+ Log in or register to post
Results 1 to 10 of 95
Sunday, 2nd July, 2006, 03:22 PM #1
Waghalter (Lvl 7)
3E D&D Aurelia setting & houserules material (now with magic items!)
Here you'll find a ton of revised and streamlined rules for 3e/3.5e D&D, new material (classes, races, monsters, items, feats, spells, etc.), and occasional setting flavor. Example PCs/NPCs, towns, and such will be added over time as well (I have several that are half-finished...). There should be many things here of use to anyone playing or running 3rd Edition, though updates are sporadic and I have a lot of half-finished material left to complete.
(Note: I recommend using the original black background for viewing this thread, as the bright new EN World color scheme default makes it tough to read some parts.)
I've been examining, revising, DMing with, and playing with the 3e and 3.5 rules a lot since they were released, and own most official 3.0 books and a small handful of 3rd-party and 3.5 D&D books. I've put a lot of work into this project since 2001, and I think the result (as I finally finish tweaking everything and posting it) is generally a better-balanced and more fun 3e D&D that doesn't throw anything away, just smooths out the wrinkles and adds more stuff to play with.
This material is largely geared towards 3.0 D&D, but the majority is still directly useable in 3.5 as well. A few of my feats and prestige classes are even based on 3.5 material to some extent. Over time, I'll have this thread updated with rebalanced versions of many feats, spells, items, classes, monsters, and miscellaneous rules from the majority of official 3.0 D&D books from Wizards of the Coast (and a few things here and there from other publishers). Some Aurelia material is based to some extent on older editions of D&D, as well.
I'd like to hear your opinions, questions, and requests if any. Not everything is finished, most of it is just half-finished and not set in stone, and some of it's still in a revised prototype form. I've got all kinds of stuff I could post, and all kinds of stuff I'm willing to custom-make or finish-up earlier for anyone that's curious about one thing or another.
Aurelia is a setting I've been working on slowly over the past several years, and is a mix of revised stuff from 3.0 D&D and earlier editions, and a fair amount of new stuff. In Aurelia, the planes are closely connected, and interaction between different planes in the cosmology is rather significant, though Outsiders are still very uncommon (maybe not rare, though) on the Material Plane. At each corner of the world is an Elemental Plane, and the Plane of Positive Energy lies above at the edge of the sky, while the Plane of Negative Energy lies below the depths of the earth. Natural portals between planes occur in many places across Aurelia, some stable and others temporary.
I'll be posting my revised versions of the core classes, psionic classes, and oriental classes at random, along with the 3 variants for each class; respectively called basic classes and variant classes (or subclasses). The variants each count as their respective basic class (so a character can't multiclass between the basic Rogue and the Buccaneer variant Rogue, for instance) but have minor or intermediate changes to them, while retaining at least some obvious semblance of their basic class.
Monsters of Aurelia (some very familiar, some very new, some familiar yet quite different) will likely be common posts throughout the life of this thread (except the beginning, apparently, as I got too distracted from monster-work). At some point I'll also post the feats of Aurelia, broken up into several posts (like one for General feats, another for Special feats, another for Psionic feats, etc.), and some spells, psionic powers, items, and other things.
My master list of revised weapon stats and descriptions is nearly complete, so that too will likely be posted in the near future. Before that, I will start posting the races of Aurelia, both new ones and revised ones, in quite random order as noted above for classes.
Last edited by Arkhandus; Tuesday, 6th September, 2011 at 11:29 AM.Arkhandus, Male Tinker 4/Contemplative 4/Scapegoat 3/Roleplayer 3/Rambler 2/DM 3/Player 1
Games and Links
*My Rhunaria D&D setting, prestige classes, feats, etc.
*My Aurelia D&D thread on EN World, setting and rules; new and revised 3e races, classes,
variants, PrCs, feats, spells, etc. UPDATED AGAIN September 6th 2011 with more new magic items!
- EN World
- has no influence
- on advertisings
- that are displayed by
- Google Adsense
Sunday, 2nd July, 2006, 06:35 PM #2
Waghalter (Lvl 7)
Aurelia Introduction and Master List
Aurelian Content Master List
Any entries not highlighted are mere placeholders at present, with no posted content for them as of yet.
