealing fire damage, it instead deals fire damage, and gains the fire descriptor, but loses any other energy descriptor.
If the spell has the fire descriptor, but deals no damage, it is instead cast at the normal caster level +4. The caster may choose to forgoe this option and deal damage instead.
If none of the above conditions is met, the caster may have the spell deal 7d6 points of fire damage to its target.
Note: The duration of Ashnar's Greater Pyromagical Enhancement cannot be extended or otherwise made longer than 3 rounds.
-Created by Knight Otu
Ashnar's Sparkstrike (Private Spell)
Evocation [Fire]
Level: Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target) Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes
The caster creates a flitting spark of fire that jolts towards the primary target, then splits and arcs to other targets.
The spark deals 1d6 points of fire damage to the primary target. After it strikes, sparks can arc to a number of secondary targets equal to your caster level (maximum 5). The secondary sparks each strike one target and deal half as much damage as the primary one did (rounded down). Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.
-Created by Knight Otu
Blacklight Evocation [Darkness]
Level: Darkness 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: A 20-ft.-radius emanation centered on a creature, object, or point in space Duration: 1 round/level (D) Saving Throw: Will negates or none (object) Spell Resistance: Yes or no (object)
The caster creates an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but the caster can see normally within the blacklit area. Creatures outside the spell’s area, even the caster, cannot see through it.
The spell can be cast on a point in space, but the effect is stationary cast on a mobile object. A character can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance.
Blacklight counters or dispels any light spell of equal or lower level. The 3rd-level cleric spell daylight counters or dispels blacklight.
-Derived from OGC
Blood Tell Necromancy [Language-Dependent]
Level: Blood 6 Components: V, S, DF Casting Time: 10 minutes Range: Touch Target: The blood of one creature Duration: 1 min./level Saving Throw: Will negates; see text Spell Resistance: No
You grant the ability of speech to a puddle of blood from a single creature, allowing it to answer several questions that you put to it. You may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The blood’s knowledge is limited to what the creature knew up to the moment of bloodshed, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. If the creature’s alignment was different from yours, the blood gets a Will save to resist the spell.
If the blood has been subject to Blood Tell spell within the past week, the new spell fails. You can cast this spell on blood that has been spilled for any amount of time, though there must be enough to create a puddle. Long-dried blood or small puddles may give partial answers or partially correct answers.
This spell does not let you actually speak to the creature. It instead draws on the imprinted knowledge stored in the blood. The wakened blood retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had when the blood was shed. Blood cannot learn new information. Note: The cleric's divine focus must touch the blood to be questioned.
-Created by Sparky
Genesis Conjuration (Creation)
Level: Creation 9 Components: V, S , M, X P Casting Time: 1 week (8 hours/day) Range: 180 ft. Effect: A demiplane on the Ethereal Plane centered on your location Duration: Instantaneous Saving Throw: None Spell Resistance: No
This spell creates an immobile, finite plane with limited access - a demi-plane.
Demiplanes created by this power are very small, minor planes. A character can cast this spell only on the Ethereal Plane. When he or she casts it, a local density fluctuation precipitates the creation of a demiplane. At first, the demiplane grows at a rate of a 1-foot-radius per day to an initial maximum radius of 180 feet as the fledgling plane draws substance from surrounding ethereal vapors and protomatter or astral ectoplasm.
The character determines the environment in the demiplane when he or she first casts genesis, reflecting most any desire he or she can visualize. The caster determines factors such as atmosphere, water, temperature, and the shape of the general terrain. However, the spell cannot create life, nor can it create construction. If desired, these must be brought in by some other fashion.
Once the basic demiplane reaches its maximum size, the character can continue to cast this spell to enlarge the demiplane if he or she is inside the boundaries of the demiplane. In such a case, the radiusof the demiplane increases by 60 feet for each subsequent casting.
If the spell is cast again while outside an existing demi-plane, the casting creates a separate bubble that does not touch or overlap any previously created demiplane. XP Cost: 5,000 XP.
-Derived from OGC
Hardening Transmutation
Level: Sor/Wiz 6, Artifice 7 Components: V, S Casting Time: 1 action Range: Touch Target: One item of a volume no greater than 10 cu. ft./level (see text) Duration: Permanent Saving Throw: None Spell Resistance: Yes (object)
This spell increases the hardness of materials. For every two caster levels, increase by 1 the hardness of the material targeted by the spell. This hardness increase improves only the material’s resistance to damage. Nothing else is modified by the improvement.
The hardening spell does not in any way affect resistance to other forms of transformation.
This spell affects up to 10 cubic feet per level of the spellcaster.
If cast upon a metal or mineral, the volume is reduced to 1 cubic foot per level.
Tireless Journey Transmutation
Level: Drd 1, Rgr 1, Bard 1 Components: V, S Casting Time: 1 minute Range: Touch Target: You plus one willing humaniod per two caster levels Duration: 24 hours
Favored by journeyers of all types, this spell allows a traveler to move at a higher speed for an entire day without tiring. It has no effect on a character's base speed, and does not remove fatigue from other sources, nor the penalties for a forced march. However, for all overland travel, the character can move at her hustle speed for as long as she could normally walk, and her run speed for as long as she could normally hustle.
-Created by Kahuna Burger
True Creation Conjuration (Creation)
Level: Artifice 8, Creation 8 Components: V, S , M, X P Casting Time: 10 minutes Range: 0 ft. Effect: Unattended, nonmagical object of nonliving matter, up to 1 cu. ft./level Duration: Instantaneous Saving Throw: None Spell Resistance: No
The caster creates a nonmagical, unattended object of any sort of matter. Items created are permanent and cannot be negated by dispelling magics or negating powers. For all intents and purposes, these items are completely real. The volume of the item created cannot exceed 1 cubic foot per caster level. The caster must succeed at an appropriate skill check to make a complex item.
Unlike the items brought into being by the lower-level spells minor creation and major creation, objects created by the casting of true creation can be used as material components. XP Cost: The item’s gold piece value in XP, or a minimum of 1 XP, whichever is more.
-Derived from OGC
Acrobat's Rod: This rod is an iron bar with a small button on each end. When one button is pushed (a move action), the rod does not move from where it is, even if staying in place defies gravity. Thus, the owner can lift or place the rod wherever he wishes, push the button, and let go. When the second button is pushed (also a move action), the rod extends in each direction, to form a 10 foot pole. These two functionalities can be used seperately or together in any order. A 'placed' acrobat's rod can support up to 8,000 pounds before falling to the ground. If a creature pushes against the center of the rod, it must make a DC 30 Strength check to move the rod up to 10 feet in a single round. An extended, placed rod can be turned up to a one quarter rotation in one round with a DC 25 strength check applied against one end.
Moderate transmutation; CL 10th; Craft Rod, levitate, shrink item; Price 7,000 gp.
-Created by Kahuna Burger
The Wanderlust Inn (Minor Artifact): The Wanderlust Inn appears as a simple gypsy's wagon, always painted brightly in a rainbow of clashing colors. Two large draft horses are always tethered to the outside of the wagon, cropping whatever vegetation happens to be nearby, though the actual yokes of the wagon are forever empty. A small stove pipe on the wagon's roof is always trailing a thin wisp of smoke. Above the door at the rear of the wagon hangs a sign depicting the silhouettes of a young girl and a dog walking into the welcoming arms of a large, pot-bellied man.
Inside the wagon, however, is an entire homey inn. A large tap room never has a lack of seating, no matter how many patrons enter, and immense quantities of food and droink are always on hand. The guest rooms are exceedingly comfortable and cozy without being lavish, and there are always vacancies regardless of the number of guests staying the night.
In the entryway, next to the cloakroom (which always has enough hangers for everyone's cloak, cape, jacket or hat), there are two large notice boards. One is a public board made available to anyone who wishes to solicit adventurers for empoyment or employees, and the second always carries a list of the Inn's itinerary of destinations.
On occasion, the Inn will change its location. When it does so, it is never seen to move, it simply vanishes with the evening mists, reappearing elsewhere with the morning dew. Where the Inn is, it seems to have there as long as anyone can remember, and where ever it had been, it seems to have never been there at all.
Strong conjuration; CL 20th.
-Created by Pbartender
BRIGHTSTRIKER
Brightstrikers are the favored of Hyrag, his enforcers among the mortal races of Orussus. They embody his hatred for undead, dispensing his martial will whenever and wherever they are found.
Hit die: d8
Requirements
to qualify to become a Brightstriker, a character must fulfill all the following criteria. Alignment: any good Diety: Hyrag Base Attack Bonus: +4 Skills: Knowledge (religion) 8 ranks Feats: Weapon Focus (heavy mace) Special: Able to turn undead Special:Death Taint. The character must have lost at least one level or had at least one ability score drained due to an undead attack, even if this loss is later offset by magic.
Class Skills
The Brightstriker's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge[religion] (Int), Ride (Dex), Search (Int), Spot (Wis).
Skill Points at Each Level: 2 + Int modifier
CLASS FEATURES Weapon and Armor Proficiency: Brightstrikers gain no additional proficiency with any weapon or armor.
Turn Undead: Brightstriker levels stack with existing Cleric/Paladin levels for the purpose of turning undead.
Detect Undead (Sp): At will, a Brightstriker can utilize detect undead as a spell-like ability.
Lifetouch (Su): Starting at 2nd level, Brightstrikers can, once per day, make a touch attack that channels positive energy into the target, inflicting 3d6 + 1/level damage to undead, or healing 3d6 +1/level points of damage to a living target. This increases to 2/day at 4th level, 3/day at 7th level, and 4/day at 9th level.
Weapon Specialization (Heavy Mace): At 3rd level, Brightstrikers receive Weapon Specialization (heavy mace) as a bonus feat, even if they don't meet the fighter level prerequisite.
Extra Turning: at 5th level, Brightstrikers receive Extra Turning as a bonus feat.
Smite Undead (Su): Once per day, a Brightstriker of 6th level or higher can attempt to smite undead with one normal melee attack. He adds his Wisdom modifier (if possible) to his attack roll and deals 1 extra point of damage per level. For example, and 8th-level Brightstriker armed with a heavy mace would deal 1d8+8 points of damage, plus any additional bonuses for Strength and magical effects that normally apply. If a Brightstriker accidentally smites a creature that is not undead, the smite has no effect but it is still used up for that day. Note: A paladin/Brightstriker can both smite evil and smite undead in the same day, potentially against the same target (if it's an evil undead).
Lifeflare (Su): At the cost of two normal turning attempts, a Brightstriker of at least 8th level can use a standard action to create a positive energy burst that deals 1d6 points of damage per class level to all undead creatures in a 20' radius. Undead are allowed a Reflex save (DC 10 + the striker's class level + the striker's Cha modifier) for half damage. Lifeshield (Su): at 10th level, Brightstrikers can no longer lose levels due to energy drain effects (although death still results in level loss, as do other level or experience draining effects).
-Created by Dungannon
DROW PARAGON
Separated from the rest of the elven people by a legacy of deceit, betrayal, and evil, the drow are easily one of the most dangerous of the humanoid races. Most drow paragons embody all their race's evil nature and delight in calculated cruelty, but some manage to pull away from this dark path, instead embodying the potential that all elves share for beauty, grace, and martial skill.
Drow society is full of intrigue and fierce competition. Even the most able drow paragons can do little more to advance their race than to strive against the machinations of other powerful drow. When they succeed in breaking away from drow culture and its cruel influence, however, good-aligned drow paragons can be the most able and successful members of their race.
Adventures: Drow paragons adventure for one of two reasons. Those of an evil bent adventure to increase their own personal power, by acquiring wealth and powerful magic items or by improving their combat skills. Those few drow paragons with less selfish motives adventure to remove themselves from the influence of their race's harsh and cruel society. These latter drow paragons are the ones most likely to be seen in the company of other races.
Characteristics: Drow paragons are typically more reserved than other members of their race. Drow paragons consider themselves the elite of drow society, although they are careful about sharing these viewpoints with the powerful priestesses that hold sway over most aspects of drow culture. If anything, drow paragons are even more secretive and devious than average members of their race, and their success in such dangerous society emphasizes their ability to navigate treacherous social environments and manipulate the actions of others. It is said that the day a drow stops scheming is the day of her death.
Alignment: The vast majority of drow, including most drow paragons, are unrelentingly evil. However, the few good-aligned drow who survive their formative years are actually quite likely to gain levels in the drow paragon class. This makes good-aligned drow paragons more frequent than good drow of other classes, but still nowhere near as common as evil-aligned drow paragons.
Religion: Much of drow culture is dominated by religion, and the powerful priestesses who rule drow society see drow paragons as tools—more skilled than other ambitious drow, perhaps, but no more inherently valuable. This outlook chafes against the drow paragons own belief that she is the elite of her race. As a result, drow paragons are unlikely to follow religion of any kind when removed from the direct influence of the drow priestesses.
Background: Drow paragons learn their skills just as other drow do: by succeeding where weaker drow fail. Drow paragons build their skills among the hidden dangers of the subterranean realms and in a society where the powerful freely prey upon the weak. Regardless of alignment or other abilities, drow paragons are all forced at some point to make a decision about their race's cruel and everpresent religion. Those drow paragons who choose to follow the tenets of the evil priestesses often rise to become deadly lieutenants, carrying out the will of the matriarchs. The few who reject the priestesses' teachings must do so quietly and covertly, biding their time until they can escape the influence of other drow.
Races: Most drow paragons have little use for members of the other races, viewing them only as potential prey or slaves. Good-aligned drow paragons, however, see the merits of interracial cooperation. These paragons seek out adventurers of other races, often coming to relate more to the societies of their adventuring companions than to their own culture.
Other Classes: Drow paragons see members of other classes as tools. They value a broad skill set in those with whom they associate, provided they can control the actions of these associates when the need arises. Drow paragons are willing to work with anyone they can manipulate to their own ends.
That said, drow paragons often see fighters as ideal companions because they combine great martial proficiency with physical prowess, while at the same time they are typically incapable of matching the drow's stealth and subtlety—ensuring that the drow paragon can gain the upper hand whenever desired.
Game Rule Information
Code:
Base
Level Attack Fort Ref Will Special Spells per Day
Bonus Save Save Save
1st +0 +0 +2 +0 improved spell-like abilities +1 level of cleric or wizard
2nd +1 +0 +3 +0 Improved darkvision (+30 ft.), light sensitivity —
3rd +2 +1 +3 +1 Ability boost (Dex +2) +1 level of cleric or wizard
Drow paragons have the following game statistics. Abilities: Drow paragons favor fighting from ambush, making Dexterity important for its role in sneaking and striking with ranged weapons. Wisdom helps in detecting a potential foe before the foe detects the drow in turn. Strength is also important due to its obvious role in melee combat.
Alignment: Any. Hit Die: d6. Class Skills: The drow paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Hide (Dex), intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str). Skill Points at Each Level: 4 + Int modifier.
CLASS FEATURES
All of the following are class features of the drow paragon class.
Weapon and Armor Proficiency: Drow paragons are proficient with all simple weapons, rapiers, longswords, and hand crossbows, and with light armor.
Spells per Day: At 1st and 3rd level, a female drow paragon gains new spells per day as if she had also gained a level in cleric. A male drow paragon instead gains new spells per day as if he had gained a level of wizard. The paragon does not, however, gain any other benefit a character of that class would have gained (bonus metamagic feats, and so on). This essentially means that the character adds the level of drow paragon to her level in cleric or wizard, then determines spells per day and caster level accordingly.
If the drow paragon is female and has no levels in cleric, or is male and has no levels in wizard, this class feature has no effect.
Improved Spell-Like Abilities: At 1st level, a drow paragon gains one additional daily use of each of her innate spell-like abilities.
Improved Darkvision (Ex): At 2nd level, a drow paragon's darkvision range increases by 30 feet.
Light Sensitivity (Ex): A 2nd-level drow paragon's light blindness is lessened to light sensitivity. Instead of being blinded by bright light, she is merely dazzled in bright sunlight or within the radius of a daylight spell.
Ability Boost (Ex): At 3rd level, a drow paragon's Dexterity score increases by 2 points.
-Derived from OGC
DWARF PARAGON
Known for their skill in warfare, their ability to withstand physical and magical punishment, and their great love of stone and stonework, dwarves grow as strong as their mountain homes. Dwarf paragons exemplify this strength, gaining a deeper intuitive understanding of stone and stonework, building upon their already proven toughness, and promoting the crafts and strengths of their people whenever possible.
Dwarf paragons are doughty warriors, and powerful paragons often take the lead in battles as well as diplomatic engagements.
Adventures: Dwarf paragons stand at the forefront of their people, ready to defend or promote the interests of their race through word and deed. Although they are as disparate a group as the members of any character class, most dwarf paragons undertake adventure freely, as along as it does not threaten or endanger a dwarven community.
Characteristics: Dwarf paragons are tough, skilled warriors who are most at home when deep underground. Because of their martial focus, dwarf fighters and paladins are likely to become paragons, although many clerics also find that their race's innate abilities and interests blend well with their divine training, and they frequently take levels in dwarf paragon as well. Because of their race's ability with weaponsmithing and other crafts, dwarf paragons are likely to look down upon weapons and gear made by members of other races.
Alignment: Dwarf paragons can be of any alignment, but their interest in the success of their communities and their ingrained sense of dwarven honor ensures that many act in a lawful and good manner. Neutral dwarf paragons are found more frequently in areas where relations with other good races have become strained, or where the different races focus more on the interests of their people than on morality.