Basic Houserules & Setting Information
Basic Aurelian Houserules
Class Advancement Preview 1
Class Advancement Preview 2
Class Advancement Preview 3
Monk Martial Arts Talents Preview
Races of Aurelia
Humans - Current incarnation in Aurelia, 4th of their kind, preceded by the now-extinct Mentari, Gith, and a forgotten 3rd Human race. Presently exist with 7 main cultures, those of the Neharon, Urun, Thesskan, Lirenos, Zevach, Basranni, and Mitajji.
Elves - Guardians of nature and friends to fey, they live in trees shaped by sylvan magic, a long-lived race with ancient origins. Talented in sorcery, drawn to druidism, fond of music, skilled fencers, swift of foot, and charming socialites.
Half-Elves - Hybrid offspring of Humans and Elves, with some traits of both races, living amongst either kind or in the few Half-Elven communities. Fond of nature and music, less refined than Elves but more graceful than Humans, regarded just the same as either.
Aeragi - Erratic, whimsical, excitable folk with a love for celebrations, tricks, and jokes. Distantly descended from Humans of the Mentari culture and natives from the Elemental Plane of Air. Nomadic, roguish, and very swift, but slightly fragile in mind and body.
Celestri - Honorable, devout, mostly-peaceful folk who enjoy music, discussion, and freedom within order. Distantly descended Humans of the Mentari culture and natives from the Positive Energy Plane. Slightly meek, but intuitive, charismatic, and magic-resistant.
Draegi - Villainous and wanton people, who are driven by a thirst for control and personal power. Distantly descended Humans of the Mentari culture and natives from the Negative Energy Plane. Burly, conniving, and slightly tough, although barbaric and detested.
Classes of Aurelia
Barbarian Variant, Beasthunter
Barbarian Variant, Berserker
Barbarian Variant, Rampager
Bard Variant, Swashbuckler - An agile, skillful, and flashy warrior or corsair, with less bardic music and no spells.
Cleric Variant, Friar
Cleric Variant, Prelate
Cleric Variant, Zealot
Druid Variant, Avenger Druid
Druid Variant, Totemic Druid
Druid Variant, Wild Druid
Fighter Variant, Guardian
Fighter Variant, Skirmisher - A moble fighter with tactical and strategic mastery, great at teamwork, command, or scouting.
Fighter Variant, Slayer - An offensively-focused soldier, bounty hunter, or monster-slayer, with brutal prowess.
Monk Variant, Ascetic
Monk Variant, Kensei
Monk Variant, Pugilist
Paladin Variant, Hospitaler - A protector of pilgrims and religious sites, empowered for healing and defense, but less offense.
Paladin Variant, Justiciar - A harsh enforcer of law and justice, more capable in combat but fewer divine gifts.
Paladin Variant, Templar
Ranger Variant, Archer - A peerless specialist in ranged combat, less trained in melee and possessed of no magic.
Ranger Variant, Scout
Ranger Variant, Seeker
General Prestige Classes
Arcane Bombardier - A specialist in the Fireball spell and related spells, able to manipulate and improve the spell in various ways.
Dragon Knight - A knight who has sworn service to a dragon and gained draconic traits from the mystical Dragonbond.
(Design Notes For Dragon Knight)
Duelist - An expert fencer and master of single combat, with incredible defensive skills and precision techniques.
(Design Notes For Duelist)
Eldritch Missileer - A specialist in the Magic Missile spell and related magic, who expertly controls, refines, and improves the spell.
Elven Bladesinger - A warrior-mage who combines swordplay with song, dance with dueling, arcana with acrobatics, and courage with charisma.
(Design Notes For Elven Bladesinger)
Justiciar of Taiia
Mask of Shadows
Order of the Bow Initiate
Soldier of Light
Monstrous and NPC Prestige Classes
Ogre Mage Akukensei
Aurelian Feats & Skills
Aurelian Feat Preview
General Feats List
General Feats, A-C
General Feats, D-F
General Feats, G-J
General Feats, K-O
General Feats, P-R
General Feats, S
General Feats, T-Z
Aurelian Special Feats
Items, Services, & Structures
Master Weapons List mini-preview
Aurelian Magic Items (And Design Notes): Charms, Rods, Staves, Wondrous Items
Aurelian Magic Items: Armor Abilities, Armors, Shield Abilities, Shields
Aurelian Magic Items: Weapon Abilities, Weapons, Garments, Potions
More Aurelian Magic Items: Charms, Rods
More Aurelian Magic Items: Staves, Wondrous Items, Armors, Shields
More Aurelian Magic Items: Weapon Abilities, Weapons, Garments, Potions, Cursed Items
Magic Spells & Psionic Powers
Custom Aurelian Spells, 0-2nd Level
Additional Aurelian Spells, 0-6th Level, List and A-F
---Part 2, G-O
---Part 3, P-SL
---Final Part, SM-Z
Aurelian Creature Templates
*** None posted as of yet
Aurelian Monsters & Monstrous Races
Custom Aurelian Monsters Preview 1
Custom Aurelian Monsters Preview 2
Faiths, Spirits, and Deities of Aurelia
*** None posted as of yet
Notable Aurelian Groups & Individuals
*** None posted as of yet
Last edited by Arkhandus; Tuesday, 6th September, 2011 at 11:26 AM.