Religion: Religion is an important part of many dwarven communities, and thus dwarf paragons often exemplify this aspect of dwarven life as they exemplify all others. Many dwarf paragons are also clerics of dwarven deities, and the two philosophies support and reinforce each other.
Background: Although many dwarf paragons grow into their power in the hearts of strong and strident dwarven communities, some rise from areas where dwarves have been oppressed or even defeated. Whatever their origins, dwarf paragons are tough, determined folk who seek out specialized training and master complex tasks to further the aims of their people. Dwarf paragons are often descended from heroes of older generations, and these individuals may seek to honor their ancestors' memory through deeds of their own.
Races: Dwarf paragons are all dwarves, of course, and like other racial paragons, their actions and efforts are motivated primarily by the interests of their people. Despite their focus on their own race's innate abilities, they remain surprisingly open to adventuring with members of other races. In most cases, it is practicality that drives a paragon more than anything elseonce a dwarf paragon has decided on a course of action, he uses whatever and whomever is at hand to accomplish the task.
Dwarf paragons, like other members of their race, consider the building of trust and friendship a long, slow task that cannot be rushed. Although it might take a hundred years or more to earn a dwarf paragon's complete trust, dwarf paragons are by no means a suspicious lot.
Other Classes: In general, the reactions of a dwarf paragon are governed more by how an individual or race interacts with the dwarven community than by class or personal trainingbut some general attitudes are common to most dwarf paragons. Dwarf paragons generally get along well with dwarf fighters, paladins, and clerics, although they appreciate anyone who is willing to work in the best interests of the dwarven people. Dwarf paragons see wizards and sorcerers as important allies in the defense and promotion of the dwarven people, but powerful spellcasters of any kind can pose a threat to an entire community, making dwarf paragons wary of their power.
Game Rule Information
Code:
Base
Level Attack Fort Ref Will Special
Bonus Save Save Save
1st +1 +2 +0 +0 Craft expertise, improved stonecunning
2nd +2 +3 +0 +0 Improved darkvision (+30 ft.), save bonus
3rd +3 +3 +1 +1 Ability boost (Con +2)
Dwarf paragons have the following game statistics. Abilities: Strength is important for dwarf paragons because they often serve as defenders of their people and emphasize their own martial training. Constitution is important not only to a dwarf paragon's ability to stay on his feet in battle, but also because physical toughness is a hallmark of the dwarf race.
Alignment: Any. Hit Die: d10. Class Skills: The dwarf paragon's class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Profession (Wis), Sense Motive (Wis), and Survival (Wis). Skill Points at Each Level: 2 + Int modifier.
CLASS FEATURES
All of the following are class features of the dwarf paragon class.
Weapon and Armor Proficiency: Dwarf paragons are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields (but not with tower shields).
Craft Expertise (Ex): A dwarf paragon may add his class level as a racial bonus on all Craft checks related to stone or metal items.
Improved Stonecunning (Ex): At 1st level, a dwarf paragon's racial bonus on Search checks to notice unusual stonework increases to +4. The range at which he receives an automatic Search check for coming near an example of unusual stonework increases to 20 feet. Also, he can intuit where true north lies in relation to himself (as if he had 5 ranks in Survival) whenever underground.
Improved Darkvision (Ex): At 2nd level, a dwarf paragon's darkvision range increases by 30 feet.
Save Bonus (Ex): A 2nd-level dwarf paragon's racial bonus on saves against poison and against spells and spell-like effects increases by 1.
Ability Boost (Ex): At 3rd level, a dwarf paragon's Constitution score increases by 2 points.
-Derived from OGC
ELF PARAGON
Accomplished with both spell and blade, elves move through the world at a pace removed from that of shorter-lived races. Long-standing champions of good, the elf race is storied beyond telling and peopled by heroes beyond counting. As mighty as the elf race can be, it is not often that elves turn to warfare or combat, preferring instead the paths of poetry, dance, song, and lore. With their long life spans and many talents, elves excel in numerous areas and classes, but a few exemplify to an even greater degree the complex and powerful nature of their race.
Adventures: Elf paragons retreat from the world less readily than most elves, seeing much of the nature of the elf race in the form and shape of the world. They enjoy travel and interaction with other races, learning as much about themselves in the process as they do about those they meet. Elf paragons are aware that voluntary isolation from other good-aligned races poses a great danger to the elven race—although such self-absorption lessens the pain and frustration involved in dealing with other races, it leaves an elven community vulnerable to stagnation and decline.
Characteristics: Elf paragons are curious, patient, and, when roused to action, deadly. They are swift and stealthy and have amazingly acute senses, allowing them to react far faster than opponents might expect. Their aptitude in both stealth and weapons makes them excellent at attacking from ambush, and their propensity to take rogue and ranger levels in addition to their paragon levels accentuates these strengths.
Alignment: Elf paragons can be of any alignment, but most are neutral good. They see the world as a place of harmony, a place that can provide bounty to all those willing to live in peace so long as society is not pushed to extremes of law or anarchy.
Religion: Although elves as a whole can be as religious as members of any other race, elf paragons rarely concentrate on religion. Instead, they focus their attention and devotion on the mortal members of their race.
Background: Most elf paragons come into their abilities through a strong love of their people and the work of an influential mentor. Although this mentor may be of any class, it is often the lorekeepers and wizards of the elf race who seek to foster the skills of fledgling elf paragons, knowing that one young elf turning to the path of the paragon can benefit the race for nearly a thousand years.
Races: Elf paragons are, for the most part, open and gracious when dealing with members of other races. Even if she secretly looks down on shorter-lived and less gifted folk, an elf paragon knows that other races can offer her the one thing that most elves lack: a sense of urgency. As an elf paragon grows in power, she becomes more and more apt to look upon members of other races as curiosities to be studied rather than as peers—but she remains gracious and trusting, striving to learn how the virtues of other races might benefit the elf race.
Other Classes: Like most racial paragons, elf paragons tend to think more in terms of relations with other races than they do about interactions with other classes. Elf paragons relate best to characters who revere nature or seek to live in harmony with the world around them. They find common philosophical ground with monks and common cause with many paladins, but they are most comfortable around wizards, rangers, and druids. Although elves are as religious as any other race, elf paragons often mistrust clerics' reliance on divine guidance, and heavily armored warriors have an approach to combat that elf paragons sometimes have a hard time appreciating.
Game Rule Information
Code:
Base
Level Attack Fort Ref Will Special Spells per day
Bonus Save Save Save
1st +0 +0 +2 +0 Elfsight, resist enchantments —
2nd +1 +0 +3 +0 Weapon Focus +1 level of wizard
3rd +2 +1 +3 +1 Ability boost (Int +2) +1 level of wizard
Elf paragons have the following game statistics. Abilities: Agility and physical grace are hallmarks of the elf race, and a high Dexterity score helps an elf paragon avoid blows in combat and make more accurate ranged attacks. Dexterity can even (after the selection of the Weapon Finesse feat) aid in melee combat. A high Intelligence score allows an elf paragon to access a broader selection of skills, and a high Wisdom is important for some of the class's most important class skills.
Alignment: Any. Hit Die: d8. Class Skills: The elf paragon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str). Skill Points at Each Level: 2 + Int modifier.
CLASS FEATURES
All of the following are class features of the elf paragon class.
Weapon and Armor Proficiency: Elf paragons are proficient with all simple weapons, rapiers, longswords, shortbows, and longbows. Elf paragons are proficient with light armor, but not with shields.
Spells per Day: At 2nd and 3rd level, an elf paragon gains new spells per day as if she had also gained a level in wizard. She does not, however, gain any other benefit a character of that class would have gained (bonus metamagic feats, and so on). This essentially means that she adds the level of elf paragon to her level in wizard, then determines spells per day and caster level accordingly.
If an elf paragon has no levels in wizard, this class feature has no effect.
Elfsight (Ex): An elf paragon has exceptional visual acuity. Her racial bonus on Search and Spot checks increases to +4. In addition, an elf paragon's low-light vision increases in range, allowing her to see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
Resist Enchantments (Ex): An elf paragon's racial bonus on saves against enchantment spells or effects increases by 2.
Weapon Focus (Ex): At 2nd level, an elf paragon gains Weapon Focus as a bonus feat. This feat must apply to either the rapier, longsword, shortsword, shortbow, longbow, composite shortbow, or composite longbow.
[B]Ability Boost At 3rd level, an elf paragon's Intelligence score increases by 2 points.
-Derived from OGC
LEARNER
The profession of learner is perhaps one of the most eccentric ones available. Unlike any other group, the learners gain their abilities not from training or knowledge, but through directly experiencing them at the claws of monsters.
Though it is easy enough to define what it is that a learner does, it is not so easy to classify them as a group. Each learner has come across different monsters in their individual careers, leading to an array of abilities that are unique for each learner. Some learners are generalists, learning abilities from a wide variety of monsters, while others focus on a very small subset of creatures and emulate their abilities to the fullest, while still others most focus on a specific type of creature and learn abilities only from them. It is for this reason, as well, that trying to recruit a learner for a task is difficult and sometimes frustrating: you never know what you'll get.
As NPCs, learners are usually not encountered in peaceful settings. They are often found in the wilderness, hunting down and researching monsters. Hit Die: d6. REQUIREMENTS
To qualify to become a learner, a character must fulfill the following requirements. BAB: +4. Skills: Knowledge (arcana) 6 ranks, Knowledge (nature) 6 ranks. Feats: Endurance. Spells: Able to spontaneously cast at least 3rd-level arcane spells.
CLASS SKILLS
The learner’s class skills are Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Nature) (Int), Knowledge (Religion), Knowlege (The Planes) (Int), Profession (Wis), Ride (Dex), Spot (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at Each Additional Level: 4 + Intelligence modifier
Code:
TABLE L-1: THE LEARNER
Fort Will Ref
Lvl BAB Save Save Save Special
1 +0 +0 +2 +0 Observation, Lore,
Self-Study
2 +1 +0 +3 +0 Examine
3 +2 +1 +3 +1
4 +3 +1 +4 +1 Conversion
5 +3 +1 +4 +1
6 +4 +2 +5 +2 Analyze
7 +5 +2 +5 +2
8 +6 +2 +6 +2 Resistance
9 +6 +3 +6 +3
10 +7 +3 +7 +3 Continual Learning
CLASS FEATURES
All the following are class features of the learner prestige class. Weapon and Armor Proficiency: Learners gain no new proficiencies.
When in light armor, a learner does not suffer from arcane spell failure when using her talents (see below). Talents (Sp): Learners do not prepare or cast spells as more standard users of magic do. Instead, they utilize the abilities of monsters that they have learned through direct interaction with creatures; these abilities are known simply as talents. A learner can use any talent she knows at will (though she is limited to a set number per day), with the following qualifications:
A learner's talents are spell-like abilities, even if the ability they mimic are supernatural; using a talent is therefore at least a standard action (if the ability the talent was learned from took longer, then it takes that long instead) and provokes an attack of opportunity. A talent can be disrupted, just as a spell can be ruined during casting. A learner is entitled to a Concentration check to successfully use a talent if she is hit by an attack while concentrating, just as a spellcaster would be. A learner can choose to use a talent defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A learner's talents are subject to spell resistance unless a talent's description specifically states otherwise. A learner's caster level with her talents is equal to her learner level + her caster level in her previous arcane spellcasting class (if she had more than one, she uses to meet the prerequisites of the learner class; if more than one fulfill this criteria, then she may choose which class to use). All of a learner's talents have an equivalent spell level equal the minimum learner level to use them.
The save DC for a talent (if it allows a save) is 10 + equivalent spell level + the learner's Charisma modifier. Since spell-like abilities are not spells, a learner cannot benefit from the Spell Focus feat. She can, however, benefit from the Ability Focus feat (note that the learner must choose a specific talent this feat applies to, rather than her talents as a whole). Also, she can learn the feats Empower Spell-Like Ability and Quicken Spell-Like Ability; when she takes one of these feats, she chooses one of her talents to apply them to. The learner must obey the restrictions on spell level regarding which talent she may choose (using her learner level as her caster level and the talent's effective spell level as its spell level), and retains the restriction on uses per day (she can only use the empowered or quickened version of the talent three times per day).
As the learner progresses, she gains the ability to learn more talents, as shown on Table L-2: Learner Talents.
A learner's talents work exactly as specified in the description of the monster ability. If the monster would require a specific item to use the ability, the learner must have that item to utilize the talent; the item works as a spell focus and is not consumed, unless otherwise stated in the monster ability's description. All talents also have a somatic component, and some may have a verbal component dependent on the talent in question (usually specified in the monster ability's description). If the ability does not have a duration listed, or is a continuous ability, the learner's talent lasts for 1 round/learner level.
To use a talent, the learner has only to expend a single use of her talents/day. This is true for any talent she knows.
A learner can only use talents whose minimum learner level she meets. She can still learn any ability on the learner ability list (see below), but she cannot use an ability without having the minimum learner level listed.
In addition, certain talents require a focus; these abilities make note of a specific item the creature the ability was learned from must have, and the learner must attain the noted item from the creature the ability was learned from. The item does not have to necessarily be taken from that specific creature, but it must be a creature of the same kind (for example, to use a trumpet archon's trumpet ability, a learner must have a trumpet archon's trumpet).
Note that a learner can only learn talents from monster abilities that are inherent. An ability gained from class levels or feats cannot be learned as a talent. An ability that is part of a set of abilities listed under "Spell-like Abilities" cannot be learned; only abilities listed as "Ability Name (Sp or Su)" can be learned. Multiple abilities listed under (Su) can be learned, however.
Finally, unlike other spell-like abilities, talents are subject to arcane spell failure.
Code:
TABLE L-2: LEARNER TALENTS
Lvl Talents/Day Talents Known
1 2 + Wis mod 3 + Int mod
2 3 + Wis mod 5 + Int mod
3 5 + Wis mod 7 + Int mod
4 6 + Wis mod 9 + Int mod
5 8 + Wis mod 11 + Int mod
6 9 + Wis mod 13 + Int mod
7 10 + Wis mod 15 + Int mod
8 12 + Wis mod 17 + Int mod
9 13 + Wis mod 19 + Int mod
10 15 + Wis mod 21 + Int mod
Restricted Talents: Not all monster abilities can be used as talents - the energy used by the creature is too foreign even for a learner to replicate, or learners have yet to formulate methodology to deal with a new creature's abilities. As such, learners cannot learn the following monster abilities as talents.
In addition, a learner can only learn abilities from monsters from the SRD, and cannot learn abilities from a monster introduced in a Proposal thread in LEW unless the ability is approved for use in conjunction with the learner prestige class.
The following lists are abilities that a learner can learn as talents.
Abilities of true dragons may be dependent upon their age category or set their saving throw DCs based upon their Frightful Presence DC. When a learner uses a talent learned from a true dragon, use her learner level as her age category, and set the saving throws of abilities that reference the dragon's Frightful Presence using the normal method of setting an ability's saving throw DC (10 + talent's spell level + learner's Cha modifier).
The abilities of some psionic creatures may mention the expenditure of psionic power points; a learner may ignore such requirements.
TABLE L-7: LEARNER TALENT LIST - PSIONIC CREATURES
Spoiler:
Code:
TABLE L-7: LEARNER TALENT LIST - PSIONIC CREATURES
Minimum
Creature Ability (Type) Learner Level
Astral Construct Smite (Su) 1st
Concussion (Ps) 4th
Dimension Slide (Ps) 3rd
Energy Bolt (Ps) 5th
Natural Invisibility (Su) 4th
Brain Mole Hide Mind (Su) 1st
Power Conversion (Su) 2nd
Caller in Darkness Unnatural Aura (Su) 2nd
Elan Repletion (Su) 3rd
Resilience (Su) 2nd
Resistance (Su) 1st
Gray Glutton Null Psionic Exhalation (Su) 4th
Neothelid Breath Weapon (Su) 7th
Psion-Killer Dispel Psionics (Su) 3rd
Puppeteer Hide Mind (Su) 1st
Telepathy (Su) 4th
Temporal Filcher Time Filch (Su) 5th
Thought Eater Eat Thoughts (Su) 3rd
Ethereal Jaunt (Su) 7th
Thought Slayer Mind Consuming Gaze (Su) 6th
Ethereal Jaunt (Su) 7th
Unbodied Telekinetic Force (Su) 3rd
Assume Likeness (Su) 3rd
Hide Mind (Su) 1st
Xeph Burst (Su) 1st
Observation (Su): The primary way that a learner learns her talents is through observation. As a standard action, a learner can watch monsters present within 60 feet. If any of them should use an Su or Sp ability until the learner’s next action, the learner may attempt to learn the talent associated with that ability.
In order to learn the talent, the learner must make a Knowledge check against the Su or Sp ability’s saving throw DC. If it doesn’t have one, the DC to learn the ability is 10 + one-half the monster’s HD + the monster’s Charisma modifier (if the modifier is less than +0, it is considered +0 for purposes of learning). If the learner succeeds, she learns the talent associated with that ability, so long as she has not learned her maximum number of talents.
The specific Knowledge check depends upon the type of the monster the ability is being learned from.
If he does not have an available talent slot, she can still learn the talent, though she must switch out a talent she already knows to do so. The learner can do this as a move action; however, she must choose to do so within a number of rounds after she would have normally learned the talent equal to her Wisdom modifier. The learner permanently loses the swapped-out talent, but she can attempt to relearn it normally. Example: A learner with a Wisdom of 14 has no open talent slots, and is subjected to a basilisk's gaze. Surviving, she wants to try to learn the talent. To do so, she must take a move action within 2 rounds of being subjected to the basilisk's gaze to learn that talent, and she must lose another talent to make room for the new one.