Friday, 7th July, 2006, 01:43 AM #3
Waghalter (Lvl 7)
Rangers are warriors of the wilderness who specialize in hunting game, monsters, and enemy humanoids. They make good scouts, spies, and sentinels as well. Rangers gradually develop a strong enough bond with nature to acquire some animal companions and minor spells similar to a druid's. They are fairly skilled with a few weapons and fighting styles, as well as being able to move quickly and easily through natural terrain.
A ranger is often good at dealing with animals and surviving in harsh wilderness conditions. Many rangers are drawn by a desire for revenge or justice against certain kinds of creature that have hurt the ranger or people close to him or her. However, some rangers are just very comfortable in the wild and prefer nature's company over that of other people, only associating with fey, treants, animals, unicorns, or their ilk.
Races: Rangers are especially common amongst elves, half-elves, hengeyokai, and thri-kreen, and slightly common amongst humans, half-orcs, aeragi, korobokuru, and aratz-kreen. Rangers are well respected amongst elvenkind, generally regarded as champions of nature and elven interests therein, one of the most prominent forces protecting elven lands against incursion, and hunting down defilers of nature. Hengeyokai take naturally to the lifestyle of a ranger, and have no problem being loners or members of a tight-knit 'pack'. Thri-kreen are consummate hunters by their very nature.
Rangers are uncommon among endari and firagi, serving important scouting and sentry roles in those races' military castes. Nezumi, vanara, spiritfolk, and harrow sprites are occasionally rangers. Orcs and halflings have a slightly less-than-rare profusion of rangers amongst them. Amongst the monstrous and less-civilized races, rangers are reasonably common only with gnolls, lizardfolk, sahuagin, merfolk, locathah, and kuo-toa. Few rangers arise amongst the other races.
Other Classes: Rangers are more likely than most other folk to be loners and wanderers, but some rangers do choose to work with other folks regularly. Most prefer just the company of animals and the occasional fellow ranger, as well as enjoying the rare companionship of fey. Of course, not all rangers are nice or decent folk, and rangers are only slightly less common amongst evil folk than they are amongst good folk.
In general, rangers prefer traveling and fighting alongside other rangers, as well as druids, barbarians, and shamans, who all tend to share a closeness with nature and personal concerns, rather than a love for cities or meddling in other people's affairs. Many rangers appreciate the quiet and resolute strength of monks, sohei, and most psions, as well as respecting those individuals' self-reliance. Bards and rogues are more-favorable comrades for the few social rangers, but greatly irritating to solemn rangers.
Rangers usually clash with paladins, clerics, samurai, and shugenja, who grate on the rangers' nerves with their stubborn idealism, arrogance, preaching and harping, or commanding nature. Elven, half-elven, endari, thri-kreen, and aratz-kreen rangers are the only kinds to regularly work in teams with fellow rangers or other folk.
Game Rule Information
Rangers have the following game statistics.
Abilities: Dexterity is important for a ranger because rangers tend to wear light armor and several ranger skills are based on Dexterity. Strength is important for them because rangers frequently get involved in archery or close combat. Several ranger skills are based on Wisdom, and eventually a Wisdom score of 14 or higher is needed if the ranger intends to access the most powerful spells of this class. A Wisdom of 11 or higher is required if the character is to cast any ranger spells at all.
Hit Die: d8.
The ranger’s class skills (and the key ability for each skill) are Animal Empathy (Cha), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (all creature lore skills, taken individually) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.
All of the following are class features of the ranger.
Remainder of the Ranger's stats and details will be in the next post. Maximum post length is apparently too short to fit the entire class.