If the learner fails, she does not learn the talent. However, the next time she attempts to learn that talent in the same combat, she gets a +1 competence bonus on her Knowledge check to learn the talent for each time she has failed.
If the learner is attacked with an Su or Sp ability while observing, she gets a +4 bonus on the Knowledge check to learn that talent.
Observation requires that the learner have a line of effect and line of sight to the creature being observed. If the ability also has a vocal or sonic component, the learner must also be able to clearly hear the creature. Lore: Learners are well-versed in the nature of monstrosities. As such, she may make a special knowledge check with a bonus equal to her learner level + her Intelligence modifier to see whether she knows some relevant information concerning a monster or learner talent.
Code:
TABLE L-9: LEARNER LORE
DC Type of Knowledge Examples
10 Common, known by at least a The weaknesses of lycanthropes; more
substantial minority of the local common learner talents.
population.
20 Uncommon but available, known The names of specific types of angels
by only a few people in the area. and eladrins; unusual learner talents.
25 Obscure, known by few, hard to The history of a race of monsters;
come by. powerful learner talents.
30 Extremely obscure, known by The history of an ancient, lost race;
very few. talents learned from extinct species.
A successful lore check will not reveal the powers of a magic item related to learner talents but may given a hint as to its general function. A learner may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
A learner can make a Lore check to determine what learner talents can be learned from a given monster; the DC is equal to 10 + the monster’s HD. Self-Study: At first level, the learner may choose one of her spells known from one of her previous arcane spellcasting class. The spell chosen can be of a spell level up to one less than her maximum spell level known for that class.
The spell chosen permanently becomes one of the learner's talents, and she loses the spell from her spells known for the class she took it from (the spell cannot be replaced until she gains a level in that class that would allow her to switch out spells, at which point she may choose to gain a new spell in place of the lost spell known).
The talent gained this way has a minimum learner level equal to its equivalent spell level.
If the learner switches out the talent she learns in this manner in order to learn a new talent, she may later spend an hour in meditation to relearn it at any time. However, if she has no available talents known, she must switch out another talent, just as though she were learning the talent normally (see Observation, above). Examine (Ex): At 2nd level, the learner gains the ability to judge an opponent’s or monster’s capabilities. As a standard action, the learner makes a Lore check, opposed by the opponent's Will save. If the learner succeeds, she determines the target’s current hit points, creature type, and what will penetrate its DR (if any). If the learner fails, she cannot attempt to use this ability on that opponent again for the rest of that day.
Effects that prevent the creature from being scryed also prevent the learner from using Examine on it. Conversion (Su): At 4th level, the learner has mastered the art of converting her arcane energy into a shield to enable her to survive the abilities of monsters. In effect, she gains a DR equal to her Wisdom modifier. Each time this DR prevents damage, she loses one use of a talent. Each time she is dealt damage, the learner chooses whether or not to activate this ability.
A learner suffers no adverse effects from losing talent slots in this way. Analyze (Ex): At 6th level, the learner has become adept at judging her opponents and monsters. As a standard action, the learner makes a Lore check, opposed by the opponent's Will save. If the learner succeeds, she determines the target’s current and max hit points, creature type and subtypes, how powerful its DR is and what will penetrate it (if any), and any immunities or vulnerabilities it has (if any). If the learner fails, she cannot attempt to use this ability or Examine on that opponent again for the rest of that day.
Effects that prevent the creature from being scryed also prevent the learner from using Analyze on it. Resistance (Ex): At eighth level, the learner begins to become more resistant to conditions that would impede him and his ability to learn. He gains a +2 resistance bonus on saving throws against effects that would cause the following conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. Continual Observation (Su): At 10th level, the learner has mastered the art of being continually alert. She is now considered observing at all times, and she does not need to take a standard action to observe; however, the maximum range for continual observation is 5 feet/2 learner levels.
The learner can still observe as a standard action.
-Created by GnomeWorks, after walking a long and winding road
LITTLE SNEAK Hit Die: d6.
Requirements
To qualify to become a little sneak, a character must fulfill all the following criteria. Race: Any Small or smaller race. Feats: Alertness, Stealthy. Skills: Hide 8 ranks, Listen 4 ranks, Move Silently 8 ranks, Search 4 ranks, Spot 4 ranks.
Class Skills
The little sneak’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.
Code:
Table: Little SneakLevel BAB Fort Refl Will Special
1st +0 +0 +2 +0 Stealth Mastery, Blind Sense 10 ft.
2nd +1 +0 +3 +0 Fast Movement +10 ft.
3rd +2 +1 +3 +1 Sneak Attack +1d6, Blind Sight 5 ft.
4th +3 +1 +4 +1 Traceless
5th +3 +1 +4 +1 Blind Sense 20 ft.
6th +4 +2 +5 +2 Sneak Attack +2d6
7th +5 +2 +5 +2 Hide in Plain Sight, Blind Sight 10 ft.
8th +6 +2 +6 +2 Fast Movement +20 ft.
9th +6 +3 +6 +3 Sneak Attack +3d6, Blind Sense 30 ft.
10th +7 +3 +7 +3 Obscure Presence
Class Features
All of the following are Class Features of the little sneak prestige class.
Weapon and Armor Proficiency: Little sneaks gain no proficiency with any weapon or armor.
Stealth Mastery: The arts of stealth are so ingrained in his way of life, that a little sneak constantly and consistantly moves stealthily without having to think about it. A little sneak may take 10 on hide and Move Silently checks even if stress and distractions would normally prevent him from doing so.
Blindsense (Su): In order to avoid detection, a little sneak must often get along without light sources. He develops keen senses to find his way even in the dark. At 1st level little sneaks gain blindsense with a range of 10 feet. At 5th level the range increases to 20 feet and at 9th level to 30 feet.
Fast Movement (Ex): When things go wrong, a little sneak must be able to escape as quickly and silently as possible. At 2nd level a sneak’s base land speed increases by +10 feet. At 8th level this bonus increases to +20 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the little sneak’s speed because of any load carried or armor worn.
Blindsight (Su): A little sneak's heightened senses become so sharp as to develop almost into a sixth sense, allowing him to pinpoint nearby objects and creatures, even if he cannot see them. At 3rd level little sneaks gain blindsight with a range of 5 feet. At 7th level the range increases to 10 feet.
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 at 3rd level and every third level thereafter (3rd, 6th, and 9th). If a little sneak gets a sneak attack bonus from another source the bonuses on damage stack.
Traceless (Ex): Little sneaks that can be easily tracked down rarely survive for long. Starting at 4th level a little sneak leaves no trail when moving at his base movement rate or less and cannot be tracked. He may choose to leave a trail if so desired.
Hide in Plain Sight (Ex): For an expert little sneak, a blink of an eye is the only opportunity he needs to find a hiding place. A little sneak of 8th level or higher can use the Hide skill even while being observed, as long as he is within 10' of any cover or concealment.
Obscure Presence (Su): Masterful little sneaks are so inconspicuous, that they have a knack of blending into any setting. A 10th level little sneak can use the Hide skill, even if the terrain doesn’t grant cover or concealment, as long as he is not being directly observed.
-Created by Pbartender
OUTRIDER
The Outriders are renowned warriors, masters of mounted combat. Originally a Halfling tradition, other races have learned the skills of the outrider and have formed their own ranks. Outriders are valued as cavalry, as well as lone scouts who can ride quickly to and from enemy lines. Many villages value an outrider as a necessary part of the town guard.
Hit Die: d10. Requirements
To qualify to become an Outrider, a character must fulfill all the following criteria. Base Attack Bonus: +5 Skills: Handle Animal 8 ranks, Ride 8 Ranks Feats: Mounted Combat, Ride by Attack
Class Skills
The Outrider’s class skills (and the key ability for each skill) are Balance (Dex), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Survival (Wis). Skill Points at Each Level: 2 + Int modifier.
Code:
Table: The Outrider
Level BAB Fort Wil Ref Special
1st +1 +2 +0 +0 Mount Bonding
2nd +2 +3 +0 +0 Ride Proficiency
3rd +3 +3 +1 +1 Sturdy in the Saddle
4th +4 +4 +1 +1 Mounted Full Attack
5th +5 +4 +1 +1 Improved Mount Control
Class Features
All the following are Class Features of the Outrider prestige class.
Weapon and Armor Proficiency: An Outrider is proficient with all simple and martial weapons, light armor, medium armor, and heavy armor, and all shields(Except Tower). Mount Bonding (Su): An Outrider forms a tight bond with their mounts that becomes almost supernatural or spiritual. If the Outrider has the Special Mount class feature, or uses an Animal Companion as a mount, their outrider levels add to their effective level for any special bonuses that these animals may get. (So, an 8th level Ranger/ 3rd level Outrider is considered 7th level for their animal companion if it is their mount) Otherwise, the mount can be any mount the Outrider can use. This special bond takes one month to form, and lasts until the mount dies, or the Outrider is without the mount for 6 months, though the bond with an ex-mount can be recovered in only a week instead of the usual month.