Last edited by Arkhandus; Tuesday, 18th May, 2010 at 03:21 AM.
Monday, 10th July, 2006, 05:59 AM #4
Waghalter (Lvl 7)
Aurelian Ranger, continued
The Aurelian Ranger, continued
Code:The Ranger: Class Base Fort. Ref. Will Level Attack Save Save Save Special 1 +1 +2 +0 +0 Track, Favored Enemy (1st) 2 +2 +3 +0 +0 Battle Style 3 +3 +3 +1 +1 4 +4 +4 +1 +1 Animal Companion, Toughness 5 +5 +4 +1 +1 Favored Enemy (2nd) or Ranger Talent 6 +6/+1 +5 +2 +2 7 +7/+2 +5 +2 +2 Speed Style 8 +8/+3 +6 +2 +2 9 +9/+4 +6 +3 +3 Favored Enemy (3rd) or Ranger Talent 10 +10/+5 +7 +3 +3 Improved Critical 11 +11/+6/+1 +7 +3 +3 Shield Other 12 +12/+7/+2 +8 +4 +4 13 +13/+8/+3 +8 +4 +4 Favored Enemy (4th) or Ranger Talent 14 +14/+9/+4 +9 +4 +4 Rapid Tracking 15 +15/+10/+5 +9 +5 +5 Beast Mastery 16 +16/+11/+6/+1 +10 +5 +5 17 +17/+12/+7/+2 +10 +5 +5 Favored Enemy (5th) or Ranger Talent 18 +18/+13/+8/+3 +11 +6 +6 19 +19/+14/+9/+4 +11 +6 +6 Spot Weakness 20 +20/+15/+10/+5 +12 +6 +6 Wilderness MasteryRanger Spell List:Code:Ranger Spells Per Day: Class Spells Per Day By Spell Level Level 1 2 3 4 1 - - - - 2 - - - - 3 - - - - 4 0 - - - 5 1 - - - 6 2 - - - 7 2 - - - 8 3 0 - - 9 3 1 - - 10 3 2 - - 11 3 2 - - 12 3 3 0 - 13 3 3 1 - 14 3 3 2 - 15 3 3 2 - 16 3 3 3 0 17 3 3 3 1 18 3 3 3 2 19 3 3 3 2 20 3 3 3 3
Level 1 - Alarm, Animal Friendship, Animal Trick, Bloodhound, Camouflage, Cure Minor Wounds, Dawn, Delay Poison, Detect Animals or Plants, Detect Snares and Pits, Detect Water, Entangle, Expeditious Retreat, Fey Spite*, Hawkeye, Low-Light Vision, Magic Fang, Noxious Ruin*, Pack Mind*, Pass Without Trace, Read Magic, Resist Elements, Sleep, Smoldering Assault*, Soften Earth and Stone, Speak with Animals, Strength of the Herd*, Summon Nature’s Ally II, Wings of the Sea.
Level 2 - Animal Messenger, Bottle of Smoke, Briar Web, Calm Animals, Cleansing Rain*, Creepy Howl*, Cure Light Wounds, Detect Chaos/Evil/Good/Law, Faerie Fire, Filter, Hold Animal, Nature’s Favor, Protection from Elements, Rapid Burrowing, Sand Spear*, Scent, Snare, Speak with Plants, Summon Nature’s Ally III, Tempest Strike*, Tree Shape.
Level 3 - Adamantine Sheen*, Animal Reduction, Barkskin, Control Plants, Cure Moderate Wounds, Detect Favored Enemy, Diminish Plants, Embrace the Wild, Forestfold, Greater Magic Fang, Jagged Tooth, Lesser Restoration, Mass Resist Elements, Neutralize Poison, Plant Growth, Predator’s Frenzy*, Scathing Venom*, Slumber Pollen*, Storm Shield*, Summon Nature’s Ally IV, Water Walk.
Level 4 - Animal Growth, Blood Wind, Cure Serious Wounds, Freedom of Movement, Glacial Axe*, Nondetection, Pack Survival*, Polymorph Self, Quench, Remove Blindness/Deafness, Remove Disease, Spike Stones, Summon Nature’s Ally V, Tree Stride, Water Breathing, Wildfire Wreath*, Wind Wall.
* Custom Aurelian spell.
Last edited by Arkhandus; Tuesday, 18th May, 2010 at 03:29 AM.
Sunday, 30th July, 2006, 02:02 AM #5
Waghalter (Lvl 7)
Aurelian Archer, Variant Ranger
The Archer, Variant Ranger
Archers are much like the more-common basic ranger, but they lack the strong affinity for wilderness and nature's critters. Thus, archers lack the minor blessings of nature that other rangers possess, but archers tend to be more personally-able in combat. Skirmishing, sniping, bounty hunting, and mobile archery are the chief strengths of an archer, and no one can match an experienced archer at these activities. Archers also develop keen eyesight and ranged defenses.
As their name implies, archers are the preeminant ranged combatants of Aurelia, dedicating themselves to thorough and absolute mastery of the bow, crossbow, tomahawk, dart, javelin, throwing dagger, or similar weapons. Most archers, of course, specialize in wielding the bow, with crossbows and javelins close behind in popularity amongst archers. The archer is only mildly skilled in melee combat, but develops a few tricks for hand-to-hand combat just in case.
Races: Archers are most common amongst elven rangers and aeragi rangers, but also somewhat common in the ranks of firagi rangers, halfling rangers, and orc rangers. Other races only have a small number of true archers amongst their rangers.
Other Classes: Archers are much more likely than other rangers to work in teams, usually with fellow archers, and occasionally with other warriors of some sort. Archers tend to have less of the loner mindset of other ranger types, though some who specialize in sniping tend to become rather detached and antisocial.
Game Rule Information
Archers have the following game statistics.
Abilities: Dexterity is important for an archer because they tend to wear light armor and because several class skills are based on Dexterity, and it’s even more important for them because it boosts their ranged attack bonus. Strength is somewhat important for them because archers frequently get involved in combat, but usually ranged combat, and most good ranged weapons don’t receive any benefits from a high Strength. Several archer skills are based on Wisdom.
Hit Die: d8.
The archer’s class skills (and the key ability for each skill) are Animal Empathy (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (all creature lore skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.
All of the following are class features of the archer.
Code:The Archer: Class Base Ranged Effective Ranged Fort. Ref. Will Level Attack Attack Base Attack Save Save Save Special 1 +0 +1 +1 +0 +2 +0 Track, Bonus Feat, Range Boost 2 +1 +1 +2 +0 +3 +0 Aim +1, Favored Enemy (1st) 3 +1 +2 +3 +1 +3 +1 Close-Quarters Defense 4 +2 +2 +4 +1 +4 +1 Bonus Feat 5 +2 +3 +5 +1 +4 +1 Sniper Shot 6 +3 +3 +6/+1 +2 +5 +2 Farsight I 7 +3 +4 +7/+2 +2 +5 +2 Deflect Arrows, Snappy Attack 8 +4 +4 +8/+3 +2 +6 +2 Farsight II 9 +4 +5 +9/+4 +3 +6 +3 Mounted Archery Focus 10 +5 +5 +10/+5 +3 +7 +3 Aim +2, Favored Enemy (2nd) 11 +5 +6 +11/+6/+1 +3 +7 +3 Long Shot 12 +6/+1 +6 +12/+7/+2 +4 +8 +4 Bonus Feat 13 +6/+1 +7 +13/+8/+3 +4 +8 +4 Opportunistic Shot 14 +7/+2 +7 +14/+9/+4 +4 +9 +4 Farsight III, Rapid Tracking 15 +7/+2 +8 +15/+10/+5 +5 +9 +5 Improved Deflection 16 +8/+3 +8 +16/+11/+6/+1 +5 +10 +5 Farsight IV, Piercing Eye 17 +8/+3 +9 +17/+12/+7/+2 +5 +10 +5 Speed Shot 18 +9/+4 +9 +18/+13/+8/+3 +6 +11 +6 Favored Enemy (3rd) 19 +9/+4 +10 +19/+14/+9/+4 +6 +11 +6 Aim +3, Threat Bonus 20 +10/+5 +10 +20/+15/+10/+5 +6 +12 +6 Bonus Feat, Mighty Shot
Last edited by Arkhandus; Tuesday, 18th May, 2010 at 03:36 AM.
Monday, 31st July, 2006, 02:45 AM #6
Waghalter (Lvl 7)
Aurelian Scout, Variant Ranger
The Scout, Variant Ranger
Temporary placeholder for my Scout variant of the Ranger class.
Last edited by Arkhandus; Tuesday, 18th May, 2010 at 03:37 AM.