Code:
Bonus NA Str Int
Level HD Adj. Adj. Adj. Special
1st +1 +1 +1 +1 Empathic link, Share Spells
2nd +2 +2 +1 +1 Evasion
3rd +3 +3 +2 +2 Iron Will
4th +4 +4 +2 +2 Improved Speed
5th +5 +5 +3 +3 Improved Evasion
Empathic Link (Ex): A Outrider can handle her mount as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The Outrider gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding a mount. Share Spells (Ex): At the Outrider’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if the mount moves farther than 5 feet away and will not affect the mount again, even if it returns to the Outrider before the duration expires.
Additionally, the Outrider may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. An Outrider and her mount can share spells even if the spells normally do not affect creatures of the companion’s type (animal). Evasion (Ex): If a mount is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Iron Will: A mount gains the feat Iron Will. If the mount already has Iron Will, the mount then gains a feat of his or her choice Improved Speed (Ex): A mount gains a +10 bonus to it’s base speed. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Ride Proficiency (Ex): An outrider may add his outrider level as a competence bonus to any ride checks. Sturdy in the Saddle (Ex): The outrider learns to maintain his balance and composure while in the saddle. Any penalties for being in the saddle are cut in half. This is cumulitive with any feats that reduce the effect as well (IE, cuts penalties by half after other feats, resulting in 1/4 for the Mounted Archery penalties for example). Also, the Outrider gains a +5 compitence bonus to Balance while mounted, and can take a 10 when mounting or dismounting. Mounted Full Attack (Ex): An outrider may make a full attack from the back of their mount even if their mount moved up to one full move. This may not be done when charging or making a double move. Improved Mount Control (Ex): An Outrider may make a single turn of up to 90 degrees while charging, though the mount must move at least 10 feet after the turn for it to be considered a charge. To do this, the rider must make a ride check with a DC of 30. If the check fails, the mount continues on for 10 feet beyond where it tried to turn and stops, loosing the rest of its actions.
- Created by Bront
Requirements
To qualify to become a trader, a character must fulfill all the following criteria. Feats: Negotiator Skills: Appraise 4, Diplomacy 6, Gather Information 4, Listen 4, Profession(Merchant) 8, Sense Motive 6, Spot 4
Class Skills
The trader’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (All) (Int), Listen (Wis), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language(-), Spot (Wis), Use Magic Device (Cha).
Skill Points at Each Level: 6 + Int modifier.
Code:
Table: Trader
Level BAB Fort Refl Will Special
1st +0 +0 +0 +2 Extra Language, Haggle (75%/110%)
2nd +1 +0 +0 +3 Bargain (95%), Extra Language, Vigilant +2
3rd +2 +1 +1 +3 Haggle (90%/120%), Extra Language, Haggle
4th +3 +1 +1 +4 Bargain (90%), Extra Language, Vigilant +4
5th +3 +1 +1 +4 Connected, Extra Language, Slippery Mind
Class Features
All of the following are Class Features of the trader prestige class.
Weapon and Armor Proficiency: Traders gain no new proficiencies in weapons or armor.
Extra Language: Traders must constantly adapt to new markets, and so they must learn new languages with every new market. The Trader gains one new language at every level. This language can be chosen from any language that the character can gain access to.
Haggle: Bartering for the best prices when selling an item is the primary skill of a merchant. At 1st level the Trader becomes more skilled at finding prices within a Market. When selling items to a friendly buyer, the Trader can often gain an edge on the standard price, earning 110% of the item's market price instead of 100%. When trading with an indifferent buyer, the Trader sells items for 75% of the item's market price. These benefits increase to 120% and 90% at 4th level. Normal: Normally when trading with an indifferent market, items are sold for half their market price. When selling to a friendly market (such as when selling specific items on request) items are sold for 100% of their market price.
Bargain: Wise merchant's buy items at the lowest possible cost. At 2nd level the trader can buy any item from an indifferent merchant for 95% of the item's market price. At level 5, this ability improves to 90%. Normal: Normally items are purchased for 100% of their market price.
Vigilant: A Trader who understands his foes is more likely to succeed. Whether these foes are selling faulty goods, stealing and pilfering items, or keeping secrets, a vigilant Trader is more likely to succeed in his profession. At 2nd level, the trader receives +2 competence bonus to Listen, Spot and Sense Motive checks. This bonus raises to +4 at 4th level.
Connected: A Trader who makes the right connections can always find a solution to his problems. Choose 4+(Trader's Charisma modifier) skills from the Trader's class skills list. Once per week the Trader can take 20 on one of these skills, by using a network of contacts. After seven days, the check is resolved by the Trader's associates. Example A: For instance, a knowledge (arcana) check could be replaced with a Connected (Knowledge: Arcana) check taking one week in place of a normal skill check. Example B: A trader that wanted to thoroughly intimidate someone, but didn't want to be associated to the matter, could make a Connected (Intimidate) check and one week in order to resolve the problem.
Slippery Mind: As the Rogue ability.
-Created by Velmont
VENTRID SWORDSMAN "To live and die by the sword, in a world where slighted honour is best settled at the tip of my rapier. On guarde."
To the Ventrid Swordsman’s life is filled with wonder and adventure. The dashing rogue, a Ventrid Swordsman carries himself light and quick, favouring little armor and a slim blade. Atop high walkways between soaring towers, to dimly lit back alleys, the Ventrid Swordsman is always alert and ready for a duel. He is an expert at agility and daring, especially with a rapier in hand. To many he is brave and charming, but to his enemies as deadly as a snake.
The Ventrid Swordsman concentrates on not only defensive maneuvers, but on skilled attacks professionally delivered to counter any style in combat. Through out a duel, lighting quick movements allow the Ventrid Swordsman to avoid damage while studying his opponent, watching for weaknesses. At just the right moment the Ventrid Swordsman attacks with a well placed thrust driving home that might doesn't always make right. But a Ventrid Swordsman doesn't just fight anyone, they always seek those with more skill, for to beat someone better than one's self will bring fame and glory.
Adventurers: The call of an adventurer is very fitting for the Ventrid Swordsman for a life of daring and danger is what they yearn. Most adventuring Ventrid Swordsmen find themselves in just the right amount of danger to satisfy their needs. Sticking to the code as loosely or as strictly as they see fit an individual Ventrid Swordsman can be a welcome companion to anyone.
Characteristics: The Ventrid Swordsman is an agile fighter, preferring light armor and light weapons. Daring and charismatic, the Ventrid Swordsman is a cross between a fighter and a rogue. As they gain levels, Ventrid Swordsmen become better able to avoid damage all together.
Alignment: Ventrid Swordsmen can come from all walks of life and indeed from any alignment. Lawful Ventrid Swordsmen stick to a code, taking great pride in their honour. Chaotic Ventrid Swordsmen often find themselves at odds with the Law, taking the role of liberator and protector of the people to heart. Both evil and good Ventrid Swordsmen abound on all sides of the spectrum.
Religion: Both Delanor and Grendath find many Ventrid Swordsmen among their worshippers. As the god of sailors and seagoing merchants, Delenor is particularly suited to those Ventrid Swordsmen who love the open sea, but have a respect for the law. Grendath appeals more widely to the danger loving heroes of freedom and exploration among the Ventrid Swordsmen. Phyrah and Taka also appeal many Ventrid Swordsmen, as they are more urban styled deities. The nature based gods such as Verdante as well as those who represent a tougher, more solid approach such as Sela and Chennet' do not have many Ventrid Swordsmen who call upon them. But among Ventrid Swordsmen, there is nothing preventing them from worshiping any one god over another.
Background: Many Ventrid Swordsmen get their start in local militias or on board merchant vessels. As they are trained well in the use of all weapons, but particularly light ones, a Ventrid Swordsman is well learned in affairs of battle. Ventrid Swordsmen generally do not belong to any formal association or guild, though many search on the water as either merchants or pirates.
Races: Human adaptability lends itself well to the Ventrid Swordsman, as does the lithe agility of elves, half-elves and halflings. Gnomes and dwarves don’t often fit the archetype, but some do still wander the world protecting their honour. The more savage humanoids such as Half-Orcs and Goblins rarely ever find the calling as a Ventrid Swordsman.
Other Classes: Ventrid Swordsmen tend to get along with most everyone, though their more urban outlook sometimes precludes meeting the more outdoor types like the ranger, barbarian and druid. They like the support offered by spellcasters and particularly like bards who sing their fame to the masses.
Role: Generally taking the role of the frontline defense in a party, the Ventrid Swordsman is at home as the charismatic diplomat too. Their dexterous skill set lends itself to the roles of information gathering and spying, though often a rogue is better at that type of skill.