Wednesday, 2nd August, 2006, 06:49 AM #7
Waghalter (Lvl 7)
Aurelian Seeker, Variant Ranger
Temporary placeholder for my Seeker variant of the Ranger class.
The preview of my Master Weapon List has been moved here for now, to make room further up the page. I'm kind of close to finishing the list, so maybe I'll get the whole thing posted in the near future. When I do, this preview will be removed as the full list goes up in another post (or more likely, over a couple of posts).
SIMPLE / MARTIAL / EXOTIC - MELEE / RANGED
Name................................Cost.....Weight... AC.......Hardness.....HP.....Break DC
.....Damage....................................... ..Threat/Critical............Range Increment
.....*Alternate names, special features, and special use descriptions.
RANGED PROJECTILE AMMUNITION
Sheaf Arrows (quiver of 20)..3 gp.....4 lbs....AC 7.....Hardness 5...HP 1...Break DC 8
.....*Designed for use as ammunition with Medium-sized shortbows and composite
.....shortbows, as well as Large-sized longbows and composite longbows.
.....*Shortbows and composite shortbows which fire a sheaf arrow deal 1d10
.....damage instead of their usual 1d6, while longbows and composite longbows
.....firing a sheaf arrow deal 1d12 damage instead of their usual 1d8. Sheaf arrows
.....are heavier and have superior arrowheads. However, this also results in such
.....attacks having a range increment that is only half that of a normal attack with
.....the bow, rounded down to the nearest 5 feet.
.....*If used on its own as a melee weapon, counts as a Tiny weapon that deals
.....1d4 piercing damage, with a threat range of 20 and a critical multiplier of x2. A
.....wielder's Strength bonus to damage does not apply to arrows in melee. As it is
.....not designed for melee combat, an arrow used in melee is considered an
.....improvised weapon, so the wielder suffers a -4 non-proficiency penalty on the
.....attack roll. An arrow used in melee does not threaten an area.
.....*A launched arrow has a 50% chance of being lost or broken if it misses the
.....target. An arrow used in melee breaks automatically if it misses because of
.....the target's armor or natural armor. Any arrow that successfully hits a target
.....is damaged to the point of being unusable.
SIMPLE WEAPONS - MELEE
Dagger, Stiletto...............7 sp.....0.5 lbs...AC 9.....Hardness 5...HP 1...Break DC 15
.....1d3 (Piercing) or 1d3 (Slashing).....T/C 20/x2 (20/x2)..........5 feet (Throwing)
.....*Stilettos are too minute and lightweight to confer any Strength bonus to
.....*Also represents the shiv, throwing needle, and aiguchi.
MARTIAL WEAPONS - RANGED
Blade Boomerang, Greater...9 gp.....2 lbs...AC 6.....Hardness 5...HP 3...Break DC 17
.....1d6 (Slashing)............................T/C 19-20/x2...............30 feet (Throwing)
.....*This is an aerodynamic, one-way-flight, wooden boomerang, with a
.....sharpened steel edge.
.....*Also represents the throwing disk or quoit, but the quoit deals bludgeoning
.....damage instead of slashing.
.....*Also represents the three-point, four-point, or five-point throwing pinwheel,
.....but the pinwheel deals piercing damage instead of slashing.
EXOTIC WEAPONS - MELEE
Bastard Sword.....35 gp.....4.5 lbs...AC 5.....Hardness 10....HP 6...Break DC 20
.....1d10 (Slashing) or 1d10 (Piercing)...T/C 19-20/x2 (19-20/x2)...----------------
.....*Also represents the hand-and-a-half sword, wo dao, or daito.
Elven Leafblade.....45 gp.....2.5 lbs...AC 5.....Hardness 10...HP 5...Break DC 17
.....1d6 (Slashing) or 1d6 (Piercing).....T/C 19-20/x3 (19-20/x3)...----------------
.....*The many-curved, two-pronged hilt of this weapon, combined with its
.....fencing-oriented handguard, grants the wielder a +2 bonus on opposed attack
.....rolls to make or resist a disarm attempt with the leafblade.
.....*The Weapon Finesse feat may be applied to the leafblade, if the wielder is the
.....same size category or larger than the leafblade and takes the Weapon Finesse
.....feat for the leafblade specifically.