Game Rule Information Abilities: Dexterity is the most important ability for Ventrid Swordsmen, allowing them to dodge the most well-placed strikes. Intelligence also plays a big part in their abilities allowing Ventrid Swordsmen to take better advantage of combat situations by reading their opponents. Charisma play a large part in defining the archetype as well, supplementing the more diplomatic skills.
Alignment: Ventrid Swordsmen can be any alignment.
Hit Die: d8
Skills
Class Skills: The Ventrid Swordsman’s class skills (and the key ability
for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at Higher Levels: 4 + Intelligence bonus
Table: The Ventrid Swordsman
Code:
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +1 +0 +2 +0 Parry
2nd +2 +0 +3 +0 Size Up Opponent +1
3rd +3 +1 +3 +1 Precision Strike, Acrobatic +1
4th +4 +1 +4 +1 Riposte
5th +5 +1 +4 +1 Size up Opponent +2
6th +6 +2 +5 +2 Acrobatic +2
7th +7 +2 +5 +2 Elaborate Parry
8th +8 +2 +6 +2 Size up Opponent +3
9th +9 +3 +6 +3 Acrobatic +3
10th +10 +3 +7 +3 Crippling Strike
Class Features Weapon and Armor Proficiency: The Ventrid Swordsman is proficient with all simple and martial weapons as well as light armor. Many of his abilities prohibit the use of heavier armor.
Parry (Ex): Starting at 1st level, during her action, a Ventrid Swordsman can designate an opponent and receive a dodge bonus to Armor Class against attacks from that opponent. She can select a new opponent on any action. When not wearing armor heavier than light armor or using a shield, a Ventrid Swordsman adds 1 point of Intelligence bonus (if any) per class level as a dodge bonus to Armor Class. This ability only funtions while wielding a melee weapon and only versus that one opponent. If a Ventrid Swordsman is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.
Size Up Opponent (Ex): At 2nd level, if the Ventrid Swordsman spends a full round in melee with an opponent, then makes a Spot check (DC = 5 + the opponent’s melee attack bonus). If the character succeeds, she spots a weakness in the foe’s combat style and modifies her own style to take advantage of it. The character gains a +1 competence bonus to attack rolls and damage against that foe for the rest of that combat session. The bonus increases to +2 at 5th level and finally +3 at 8th level.
Precision Strike (Ex): At 3rd level, the Ventrid Swordsman is able to devote more effort into striking critical locations. On their action, before making an attack roll for the round, the Ventrid Swordsman may subtract a number from all melee attack rolls. This number may not exceed 6. Until the Ventrid Swordsman's next turn her critical threat range is increased by one half of the amount subtracted from her base attack bonus. This ability may only be used with light or one-handed weapons. For example if the Ventrid Swordsman is wielding a rapier and chooses to sacrifice 4 points from her melee attack rolls than until her next action her critical threat range is 16-20.
Acrobatic (Ex): Begining at 3rd level the Ventrid Swordsman gains a bonus to Balance, Climb, Jump, and Tumble. This is a competence bonus and begins at +1 at 3rd level. It increases to +2 at 6th level and +3 at 9th level.
Riposte (Ex): By 4th level, in melee combat, when an opponent designated by her Parry ability misses a Ventrid Swordsman by an amount no greater the dodge bonus she received from the Parry ability, the Ventrid Swordsman gains an immediate attack of opportunity against that opponent. The Ventrid Swordsman must follow all of the normal rules for making an attack of opportunity.
Elaborate Parry (Ex): At 7th level and higher, if a Ventrid Swordsman chooses to fight defensively or use total defense in melee combat, she gains an additional +1 dodge bonus to AC for every 2 levels of Ventrid Swordsman she has (maximum +5 at 10th level).
Crippling Strike (Ex): At 10th level, as a full attack action, the Ventrid Swordsman can make a single melee attack against an opponent which inflicts normal damage. If she damages her opponent, he must make a Fortitude save (DC 10 + half her level + Intelligence Bonus) or take 2 points of Strength Damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
BLINDBORN CREATURE
CREATING A BLIND-BORN CREATURE
"Blind-Born" is an inherited template that can be added to any living creature that normally uses eyes as its major method of sensory perception (referred to hereafter as the base creature). This template assumes that the creature has never had the ability to use its eyes and that it has spent its entire life honing its other senses to compensate.
A blind-born creature uses all the base creature’s statistics and abilities except as noted here.
Special Attacks: A blind-born creature loses any gaze attacks and other eye-based abilities it might have. Otherwise, it retains all the special attacks of the base creature.
Special Qualities: A blind-born creature loses any low-light vision, darkvision, or similar abilities it might have. Otherwise, it retains all the special qualities of the base creature and also gains the following qualities.
Permanent Blindness: The creature is unable to see, it cannot see any distance in any type of lighting. It cannot distinguish color or visual contrast. It cannot read. It is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. A blind-born creature is accustomed to its state and does not suffer other drawbacks of being blind. Effects with an instantaneous or permanent effect that would remove the blindness, short of wish or miracle, fail to do so, but still have their other effects.
Ignorant of Sight (Ex): Because the creature has never been able to perceive the world using its eyes, any effects that somehow allow it to see effectively render the creature shaken for the duration of the spell, and it loses its Dexterity bonus to AC and the Permanent Blindness and Heightened Senses abilities.
If it is somehow able to stop the effect (such as by closing its eyes), it can take a full-action to regain its composure. As long as it does stop the effect and has regained it composure, it suffers none of the ill effects mentioned above.
If the spell does not actually affect the eyes of the creature (like Synesthete which allows a creature to “feel” light), rather than become shaken, the blind from birth creature becomes distracted, effectively removing the benefits from the above mentioned abilities, but still allowing it to use the spell to “see” normally.
Heightened Senses (Ex): Lacking sight, the creature has honed its other senses of sound, smell, and touch in order to observe its environment. The creature gains blindsense out to 15 feet. It also gains a +2 bonus to listen checks. If the creature is deafened, it temporarily loses this listen bonus, and its blindsense radius is lessened to 5 feet while it is deafened.
Feats: A blind-born creature with a Wisdom score of 13 can choose Scent as a feat. A blind-born creature with a Wisdom of 17 can choose to extend its blindsense ability to 30 feet as a feat. Challenge Rating: Same as base creature. Level Adjustment: Same as the base creature.
HEALING THE BLINDNESS
Having never had natural vision, a blind-born creature is almost impossible to "heal" - even if its parents were naturally able to see, this was never a natural healthy state for the creature itself, and thus it requires magic of wish or miracle level to do so. Even if healed with such powerful magic, it requires time to adjust to its new state of being, and is effectively shaken for one week. It effectively loses the blind-born template and the accociated abilities.
-Created by Rae ArdGaoth
If raised in Drow society automatic proficiency with Hand-Crossbows, Rapier, & Short sword.
+1 Racial bonus to saves vs. Enchantments,
Appearance: usualy a couple of shades darker then the human parent, white hair, iris are the color of the human parent with red or violet Incandecent pupils.
If raised by Drow parent, automatically speaks undercommon. Infernal, and abysal available as bonus languages. If raised by human parent undercommon available as a bonus language.
Half Drow are always the result of a human and drow mating. In the rare case of a Drow mating with an Elf the offspring would be the race of one or the other parent. For some reason Elf and Drow blood does not mix. Humans are the only other race that the Drow would mate with seeing all other races as too far beneath them to mix blood with. Mating with a Human though looked down upon is known to happen in places where the two cultures mix. The offsrping nearly always are rased in a hostile environment, out of a feeling of superiority in the Drow culture and out of fear in the Human culture.
Favored class: Any. When determining whether a multiclass Half Drow suffers an XP penalty, the highest level class does not count.
-Created by Spycat
GOBLIN, MOUNTAIN
Goblin, 1st-Level Warrior
Small Humanoid (Goblinoid)
Hit Dice: [/b]1d8+1 (5 hp) Initiative: +0 Speed: 20 ft. (4 squares) Armor Class: 14 (+1 size, +2 leather armor, +1 light shield), touch 11, flat-footed 14 Base Attack/Grapple: +1/–3 Attack: Longsword +2 melee (1d6/19-20) or javelin +2 ranged (1d4) Full Attack: Longsword +2 melee (1d6/19-20) or javelin +2 ranged (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Lowlight vision, mountain goblin traits Saves: Fort +3, Ref +0, Will +0* Abilities: Str 11, Dex 11, Con 12, Int 10, Wis 11, Cha 8 Skills: Diplomacy +2, Knowledge (architecture and engineering) +3, Knowledge (history) +3, Listen +2, Spot +3 Feats: Alertness Environment: Any mountains Organization: Solitary, gang (4–9), band (10–100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th–6th level), or monastery (40–400 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level and 1 leader of 6th–8th level) Challenge Rating: 1/2 Treasure: Standard Alignment: Usually lawful neutral Advancement: By character class Level Adjustment: +0
Mountain goblin traits: Mountain goblin characters possess the following racial traits.