EXOTIC WEAPONS - RANGED
Shuriken....................1 gp.....0.1 lbs...AC 7.....Hardness 10...HP 1...Break DC 17
.....1d2 (Piercing)............................T/C 19-20/x2...............10 feet (Throwing)
.....*Shuriken are too minute and lightweight to confer any Strength bonus to
.....*Shuriken may be drawn from any simple sheathe or easily-accessible part of
.....the wielder's clothes without spending an action, so the wielder may perform
.....their usual rate of attacks per round.
.....*May throw up to three of these with a single attack, but each uses a different
.....attack roll, and each shuriken must target either the same foe as the previous
.....shuriken thrown with that attack, or must target a foe within 5 feet of the first
.....target. Any special abilities, powers, or spells that would apply only to your
.....first attack will only apply with the first shuriken when doing this.
.....*Wielder may strike with up to three shuriken in melee as though unarmed, but
.....without drawing attacks of opportunity and without threatening an area.
.....Shuriken used in melee are considered improvised weapons, so the wielder
.....suffers a -4 non-proficiency penalty on the attack roll. This counts as one
.....attack and uses a single attack roll, dealing damage with each of the shuriken
.....held. The shuriken used in that way become lodged in the target if the attack
.....roll hits, and cannot be retrieved until the target is dead or in a helpless state,
.....at which time it requires a full-round action to pull the shuriken out and back
.....into your hand.
.....*Shuriken receive enhancements, special qualities, and special material
.....adjustments as per ammunition.
Last edited by Arkhandus; Friday, 9th May, 2008 at 07:16 AM.
Friday, 4th August, 2006, 11:15 PM #8
Waghalter (Lvl 7)
Humans Of Aurelia
Humanoid: Humans are, of course, Humanoids of the Human subtype.
Size: Humans are Medium-size creatures.
Speed: Humans have a base speed of 30 feet.
+3 Racial Bonus on Checks with One Skill of Choice: A Human chooses one specific skill at 1st-level, such as Balance, Craft (woodworking), Knowledge (geography), Perform (chant), Profession (miner), or Ride (horses). They have a natural talent with the chosen skill. Speak Language cannot be chosen.
Bonus Feats: At 1st-level, a Human gains a bonus feat, and they also acquire another bonus feat at every ninth level gained beyond first, such as at 10th-level and 19th-level.
Extra Skill Points: At 1st-level, a Human gains 4 additional skill points; these bonus points are not multiplied like base skill points gained at 1st-level. Also, at each additional level, a Human gains 1 additional skill point. The extra skill points are not modified by Intelligence.
Automatic Language: Any single regional language.
Bonus Languages: Humans may choose any non-restricted languages as bonus languages for a high Intelligence score; thus, they could learn Draconic or Gnomish, but not Druidic.
Favored Class: Humans have no specific favored class. Instead, at any given time, treat the Humanís highest-level class as his favored class for purposes of multi-classing benefits and penalties.
Last edited by Arkhandus; Friday, 9th May, 2008 at 06:57 AM.
Saturday, 5th August, 2006, 12:07 AM #9
Waghalter (Lvl 7)
Aeragi, Planetouched Humans Of Elemental Air
Outsider: Aeragi are Outsiders (with the Planetouched subtype) instead of Humanoids, and are thus unaffected by spells and effects that function against Humanoids and not Outsiders, such as Charm Person, but are instead affected by spells and effects that function against Outsiders, such as Protection from Chaos. As Outsiders, Aeragi cannot be returned to life by Raise Dead, Reincarnation, or Resurrection, but they may be returned to life by Reclaim Spirit, True Resurrection, True Reincarnation, Wish, or Miracle. Aeragi are native Outsiders, meaning that Aurelia is their home plane, and thus while in Aurelia are unaffected by effects that would return them to their home plane. They are mortal and need to eat, drink, and rest like Humans do, aging at the same rate too. Aeragi do not have Darkvision like other Outsiders do. Aeragi have the Air subtype.
Sky Soul: An Aeragi cannot use, prepare, cast, manifest, or activate any effect with the Earth or Acid descriptors. Aeragi also cannot possess, gain, or be affected by any templates, spells, powers, or effects which would grant them the Earth or Acid subtypes or descriptors. Aeragi that belong to any class with a set of spells, powers, or abilities specifically described as being linked to earth or sand or metal or stone, cannot learn, utilize, or specialize in such effects from the earth, sand, metal, or stone elements. Aeragi cannot acquire the Artifice, Earth, Metal, or Stone domains.
Size: Aeragi are Medium-size creatures.