— –2 Strength, +2 Wisdom
—Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
—A mountain goblin’s base land speed is 20 feet.
—Lowlight vision
—Natural Builder: Mountain goblins have natural skill in architecture, and gain a +2 racial bonus to Knowledge (architecture and engineering).
— +2 racial bonus to Diplomacy and Knowledge (history)
— +1 racial attack bonus against goblinoids
—* +2 racial bonus on saving throws against mind-affecting spells. Mountain goblins are remarkably rational and clear-thinking, and therefore have an above-average resistance to magic that would alter that process.
—Weapon Familiarity: Mountain goblins may treat goblin ranseurs as martial rather than exotic weapons.
—Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Orc, Sylvan.
—Favored Class: Ranger.
The mountain goblin warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Mountain Goblins:
Personality: Mountain goblins tend to be reserved and clear-thinking. They prefer a careful plan of action over spontaneity, which occasionally becomes limiting when quick thinking is called for. Mountain goblins value a spartan lifestyle, which is somewhat at odds with their artistic ability and architectural outlook.
Physical Description: Mountain goblins at first glance look alike to the regular goblin, but there are a few key differences. Mountain goblins are slightly taller, perhaps because they stand upright rather than hunched over, and often possess an austere demeanor. Like standard goblins, they have leathery skin, but it ranges from deep green to a royal red. Additionally, mountain goblins are usually well-groomed and well-dressed, and many wear a silver hammer earring as a sign of devotion to Shural.
Relations: Mountain goblins have long become accustomed to being mistaken for the usual bloodthirsty goblins, and generally will soon correct this misjudgement through their deed and word - few lower goblins are so polite or eloquent in speech.
Alignment: Often lawful and rarely evil.
Lands: Mountain goblins possess a disjointed culture focused in a mountain range, with no large towns or cities, but instead many small communities based around nearby monasteries. They are few in number.
Religion: Almost exclusively devoted to the worship of Shural, though a few mountain goblins have been known to follow other deities, especially those of law or creation.
Language: Mountain goblins speak a dialect of Goblin which is clearly distinguishable from the guttural tongue of lower goblins. Indeed, there are many words of peace in their language that are not present in the tongue of the lower goblins.
Names: Usually a first name only, though some are granted epithets (such as "The Wise," or "The Just") by their communities. Mountain goblin names are usually two or three syllables, and can be slightly harsh-sounding. Examples: Jazakhar, Xiah.
Adventurers: Mountain goblins leave their towns for various reasons, ranging from wanderlust to trade. Though they are more isolated than other cultures, most reasons that would drive an elf or a dwarf to adventure might similarly motivate a mountain goblin.
Small size (+1 size bonus to AC/Attack, +4 size to hide)
Katara Land Speed is 20 feet.
+2 Dex, +2 Cha, -2 Str, -2 Con
Keen Ears - +2 racial bonus to Listen,
Natural Grace - +2 racial bonus to Move Silently, Balance, and Tumble. Balance is always a class skill.
Incredible Leap - +8 racial bonus to Jump
Wandering Mind - -1 save vs enchantment/charm effects, -2 racial penalty to sense motive and concentration checks (Katara are extremely curious and as a result, their minds often wander, overlooking dangers most might otherwise see)
Lowlight vision
Favored Class: Bard
Description:
The Katara have features that are both humanoid and feline. Their legs are fairly cat like, but stable to stand on with more human like feat, and leathery pads on the bottom. Their torso is a bit more cylindrical than some humanoids, but is still has some shoulder and pectoral proportion to it. Their arms and hands are very human like, though with slightly thicker fingers and a leathery palm. Their heads are a bit wider than a normal human's, with a more cat like maw, nose, and eyes, but definitely drawn out in a somewhat human way, and their head sits perched on a fairly normal humanoid neck.
Like this picture here here, though with a more cat-like face (a bit more rounded, ears closer to the top of their head)
The Katara are a race that traces their origins to smaller wild cats, though scholars debate which ones in particular. Unlike their wilder feline cousins, the Katara do not have claws, nor are their teath as sharp as their wilder bretherin. Katara fur comes in a variety of colors and patters, and stripe or spot patterns are usually distinctive of a particular clan. Some clans have more noticable human fiacial and head hair, and some others have what resembles a mane (and in rare cases, both).
Society:
The Katara are a curious and social race. Many Katara will spend several years exploring and experimenting till they find something they enjoy doing and finaly stick with it, and even they they find ways to experiment and explore within their chosen craft. The Katara enjoy social occasion, and have been known to celebrate numerous holidays regularly.
The Katara look curiously upon the other races. They marvel at their accomplishments, and often seek to explore other cultures. Visitors to a Katara settlement might find themselves often asked about their travels, their culture, and their histories. The Katara have no qualms about borrowing from other cultures (particularly celibratory holidays) enough to where some scholars might say they have no true culture of their own, but the Katara blend these cultures togeather in ways that make them unique.
The Katara are a clan oriented society. Your clan is your family, however extended they might be. Most clans have strong ties to each other, and clan names and legacies are passed down maternaly, with the husband joining his wife's clan. Clan names, used as last names, are often based around some distictive feature fairly unique to the clan (examples, Whiteboot, Blackstripe, Greycoat, etc...). First names are drawn from many different cultures, that there is no true Kataran first names. They do tend towards using human or halfling names over others.
Background:
The Katara originate from the Kanatisis region, located far to the east of Orussus. The region extends from the desert in the "lands of fire" to the south, to the inland Bantala Sea to the north, and bordered by a mountain range to the east, and hills to the west. The region is generally overrun by flora, often with the tall trees creating a canopy several hundred feet from the ground. Towards the south, the region tends to be a bit more tropical or rainforest like. Towards the north, the flora thins out a bit as the grounds gets sandy towards the sea. To the east, as you get closer to the mountains the temperature tends to drop a bit, and you see more pine trees among the flora. And the canopy all but disappears the closer you get towards the hills to the west. The river running down from the mountains splits many times as is passes through the region, leaving few places without a river near by, but also leaving few rivers large enough for any boat larger than fairly small watercraft.
The Katara are from somewhere in that region, though their legends never specify exactly where. However, the Katara clans with longer hair tend to be from the colder areas in the east, while the short haired Katara tend to be from the warmer regions of Kanatisis. And while a clan my have a few members in different regions, they tend to settle down more locally in their region of origin.
The Katara are small in stature, and have learned to take to the trees to avoid the larger predators that are native to their lands. The Katara have built huge treetop villages in the immense canopy of Kanatisis. They consist of huts or other buildings built around the trunk of the tree, with suspension bridges and ladders built between them. Many Katara simply jump around on branches cut in a staircase like manner to move around as well. There are even small farming platforms built between some of the sturdiest trees, with dirt brought up from the ground below. The Katara do not herd animals in general, so they hunt for most of their meat and leather.
The Katara have had limited contact with the outside world for a long time. They have traded on occasion with the Dwarves of the mountains to the east, or the men of the desert in the south, but not often, and generally trading more to examine what these other cultures make, or to gain access to materials (such as metal) that are generally scarce in their region. However, the more they learned about other races, the more curious they became. Many curious Katara have begun to set out from their homes to explore other societies and learn what they can. Those that have returned have often had a huge cultural impact in their local area, where the Katara would try to integrate some of these other societal practices into their way of life. Over time, these ideas and practices are integrated more seamlessly and spread through Kanatisis. The Katara are particularly interested in celebrations, and as a result have managed to integrate several Human, Elven, Dwarven, Gnome, Halfling, and even a few Orc and Goblin celebrations into their culture. Often, a holiday will be a strange amalgamation of several different celebrations or traditions, such as the traditional wine drinking and axe throwing contest, where contestants will drink a glass of wine, and then hurl an axe at a target, continuing one of the contestants misses.
Despite their curiosity and willingness to integrate other cultures into their own, the Katara are fiercely independent. Trade between villages happens, but is limited to basic necessities, and generally a community prides itself on what it does not need to trade for more than what it has to trade. As individuals, clan pride is important, and clans within a community will often try to out produce each other in strange pseudo-competitions simply for the right to say they are better. While clans do not tend to stick to any one trade, individual families do, so pride and tradition run deep in these trades. Despite their intense curiosity, often at least one of each generation will take on the mantle of the family trade, though most young children are encouraged to explore their options to indulge in their curious nature.
Code:
Misc:
Race Middle Old Venerable Maximum Age
Katara 30 45 60 +2d8 years
Race Adulthood low Mid High
Katara 12 years +1d6 +2d4 +2d6
Height Modifier Weight Modifier
male 2´ 8" +2d4" 30 lb. × 1 lb.
female 2´ 6" +2d4" 25 lb. × 1 lb.