Speed: Aeragi have a base speed of 60 feet.
+4 Dexterity, -2 Constitution, -2 Wisdom: Aeragi are swift, graceful, and dexterous, but are also thin, frail, and flighty, with short attention spans and little common sense.
Breathless: As they are descended from air elementals, Aeragi need no air to survive, since they are infused with the very essence of air. Subsequently, they simply donít breathe, and have no lungs whatsoever. Thus, Aeragi can survive indefinitely underwater, in a vacuum, or anywhere else where there is no air to breathe. Additionally, since they donít breathe and lack lungs, they are immune to all inhaled toxins, poisons, diseases, and attacks. They also have no sense of smell, and are thus immune to all attacks that would offend their sense of smell, such as a Stinking Cloud spell. However, this also means that they cannot smell any other scents, and thus cannot detect anything that is only noticeable by smell.
They are virtually immune to most gas attacks, with the exception of those that merely affect creatures by contact, such as an Incendiary Cloud, Cloudkill, or Acid Fog spell. Aeragi can still feel the effects on their skin, they simply donít (and indeed cannot) inhale or smell the vapors. This lack of smell does not affect the Aeragi's sense of taste. If an Aeragi is polymorphed into a different creature, they gain lungs and a sense of smell in that form if appropriate, and thus become vulnerable to powerful scents and inhalations, but their Breathless ability still gives them an infinite supply of air, even underwater or in a vacuum.
Feather Fall: Aeragi are constantly affected as though by a Feather Fall spell, since they are infused with the power of elemental air and can float gracefully down to the ground. This is a supernatural ability, and automatically resumes immediately after passing through an anti-magic zone or similar area, or one round later if dispelled. The Aeragi may suppress this ability when desired, which takes no actions itself, and may resume this ability at any time as well.
+4 Racial Bonus on Jump and Listen Checks: The Aeragi are capable jumpers, bolstered by an air elemental heritage, and they are also keenly aware of the comforting whisper of every breeze.
-2 Racial Penalty on Will Saves and Intimidate Checks: Being thin, lightweight, less violent, and more silly than many other races, the Aeragi aren't often taken seriously when trying to threaten someone, and they're really just not very good at it, as they dislike the sound of pain. Also, their whimsical, unstable, and imaginitive minds are not as difficult to break or manipulate as those of more disciplined races.
Air Affinity: Aeragi gain a +3 racial bonus on saving throws versus electricity and all attacks or effects with the Air or Electricity descriptors. They suffer only half damage from such effects, when applicable. Furthermore, Aeragi add +1 to the DC of saving throws against any Air or Electricity spell, power, spell-like ability, or supernatural ability they use, and Aeragi also add +1 to their effective caster level or manifester level for purposes of resolving such effects.
Earth Vulnerability: Aeragi suffer a -3 racial penalty on saving throws versus acid and all attacks or effects with the Earth or Acid descriptors. They suffer double damage from such effects, when applicable.
Automatic Languages: Auran and Mentari.
Bonus Languages: Aeragi may choose Abyssal, Aquan, Celestial, Draconic, Ignan, Infernal, or Terran as bonus languages from a high Intelligence score.
Favored Class: An Aeragiís favored class is Rogue for purposes of multi-classing benefits and penalties.
Last edited by Arkhandus; Friday, 9th May, 2008 at 07:09 AM.
Sunday, 6th August, 2006, 08:57 AM #10
Waghalter (Lvl 7)
Aquari, Planetouched Humans Of Elemental Water
Temporary placeholder for the Aquari race.
Last edited by Arkhandus; Friday, 9th May, 2008 at 07:08 AM.
By Siberys in forum Gaming MarketplaceReplies: 0Last Post: Sunday, 7th July, 2013, 06:15 PM
By Arkhandus in forum D&D and Pathfinder Rules & DiscussionReplies: 93Last Post: Saturday, 19th January, 2013, 12:09 AM
By Wolv0rine in forum D&D and Pathfinder Rules & DiscussionReplies: 13Last Post: Thursday, 1st March, 2007, 04:43 PM
By Ralts Bloodthorne in forum D&D and Pathfinder Rules & DiscussionReplies: 4Last Post: Sunday, 27th February, 2005, 10:37 PM
By clockworkjoe in forum RPGs & Tabletop Gaming DiscussionReplies: 10Last Post: Wednesday, 10th July, 2002, 07:05 PM